tag:blogger.com,1999:blog-76009741913997286362024-03-18T21:10:37.447-04:00Akratic WizardryAKRATIC WIZARDRY:
A blog wherein I scribble about role-playing games (Mythras, Against the Darkmaster, Dungeons & Dragons [esp. old school], Swords & Wizardry, Into the Unknown, Middle-earth Role-playing, Lord of the Rings Role-playing, Adventures in Middle-Earth, Crypts & Things, Call of Cthulhu, etc.) and RPG settings (Middle-earth, Cthulhu Mythos, Greyhawk, Lyonesse, Ukrasia, etc.).
I also write about fantasy and science-fiction films, novels, art, TV shows, and the like.Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.comBlogger779125tag:blogger.com,1999:blog-7600974191399728636.post-54142133763993750742024-03-16T22:56:00.002-04:002024-03-16T22:56:40.679-04:00OSRIC Player's Guide<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiovumqh33WuOhBn45FSfcZ1_28sDLOROIKuZbseUmg0mUwTC3jApJhxaod7XFsyTROQ3t-2BlE_6eZrlRP-Gb6enizkwH3-0C-tKsvCsP-hHUPDK-_P9lZOaRcKjNTg9WVGjrpPXOn09AIvUAZOOYW2iamzRPNjW7Va7j3TnATITPxQzkIk-BaG0r-Thc/s1293/OSRIC-PG.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1293" data-original-width="1000" height="610" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiovumqh33WuOhBn45FSfcZ1_28sDLOROIKuZbseUmg0mUwTC3jApJhxaod7XFsyTROQ3t-2BlE_6eZrlRP-Gb6enizkwH3-0C-tKsvCsP-hHUPDK-_P9lZOaRcKjNTg9WVGjrpPXOn09AIvUAZOOYW2iamzRPNjW7Va7j3TnATITPxQzkIk-BaG0r-Thc/w471-h610/OSRIC-PG.jpg" width="471" /></a></div><br /><div><span style="font-family: times; font-size: medium;">There is a new <i>Player’s Handbook</i> -- er, <i>Player's Guide </i>-- for OSRIC (the “retro-clone” for first edition <i>Advanced Dungeons and Dragons</i>) available. The PDF is available for free <a href="https://seattle-hill-games.blogspot.com/" target="_blank">here</a>; paper versions are available on Amazon (<a href="https://www.amazon.ca/OSRIC-Players-Guide-Stuart-Marshall/dp/B0CLVFWT61/ref=sr_1_1?sr=8-1" target="_blank">Canada</a>/<a href="https://www.amazon.com/OSRIC-Players-Guide-Stuart-Marshall/dp/B0CLVFWT61/ref=mp_s_a_1_1?sr=8-1" target="_blank">US</a>). </span></div><div><span style="font-family: times; font-size: medium;"><br />OSRIC, of course, was the original retro-clone. Along with <i>Basic Fantasy</i> (which appeared around the same time), OSRIC helped to launch the “Old School Renaissance” almost two decades ago. </span></div><div><span style="font-family: times; font-size: medium;"><br />The original OSRIC was not a proper ruleset; rather, it simply included the necessary information (tables and the like) to permit the publication of material (primarily modules) for 1e AD&D. Shortly after it originally appeared, however, OSRIC was fleshed out into a complete game. Since then, though, it has not been substantially updated. </span></div><div><span style="font-family: times; font-size: medium;"><br />But there are now plans to revise it so that it (a) includes more material from the original <i>Dungeon Master’s Guide</i> (in particular, I think, material having to do with campaign-building and running) and (b) more closely resembles the 1st edition AD&D rules. (Since it was the original attempt at a retro-clone, OSRIC was cautious in replicating the original ruleset. Subsequent retro-clones, like <i>Old School Essentials</i>, have demonstrated that near complete fidelity to the originals is unproblematic. So hopefully half-elves will not be so horrible in the revised version of OSRIC.) <br /><br /></span></div><div><span style="font-family: times; font-size: medium;">I believe that there will be a kickstarter for the revised edition of OSRIC sometime next autumn. In the meantime, it’s great that there now is a very attractive player's book available. </span></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com2tag:blogger.com,1999:blog-7600974191399728636.post-60323153219684654172024-02-28T16:47:00.003-05:002024-03-02T15:05:00.922-05:00Against the Witch-King: Chapter 1<div style="text-align: left;"><span style="font-family: helvetica; font-size: large;"><b>From Fornost to Ro-Malborn and Back Again</b></span></div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh480lLIGgVYTRkzpsLKpBRa3CTSS7KI4hSCfZvCyFbUfOrdMm5i85da9JEeQsD0EE_IsBm0fjkBtT0J0NQ5qLwb9Nm6lQ4d6teM6Fzgej3nO75wb8m6-8NtSxinxKPLE1Jo89yFbnw3tmGKJuyfP0BPX3gwpoyLOCJbi-z_fJA4dKo2HFRkFqAIk9OYVU/s2412/Arthedain_central.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2040" data-original-width="2412" height="542" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh480lLIGgVYTRkzpsLKpBRa3CTSS7KI4hSCfZvCyFbUfOrdMm5i85da9JEeQsD0EE_IsBm0fjkBtT0J0NQ5qLwb9Nm6lQ4d6teM6Fzgej3nO75wb8m6-8NtSxinxKPLE1Jo89yFbnw3tmGKJuyfP0BPX3gwpoyLOCJbi-z_fJA4dKo2HFRkFqAIk9OYVU/w640-h542/Arthedain_central.jpg" width="640" /></a></div><div style="text-align: center;"><span style="font-family: courier;">[Central Arthedain]</span></div><br /><div style="text-align: left;"><div><span style="font-family: trebuchet; font-size: medium;">Out tale begins in the city of <i>Fornost</i>, capital of the besieged Kingdom of <i>Arthedain</i>, in the year 1964 of the Third Age, on the 15th day of Narbeleth (“Wintring” according to the calendar of Bree; “October” in Westron). </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">It is the first year of the reign of King <b>Arvedui</b>. The Dúnadan Seer <b>Malbeth</b> foretold that <b>Arvedui </b>would be the last ruler of <i>Arthedain</i>. But does this mean that <i>Arthedain </i>ultimately will fall to the <b>Witch-King</b>’s hordes, or instead that <b>Arvedui </b>will defeat <i>Angmar</i> and resurrect the greater realm of <i>Arnor</i>? And what role – if any – will our heroes play in this prophesy?</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglLaBjMbS2UWzTFm9BSbSJxyzoW9kIeDTCjSvcPb8vq6MlLUDtGKg9XUKoum6PJepex7jTj6LgE2bBsua8YHjxsGxRaTwKOBCWxowxrrveQ_RbM0oLFRJZ28bp6XDzD-MQSks_3hGLISk2_IGgHx-oy7Oqf8gsLBUSaNpzQEiLo1tTyaUbZCFnqHYmfbI/s1920/Fornost.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1920" data-original-width="1394" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglLaBjMbS2UWzTFm9BSbSJxyzoW9kIeDTCjSvcPb8vq6MlLUDtGKg9XUKoum6PJepex7jTj6LgE2bBsua8YHjxsGxRaTwKOBCWxowxrrveQ_RbM0oLFRJZ28bp6XDzD-MQSks_3hGLISk2_IGgHx-oy7Oqf8gsLBUSaNpzQEiLo1tTyaUbZCFnqHYmfbI/w464-h640/Fornost.jpg" width="464" /></a></div><div style="text-align: center;"><span style="font-family: courier;">[City of Fornost]</span></div><div><br /></div><div><div><span style="font-family: helvetica; font-size: medium;"><b>15 Narbeleth 1964</b></span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><a href="https://akraticwizardry.blogspot.com/2023/08/against-witch-king-heroes.html" target="_blank">Four travellers</a> gather in the manor of the Dúnadan sage <b>Thindparv</b>. They are: <b>Arpet</b>, a Lossadan shaman from the northern village of <i>Mulkan</i>; <b>Arpet</b>’s brother <b>Doffa</b>, a crafty scout; <b>Celebrin</b>, a Sinda Elf of <i>Lindon</i>; and <b>Almarian</b>, a Dúnadan champion and niece of <b>Thindparv</b>. They all wish to speak with the sage for their own reasons… </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Arpet</b> and <b>Doffa</b> seek knowledge of a great tree inhabited by tiny folk with strange hairy feet. According to a dream that <b>Arpet</b> had weeks ago, a holy artifact of their people – the Horn of Mulkan – can be found there. The ancient narwhale horn had been stolen a year ago, and the Lossoth brothers are determined to recover it. A Dúnadan trader who frequently visits their village, <b>Beleg</b>, told the brothers that his friend <b>Thindparv</b> may be able to help them; he wrote something called a “Letter of Introduction” for the brothers to facilitate a meeting. <b>Arpet</b> and <b>Doffa </b>have spent the past two weeks travelling across northern <i>Eriador</i> to reach the bewilderingly large city of <i>Fornost</i>. <b>Doffa</b> has found the new sights to be wonderful and exciting. <b>Arpet</b>, on the other hand, finds his thoughts drifting back to someone he left behind in the village.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">For the past year, <b>Celebrin</b> has been plagued with a vision during his reveries. He sees a great blond elf warrior wandering through a thick mist, possibly underwater. The warrior calls out for help in both Quenya and Sindarin, but to no avail. After a few moments the vision disappears. No one in <i>Lindon</i> can understand what this vision means. Following <b>Círdan</b>’s advice, <b>Celebrin</b> has travelled to <i>Arthedain</i> in hopes of solving this mystery, or at least learning more about how best to proceed.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Thindparv</b> is <b>Almarian</b>’s mother’s brother. <b>Nenereth</b> and <b>Thindparv</b> were once close, but have drifted apart over the years – perhaps due to <b>Thindparv</b>’s studies. <b>Almarian</b> hopes to heal the rift somehow – hence her return to <i>Fornost</i>. She also hopes that <b>Thindparv</b> can tell her some of the abilities of her family heirloom, the ancient spear Orcspite, as her father was slain by Angmarim before he could pass this information to her.</span></div></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTEEbM0Xto9CvdOVrz_8WhFgcDdI5sNtoVf8NmwcUfSjpFxaX678SVY3-iBvxscpYVUt1ujX_G2ph2blfCI67yA0T-VNv1RmxhHs-rVfriQLzytor2nNeSflSCpkIcEF3Gp1m3utYOOdQaevs1498iTu23gZYLCgyquZri1Y2UVuUE6ayCh0pGr-MQZ1k/s725/Aranarth_Elena_Kukanova.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="725" data-original-width="500" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTEEbM0Xto9CvdOVrz_8WhFgcDdI5sNtoVf8NmwcUfSjpFxaX678SVY3-iBvxscpYVUt1ujX_G2ph2blfCI67yA0T-VNv1RmxhHs-rVfriQLzytor2nNeSflSCpkIcEF3Gp1m3utYOOdQaevs1498iTu23gZYLCgyquZri1Y2UVuUE6ayCh0pGr-MQZ1k/w276-h400/Aranarth_Elena_Kukanova.jpeg" width="276" /></a></div><div style="text-align: center;"><span style="font-family: courier;">[Aranarth]</span></div><div><br /></div><span style="font-family: trebuchet; font-size: medium;"><b>Thindparv</b>’s assistant <b>Hador</b> brings exquisite wine from <i>Belfalas </i>to the four as they sit within the richly adorned waiting room. As they finish introducing themselves to each other, a door opens and in walks <b>Thindparv</b> the <b>Aranarth</b>, the crown prince of <i>Arthedain</i>. The two are deep in conversation and are on friendly terms; it would appear that they have known each other for many years. After a few moments, they notice the others within the room and end their talk. Smiling broadly, the prince warmly introduces himself to the four travellers before departing.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtUhLHohw0eS9jTwLaZeK0QPGRA-oyxGmIxqXtFLBgcwRNDiTANwA707jUI1v8V5tzItS3psW2-DRaw9K7OZwzda3Jhs6gLeA-izHcZSLVRQaEzmBPheRlkgkvc6knv4QzojJQqhUIjTs3_pnM-X_AnN1nj3nYOu3WCWbzwyo5GiAFe7U49igd0_pY2Ek/s790/Thindparv.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="790" data-original-width="522" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtUhLHohw0eS9jTwLaZeK0QPGRA-oyxGmIxqXtFLBgcwRNDiTANwA707jUI1v8V5tzItS3psW2-DRaw9K7OZwzda3Jhs6gLeA-izHcZSLVRQaEzmBPheRlkgkvc6knv4QzojJQqhUIjTs3_pnM-X_AnN1nj3nYOu3WCWbzwyo5GiAFe7U49igd0_pY2Ek/w264-h400/Thindparv.jpg" width="264" /></a></div><div style="text-align: center;"><span style="font-family: courier;">[Thindparv]</span></div><div style="font-family: trebuchet; font-size: large;"><br /></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Thindparv</b> remarks – in an absent-minded way, seemingly to no one in particular – that <b>Aranarth</b> was once his student. The Dúnadan then turns his attention to his guests. The travellers explain their reasons for seeking the sage’s counsel. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Using some charcoal, <b>Arpet</b> etches the image of the great tree on a piece of parchment. <b>Thindparv</b> identifies it as a great oak and informs him that the little people are no doubt “Hobbits.” He offers to conduct additional research into the tree for the Lossoth brothers, but regrets that it will take him a few days to do so. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Celebrin</b> delivers a book from <i>Lindon</i>, a copy of an ancient tome from lost <i>Eregion</i>, to the sage. <b>Thindparv</b> thanks the elf and tells him that he should consult with the seer <b>Telemnar</b>, who dwells within an ancient observatory, <i>Ro-Malborn</i>, to the north of <i>Fornost</i>. The reclusive seer should be better able than he to help the elf decipher his disturbing dream. <b>Thindparv</b> remarks that he interacts regularly with the seer, and is sending some supplies – ink, parchment, and dried goods – to <i>Ro-Malborn</i> the next day with his assistant, the Riverman <b>Wulfgli</b>. He explains that it should be no trouble for the elf to accompany <b>Wulfgli</b> on his mission.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Almarian</b> implores <b>Thindparv</b> to see her mother, <b>Nenereth</b>. After a moment’s reflection the sage agrees to meet with his sister for dinner in a few days. Relieved, <b>Almarian</b> asks about Orcspite. <b>Thindparv</b> advises his niece to accompany <b>Celebrin</b> and <b>Wulfgli</b> on their journey and to consult with <b>Telemnar</b> about it. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Realizing that they have nothing to do over the next few days, <b>Arpet</b> and <b>Doffa</b> offer to join <b>Celebrin</b> and <b>Almarian</b> on their trip. </span></div><div style="font-family: trebuchet; font-size: large;"><br /></div><div><div><span style="font-family: helvetica; font-size: medium;"><b>16 Narbeleth 1964</b></span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The quintet – <b>Arpet</b>, <b>Doffa</b>, <b>Celebrin</b>, <b>Almarian</b>, and the scruffy Riverman <i>Wulfgli</i> – travel north to <i>Ro-Malborn</i>. En route, <b>Almarian</b> recalls what she knows about the place. The observatory was once the dwelling place of a treacherous seer, <b>Malborn</b>, who secretly allied with the <b>Witch-King</b> during the Second Northern War (1408-1410). The seer was executed after the war and the observatory was given to <b>Telemnar</b>’s ancestor. Despite its dark history, the observatory retains the name of its original owner. In recent centuries, however, it has provided valuable information for the kingdom. <b>Telemnar</b> is known to be brilliant but erratic and eccentric. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">During their journey the party encounters a Dúnadain family – led by the warrior <b>Ohtar</b> – travelling to <i>Fornost</i>. The family’s farmstead was recently destroyed by raiders from <i>Angmar</i>. <b>Amarian</b> graciously writes a note for <b>Ohtar</b>, to introduce him to her mother in the city. She assures the family that they will be given succor at her household.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">As evening approaches the group reaches the observatory of <i>Ro-Malborn</i>. They are greeted by the seer’s servant <b>Elphir</b> and brought to the sitting room, except for <b>Wulfgli </b>who delivers his supplies to the storage area.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTg0BH_JVES0rdOM5x1yFh7Sy1fc7j00h2ASXqKacH3M_JXGptL8D5u_4i5cswWB6Y7gx7p-5s377MG-zqz8bVWagqdzPTstg8aTNGiLV1kfvYf9B9-acsC2TSKPeX2mRW_kO_uhDXvBI-b88q86QzHw0E4fJcrViKd23mFRBtOyAf__xcT0Wjch3u-PI/s1964/Ro-Malborn.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1964" data-original-width="1354" height="445" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTg0BH_JVES0rdOM5x1yFh7Sy1fc7j00h2ASXqKacH3M_JXGptL8D5u_4i5cswWB6Y7gx7p-5s377MG-zqz8bVWagqdzPTstg8aTNGiLV1kfvYf9B9-acsC2TSKPeX2mRW_kO_uhDXvBI-b88q86QzHw0E4fJcrViKd23mFRBtOyAf__xcT0Wjch3u-PI/w307-h445/Ro-Malborn.jpg" width="307" /></a></div><div style="text-align: center;"><span style="font-family: courier;">[Ro-Malborn]</span></div></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Telemnar</b> eventually appears and greets the party with slightly unhinged enthusiasm. The party informs the seer of their various reasons for visiting him. <b>Telemnar</b> promises his help and the travellers retire for the night.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisXJWAwwPICxfu7EVtLeJHhvSEdGbOjZRYAbAIlatZnbHslG_nV_mPmYmPJeNT-sGHgYDmSGvDlklLbXbFOWUHOTNVdBbh902Hqlw11g2aav94gITSr0N7BXhK_LA2JJ67edKII3x64R5anGabCYAhAZAGo1L1VtS1oEvhmIOu7S2IL1AxULtrxat9SBI/s790/Telemnar.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="790" data-original-width="512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisXJWAwwPICxfu7EVtLeJHhvSEdGbOjZRYAbAIlatZnbHslG_nV_mPmYmPJeNT-sGHgYDmSGvDlklLbXbFOWUHOTNVdBbh902Hqlw11g2aav94gITSr0N7BXhK_LA2JJ67edKII3x64R5anGabCYAhAZAGo1L1VtS1oEvhmIOu7S2IL1AxULtrxat9SBI/w259-h400/Telemnar.jpg" width="259" /></a></div><div style="text-align: center;"><span style="font-family: courier;">[Telemnar]</span></div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-size: medium;"><div><b><span style="font-family: helvetica;">17 Narbeleth 1964</span></b></div><div style="font-family: trebuchet;"><br /></div><div style="font-family: trebuchet;">As <b>Telemnar</b> engages in research to help the party with their various endeavours, <b>Arpet</b> decides to investigate the flora, and especially the herbs, of the region around the observatory. He finds a wild plant with curious leaves. Later, the animist learns from <b>Telemnar</b> that the plant is “Arlan,” and that its leaves can heal wounds when prepared as a poultice, while its roots can act as a decongestant when consumed.</div><div style="font-family: trebuchet;"><br /></div><div style="font-family: trebuchet;"><b>Almarian</b> – with her loyal goshawk <b>Seerwing</b> – and <b>Doffa</b> go hunting. While the Dúnadan and her goshawk are unsuccessful, the Lossadan returns with a deer, which provides a delicious dinner for everyone at <i>Ro-Malborn</i> that evening.</div><div style="font-family: trebuchet;"><br /></div><div style="font-family: trebuchet;">At night, <b>Celebrin</b> uses the telescope to see what the stars might reveal about his recurring dream.</div><div style="font-family: trebuchet;"><br /></div></span></div><div><div><b><span style="font-family: helvetica; font-size: medium;">18 Narbeleth 1964</span></b></div><div style="font-family: trebuchet;"><span style="font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Arpet </b>and <b>Doffa</b> sense that <b>Wulfgli</b> is hiding something, as he seems strangely nervous. The two pressure the Riverman to go hunting with them in the morning. After a few hours, <b>Wulfgli</b> tries to sneak away; <b>Doffa</b> stealthily follows him and watches <b>Wulfgli</b> do something with a giant crow. The crow then flies away to the east. The Riverman seems unaware that he has been observed. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Almarian</b> recalls that the Angmarim are known to sometimes use malevolent crows as spies and messengers. She confronts <b>Wulfgli</b>. Drawing upon the ancient arts of persuasion of the Dúnadain, she gets the Riverman to reveal that he wrote a message to a bandit leader named “<b>Gruff</b>” about her spear Orcspite. It appears that the <b>Witch-King</b> seeks the weapon! <b>Wulfgli</b> reveals that the bandits plan to waylay the party and obtain the spear during their trip back to <i>Fornost</i>.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The Dúnadan warrior reveals this information to <b>Telemnar</b> and the rest of the party. In turn, the seer reveals what he has learned about Orcspite. An artifact from ancient <i>Númenor</i>, it was brought by the Faithful to northern <i>Middle-earth</i> centuries before the sinking of the great isle and has been in <b>Almarian</b>’s family for over twenty-five centuries. It was used during the War of the Last Alliance against <b>Sauron</b> two-thousand years ago. The reason why the <b>Witch-King</b> seeks it, <b>Telemnar </b>infers, is that the spear is unusually deadly against orcish warriors – as its name suggests. No doubt the leaders of <i>Angmar</i> wish to remove such a terrible weapon from their enemies as they prepare their final assault against the Northern Kingdom.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Telemnar</b> also tells the Lossoth brothers that the hobbit sage <b>Tobric</b> of <i>Bree</i> may know where the giant oak that <b>Arpet</b> saw in his dream is located.</span></div><div style="font-family: trebuchet;"><span style="font-size: medium;"><br /></span></div><div><div><b><span style="font-family: helvetica; font-size: medium;">19 Narbeleth 1964</span></b></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">It is a grey day. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">In the morning, <b>Almarian</b> uses the telescope to look east to see if she can spot the brigands. Alas, she finds nothing. She then instructs <b>Seerwing</b> to scout to the east.</span></div><div style="font-family: trebuchet; font-size: large;"><br /></div></div><div class="separator" style="clear: both; font-size: large; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFzN4mOq5lK2aoNRCljryni8HNW2yNbjH8_yirPEamwm4Vog4SGmjCpIrf2fQ0uuhl6hvX8VR3hbyv2PVUwyDiO_3Knm42OS6cKxnyos1ftlnJJLRuyDpPYAARP1L1L_ygBG_ZMit7iv5OsyN37kwKKa1GPbfI1HSe5xQnNK8f8l2JKKjhHGZi7peKXTo/s266/AMTGEN01.bmp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="266" data-original-width="169" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFzN4mOq5lK2aoNRCljryni8HNW2yNbjH8_yirPEamwm4Vog4SGmjCpIrf2fQ0uuhl6hvX8VR3hbyv2PVUwyDiO_3Knm42OS6cKxnyos1ftlnJJLRuyDpPYAARP1L1L_ygBG_ZMit7iv5OsyN37kwKKa1GPbfI1HSe5xQnNK8f8l2JKKjhHGZi7peKXTo/w254-h400/AMTGEN01.bmp" width="254" /></a></div><div style="text-align: center;"><span style="font-family: courier;">[Turuk Larr]</span></div><br /><div><div><span style="font-family: trebuchet;"><span style="font-size: medium;">Around noon the dwarf </span><b><span style="font-size: medium;"><a href="https://akraticwizardry.blogspot.com/2023/08/against-witch-king-heroes.html" target="_blank">Turuk Larr</a></span></b><span style="font-size: medium;"> arrives at the observatory. <b>Telemnar</b> marvels at all the guests he now has staying with him – more than he has ever hosted in his many decades at <i>Ro-Malborn</i>! He welcomes the dwarf, as the two have exchanged letters over the previous year. <b>Turuk</b> seeks information about the mysterious human settlement known as “<i>Nothva Rhaglaw</i>”; he wishes to learn how the small region has avoided conquest by the forces of <i>Angmar</i> for so many centuries. According to legend, the place was also largely untouched by the terrible War of Elves and <b>Sauron </b>eons ago in the Second Age. <b>Telemnar</b> provides the dwarf with a map of the region around <i>Nothva Rhaglaw</i> and a brief treatise, written in Adûnaic, about the settlement and its legends. </span></span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Almarian</b> and the others tell the dwarf about what has happened recently, especially <b>Wulfgli</b>’s treachery. <b>Turuk</b> notes that he, the Lossoth brothers, and <b>Celebrin</b> may all be heading in roughly the same direction: to eastern <i>Eriador</i> (after first stopping at <i>Fornost</i>, and possibly <i>Bree </i>as well). </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Drawing upon his dwarfish lore, <b>Turuk</b> senses “darkness” in the Riverman – he is a servant, whether knowingly or not, of the <b>Witch-King</b>! <b>Arpet</b> employs some colourful Lossoth interrogation methods on <b>Wulfgli</b>, but the Riverman insists that he has told the party everything he knows. <b>Almarian</b> senses that <b>Wulfgli </b>is hiding something about <i>Fornost</i>. Eventually, the Riverman explains that after he and his bandit conspirators recover Orcspite, they are to turn it over to a contact in the city. <b>Telemnar</b> agrees to keep <b>Wulfgli</b> prisoner until he can be turned over to the forces of <i>Arthedain</i>.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">As evening falls <b>Seerwing</b> returns. While communicating with the goshawk is not easy, <b>Almarian</b> manages to learn that five black-clad figures (presumably either men or orcs) are travelling southwest to the crossroads north of <i>Fornost</i>. The Dúnadan communicates this information to the others and the party forms a plan to counter-ambush the bandits. <b>Celebrin</b> excuses himself from this endeavour, however, as he has yet to complete his astrological investigations.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">At midnight the party reaches the crossroads. There, <b>Turuk</b> and <b>Arpet </b>notice a large crow on the shoulder of a black clad figure who is moving large rocks onto the road. <b>Doffa</b> sneaks up to the crossroads, aims at the crow with his hunting bow, and slays the bird with a single shot. <b>Almarian</b> investigates the dead crow and discovers that it has a silver band around its leg. She takes the band.</span></div><div style="font-size: large;"><span style="font-family: trebuchet;"><br /></span></div><div><div class="separator" style="clear: both; font-size: large; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKwNpsT5YgeF0LYotZcQUi9FsJQNcrCN_A0EscZTMCHVDwta-mvmu4xd7S2RpnHhSiLRmitbGllDDS_cy_2795WpYmCsumYNQMTxhdlYZ1wU5RUDjGjPKJN9jQnCDaplX-fgW_2SVJQ0QrXxYHjbxD-QVxjETW5u-Fdw6VzKP91SGKgAMKdBo3RFQt94g/s3290/Road-to-Fornost.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3290" data-original-width="2512" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKwNpsT5YgeF0LYotZcQUi9FsJQNcrCN_A0EscZTMCHVDwta-mvmu4xd7S2RpnHhSiLRmitbGllDDS_cy_2795WpYmCsumYNQMTxhdlYZ1wU5RUDjGjPKJN9jQnCDaplX-fgW_2SVJQ0QrXxYHjbxD-QVxjETW5u-Fdw6VzKP91SGKgAMKdBo3RFQt94g/s320/Road-to-Fornost.jpg" width="244" /></a></div><div style="font-size: large;"><br /></div><div><span style="font-family: helvetica; font-size: medium;"><b>20 Narbeleth 1964</b></span></div><div><span style="font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The party captures the black clad figure. He is a Riverman named <b>Trav</b>. The brigand explains that he and his fellow ne’er-do-wells communicate with their employer via the great crows. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">In the middle of the night the other brigands arrive, expecting to set up an ambush. The tables, however, are turned on them! Two bandits are slain, while the other four – including the leader Gruff – are captured. The prisoners are then brought to a nearby <i>Arthedain</i> tower, commanded by Captain <b>Haleth</b>.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">At the tower, as dawn breaks, <b>Doffa</b> notices that <b>Gruff</b> is squirming uncomfortably as the party speaks with Captain <b>Haleth</b> about what has happened. <b>Arpet </b>employs his unique interrogation methods again – this time he uses a black opal that he calls the “Eye of Aunt Anda.” The bandit captain is deeply disturbed by this and confesses everything that he knows. He explains that they were instructed to deliver Orcspite to their contact in the Grey Moor tavern within <i>Fornost</i>. Their contact, according to <b>Gruff</b>, would be an albino Dúnadan nobleman. The deliverer of Orcspite is supposed to wear a bright blue hat with a black feather – which, sure enough, the party finds among <b>Gruff</b>’s equipment.</span></div><div><span style="font-family: trebuchet; font-size: medium;"> </span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Almarian</b> proposes that the party members dress themselves up as the bandits and deliver a false Orcspite to the agent of <i>Angmar</i> in <i>Fornost</i>. The others agree to go along with this plan. The party changes into the black clothing of the bandits. Captain <b>Haleth</b> gives the group a cart and a pony; into the cart is loaded the real Orcspite, along with the many furs of the Lossoth and other sundries. <b>Turuk </b>employs his advanced weapon-crafting skills to modify a spear from the tower so that it closely resembles Orcspite. The party then heads to <i>Fornost</i>.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Arriving in the early evening, the party heads to the Grey Moor tavern (while <b>Seerwing</b> is sent to the manor of <b>Thindparv</b>). The place is quite lively and filled with people from many parts of <i>Middle-earth</i>: merchants and travellers from <i>Bree</i>, <i>Tharbad</i>, and even <i>Gondor</i>. <b>Turuk</b> speaks briefly with some dwarves from <i>Khazad-Dûm</i>. They gently mock <b>Turuk</b> for being from the <i>Nan-i-Naugrim</i>, which is a tiny insignificant settlement compared to their own glorious, wealthy halls beneath the <i>Misty Mountains</i>. They drunkenly boast that <i>Khazad-Dûm</i> is invincible and will endure until the end of time. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Eventually the albino Dúnadan arrives with a Riverman warrior accompanying him. <b>Doffa</b> puts on the blue hat and places the fake Orcspite on the table at which he is sitting. The Riverman approaches the Lossadan scout. <b>Doffa</b> doffs his blue hat. The Riverman gives <b>Doffa</b> a pouch of coins and takes the spear. The fake Orcspite then is given to the pale nobleman, who departs immediately. <b>Almarian</b> waits for a few minutes and then leaves. Outside she sees no sign of the albino. She describes the agent of <i>Angmar</i> to the guards at the city gate and they tell her that such an individual departed <i>Fornost</i> at great haste upon a mighty steed minutes ago. Meanwhile, the Riverman remains in the tavern and proceeds to get quite drunk. Eventually he stumbles to the Green Fields Inn, which is across the square from the tavern.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Almarian</b> and the others return to the manor of <b>Thindparv</b>. She instructs <b>Seerwing</b> to scout around the city in order to spot the albino nobleman. The goshawk returns an hour later and reports that the nobleman is riding south; the party infers that he most likely is heading towards <i>Bree</i>. <b>Almarian</b> then asks <b>Thindparv</b> if he knows anything about an albino Dúnadan nobleman. The seer recalls that he once met such a person; while cannot recall his name, <b>Thindparv</b> believes that he was once a lord of <i>Cardolan</i>, and expressed some hope in resurrecting his realm there one day.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Meanwhile, back in <i>Ro-Malborn</i>, <b>Celebrin</b> completes his studies of the stars using the great telescope. He discerns that his dream emanates from something or someone near the headwaters of the great <i>Gwathló</i> river. After meditating for a few hours, the elf thanks <b>Telemnar </b>and departs from the observatory to find his friends in <i>Fornost</i>.</span></div><div style="font-size: large;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjn7eICqt0HRS-rSt4TCQkrijmg4JG21BqX09pQANK801pyJLu5FikfUG1mVVDfSW08cmJkpuZorDY6YCTNqL6NrhsjBZ7td0G9ysRK0uX9XGQH1C_AI4pZ5JjEL1iMEECHgMfScK2tDtuW8ybDCSWRWF9K_motH-w6bKVgDf0_x7geMEP6Fq5IvPGasQs/s330/Celebrin.bmp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="330" data-original-width="210" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjn7eICqt0HRS-rSt4TCQkrijmg4JG21BqX09pQANK801pyJLu5FikfUG1mVVDfSW08cmJkpuZorDY6YCTNqL6NrhsjBZ7td0G9ysRK0uX9XGQH1C_AI4pZ5JjEL1iMEECHgMfScK2tDtuW8ybDCSWRWF9K_motH-w6bKVgDf0_x7geMEP6Fq5IvPGasQs/w255-h400/Celebrin.bmp" width="255" /></a></div><div style="text-align: center;"><span style="font-family: courier;">[Celebrin]</span></div><div style="font-size: large;"><br /></div><div><div><span style="font-family: courier;"><u>Notes</u>:</span></div><div><span style="font-family: courier;"><br /></span></div><div><span style="font-family: courier;">For more information about this campaign, go to its <a href="https://akraticwizardry.blogspot.com/2023/08/against-witch-king-adventure-index.html" target="_blank">Master Page</a>.</span></div><div><span style="font-family: courier;"><br /></span></div><div><span style="font-family: courier;">The area map is by Pete Fenlon, from the ICE modules <i>Rangers of the North</i> and <i>Arnor</i>. The picture of Ro-Malborn also is from <i>Rangers of the North</i>. </span></div><div><span style="font-family: courier;"><br /></span></div><div><span style="font-family: courier;">The picture of Prince Aranarth is by Elena Kukanova. The pictures of Thindparv and Telemnar are from the <i>Icewind Dale Enchanced Edition</i> CRPG. The pictures of Turuk Larr and Celebrin are from “mods” for the <i>Baldur’s Gate Enhanced Edition</i> CRPG. </span></div><div><span style="font-family: courier;"><br /></span></div><div><span style="font-family: courier;">The map of the crossroads was scrawled by yours truly.</span></div><div style="font-size: large;"><br /></div></div></div></div></div></div></div></div></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com1tag:blogger.com,1999:blog-7600974191399728636.post-65691991259833914962024-02-23T02:42:00.002-05:002024-02-23T02:45:44.305-05:00Against the Court of Urdor Campaign – Part 2<div style="text-align: left;"><span style="font-family: helvetica; font-size: large;"><b>The Company of the Morningstar, Korlax’s Haven, and Blarth’s Harp</b></span><br /><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_QxCphBHjLa96kaNAPEuo40s4o1txXWJwby7DEe9iFnXYE0F_LFwNZT8Cypg4mTzLlQSwz7X8clJhiL_k43YymWicIiQR2xAQ6PyluVxooWoKitL-GKY45CLiexVKYDkiu4_G3lpkJbCQN1q1BkOl3Sy8wNGGxOq00pwjSC3mYY8qbJ5aQMBgKb6A5Ac/s2966/Cursed_lands.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2036" data-original-width="2966" height="439" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_QxCphBHjLa96kaNAPEuo40s4o1txXWJwby7DEe9iFnXYE0F_LFwNZT8Cypg4mTzLlQSwz7X8clJhiL_k43YymWicIiQR2xAQ6PyluVxooWoKitL-GKY45CLiexVKYDkiu4_G3lpkJbCQN1q1BkOl3Sy8wNGGxOq00pwjSC3mYY8qbJ5aQMBgKb6A5Ac/w640-h439/Cursed_lands.jpg" width="640" /></a></div><div style="text-align: center;"><span style="font-family: courier;">[The Cursed Lands]</span></div><div><br /></div><div><div><span style="font-family: trebuchet;"><b><span style="font-size: large;">February 1000 2AH</span></b><span style="font-size: medium;"> (<i>Second Age of Humanity</i>): </span><span style="font-size: large;"><b>1st – 4th</b> </span></span></div><div><span style="font-family: trebuchet; font-size: medium;">(A summary of the <a href="https://akraticwizardry.blogspot.com/2024/01/against-court-of-urdor-campaign-part-1.html" target="_blank">adventure so far</a>.) </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Our <a href="https://akraticwizardry.blogspot.com/2023/11/against-court-of-urdor-heroes.html" target="_blank">protagonists</a> – <b>Einar Quicksilver</b>, the Green Elf scout of <i>Koronande</i>, and <b>Kiren Hammerstone</b>, the Dwarf animist of <i>Grimhold</i> (one of the <i>Halls of Pale Steel</i>) – meet in the great Elvish city of <i>Tauronde</i>. There they learn that they have overlapping goals. <b>Einar</b> must travel to the Taaliraani city of <i>Tilvirin</i>; he plans to ask the city’s sages to analyze a sample of his late aunt <b>Yvenna</b>’s blood and identify the poison that killed her. <b>Kiren</b> also must travel to <i>Tilvirin</i>, where he hopes to learn more about the ancient Night Elf organization, “<b>The Court of Urdor</b>.” Before they travel to <i>Taaliraan</i>, though, <b>Einar</b> must deliver his slain aunt’s enchanted necklace to his cousin <b>Nuriel</b>. She is said to be the leader of a band of Green Elves – the “<b>Emerald Guardians</b>” – within the region known as the <i>Cursed Lands</i>, which lies west of <i>Koronande</i> and north of <i>Taaliraan</i>.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">En route to the <i>Cursed Lands</i>, the duo is captured by the Tantûraki wizard <b>Zepheus</b>. <b>Einar</b> and <b>Kiren</b> are coerced – by means of magical bracelets – to infiltrate the barrow of the ancient Green Elf Prince <b>Berethil</b>. The Prince was the traitorous younger brother of Queen <b>Blàithnaid</b>, the last ruler of the Green Elves of northern <i>Taaliraan</i> (now the <i>Cursed Lands</i>). <b>Zepheus</b> seeks the preserved brain and heart of the dead Prince, believing that magically preparing and consuming the organs will confer upon him Elvish immortality. During their investigation, though, the duo encounters the ghost of Prince <b>Berethil</b>. In return to helping the young elf and dwarf rid themselves of their cursed bracelets, the Prince asks the duo to return the crown of Queen <b>Blàithnaid</b> to her. He senses that his sister dwells somewhere in the northern region of the <i>Cursed Lands</i>. The ghost believes that returning the stolen crown will release him from his curse and allow him to leave the mortal realm for <i>Faerie</i> after almost a thousand years of undeath.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Freed from <b>Zepheus</b>’s control, the two adventurers leave the barrow after some further exploration, eventually returning to the trail that they previously had been following. Our tale resumes after they rest for the night.</span></div></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div style="font-family: trebuchet;"><b><span style="font-size: large;">February 1000 2AH: the 5th day</span></b></div><div style="font-family: trebuchet; font-size: large;"><br /></div><div><span style="font-family: trebuchet; font-size: medium;">Rain starts to fall as the two adventurers break camp before dawn. The <i>Weblands</i>’ jungle canopy channels the rain into concentrated streams. After a few hours the downpour stops.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Around noon, <b>Kiren</b> senses that something is following the duo in the trees. They head off of the trail. This proves to be an imprudent move, however, as the adventurers subsequently are attacked by two giant spiders. <b>Einar</b> is wounded but eventually both spiders are slain. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Shaken, the duo returns to the path. They notice that a falcon is following them from high among the trees. As the afternoon turns into the evening, the adventurers leave the jungle, finally entering the <i>Cursed Lands</i>. There they encounter the falcon’s master, the Kirani ranger <b>Karos</b>. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; font-family: trebuchet; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTHXdnvOuM_1wzgK5pqtvwQYXzqelGPyqGL7l8RF1IwssyAALURYpd4pwf9ZQRmnPs3E8kLfz98wTuWOYczG2eCM-Fy_dRG6I9LhygfKU209I4w6b7RhHxJCVaSysov313szLEm1rCv5HGbZLK-bYSpeyWGI-e5nxXmfpmiMUmDgsXRltkAJ9hR5FGH0A/s996/Karos.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="996" data-original-width="652" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTHXdnvOuM_1wzgK5pqtvwQYXzqelGPyqGL7l8RF1IwssyAALURYpd4pwf9ZQRmnPs3E8kLfz98wTuWOYczG2eCM-Fy_dRG6I9LhygfKU209I4w6b7RhHxJCVaSysov313szLEm1rCv5HGbZLK-bYSpeyWGI-e5nxXmfpmiMUmDgsXRltkAJ9hR5FGH0A/w209-h320/Karos.jpg" width="209" /></a></div><div style="text-align: center;"><span style="font-family: courier;">[Karos]</span></div><div style="font-family: trebuchet;"><span style="font-family: trebuchet;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The ranger greets <b>Einar</b> and <b>Kiren</b> in a friendly manner, introduces his falcon as “<b>Bolt</b>,” and guides them to a nearby relic from the <i>Era of the Elves</i>. It is a pentagonal platform of bluish granite, about thirty feet across, rising about three feet above the surrounding land. Strangely untouched by time, the platform has inlaid upon its smooth surface a five-pointed star, consisting of six pieces of a strange opaque glassy substance. The surface of the platform radiates a soft warmth and emanates a faint hum. <b>Karos</b> explains that the platform is warded against evil, and hence is a safe haven for all folk of good heart. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">On the platform they are met by two others: the Hathorian wizard <b>Evrix</b> and the Tantûraki scout <b>Zephyr</b>. <b>Evrix</b> wields a staff of white Elbrinth wood, which suggests that he is an “elf friend.” This status is confirmed by an elvish tattoo on his left hand. All three possess identical rings of remarkable design. They are five-sided, with each side a glass rectangle of a different colour: red, light blue, dark blue, green, and white. The glass sides of the rings glow dimly in the grey dusk.</span></div><div style="font-family: trebuchet;"><span style="font-size: medium;"><br /></span></div><div><div class="separator" style="clear: both; font-family: trebuchet; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTNsRqZ_TVZs-umj6GrnPgk9NDc2NG56zvNCY9UtnXN7ll-QgenzJ10PrClwdPEYmKyEntr0Y5jICd25Mr_Z-0qa255W0LdFcKXEuees7X6Vn2d_vpfD9AKGheN4GHLTi5wj9NWcOjVD_mD_iNv0cNUqel5O4ARNkhJCNwXFFW2rwscNBUMTMjqeudf5k/s946/Evrix.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="946" data-original-width="624" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTNsRqZ_TVZs-umj6GrnPgk9NDc2NG56zvNCY9UtnXN7ll-QgenzJ10PrClwdPEYmKyEntr0Y5jICd25Mr_Z-0qa255W0LdFcKXEuees7X6Vn2d_vpfD9AKGheN4GHLTi5wj9NWcOjVD_mD_iNv0cNUqel5O4ARNkhJCNwXFFW2rwscNBUMTMjqeudf5k/s320/Evrix.jpg" width="211" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7-8DVSTaZgYMMlM0-qYseTnYbk1GkmJk8yZIgAITtqTLwLe5Wu8JaRlf-82A_zczO13hJ_h7bfULllSX5-vaoG0HxnHNqOIbltiCo8Q76Prs0V7hA7xYW6sCbv78gp9c_XH0I3VLu1bQ31_3PxVZXuxlBRyWGr831-EEsSfp7laVcuoqg-VmzV65y7mE/s996/Zephyr.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="996" data-original-width="660" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7-8DVSTaZgYMMlM0-qYseTnYbk1GkmJk8yZIgAITtqTLwLe5Wu8JaRlf-82A_zczO13hJ_h7bfULllSX5-vaoG0HxnHNqOIbltiCo8Q76Prs0V7hA7xYW6sCbv78gp9c_XH0I3VLu1bQ31_3PxVZXuxlBRyWGr831-EEsSfp7laVcuoqg-VmzV65y7mE/s320/Zephyr.jpg" width="212" /></a></div></div><div style="text-align: center;"><span style="font-family: courier;">[Evrix] <span> </span><span> </span><span> </span><span> </span>[Zephyr]</span></div><div style="font-family: trebuchet;"><br /></div><div><span style="font-family: trebuchet; font-size: medium;">The wizard explains that the three are members of the <b>Company of the Morningstar</b>. They are an organization based in the <i>Tower of the Morningstar</i> in the northern region of the <i>Cursed Lands</i>. The mission of the Company is to protect the various independent settlements of the <i>Cursed Lands</i> from significant threats, especially the forces of darkness. Currently they are seeking none other than the malevolent mage <b>Zepheus</b>!</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Kiren</b> and <b>Einar </b>tell the Company about their recent ordeal involving <b>Zepheus</b>, and – to the best of their recollection – the location of the mage’s encampment. They decline to join the Company in their mission, however, as they suspect that they lack the experience to be anything more than a hindrance. The Company understands their decision and is grateful for the information.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Upon hearing about the duo’s quest to return the crown of white branches to its rightful owner, <b>Evrix</b> recalls what he knows of Queen <b>Blàithnaid</b>. Just over a thousand years ago, there was the final Great Battle in the northern region of what is now the <i>Cursed Lands</i>, between the <i>Rylindar Imperium</i> – as represented in Urdor by its colony <i>Tantûrak</i> – and the allied forces of <i>Taaliraan</i>, <i>Koronande</i>, <i>Tuktan</i>, and <i>Hathor</i>. The situation looked bleak for the allies. In desperation, Queen <b>Blàithnaid</b> is said to have opened a gate to <i>Faerie</i>. Eldritch waters from that plane flooded the Tantûraki forces, obliterating most of them. However, many soldiers of the allied forces also were destroyed in the deluge. The waters from <i>Faerie</i> created the <i>Misty Lake</i>, which remains to this day.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">In sorrow over the deaths she caused, the Queen disappeared. Many of those slain in the Great Battle, especially among the Tantûraki, became ghouls, giving the region its new name: the <i>Cursed Lands</i>. The Green Elves of northern <i>Taaliraan</i> largely abandoned the realm after the Great Battle, leaving for either <i>Koronande </i>or <i>Taaliraan</i>. Only a few small independent settlements remained afterwards. <b>Evrix</b> concludes that if Queen <b>Blàithnaid</b> still lives, her location is unknown.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><div><b>Kiren</b> also informs the Company of his people’s encounter with a Night Elf mage and his quest to learn more about the ancient <b>Court of Urdor</b> in <i>Tilvirin</i>. Troubled by this news, <b>Evrix</b> tells them that an associate of theirs – the ancient Blue Elf <b>Laurre Menelrana</b> of <i>Taaliraan</i> – would certainly wish to receive any information concerning the reappearance of any members of the Court. The Hathorian writes a “Letter of Introduction” for the duo, to ensure that they can obtain an audience with the Elf Lord at his manor. He also writes a “Letter of Hospitality” so that the duo will be welcome at the <i>Tower of the Morningstar</i> should their travels ever bring them there. </div><div><br /></div><div><b>Einar </b>mentions his mission to return his aunt’s necklace to his cousin <b>Nuriel</b> in the <i>Crystal Glade</i>. <b>Karos</b> warns him that relations between the <i>Crystal Glade</i> and the human settlement located close to it, <i>Dawnfell</i>, have been very poor in recent decades. As a Green Elf, <b>Einar</b> may find himself unwelcome in <i>Dawnfell</i>. The ranger also mentions that an old friend of his, “Old” <b>Wakkim</b>, runs the <i>Storm’s End Inn</i> in <i>Korlax’s Haven</i>.</div><div><br /></div><div><b>Karos</b> then provides the duo with a detailed map of the <i>Cursed Lands</i> and <a href="https://akraticwizardry.blogspot.com/2023/12/the-cursed-lands-world-of-ukrasia.html" target="_blank">information about the various settlements</a> that are located within it. </div><div><br /></div></span></div><div><span style="font-family: trebuchet; font-size: medium;">After their discussion, and some food and drink, the five retire for the night.</span></div><div style="font-family: trebuchet; font-size: large;"><br /></div><div style="font-family: trebuchet;"><b><span style="font-size: large;">February 1000 2AH: the 6th day</span></b></div><div style="font-family: trebuchet; font-size: large;"><br /></div><div><span style="font-family: trebuchet; font-size: medium;">The <b>Company of the Morningstar</b> departs eastward from the ancient elvish pentagonal platform to hunt for <b>Zepheus</b>. <b>Einar</b> and <b>Kiren</b> head west for <i>Korlax’s Haven</i>. During their journey, they perceive some wolves tracking them. Fortunately, an arrow shot by <b>Einar</b> scares them off.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">By late afternoon the duo reaches the small settlement of <i>Korlax’s Haven</i>. The outpost is primarily populated by various humans but, curiously, is run by the dwarf <b>Korlax</b> and his band of stout followers from the Halls of Pale Steel.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The adventurers go to the <i>Storm End’s Inn</i> where they speak with Old <b>Wakkim</b>. The elderly Kirani innkeeper welcomes them warmly once he learns that they are friends of <b>Karos</b>. The travellers also chat with the Hathorian bard <b>Blarth</b>. Perceiving that <b>Kiren</b> and <b>Einar</b> are adventurers, the bard implores them to helm him recover his lost silver harp. <b>Blarth</b> explains that he was captured by a band of vile redcaps a week ago. Taken to their hideout in order to be consumed later, the bard discovered a secret exit from his prison, and subsequently fled to <i>Korlax’s Haven</i>. However, his “famous” silver harp – a family heirloom – remains in the possession of the redcaps. If the duo helps him recover his harp, <b>Blarth</b> promises to reward them with a magical pouch that produces a small loaf of nourishing bread every day. Unfortunately, the pouch also is in the possession of the redcaps! Worried about being delayed further on their various missions, <b>Kiren</b> and <b>Einar</b> tell the bard that they will consider his request and give him an answer the next day.</span></div><div style="font-family: trebuchet; font-size: large;"><br /></div><div class="separator" style="clear: both; font-family: trebuchet; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoOk_AhNyNJhjEPJDGrrjs_YKKc9Fcn5YvkDXnhqjRNqG2ah-KlzQ_ZS2vf_bhUS3pwFTwt_llTBnr0tHLCx-gerRrS-CTsxsJMOn_AwbKvSeK4Rc3eaz26ULRX-pFlXsduWHN_QPp8MBqjcNdrK1rAftP05AXlefHkwS35IcSFr36Mw5_LFZQQ-MmoNY/s400/Blarth.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="400" data-original-width="256" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoOk_AhNyNJhjEPJDGrrjs_YKKc9Fcn5YvkDXnhqjRNqG2ah-KlzQ_ZS2vf_bhUS3pwFTwt_llTBnr0tHLCx-gerRrS-CTsxsJMOn_AwbKvSeK4Rc3eaz26ULRX-pFlXsduWHN_QPp8MBqjcNdrK1rAftP05AXlefHkwS35IcSFr36Mw5_LFZQQ-MmoNY/s320/Blarth.jpg" width="205" /></a></div><div style="text-align: center;"><span style="font-family: courier;">[Blarth the Bard]</span></div><div style="font-family: trebuchet; font-size: large;"><br /></div><div><span style="font-family: trebuchet; font-size: medium;">The duo then takes their custom to various establishments in the village: <i>Verro’s Trading Post</i> – where <b>Kiren</b> purchases some parchment with which to record his notes concerning herbs, as well as a superior light mace – and <i>Aethelia’s Herbarium</i>. The latter establishment is run by the beautiful Blue Elf animist Lady <b>Aethelia</b>. </span></div><div style="font-family: trebuchet; font-size: large;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGUjelZ66XKnM-LiskdUXbzuKzQ_MUGy6dFdLRFoVC58SZAHccYFiOzR9IehJZjH1UxXPz9vhfxowZFrQk25Al9tfshhegtWe90BLOE5pbr_df5MVlRc3MgxjADZYT0W3rHxyutP_k_tqYVEHdWcj_o7DwvLagABn3yXHt_YA-6uI9HD1bVG1PEtbw4VM/s2500/Aethelia.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2500" data-original-width="2000" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGUjelZ66XKnM-LiskdUXbzuKzQ_MUGy6dFdLRFoVC58SZAHccYFiOzR9IehJZjH1UxXPz9vhfxowZFrQk25Al9tfshhegtWe90BLOE5pbr_df5MVlRc3MgxjADZYT0W3rHxyutP_k_tqYVEHdWcj_o7DwvLagABn3yXHt_YA-6uI9HD1bVG1PEtbw4VM/s320/Aethelia.jpg" width="256" /></a></div><div style="text-align: center;"><span style="font-family: courier;">[Aethelia]</span></div><div style="font-family: trebuchet; font-size: large;"><br /></div><div><div><span style="font-family: trebuchet; font-size: medium;"><b>Aethelia</b> is quite impressed by <b>Kiren</b>’s herblore and helps the dwarf prepare some “Amerke” paste (in this form, when applied to any wound, the shrub roots can stop bleeding). She then listens to the duo’s tale. She tells them that she knows of <b>Zepheus</b> and the <b>Company of the Morning Star</b> – and confirms the villainy of the former and the honour of the latter. She also conveys some additional information about redcaps. Apparently, they are degenerate fey – creatures cursed and exiled from <i>Faerie</i> countless eons ago – and are vile, treacherous creatures. <b>Aethelia</b> feels sorry for <b>Blarth</b> and urges the duo to accept the bard’s request. She mentions that ridding the region of redcap raiders also would help improve everyone’s safety.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Kiren</b> and <b>Einar</b> return to the <i>Storm’s End Inn</i>. There the find a number of <b>Korlax</b>’s dwarf followers grumbling over pints of ale. The dwarves eye <b>Kiren</b> with suspicion and have a tense interaction with him. The animist is puzzled by this but decides to brush off his kinsfolk’s antagonism.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div style="font-family: trebuchet;"><b><span style="font-size: large;">February 1000 2AH: the 7th day</span></b></div><div style="font-family: trebuchet; font-size: large;"><br /></div><div><span style="font-family: trebuchet; font-size: medium;">Following some deliberation over breakfast, the duo agrees to help <b>Blarth</b>. The trio journeys southeast from <i>Korlax’s Haven</i> into the hills of the <i>Cursed Lands</i>. After eight hours travelling through difficult, wild terrain, they reach the hideout of the redcaps. <b>Blarth</b> shows <b>Kiren</b> and <b>Einar</b> where the secret exit is located. The bard stands guard at the exit while the elf and dwarf delve into the damp underground complex.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">While investigating the redcaps’ hideout, the duo free two prisoners: the half-orc <b>Krumm</b> and a small elvish-looking girl named <b>Neriss</b>. The latter has been suffering from the iron manacles in which she was imprisoned. <b>Einar</b> recognizes her as a <i>pixie</i> – a rare faerie people who look like diminutive elves, have an aversion to iron, and can sprout ephemeral wings for short periods of time. In gratitude for being freed, both <b>Krumm</b> and <b>Neriss</b> help the adventurers recover <b>Blarth</b>’s silver harp and magical pouch from the redcaps. Also recovered are some ancient gold Tantûraki helmets, a pouch of intriguing mushrooms, a pouch of jade coins, and various other minor items.</span></div><div style="font-family: trebuchet; font-size: large;"> </div><div class="separator" style="clear: both; font-family: trebuchet; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrgR6jb5lLAd-e2uzNqq_aQAfaZH4Gb23bjrLLMUtVPLHU0iqzcbwCTW1ksszD22aSOlHpX6Z6BDoq7q2ytUgfVZlCiiO39WyH53iP803XaqPuNl2W_2iKzhJAYdMpz-SJ1YsCA-5YbVJdVW8Zkh5nVr0XgDQkBr11L1WAZcmlpTjrNbZAc9N4pPO5Ptg/s266/Krumm.bmp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="266" data-original-width="169" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrgR6jb5lLAd-e2uzNqq_aQAfaZH4Gb23bjrLLMUtVPLHU0iqzcbwCTW1ksszD22aSOlHpX6Z6BDoq7q2ytUgfVZlCiiO39WyH53iP803XaqPuNl2W_2iKzhJAYdMpz-SJ1YsCA-5YbVJdVW8Zkh5nVr0XgDQkBr11L1WAZcmlpTjrNbZAc9N4pPO5Ptg/s1600/Krumm.bmp" width="169" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiphVfW1UBMGCosW94SJ6HvCV52NWnpMhw6szAf4RNbh-qXmX-dOjwiiOxlOJ-72NIO-YlOgFBZcjd1tqmmSv2kTDqeDjUirKi3ZgqYINUwGfiMMLCdn-akrWpbUYyY9VgkomtIFgDCQSE3TATVxf2lPjHp9xx1BuZjWSYO1hGNAnZW8jw2Z3Ic-tBTHqw/s266/Neriss.bmp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="266" data-original-width="169" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiphVfW1UBMGCosW94SJ6HvCV52NWnpMhw6szAf4RNbh-qXmX-dOjwiiOxlOJ-72NIO-YlOgFBZcjd1tqmmSv2kTDqeDjUirKi3ZgqYINUwGfiMMLCdn-akrWpbUYyY9VgkomtIFgDCQSE3TATVxf2lPjHp9xx1BuZjWSYO1hGNAnZW8jw2Z3Ic-tBTHqw/s1600/Neriss.bmp" width="169" /></a></div><div style="text-align: center;"><span style="font-family: courier;">[Krumm]<span> <span> </span><span> </span><span> </span>[Neriss]</span></span></div><div><br /><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;">Over the course of their infiltration, the group manages to kill seven redcaps, one of whom seemed to be capable of casting spells – albeit largely unsuccessfully, to the benefit of the heroes. Tragically, while standing guard alone outside of the warren, <b>Blarth</b> is slain – and partially consumed – by a ghoul. With some critical help from <b>Krumm</b>, though, the ghoul is destroyed. The group constructs a crude cairn for the poor bard.</span></div></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The party recovers some beer and food from the redcaps’ lair, which <b>Kiren</b> cleanses of any taint using his animist magic. Alas, this use of magic seems to send out a tremor into the ethereal winds, and the dwarf worries that he may have notified the forces of the Darkmaster of his presence. That unfortunate development aside, the four eat and talk. <b>Krumm</b> explains that he is from the village of <i>Thraz</i> and was ambushed by the redcaps while travelling to <i>Korlax’s Haven</i>. <b>Neriss</b> reveals that she was curious about the mortal lands and wanted to see what they were like – only to be captured by the redcaps while she was resting in the hills. She now wishes to return to her hidden fey enclave, which is located – by happy coincidence – quite close to the <i>Crystal Glade</i>. She insists on travelling with the two adventurers to the <i>Crystal Glade</i> and plans to pass herself off as a young elf when in human lands in order to avoid suspicion. </span></div><div style="font-family: trebuchet; font-size: large; text-align: center;"><br /></div><div style="font-family: trebuchet; font-size: large; text-align: center;"><br /></div><div style="text-align: left;"><span style="font-family: courier;"><u>Notes</u></span></div><div style="text-align: left;"><span style="font-family: courier;"><u><br /></u></span></div><div style="text-align: left;"><span style="font-family: courier;">For more information about this campaign (the setting, characters, etc.), check out the <a href="https://akraticwizardry.blogspot.com/2023/11/the-world-of-ukrasia.html" target="_blank">Master Page</a>.</span></div><div style="text-align: left;"><span style="font-family: courier;"><br /></span></div><div style="text-align: left;"><span style="font-family: courier;">The map of the <i>Cursed Lands </i>is a modified version of Pete Fenlon's map of <i>Ardor </i>from the ICE module, <i>The Court of Ardor</i> (by Terry Amthor).</span></div><div style="text-align: left;"><span style="font-family: courier;"><br /></span></div><div style="text-align: left;"><span style="font-family: courier;">The pictures of Karos and Zephyr are from the CRPG <i>Baldur's Gate II Enhanced Edition</i>. </span></div><div style="text-align: left;"><span style="font-family: courier;"><br /></span></div><div style="text-align: left;"><span style="font-family: courier;">The picture of Aethelia is by Stephanie Brown (found on the web).</span></div><div style="text-align: left;"><span style="font-family: courier;"><br /></span></div><div style="text-align: left;"><span style="font-family: courier;">The other pictures are from the <i>Baldur's Gate EE </i>mod "Portraits, Portraits, Everywhere."</span></div></div><div style="font-family: trebuchet;"><br /></div></div></div></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com2tag:blogger.com,1999:blog-7600974191399728636.post-61110495824638651612024-02-16T01:18:00.004-05:002024-02-17T19:04:50.251-05:00My RPG Foci: Fantasy and Eldritch Horror<p><span style="font-family: times; font-size: medium;">Recently someone over at the <a href="https://www.rpgpub.com/threads/your-favorite-flavors-of-genres.10324/" target="_blank">RPG Pub</a> asked what genres people preferred in their gaming. Reflecting on this question, I realized that over the past twenty-five years or so, almost all of my role-playing activity has been focused in two genres: fantasy and horror. </span></p><p><span style="font-family: helvetica; font-size: large;"><b><u>Fantasy</u></b></span></p><p><span style="font-family: times; font-size: medium;">Perhaps unsurprisingly, the vast majority of my gaming has involved various flavours of fantasy, especially the following sub-genres.</span></p><p><span style="font-family: helvetica; font-size: medium;"><b>High Fantasy</b></span></p><p><span style="font-family: times; font-size: medium;">By “high fantasy” I mean the kind of fantasy that you find in the writings of J.R.R. Tolkien and the like. High fantasy worlds have a clear distinction between “good” and “evil” – even if there are morally ambiguous characters and difficult situations between the two extremes. </span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkuFMerIkCxgNjzyura-jF9qYE_NVSEDxgCdnPtIntEJW8DNEA6da5umsvE1DlZ1jVVW0kXnuyG7yb3P56VslIv3YQ5hJLunf0Yr9PGFKOKS6n-6zTKy_1NpOAJ0Fj69hxWXy-KepiI2apycCqdwvA_nmYQk0Rmo-ONT1GrRWr78IPeaRCCJoJNFi_2Dc/s775/Eowyn.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="775" data-original-width="759" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkuFMerIkCxgNjzyura-jF9qYE_NVSEDxgCdnPtIntEJW8DNEA6da5umsvE1DlZ1jVVW0kXnuyG7yb3P56VslIv3YQ5hJLunf0Yr9PGFKOKS6n-6zTKy_1NpOAJ0Fj69hxWXy-KepiI2apycCqdwvA_nmYQk0Rmo-ONT1GrRWr78IPeaRCCJoJNFi_2Dc/w391-h400/Eowyn.jpg" width="391" /></a></div><p><span style="font-family: times; font-size: medium;">I’ve mentioned before here that I was an avid player of <i><a href="https://akraticwizardry.blogspot.com/2023/12/my-original-fantasy-sandbox-ices-middle.html" target="_blank">Middle-earth Roleplaying</a></i> back during the 1980s. Indeed, I probably played as much MERP as I did AD&D during my high-school days (it eventually became my group’s “main game”). And when I first started playing RPGs semi-regularly again, around 1999, I naturally started with MERP (before, unfortunately, moving to the <i>Rolemaster Standard System</i>, which despite its obvious mechanical relation to MERP [MERP was derived from an earlier version of <i>Rolemaster</i>], was not nearly as smooth or fun to use in practice).</span></p><p></p><p><span style="font-family: times; font-size: medium;">A lot of the games that I’ve run over the years have been in this subgenre, including past and <a href="https://akraticwizardry.blogspot.com/2023/08/against-witch-king-adventure-index.html" target="_blank">present</a> Middle-earth games. My current “<a href="https://akraticwizardry.blogspot.com/2023/11/the-world-of-ukrasia.html" target="_blank">Court of Urdor</a>” also falls within this category. </span></p><p><span style="font-family: times; font-size: medium;"></span></p><p><span style="font-family: times; font-size: medium;">The brilliant <i><a href="https://www.vsdarkmaster.com/" target="_blank">Against the Darkmaster</a></i> FRPG – which is heavily <a href="https://akraticwizardry.blogspot.com/2021/09/merp-resurrected-against-darkmaster.html" target="_blank">inspired by MERP</a> – is designed for precisely this kind of fantasy campaign. Indeed, it builds the “Darkmaster” conceit into some of its core mechanics. As the name indicates, the struggle against the Darkmaster is assumed to be a central feature of any campaign, even if only in the background. </span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlXie8Eyi5vMl0QlfmtBkny9Na21Nf87E6o6ZV-nksdh73dARxJVLYvvKjSNHmQ1_R5tYbCjdbWAd4fY1NgrjXkvZ8VNokRHP8S2nbKKvaoVeAcGZVwNTHOqZafNlqnf0ODD9KnlrKAkHK4GKM34IVb1HZcOhNJR-P8vHgef7qPATdX5jDZrc1s0g1MOA/s2560/VtDM-cover.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1650" data-original-width="2560" height="413" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlXie8Eyi5vMl0QlfmtBkny9Na21Nf87E6o6ZV-nksdh73dARxJVLYvvKjSNHmQ1_R5tYbCjdbWAd4fY1NgrjXkvZ8VNokRHP8S2nbKKvaoVeAcGZVwNTHOqZafNlqnf0ODD9KnlrKAkHK4GKM34IVb1HZcOhNJR-P8vHgef7qPATdX5jDZrc1s0g1MOA/w640-h413/VtDM-cover.jpg" width="640" /></a></div><b><p><b><span style="font-family: helvetica; font-size: medium;">Swords and Sorcery </span></b></p></b><p></p><p><span style="font-family: times; font-size: medium;">Another familiar sub-genre. Robert E Howard’s Hyborea and Atlantis, Michael Moorcock’s Young Kingdoms (and “multiverse” more generally), Fritz Leiber’s Nehwon, Karl Edward Wagner’s “Kane,” and the like, are all exemplars of this sub-genre. I would include Jack Vance’s Dying Earth corpus, and many of Clark Ashton Smith’s stories (especially those set in Zothique, Averoigne, and Hyperborea), as members of this family as well.</span></p><p><span style="font-family: times; font-size: medium;">After rereading REH’s Conan stories – and reading for the first time his Kull and Bran Mac Morn tales – fifteen years ago (when they were republished in nice volumes by Ballantine), I came up with a number of house rules for <i>Swords & Wizardy</i> in order to run some “swords and sorcery” flavoured games. Those house rules are still available <a href="https://akraticwizardry.blogspot.com/2009/07/swords-sorcery-house-rules-index.html" target="_blank">here</a> – and seem to attract regular visits to this day. Many of them were later integrated into D101 Games’ <i><a href="https://ynasmidgard.blogspot.com/2019/04/review-crypts-things-remastered.html" target="_blank">Crypts & Things</a></i> role-playing game, which I highly recommend. </span></p><p><span style="font-family: times; font-size: large;"></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEw8Wb3n63NLX_bnKQqQlZul8kS-g6vkMKoriGbco8mPSQZZg95kWPotai4jAjQDtmAWNpcQFX5SlJWAIdS-wFG_HK2TZSYuiKVTqiPX2kLya7OhDvubnPikTNJK5C-nuHQSj6jIj4kHlS5uWqujGyF6ryR0cK0YnjvdBHFTO3jSY35I1N9N8F1pVP4PI/s1000/Elric_Whelan.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1000" data-original-width="549" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEw8Wb3n63NLX_bnKQqQlZul8kS-g6vkMKoriGbco8mPSQZZg95kWPotai4jAjQDtmAWNpcQFX5SlJWAIdS-wFG_HK2TZSYuiKVTqiPX2kLya7OhDvubnPikTNJK5C-nuHQSj6jIj4kHlS5uWqujGyF6ryR0cK0YnjvdBHFTO3jSY35I1N9N8F1pVP4PI/w352-h640/Elric_Whelan.jpeg" width="352" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><p></p><p><span style="font-family: times; font-size: medium;">In addition to running my modified version of S&W (and later C&T), I also was a player in a wonderful campaign set in the <a href="https://akraticwizardry.blogspot.com/2011/02/young-kingdoms-campaign-index.html" target="_blank">Young Kingdoms</a> (of Moorcock’s Elric tales), using the <i>Mongoose Runequest II</i> system (the grandfather of the excellent <i>Mythras</i> RPG). </span></p><p></p><p><b style="font-family: helvetica; font-size: large;">Dungeons & Dragons</b></p><p></p><p><span style="font-family: times; font-size: medium;">Blend the above two sub-genres together – and add some quirky monsters (e.g., beholders, mind flayers), novel twists on old ideas (e.g., drow elves, planar cosmology), and some innovations (e.g., dungeon-delving, wandering monsters) – for the singular “<i>Dungeons and Dragons</i>” sub-genre. I regard “D&D fantasy” as its own thing, even though it obviously draws heavily on a wide range of sources (not just fantasy). </span></p><p><span style="font-family: times; font-size: medium;">However, my experience running and playing post-TSR D&D has not been that great. I ran two 3rd edition games – one 3.0e and one 3.5e – just over two decades ago. The system was new and shiny, and seemed to “fix” all the purported “problems” with the earlier versions of the game. Both campaigns lasted about a year but became quite tedious to run once the characters reached 3rd or 4th level. I came to find that being a DM for 3rd edition D&D was simply a chore. After the second campaign, I vowed to never run the game again. I subsequently ran a few sessions of <i>Castles & Crusades</i>, AD&D, and played a bit of the <i>Warhammer</i> RPG (2nd edition). All of those games I enjoyed far more than 3rd edition D&D (although I probably would only bother with AD&D again today).</span></p><p><span style="font-family: times; font-size: medium;">I skipped 4th edition D&D altogether. After reading halfway through the <i>Player’s Handbook</i> in fall 2008, I realized that it was just not for me. </span></p><p><span style="font-family: times; font-size: medium;">Years later, I ran a few one-shots of 5th edition. At first, I thought rather highly of it – at the very least, it seemed to be a vast improvement over 3rd edition. I quite liked some of the books that were published for it (namely, <i>Tales from the Yawning Portal</i>, <i>Ghosts of Saltmarsh</i>, and Goodman Games’ updated versions of classic TSR modules – not coincidentally, books that all contained a lot of “Gygaxian" Greyhawk material). </span></p><p><span style="font-family: times; font-size: medium;">More recently, I ran a campaign set in the <a href="https://akraticwizardry.blogspot.com/2022/08/greyhawk-classics-campaign-index.html" target="_blank">World of Greyhawk</a>, much of which took place in the legendary area around the village of Hommlet. It was great fun! But it was fun <i>despite</i> the system (at least for me as the Dungeon Master). The ubiquitous, often “free” magic, and almost absurd “superhero” quality of the characters, came to grate on my nerves. I’ve explained some of my problems with 5th edition D&D before (see <a href="https://akraticwizardry.blogspot.com/2023/07/the-unmagical-magic-of-5th-edition.html" target="_blank">here</a> and <a href="https://akraticwizardry.blogspot.com/2023/06/rest-and-recovery-in-into-unknown.html" target="_blank">here</a>) so I won’t say any more about that here. </span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjry2UX3EDrulL0oLXbKQq_q8ODhdm8g6hCYECqMg9zbqOswwrHSbQduHRaA5edoGAZdYPwk1tjJevOscf2SOUlDl7AYF0h9iFHiTWV0IrRKDSWhV3hvQT9BC2Gh5o8EEonEq3pDrSy9uxQNDNIcAvAp-S4L4Wpz9ts0PJRl0Rj9XHIt5ASZJw9NKOxn30/s1630/Greed-Trampier.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1630" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjry2UX3EDrulL0oLXbKQq_q8ODhdm8g6hCYECqMg9zbqOswwrHSbQduHRaA5edoGAZdYPwk1tjJevOscf2SOUlDl7AYF0h9iFHiTWV0IrRKDSWhV3hvQT9BC2Gh5o8EEonEq3pDrSy9uxQNDNIcAvAp-S4L4Wpz9ts0PJRl0Rj9XHIt5ASZJw9NKOxn30/w295-h400/Greed-Trampier.jpg" width="295" /></a></div><p><span style="font-family: times; font-size: medium;">After these experiences, I conclude that I definitely prefer “old school” D&D within this genre – specifically, the more challenging and flavourful 1st edition <i>Advanced Dungeons and Dragons</i> and Basic/Expert <i>Dungeons & Dragons</i> (and related “clone” systems, like OSRIC and S&W). I like magic to be at least somewhat rare and at least somewhat costly to use. (Endless cantrips and ritual spells? No thanks!) It’s clear to me that the post-TSR versions of the game just are not my thing. I certainly have no interest in the recent offerings from the Wizards of the Coast.</span></p><p></p><p><span style="font-family: times; font-size: medium;">There is one honourable exception regarding 5th edition D&D: the Middle-earth adaptations of the 5e system, as presented in <i>Adventures in Middle-earth</i> and <i>The Lord of the Rings</i> RPG. I thoroughly enjoyed the <a href="https://akraticwizardry.blogspot.com/2018/07/spider-cult-of-mirkwood-campaign.html" target="_blank">AiME campaign</a> that I ran a number of years ago. But those games don’t feel like “D&D” at all – the magic system is entirely different, the classes are entirely different, etcetera. They also import a number of mechanics from <i>The One Ring</i> RPG. And of course, those games belong to the “high fantasy” genre discussed earlier.</span></p><p></p><p><span style="font-family: helvetica; font-size: medium;"><b>Historical Fantasy</b></span></p><p><span style="font-family: times; font-size: medium;">As a player, the bulk of my gaming over the past decade has been in historical fantasy settings. I suppose that this is unsurprising, given that I’ve played a lot of <i><a href="https://thedesignmechanism.com/" target="_blank">Mythras</a></i> (and its predecessors, <i>RuneQuest 6</i> and MRQII) during this time. So, I’ve played in long-running <i>Mythic Britain</i> and <i>Mythic Babylon</i> campaigns, as well as some one-shot sessions in other settings. </span></p><p><span style="font-family: times; font-size: medium;">Both <i><a href="https://thedesignmechanism.com/mythic-britain/" target="_blank">Mythic Britain</a></i> and <i><a href="https://www.drivethrurpg.com/product/355333/Mythic-Babylon" target="_blank">Mythic Babylon</a></i> are excellent and highly recommended!</span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicMxxeDgCbtqg4HqwhyphenhyphenIs4Q0g6swikIUWjTWF6AToOWiHsdXjuMHf-odEfb6QyGd1HUiGhsUqrW279Fn5SJPzuctS9jlAkdwpH3IcBYT_qF8HRaNqzWOxAQg3ymO9wEEP92ju-Spuk1tRxFKrZoGU_AFB7W8a3mjedC2ut99r-nlrmQmumhI9VymGVWjg/s594/Mythic-Babylon-cover.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="594" data-original-width="456" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicMxxeDgCbtqg4HqwhyphenhyphenIs4Q0g6swikIUWjTWF6AToOWiHsdXjuMHf-odEfb6QyGd1HUiGhsUqrW279Fn5SJPzuctS9jlAkdwpH3IcBYT_qF8HRaNqzWOxAQg3ymO9wEEP92ju-Spuk1tRxFKrZoGU_AFB7W8a3mjedC2ut99r-nlrmQmumhI9VymGVWjg/w492-h640/Mythic-Babylon-cover.png" width="492" /></a></div><p></p><div><div><b><span style="font-family: helvetica; font-size: large;"><u>Horror</u></span></b></div><div style="font-family: times; font-size: large;"><br /></div><div><span style="font-family: times; font-size: medium;">After fantasy, I’ve mainly run and played in “Horror” games. But in this category, it’s been exclusively “Lovecraftian” horror, that is, “Cthulhu Mythos” stuff. </span></div><div><span style="font-family: times; font-size: medium;"><br /></span></div><div><span style="font-family: times; font-size: medium;">I’ve run a couple of short <i>Call of Cthulhu</i> campaigns set during the “classic” period, in <a href="https://akraticwizardry.blogspot.com/2011/01/cthulhu-canada-campaign-index.html" target="_blank">Toronto</a> and <a href="https://akraticwizardry.blogspot.com/2017/10/massachusetts-1920s-call-of-cthulhu-7e.html" target="_blank">Massachusetts</a>, as well as a number of one-shots. I have material for other eras (e.g., Rome, medieval, and modern, including “The Laundry”) but have never run a campaign or even a one-shot outside of the default 1920s-30s period. </span></div><div><span style="font-family: times; font-size: medium;"><br /></span></div><div><span style="font-family: times; font-size: medium;">As a player, I recently took part in a long-running <i>Mythras</i> campaign, using the classic <i>Beyond the Mountains of Madness</i> sourcebook. (Our last session was today. My character survived – and was even more-or-less sane!) I’ve also taken part in one-shots of <i>Trail of Cthulhu</i>, <i>Delta Green</i>, and other related games over the years. </span></div><div style="font-family: times; font-size: large;"><br /></div><div class="separator" style="clear: both; font-family: times; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy3PpqBU1B_NM-rIxyGm6E7EilmFVoZmx2bARJJKHlYBYiBXYX1RMGFkuDgEfnoPzCR0PsforNkVymXS0Nkvp8itXDin_k1WvY0kBCHRiIGeh6JcuZTHGgJgpRXlAYuFpRUDjb5eH4j0hPjAfzF1n_tzCaDRmIRWQb4OefQgOvvse1QyCgofatmv_r62Y/s303/Otus_Cthulhu.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="303" data-original-width="209" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy3PpqBU1B_NM-rIxyGm6E7EilmFVoZmx2bARJJKHlYBYiBXYX1RMGFkuDgEfnoPzCR0PsforNkVymXS0Nkvp8itXDin_k1WvY0kBCHRiIGeh6JcuZTHGgJgpRXlAYuFpRUDjb5eH4j0hPjAfzF1n_tzCaDRmIRWQb4OefQgOvvse1QyCgofatmv_r62Y/w276-h400/Otus_Cthulhu.jpg" width="276" /></a></div><div style="font-family: times; font-size: large;"><br /></div><div><div><b><span style="font-family: helvetica; font-size: large;"><u>Other genres</u>?</span></b></div><div style="font-family: times;"><span style="font-size: medium;"> </span></div><div><span style="font-family: times; font-size: medium;">I took part in a few <i>Mythras</i> sessions years ago set in the <i>Luther Arkwright</i> universe. I’m not sure how to categorize that setting (“science fantasy”?). They were fine but not the kind of thing I’d likely run myself. I also have played a few other one-shots here and there, but nothing really worthy of mention.</span></div><div><span style="font-family: times; font-size: medium;"><br /></span></div><div><span style="font-family: times; font-size: medium;">I haven't been remotely interested in playing in a “superheroes” game in recent decades (unless you count 5th edition D&D – I joke). It’s a genre that simply doesn't appeal to me. I’d be open to a “modern” game (say, espionage) but I have no idea how to run one myself. Likewise for science-fiction.</span></div><div><span style="font-family: times; font-size: medium;"><br /></span></div><div><span style="font-family: times; font-size: medium;">Back in high-school, my group tried all kinds of different games – including superheroes (<i>Villains & Vigilantes</i>, <i>Marvel Superheroes</i>), historical (<i>Gangbusters</i>, <i>Bushido</i>), and especially science fiction (<i>Traveller</i>, <i>Star Frontiers</i>, and even <i>Space Opera</i> – or at least I bought and tried to read <i>Space Opera</i>). We had a lot of time and energy back then!</span></div><div style="font-family: times;"><br /></div><div><b><span style="font-family: helvetica; font-size: large;"><u>Wrapping up</u>...</span></b></div><div style="font-family: times;"><span style="font-size: medium;"><br /></span></div><div><span style="font-family: times; font-size: medium;">These days, now that I’m an old man, I generally try to stick to what I know I like. So, I guess I’m a pretty limited gamer: I play and run almost exclusively fantasy and horror games. Maybe I’ll broaden my horizons when I retire. </span></div><div><span style="font-family: times; font-size: medium;"><br /></span></div><div><span style="font-family: times; font-size: medium;">Looking back, I regret all the time I spent trying to get myself to like 3rd and 5th edition D&D. I should’ve just spent that time playing MERP or <i>Stormbringer</i> or <i>Crypts and Things</i> or whatever. At least I’ve learned my lesson: life is too short to try to force myself to like a game when there are other games available that I much prefer. So these days I’m happy to focus on <i>Mythras</i> and <i>Against the Darkmaster</i> – although, of course, I still pick up the occasional new system that catches my eye. </span></div><div style="font-family: times;"><span style="font-size: medium;"><br /></span></div><div><span style="font-family: times; font-size: medium;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFaDUx8IICmxZGvFlDxDzY6O6JfJ3VC-Axl1AjRiUWgSNvJhhDlA_j6sSoqX4DtMuoYxmNF4EiPh8h5XXiuLBhI0pSc9kVIbrO42pTTD5dPz8-Ul-dBoY_gZ7im1ebEEpLZQ_aKVpd1F0o8HxSFaB_XuuA_5LcC4JfuzvwwYThfnGz6Fvrv_AvOFDDttM/s676/Saruman.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="676" data-original-width="391" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFaDUx8IICmxZGvFlDxDzY6O6JfJ3VC-Axl1AjRiUWgSNvJhhDlA_j6sSoqX4DtMuoYxmNF4EiPh8h5XXiuLBhI0pSc9kVIbrO42pTTD5dPz8-Ul-dBoY_gZ7im1ebEEpLZQ_aKVpd1F0o8HxSFaB_XuuA_5LcC4JfuzvwwYThfnGz6Fvrv_AvOFDDttM/w370-h640/Saruman.jpeg" width="370" /></a></div><br /> </span></div><div><span style="font-family: courier;"><u>Art credits</u> (from top to bottom): Angus McBride, </span><span style="font-family: courier;">Andrea Piparo, Michael Whelan, Dave Trampier, David Benzal, Erol Otus, Angus McBride (again).</span></div></div></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com4tag:blogger.com,1999:blog-7600974191399728636.post-12611132416878162012024-01-29T20:06:00.001-05:002024-01-30T14:41:45.902-05:00Will Gygax’s Castle Greyhawk finally be published?<div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjH0foIs4QDR1iFuQsg2DeK5NiHRux5nqIrJ4WlzOh5eiVY8vcf9tfdwJwgUjfBlxor2qhjZ5bbRg00kmrUkBGFfCblsVdhiSwor8y4WXA2MeU30nm-yafsXVWw7IjJvEFRfqDs9KwXzz5-LWtQPeSQU2jgvhNCfAouU8L_4tVNWksQ-pqYSL8I50Up6c/s294/Zagyg02.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="200" data-original-width="294" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjH0foIs4QDR1iFuQsg2DeK5NiHRux5nqIrJ4WlzOh5eiVY8vcf9tfdwJwgUjfBlxor2qhjZ5bbRg00kmrUkBGFfCblsVdhiSwor8y4WXA2MeU30nm-yafsXVWw7IjJvEFRfqDs9KwXzz5-LWtQPeSQU2jgvhNCfAouU8L_4tVNWksQ-pqYSL8I50Up6c/w400-h272/Zagyg02.jpg" width="400" /></a></div><div style="font-family: times; font-size: large;"><span style="font-family: times; font-size: large;"><br /></span></div><span style="font-family: times;"><span style="font-size: medium;">Almost two decades ago, </span><span style="font-size: medium;">Troll Lord Games ("TLG") began working with Gary Gygax to produce a version of his legendary “Castle Greyhawk” – renamed (for legal reasons) “Castle Zagyg” ("CZ"), after the mad wizard who created it. TLG began this grand endeavour by publishing a few new things concerning the surrounding (“not-Greyhawk”) territory, such as a regional folio and a large hardcover book describing the city of <i>Yggsburgh</i>. I purchased all the CZ products back in the day. Unfortunately, like most TLG products, they were quite poorly edited. Moreover, they weren’t directly based upon the original setting from the early 1970s, and were not especially noteworthy in my view (even ignoring the editing problems). Nonetheless, there was the promise that the famous dungeon would eventually appear, albeit in a modified “updated” form.</span></span></div><div><span style="font-family: times; font-size: medium;"><br />In 2008 <i>Castle Zagyg: The Upper Works</i> box set was published. It was co-authored by Jeffrey Talanian, as Gygax was in ill health at this point. My understanding (perhaps incorrect) is that Talanian was using Gygax’s notes and consulting regularly with him on the overall development of the dungeon, not just the initial box set. </span></div><div><span style="font-family: times; font-size: medium;"><br />To my relief, <i>Castle Zagyg: The Upper Works</i> was reasonably well-done. I still own it and think that it’s a solid product. (For an informative and interesting PDF review by Greyhawk expert Grodog, go <a href="https://www.greyhawkonline.com/grodog/gh_grodog_castle_zagyg_review_final.pdf" target="_blank">here</a>.) But tragically, Gygax passed away in 2008, and the license for CZ subsequently was pulled from TLG. My understanding is that there was enough material completed by this time to produce further products in the line, but none of it would see the light of day.<br /><br /></span></div><div><span style="font-family: times; font-size: medium;">Recently, though, TLG received permission to republish the <i>Yggsburgh</i> hardback, as well as some other things by Gygax. And now the green light has been given for them to develop and publish the rest of “Castle Zagyg”!</span></div><div><span style="font-family: times; font-size: medium;"><br />You can read the announcement from the TLG <a href="https://trolllord.com/worlds-of-gary-gygax/" target="_blank">here</a>.<br /><br /></span></div><div><span style="font-family: times; font-size: medium;">Upon reading the announcement, two things stood out to me. <br /><br /></span></div><div><span style="font-family: times; font-size: medium;">First, it looks like the 2008 box set will <i>not</i> be republished, at least not in its original format. The Trolls write: “We’ve not yet settled on an organizational format but have settled on hardcover books with pockets in the back to hold the many maps that will come with this set.” Since the box set included the “Mouths of Madness” (it was one booklet among five), at least part of it will be published again. Perhaps the other five booklets will be part of the “Castle Ruins” volume (CZ Volume II)? (In any case, I’m [rather selfishly] pleased that the box set will not be republished, as it ensures that it will remain a rare “collector’s item” in the future.)<br /><br /></span></div><div><span style="font-family: times; font-size: medium;">Second, while (I assume) it’s a good thing that Luke Gygax and James Ward are involved, as they have knowledge of the original dungeon, I did not see Jeffrey Talanian mentioned. Perhaps he was invited to take part in the resurrected project but declined, given that his focus these days presumably is on his own <a href="https://www.hyperborea.tv/" target="_blank"><i>Hyperborea</i> game</a>. But if they are drawing upon the work that Talanian did with Gygax, I would think that he would get credit for that and be mentioned, no? It certainly would dampen my interest in this project if the team now working on it plans to ignore the work on the dungeon that had been completed up to 2008.<br /><br /></span></div><div><span style="font-family: times; font-size: medium;">In any case, I’ll keep my eye on this. I’m curious to see what comes of it. </span></div><div><span style="font-family: times; font-size: medium;"><br /></span></div><div><span style="font-family: courier;">(The picture of Zagyg above is by Jeff Easley and appeared in <i>Dragon </i>#70.)</span></div><div><span style="font-family: courier;"><br /></span></div><div><span style="font-family: times; font-size: medium;"><u>Update</u> (January 30th): It turns out that Jeffrey Talanian <i>will </i>be consulting on the project. From the TLG "Worlds of Gary Gygax" webpage: "we will be consulting with family members such as Ernie and Luke Gygax, and long time friends like James M. Ward and Jeffrery Talanian to make these works as close to Gary’s vision as we can."</span></div><div><span style="font-family: times; font-size: medium;"><br /></span></div><div><span style="font-family: times; font-size: medium;">My apologies for missing this in my initial post.<br /></span><br /></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com3tag:blogger.com,1999:blog-7600974191399728636.post-37999609575558227222024-01-28T02:59:00.002-05:002024-01-28T03:02:15.744-05:00Against the Court of Urdor Campaign – Part 1<span style="font-family: trebuchet; font-size: large;"><b>Zepheus the Mage and the Prince Berethil </b></span><div><span style="font-size: x-small;"><b><br /></b></span><div><div><div class="separator" style="clear: both; font-size: x-large; text-align: left;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimvyBHPOnzgZwZM_lJT8Cq67cj1Igboow0ID9Lsa1y1B9PwDrqTGTFlW9tT6EHyC9Zp0KWsO7W214TiC3SDZg7ebvDMt8UqSy11MrhnQGcHET72r8lwsyZmJ3S4gO5b61ftmc4jYAj5MIR5wSMjvL8p2qYgU188I7kLKYypi1OB7KrAqdbaq1XzIQq0iI/s1892/Urdor_pol_boundaries.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1462" data-original-width="1892" height="493" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimvyBHPOnzgZwZM_lJT8Cq67cj1Igboow0ID9Lsa1y1B9PwDrqTGTFlW9tT6EHyC9Zp0KWsO7W214TiC3SDZg7ebvDMt8UqSy11MrhnQGcHET72r8lwsyZmJ3S4gO5b61ftmc4jYAj5MIR5wSMjvL8p2qYgU188I7kLKYypi1OB7KrAqdbaq1XzIQq0iI/w640-h493/Urdor_pol_boundaries.jpg" width="640" /></a></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Our story begins in the first month of the 1000th year of the <i>Second Age of Humanity</i>… </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">One eon ago, the <i>Rylandar Imperium</i> – led by the undying Autarch <b>N’veldar</b> – was defeated, thereby ending the <i>First Age of Humanity</i> (in its 2,550th year). While the centre of the Imperium was the great northern island of <i>Aldena</i>, it also cruelly ruled much of the southern island of <i>Urdor</i>. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The celebrations in the <i>Republic of Koronande</i> – and its allied realms, <i>Taaliraan</i>, <i>Hathor</i>, and <i>Tuktan</i> – are intense, despite rumours of the Autarch’s return in the north. The date passes uncelebrated in the <i>Kingdom of Tantûrak</i>, however, as it is a former colony of <i>Rylandar</i>, and remembers fondly the time of the Imperium’s hegemony. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtdOgOMzSfkkpATYAL-9oCb-yu0EDboDtb2Vr67VJ8uegLzyT980l2JpPdB_YTJ49pVR15EV22brSk9yc8KogJtJbBl92DJ5L9hCQCBD6qGWRyKbnm9AyWlPTSkVHSj8E6WGCldmSUSBn21J1Le8WMuVhsFX8IOM1n-iC_TyNpLp7qxRHQZ2vLuiYwsKA/s1650/Ardor%20map.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1275" data-original-width="1650" height="494" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtdOgOMzSfkkpATYAL-9oCb-yu0EDboDtb2Vr67VJ8uegLzyT980l2JpPdB_YTJ49pVR15EV22brSk9yc8KogJtJbBl92DJ5L9hCQCBD6qGWRyKbnm9AyWlPTSkVHSj8E6WGCldmSUSBn21J1Le8WMuVhsFX8IOM1n-iC_TyNpLp7qxRHQZ2vLuiYwsKA/w640-h494/Ardor%20map.jpg" width="640" /></a></div><br /><div><span style="font-family: trebuchet; font-size: medium;"><a href="https://akraticwizardry.blogspot.com/2023/11/against-court-of-urdor-heroes.html" target="_blank">Our protagonists</a> – <b>Einar Quicksilver</b>, the Green (“Dusk”) Elf scout of <i>Koronande</i>, and <b>Kiren Hammerstone</b>, the Dwarf animist of <i>Grimhold</i> (one of the five <i>Halls of Pale Steel</i>) – meet in the great Elvish city of <i>Tauronde</i>, the centre of the Green Elvish community within the <i>Republic of Koronande</i>. In the city’s splendid taverns, over glasses of Taaliraani wine and pints of Hathorian lager, they learn that they have overlapping goals. <b>Einar </b>must travel to the <i>Taaliraani</i> city of <i>Tilvirin</i>, where he hopes that the learned Blue Elf sages there can analyse a sample of his late aunt <b>Yvenna</b>’s blood and identify the poison that killed her. The mystery concerning her assassination is a dark cloud that hovers over the young elf. <b>Kiren</b> also must travel to <i>Tilvirin</i>, where he hopes to learn more about the ancient Night Elf organization, “<b>The Court of Urdor</b>.” After defeating a band of Dwergar raiders, the forces of <i>Grimhold</i> recovered the body of a Night Elf magician wearing a badge of that organization. Most scholars, however, believe that the Court ceased to exist over 3700 years ago, with the final defeat of Queen <b>Everekka</b> at the end of the <i>Era of the Elves</i>. Before they travel to <i>Taaliraan</i>, though, <b>Einar</b> intends to deliver his slain aunt’s enchanted necklace to his cousin <b>Nuriel</b>. She is said to be the leader of a band of Green Elves – the “Emerald Guardians” – within the region known as the "<i>Cursed Lands</i>." </span></div></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjt5xp-VRU1oUHySpD4LZGmf9gWldjYNNFlCTXq15C5koIHAnrKHqztJ6F6k36pKuimFFtv8bo61jEjtAvKvwU6wcIy6ZFDR7qW-eiElRPrM6PcNr_GYaM_t3lITcQ6Z7hL68ZeR5sff3dyzg9cZ81WfhzQQGcGdPelibItI8DJa3p96Gt8IZyBpJhyxVo/s330/Einar.bmp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="330" data-original-width="210" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjt5xp-VRU1oUHySpD4LZGmf9gWldjYNNFlCTXq15C5koIHAnrKHqztJ6F6k36pKuimFFtv8bo61jEjtAvKvwU6wcIy6ZFDR7qW-eiElRPrM6PcNr_GYaM_t3lITcQ6Z7hL68ZeR5sff3dyzg9cZ81WfhzQQGcGdPelibItI8DJa3p96Gt8IZyBpJhyxVo/s320/Einar.bmp" width="204" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcCfYyA8XIJoFNRoTJT5GqpSA81OeX7VD7fRn_3IfTXOKGoYjlCUv_TNV7eX8oajO7EzgcsfqFnj6Kdc0xqEn5oheOEI1lwMbVqVIFqUimjMeaBGFoGTvpfTYBRqCPJiM6vW9oCzyhCwIh7DaNgFNRHgCWxcOb5qK7haJaGUgcnljCCfSXbmLy8T_Omkw/s964/Kiren.jpg" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="964" data-original-width="634" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcCfYyA8XIJoFNRoTJT5GqpSA81OeX7VD7fRn_3IfTXOKGoYjlCUv_TNV7eX8oajO7EzgcsfqFnj6Kdc0xqEn5oheOEI1lwMbVqVIFqUimjMeaBGFoGTvpfTYBRqCPJiM6vW9oCzyhCwIh7DaNgFNRHgCWxcOb5qK7haJaGUgcnljCCfSXbmLy8T_Omkw/s320/Kiren.jpg" width="210" /></a></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: large;"><b>February 1000 2AH</b></span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>1st – 3rd: The Journey South </b></span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The adventurers leave the Elvish region of <i>Koronande</i> and enter Kirani (human) lands, travelling south along the great <i>Koronande</i> highway from the city of <i>Tauronde</i> to the city of <i>Azure Spires</i>. The next day they travel to the river’s mouth and take a ferry across it to a fortified border village. They then leave the territory of <i>Koronande</i> and follow a trail along the coast for a while, before turning west into the dim and misty jungle. Once they pass the jungle’s verge, the going becomes easier, as the canopy above permits little sunlight to the lands beneath, and hence there is minimal ground vegetation. Ominously, the jungle region that the duo enters is known as “<i>The Weblands</i>” because of the numerous giant spiders that are said to dwell within it.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">At the end of the third day of their journey, <b>Einar</b> and <b>Kiren</b> make camp. Around midnight, a malevolent black mist descends upon them, defeating their vigilance and causing them to fall unconscious.</span></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgD1dU76RBtNEXZ72ASiTMNnx5M0F7Q-l3cuf-BwwtWnQBvTZl5Z6KxntPX7KnOst8Cl_JboU396VI6eKbEnecbeLAXuL7rtb0U4MXEQH6Kgp6FaeucVRlVNTucR8GItns6K6aEvi3nrF9DBMXl3lq6f9LV9GnUDcFz8pwO0MeYUy65YkzJ_tbpSAYTTNw/s2966/Cursed_lands.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2036" data-original-width="2966" height="440" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgD1dU76RBtNEXZ72ASiTMNnx5M0F7Q-l3cuf-BwwtWnQBvTZl5Z6KxntPX7KnOst8Cl_JboU396VI6eKbEnecbeLAXuL7rtb0U4MXEQH6Kgp6FaeucVRlVNTucR8GItns6K6aEvi3nrF9DBMXl3lq6f9LV9GnUDcFz8pwO0MeYUy65YkzJ_tbpSAYTTNw/w640-h440/Cursed_lands.jpg" width="640" /></a></div><br /><div><div><span style="font-family: trebuchet; font-size: medium;"><b>4th: The Barrow of Prince Berethil</b></span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The heroes awaken within a large tent. They find that there are iron bands on their wrists. Also in the tent is an elderly Tantûraki in a deep blue cloak and four rather sour looking warriors (another Tantûraki, a Hathorian, a Kirani, and a Half-Orc). The cloaked Tantûraki introduces himself as “<b>Zepheus</b>.” He explains that the iron bands on the adventurers’ wrists are enchanted, and at his command they will constrict, severing the adventurers’ hands. <b>Zepheus</b> promises to remove the bands if <b>Einar</b> and <b>Kiren</b> perform a service for him. They must enter the barrow of the Green Elf Prince <b>Berethil</b>, something that he and his warriors cannot do, as the barrow is warded against humans. Within the barrow, <b>Zepheus </b>explains, the adventurers must locate the preserved heart and brain of <b>Berethil</b> and return the organs to him intact. Once this is done, <b>Zepheus</b> promises to remove the iron bands and, moreover, reward each of the adventurers with a sack of gold coins.</span></div></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjA6UKJ6nGTxamhK9ZkG5jIey7PLSq1SCYNJBhy2QpPk-onVBtt-gGoUkaph_z3-pyNEtfsBnM9elDINSk9-hAxefyvPGLpUCC3c0kKyNan_Ogcp4Pue1wj4RgWmGd8X4N8HV5KTd3elpUjKOBGuSjMOFCMGCl7o4L2hPb5KrfDN0JTJZfvoEgpWg_KttQ/s330/Zepheus.bmp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="330" data-original-width="210" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjA6UKJ6nGTxamhK9ZkG5jIey7PLSq1SCYNJBhy2QpPk-onVBtt-gGoUkaph_z3-pyNEtfsBnM9elDINSk9-hAxefyvPGLpUCC3c0kKyNan_Ogcp4Pue1wj4RgWmGd8X4N8HV5KTd3elpUjKOBGuSjMOFCMGCl7o4L2hPb5KrfDN0JTJZfvoEgpWg_KttQ/w255-h400/Zepheus.bmp" width="255" /></a></div></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><b>Einar </b>recalls that Prince <b>Berethil </b>was the younger brother of Queen <b>Blàithnaid</b>, who was the last ruler of the Green Elves of northern <i>Taaliraan</i>. A thousand years ago, in the final battle against <i>Tantûrak</i> (which then was part of the <i>Rylindar Imperium</i>), Queen <b>Blàithnaid</b> and her Green Elves were allied with the Blue Elves of southern <i>Taaliraan</i>, the Kirani of <i>Koronande</i>, and the Hathorians of <i>Hathor</i>. Prince <b>Berethil</b> and his band of followers, however, fled before the battle, stealing the Queen’s crown. While the Autarch’s forces were defeated in the great battle, the Green Elves suffered terribly, and subsequently abandoned their lands, departing for either southern <i>Taaliraan</i> or <i>Korondande</i>. Because of the death caused by the final battle, and the undead minions of the Autarch that are said to haunt it to this day, the region became known as “T<i>he Cursed Lands</i>.” The Green Elf Queen herself disappeared afterwards. The fate of the Prince is unknown, although legends say that he was hunted down and slain by the Queen’s former bodyguards a few years after his treachery. </span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;">Drawing upon his knowledge of arcane matters, <b>Kiren</b> infers that <b>Zepheus</b> plans to magically prepare and consume Prince <b>Berethil</b>’s heart and brain, in the belief that doing so will confer upon him the agelessness of the Elves. While some uniquely powerful Arsilonian (“High Men”) mages, including those among the Tantûraki, choose to follow the Autarch and become liches in order to avoid death, a few scholars believe that there is an alternative, namely, transformation into <i>living</i> immortality through the consumption of the brain and heart of a powerful Elf (or other descendant of Faerie) or, alternatively, a Demon. Whether this is in fact true, <b>Kiren</b> does not know. The attempt to skirt death, however, is deeply offensive to Dwarfish religion and philosophy, as it thwarts the soul’s quest for union with The Form of the Good.</span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><b>Zepheus</b> provides the heroes with a vial of universal antidote (which will cure any poison or venom upon consumption), two doses of <i>Amerke</i> (a shrub root that, when made into a paste, can stop bleeding), four leaves of <i>Abaas</i> (which, when crushed and consumed, will facilitate healing), and two torches. <b>Einar</b> and <b>Kiren</b> then leave the camp, unhappy with their situation but with little choice but to do what <b>Zepheus</b> demands.</span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;">After a couple of hours, the duo discovers the barrow within a small clearing in the jungle. <b>Einar</b> is surprised to find that there are two <i>Elbrinth</i> trees – the white trees that the Elves use to craft many of their enchanted items – growing upon the barrow. The entrance to the barrow itself is blocked with a smooth white door with a green tree engraved in its centre. On either side of the tree are two handprints. <b>Einar </b>places his hands on the handprints, and the white door slides upwards. The party enters the barrow.</span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;">They soon come across the burial place of Prince <b>Berethil</b>. The elfin lord’s skeleton lies upon a great slab of smooth dark green stone. It wears white wooden armour – crafted from <i>Elbrinth</i> trees – and holds two black arrows in its crossed arms. A crown of twisted white branches, with green leaves sprouting from it, adorns the lord’s skull. Beyond the slab hangs a great hourglass, suspended from the ceiling by a mighty silver chain. <b>Kiren</b> casts “Sense Darkness” on the skeleton and discerns that it is cursed. Beyond the slab chamber, the heroes find a barrel filled with green elvish wine. They are puzzled that it still looks fine after all these centuries.</span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;">Exploring further, the adventurers encounter some skeleton guards wearing ancient Tantûraki armour. They are sentient, and in the midst of a game of dice when happened upon. The undead guards speak an archaic form of Arsilonian, but the adventurers can understand them well enough. They stiffly ask the duo to leave, explaining that they were cursed almost a thousand years ago by the followers of Prince <b>Berethil</b> to serve as guards here. Noting that the adventurers do not seem inclined to leave, they apathetically shrug. Over the years, discipline seems to have waned. However, they cannot end their service, at least not until the spirit of the elfin lord departs the mortal plane for <i>Faerie</i>. If the adventurers wish to speak with Prince <b>Berethil</b>, the skeletons say that turning the hourglass over will summon his ghost for a brief time (until the sand runs out). They remark that he’s not that much fun to talk to, but perhaps as non-humans, he will be less hostile towards the adventurers. The skeletons then ask them if they would like to exchange favours. If the adventurers release one of their comrades from a giant spider’s web, they will tell them about what lies in the rest of the barrow and give them a magic glowing bead as well. They mention that an elf had entered the barrow recently – he also had iron bands on his wrist (no doubt an earlier victim of <b>Zepheus</b>’s machinations) – and had agreed to help their comrade, but never returned. The skeletons assume that the elf was slain by the spiders. </span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><b>Kiren</b> and <b>Einar</b> return to the skeleton of Prince <b>Berethil</b>. They turn over the hourglass. As the bright white sand starts to fall, the ghost of the elfin lord appears. He at first moves to attack the duo but stops once he notices a fellow Green Elf. The adventurers explain why they are in the barrow. Prince <b>Berethil </b>responds that he will tell how they can remove the iron bands, and moreover receive a great gift from him, if they promise to help him lift his curse. He asks that the crown of his sister, Queen <b>Blàithnaid</b>, be returned to her. If this is done, his curse shall be lifted, and his spirit will be able to depart for <i>Faerie</i>. However, he will linger in the barrow long enough for the adventurers to return and receive their reward. When asked if the Queen is still alive, he affirms that he knows that she is because of his connection to her. She lingers in the mortal realm, somewhere near the final battle of the past Age. <b>Einar</b> and <b>Kiren</b> vow to return the crown within one year. In return, Prince <b>Berethil</b> tells them that there is a turquoise pool within the barrow that will dissolve anything that is not of living flesh or bone. Within the pool, moreover, is some treasure that the party may keep. As he starts to fade, the ghost tells the adventurers that they may take the two black arrows, which are enchanted to slay humans.</span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdxFaFe9iZbgIT2lR0G_53uoxatS9T7gjSVHGtsTfiA1XDLo9BJ-rx9HmlzqkIyMB63Fl3_TJPyewMMD0Vd1nKnoUGclLPFpTXVTz-_kHcSAVM8TCLbhqTvZz_nOYVNbkR0cv8fnTXwbGx2FUKrP8XU2KKHGs20DZGrH1mO-KLFTA76v-Vx4EiVbFcqMU/s963/_elfprince.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="562" data-original-width="963" height="234" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdxFaFe9iZbgIT2lR0G_53uoxatS9T7gjSVHGtsTfiA1XDLo9BJ-rx9HmlzqkIyMB63Fl3_TJPyewMMD0Vd1nKnoUGclLPFpTXVTz-_kHcSAVM8TCLbhqTvZz_nOYVNbkR0cv8fnTXwbGx2FUKrP8XU2KKHGs20DZGrH1mO-KLFTA76v-Vx4EiVbFcqMU/w400-h234/_elfprince.png" width="400" /></a></div><span style="font-family: trebuchet; font-size: medium;"><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div>The heroes return to exploring the barrow. They fill their wineskins with the green wine that they found earlier, which turns out to be enchanted with rejuvenation and healing magic. They subsequently find a tapestry that vividly displays a scene from <i>Faerie</i>. Eventually, they come to the chamber with the turquoise pool. To their great relief, the iron bands dissolve once <b>Einar</b> and <b>Kiren</b> thrust their hands into the cool liquid. Also within the pool is a white steel lockbox, apparently immune to the liquid’s effects. <b>Einar</b> removes the box and skillfully picks the lock, uncovering numerous valuable gems. The adventurers are now moderately wealthy!</span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiANf8sRRXEO27_uyUgaGqqpREFfqF-Q6aztudFAc01W95jafATsMPRYxs6rWM7uuChwolK2-XQCIGY2K4exEmSJBG7GDY-GxdmnVRi2ILLFh2qmUf1IZKIubWItJrzmnVU3m3qVCX6xJ0QDLvW3PTEESVqJwuUNf56P8QwC5rQgNmzAPZLrsSKqOSgWZ8/s1980/_chest.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="463" data-original-width="1980" height="94" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiANf8sRRXEO27_uyUgaGqqpREFfqF-Q6aztudFAc01W95jafATsMPRYxs6rWM7uuChwolK2-XQCIGY2K4exEmSJBG7GDY-GxdmnVRi2ILLFh2qmUf1IZKIubWItJrzmnVU3m3qVCX6xJ0QDLvW3PTEESVqJwuUNf56P8QwC5rQgNmzAPZLrsSKqOSgWZ8/w400-h94/_chest.png" width="400" /></a></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;">Exploring further, the duo comes upon the chamber of preservation. Within enchanted urns, they discover the arcanely maintained brain and heart of Prince <b>Berethil</b>. No longer bound to <b>Zepheus</b>’s vile task, they leave the organs in their resting places. </span></div></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;">The heroes then come to a large room filled with webs. There are four web sacks hanging from the ceiling, one of which is moving. Curses in ancient Arsilonian emanate from it. No doubt it contains the missing skeleton guard. They also spot the corpses of an elf and a massive spider lying on the ground. It looks as though the two recently slew each other, as their bodies have not rotted away yet. Just after they recover a smart looking sword from the grip of the dead elf, a living spider scuttles across the ceiling toward them. This one is far smaller than the one slain by the elf, but nonetheless proves to be quite a challenge. It bites <b>Kiren</b>, but the dwarf shakes off the effects of its venom. It then bites <b>Einar</b> and the Green Elf screams in agony as the venom courses through his veins. <b>Kiren</b> uses his magic to cause the spider to fall asleep, and quickly dispatches the disgusting creature with his mace. He administers the vial of universal antidote to <b>Einar</b>. The two then free the skeleton guard from the web sack and return with him to the chamber where the other guards are still rolling dice. In gratitude for the return of their friend, the skeleton guards give the adventurers an enchanted glowing bead – it provides a perpetual candle worth of light – and tell them about a secret exit from the barrow to the east. </span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;">The duo drink from the enchanted elvish wine and feel much better. <b>Kiren</b> thinks to write a message to any future invaders that might be sent by <b>Zepheus</b>, telling them about the turquoise pool. Hopefully this will thwart any future attempts by the blackhearted Tantûraki magician to obtain the heart and brain! The adventurers leave the message on a piece of wood, propped up by the slab on which Prince <b>Berethil</b> lies. </span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;">After telling the bored skeleton guards that they hope to lift their curse within a year, the adventurers leave the barrow. They wander through the dim jungle for a few hours before finding the trail that they previously had been following. As night falls, they journey a bit north of the trail and camp for the night, delighted that they have recovered their freedom.</span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both;"><span style="font-family: courier;"><u>Notes</u>:</span></div><div class="separator" style="clear: both;"><ul style="text-align: left;"><li><span style="font-family: courier;">The master page for the <i>World of Ukrasia</i> and this campaign is <a href="https://akraticwizardry.blogspot.com/2023/11/the-world-of-ukrasia.html" target="_blank">here</a>.</span></li></ul><ul style="text-align: left;"><li><span style="font-family: courier;">The Island of Urdor (especially its central part) draws upon – but significantly modifies – ICE’s 1981 <i><a href="https://akraticwizardry.blogspot.com/2021/05/the-court-of-ardor.html" target="_blank">Court of Ardor</a></i> campaign module by Terry Amthor. The map of the central region and the “Cursed Lands” are from the module’s main map, by Peter Fenlon. (I added a number of new locations to the “Cursed Lands” map – it should be obvious which ones are not part of the original map.)</span></li></ul><ul style="text-align: left;"><li><span style="font-family: courier;">The political map of the island of <i>Urdor</i> is my creation (although, as noted, the central part draws upon <i>The Court of Ardor</i>).</span></li></ul><ul style="text-align: left;"><li><span style="font-family: courier;">The barrow of Prince Berethil draws upon – but significantly modifies – the adventure, <i><a href="https://natetreme.itch.io/botek" target="_blank">The Barrow of the Elf King</a></i> (review <a href="https://tenfootpole.org/ironspike/?p=7599" target="_blank">here</a>). The pictures of Prince Berethil and the lockbox are from that adventure. </span></li></ul><ul style="text-align: left;"><li><span style="font-family: courier;">The picture of Einar is from the <i>Neverwinter Nights</i> CRPG; the pictures of Kiren and Zepheus are from the <i>Icewind Dale Enhanced Edition</i> CRPG.</span></li></ul><ul style="text-align: left;"><li><span style="font-family: courier;">Queen Blàithnaid is from the <i>Against the Darkmaster</i> core book. Nuriel is from the <i>Silence of Dawnfell</i> adventure for VsD. As will become clear in future posts, I have adapted both adventures for this setting.</span></li></ul></div><div style="font-family: trebuchet; font-size: large;"><br /></div></div></div></div></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com3tag:blogger.com,1999:blog-7600974191399728636.post-59370439791590829612024-01-27T16:07:00.000-05:002024-01-27T16:07:30.716-05:00I Survived Helm's Deep<div style="text-align: left;"><span style="font-family: times; font-size: medium;">I'll be seeing <i><a href="https://www.toronto-theatre.com/theaters/meridian-hall/the-lord-of-the-rings-the-two-towers-in-concert.php" target="_blank">The Two Towers</a> </i>in concert this evening. </span></div><div style="text-align: left;"><blockquote>"Witness Peter Jackson's legendary movie adaptation on a big screen, with a full orchestra performing Howard Shore's award-winning soundtrack in real time to picture. With the battle for Middle-Earth reaching an absolute fever pitch in this second instalment, hearing the pounding Uruk drums, monumental battlefield music and enchanting soundscapes of the Elven realms performed completely live will transport the audience to Arda like never before."</blockquote><span style="font-family: times; font-size: medium;">My "I survived Helm's Deep" hoodie is ready for action! </span></div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic3jHFxJLhcqComfW_1DEAgDs8dSRJAGdcflk57tcpFHKf4PU0MtA9cOF6uv0MrN1kt0y5FocF_PQve7-IKC_mBU4gSJrBYkuvTkeQb_woQI5RfXGrsHd_k-1Z6ecVbUG4iholQCgOWTkNXzuzDPke0tH6NGxFZMYXe3Agodh_qHVKAsAXKmV7tDAhRKA/s4032/IMG_0528.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3024" data-original-width="4032" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic3jHFxJLhcqComfW_1DEAgDs8dSRJAGdcflk57tcpFHKf4PU0MtA9cOF6uv0MrN1kt0y5FocF_PQve7-IKC_mBU4gSJrBYkuvTkeQb_woQI5RfXGrsHd_k-1Z6ecVbUG4iholQCgOWTkNXzuzDPke0tH6NGxFZMYXe3Agodh_qHVKAsAXKmV7tDAhRKA/w640-h480/IMG_0528.jpeg" width="640" /></a></div><br /><div style="text-align: left;"><span style="font-family: times; font-size: medium;">I saw <i>The Fellowship of the Ring</i> in concert last January and it was awesome. I've been looking forward to this for a year now.</span><br /> </div><div><br /></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com0tag:blogger.com,1999:blog-7600974191399728636.post-67461031187637681132024-01-19T20:51:00.001-05:002024-01-19T20:51:26.882-05:001.5 Million<p> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEil_Pu2fc_t9Pd995YGErttP1L31THeyGclOme9_GbYuUjR5ziUtqj0QP9u4mXDH7EAIj70APSGsUyHddFbJlgZEWjOXfY-tS4wviN4Z-m5uKluKWNg07BBCn-8LYjTmsqCNQYrI_Zqu6jHZI_-FEXgOvgEJ_Q5N3ADm8IU1P8t-EKcEYjBGVT8rTrPssc/s800/Dionysus_beer.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="400" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEil_Pu2fc_t9Pd995YGErttP1L31THeyGclOme9_GbYuUjR5ziUtqj0QP9u4mXDH7EAIj70APSGsUyHddFbJlgZEWjOXfY-tS4wviN4Z-m5uKluKWNg07BBCn-8LYjTmsqCNQYrI_Zqu6jHZI_-FEXgOvgEJ_Q5N3ADm8IU1P8t-EKcEYjBGVT8rTrPssc/w640-h320/Dionysus_beer.jpg" width="640" /></a><br /></p><p><span style="font-size: medium;">I’m not sure exactly when this milestone was reached, but in recent days this blog passed 1.5 million page visits since I started it in June 2009. I have no idea how “good” that is for a blog of this age, but I don’t think it’s “bad”! </span></p><p><span style="font-size: medium;">The overall focus of the blog has been pretty consistent: fantasy (and other) role-playing games, fantasy (and science fiction) literature and related media (films, television series, art, etc.), and occasionally other related topics (e.g., “industry” events, like the attempt to revoke the OGL by Wizards of the Coast last year). Granted, the specific topics have changed somewhat over the years –- e.g., I don’t play certain games, like <i>The Call of Cthulhu</i> or <i>Swords & Wizardry</i> (or the S&W variant to which I contributed, <i>Crypts and Things</i>), quite as often as I used to, although I remain very fond of them and continue to support them. But I don’t think I’ve deviated far from the main interests that motivated me to start this (rather self-indulgent) blog almost fifteen years ago.</span></p><p><span style="font-size: medium;">Anyway, thanks to those of you who visit this place from time to time, and even occasionally comment. It’s always nice to know that there are others in this world who have overlapping interests and passions. </span></p><div><br /></div><p><br /></p>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com3tag:blogger.com,1999:blog-7600974191399728636.post-80785428993960096692024-01-18T23:26:00.000-05:002024-01-18T23:26:03.013-05:00The Rings of Power — Season 2 Rumours <p style="text-align: left;"> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk0r4JtJ3xs3U_IXcPhjKEyf4SEzMi_ih5Ymt0FmPDr_iumTFzKES6BN5zjw6ZfvJwjC1m8NLVejrrGER0ANCIcdifQ5zT3B_3lzxUmOt-avdR2gc2mMPcmkRhTabONXJ_CNu4RYYWnFJmh33CTLZin3BFB8JAicuznDhdcvV4Ubnq_J-XZgdp3qFvsT0/s1024/Sigh-large.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="683" data-original-width="1024" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk0r4JtJ3xs3U_IXcPhjKEyf4SEzMi_ih5Ymt0FmPDr_iumTFzKES6BN5zjw6ZfvJwjC1m8NLVejrrGER0ANCIcdifQ5zT3B_3lzxUmOt-avdR2gc2mMPcmkRhTabONXJ_CNu4RYYWnFJmh33CTLZin3BFB8JAicuznDhdcvV4Ubnq_J-XZgdp3qFvsT0/w400-h266/Sigh-large.jpg" width="400" /></a><br /></p><div><br /><span style="font-size: medium;"><u>Warning</u>: spoilers about season one of <i>The Rings of Power </i>and rumours about season two below.</span></div><div><span style="font-size: medium;"><br />The first season of <i>The Rings of Power </i>was visually amazing. I have to give the show credit for some remarkable sets, especially those of <i>Khazad-dûm</i>, <i>Númenor</i>, and <i>Ost-in-Edhil</i>. But the writing — the storylines, dialogue, and so forth — was definitely lacking overall. A few elements were okay — the relationship between Elrond and Durin was often charming, the new character “Adar” was intriguing — but overall it was quite disappointing. <br /><br /></span></div><div><span style="font-size: medium;">Especially vexing were all the gratuitous deviations from Professor Tolkien’s creation. I can understand changing elements of the established canon for the sake of the medium (e.g., removing Tom Bombadil and replacing Glorfindel with Arwen in Peter Jackson’s <i>Fellowship of the Ring</i>). But so many of the changes in season one of TRoP were not simply unnecessary but painfully ridiculous. I loathed the “time compression” –- squishing 2000 years of history into maybe a decade or so. The whole “mithril-as-the-cure-for-Elf-cancer” invention was utter nonsense. And the existence of two “Durins” at the same time annoyed me. But I don’t wish to go through all the problems with the first season again.</span></div><div><span style="font-size: medium;"><br />Because of the weakness of the first season, I don’t have a lot of optimism about the next one. <i><a href="https://www.theonering.net/torwp/2024/01/18/117474-spy-report-the-rings-of-power-season-2-to-expand-on-sauron-in-huge-new-ways/" target="_blank">The One Ring</a></i> website recently reported on some purported leaks about the second season and, well, it looks pretty grim. Granted, these rumours may all turn out to be vapours. But I remember dismissing the “leak” that “Halbrand” was Sauron — it just seemed too ridiculous and obvious — only for that to turn out to be the case.</span></div><div><span style="font-size: medium;"><br />Granted, the idea of presenting an episode (or a few episodes) from the perspective of Sauron could potentially be really cool (so long as the show didn’t try to present him in a sympathetic light, a kind of “emo Sauron”). And I would love to see the Song of Creation –- the <i>Ainulindalë</i> –- portrayed well on the screen. But, based on the first season, I really doubt that the writers for TRoP have the chops to pull these things off.</span></div><div><span style="font-size: medium;"><br />And many of the other rumoured elements of the second season look absolutely terrible. A son of Sauron? (Who is killed by Adar?) Tom Bombadil revealed to be in fact Morgoth (apparently bound in this form as punishment from Mandos)? And Goldberry in fact Ungoliant? What? If true … <i>why</i>?!?</span></div><div><span style="font-size: medium;"><br />I pray to Eru that most of these “leaks” turn out to be nothing more than jokes.<br /><br /></span></div><div><span style="font-size: medium;">Further discussion can be found at <i><a href="https://www.theonering.net/torwp/2024/01/18/117354-spy-report-suggests-an-unhinged-season-2-of-the-rings-of-power/" target="_blank">The One Ring</a></i> and (in video form) <i><a href="https://www.youtube.com/watch?v=9C-51QY717w" target="_blank">The Nerd of the Rings</a></i>. (As usual, I largely agree with the perspective of the latter.)</span></div><p></p><div style="text-align: left;"><br /></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com2tag:blogger.com,1999:blog-7600974191399728636.post-73154813293913312532024-01-10T15:21:00.000-05:002024-01-10T15:21:55.213-05:00Jennell Jaquays RIP<div><span style="font-family: arial; font-size: medium;">It was announced over at the <a href="https://www.rpgpub.com/threads/jennell-jaquays-rip-1956-2024.9875/" target="_blank">RPG Pub</a> that the legendary adventure designer Jennell Jaquays has passed away.</span></div><div><span style="font-family: arial; font-size: medium;"><br />Perhaps I'm somewhat unusual in this respect within the online ‘grognard’ community, but while I missed her early classic adventures (<i>Caverns of Thracia</i>, <i>Griffin Mountain</i>, <i>Dark Tower</i>, etc.), I was quite familiar with Jaquay’s illustrations for Iron Crown Enterprise’s old <i>Shadow World</i> (<i>Rolemaster</i>) products (as well as the ‘Nehwon Mythos’ pictures in the 1st edition AD&D <i>Deities and Demigods</i>). Indeed, I associate her artwork with my favourite book in the <i>Shadow World</i> series, Terry Amthor’s epic <i>Jaiman: Land of Twilight</i>. (Amthor is another <a href="https://akraticwizardry.blogspot.com/2021/10/terry-amthor-rip.html" target="_blank">recently deceased</a> RPG legend.)<br /><br /></span></div><div><span style="font-family: arial; font-size: medium;">Here's the picture of the creepy "darklord" of Jaiman: “Lorgalis ‘the White’” (any resemblance to a certain Melnibonéan sorcerer-emperor is purely coincidental, I’m sure):</span></div><div><span style="font-family: arial;"><br /><div class="separator" style="clear: both; font-size: large; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFFK52809EBTnVollTONLfIp82epW8SOjnxuEGDbFlcM5HjHQ1maGPGfAMsEWxgOdLIphABWBlJS_3RHzCaHEZlN9JpGSU_QPfGcUIBoPWXqGTu0c4HPYbzNekvWLhvdv2nu0Y4feZRzCAUvw59n4wiOvOevom-dW8aEeFonRGJRmGQBapvf_d5EUEyFM/s1816/Lorgalis_Jaquays_1989.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1816" data-original-width="1430" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFFK52809EBTnVollTONLfIp82epW8SOjnxuEGDbFlcM5HjHQ1maGPGfAMsEWxgOdLIphABWBlJS_3RHzCaHEZlN9JpGSU_QPfGcUIBoPWXqGTu0c4HPYbzNekvWLhvdv2nu0Y4feZRzCAUvw59n4wiOvOevom-dW8aEeFonRGJRmGQBapvf_d5EUEyFM/w504-h640/Lorgalis_Jaquays_1989.jpg" width="504" /></a></div></span></div><div><span style="font-family: arial;"><br /></span></div><div><span style="font-family: arial;"><span style="font-size: medium;">The Throne of the Dragon Lord:</span></span></div><div><span style="font-family: arial; font-size: large;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAyZouSZjX76wGpXIAMieBzAK_0am4zQJpDm3eDr9kr-DZbtqPDRdzbzTLd1JjPsuTABIXGUzgWr4i3FJ6J6CCS_ALPLYQRhovFGehu_oOnYnxe0-y46L3QyCKHOPRaBMdH4837mGTJDJHMRaIhHi8GoyJXQy2X0xTQnJl1JvlW0R3T58FHmPqyUKDkpg/s2680/Dragon%20Lord%20throne.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1838" data-original-width="2680" height="438" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAyZouSZjX76wGpXIAMieBzAK_0am4zQJpDm3eDr9kr-DZbtqPDRdzbzTLd1JjPsuTABIXGUzgWr4i3FJ6J6CCS_ALPLYQRhovFGehu_oOnYnxe0-y46L3QyCKHOPRaBMdH4837mGTJDJHMRaIhHi8GoyJXQy2X0xTQnJl1JvlW0R3T58FHmPqyUKDkpg/w640-h438/Dragon%20Lord%20throne.jpg" width="640" /></a></div><span style="font-family: arial;"><div style="font-size: large;"><span style="font-family: arial; font-size: large;"><br /></span></div><span style="font-size: medium;">And one of the ‘good guys’ – a rather unusual Loremaster:</span></span><span style="font-size: medium;"><br style="font-family: arial;" /></span><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVfuqUm49TsZ8epcn9x2Rpz1zl0uIr9YgQMfFKFtSgKCpLCCsrOWhy3m1u1RJAbyUfQj9mz_I6jnihklgvMhw6uUul5U0e9hdkP6MQqJcOSQn9QWqFqCe0pTbYdEGRx-nyNBIstaXLS_4cL6eUhGIUJdEkNjqkEGutxvgcL7hMYqWHVxBPUJSv0EyFQPo/s1826/Loremaster-Hernae.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1826" data-original-width="1380" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVfuqUm49TsZ8epcn9x2Rpz1zl0uIr9YgQMfFKFtSgKCpLCCsrOWhy3m1u1RJAbyUfQj9mz_I6jnihklgvMhw6uUul5U0e9hdkP6MQqJcOSQn9QWqFqCe0pTbYdEGRx-nyNBIstaXLS_4cL6eUhGIUJdEkNjqkEGutxvgcL7hMYqWHVxBPUJSv0EyFQPo/w484-h640/Loremaster-Hernae.jpg" width="484" /></a></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: arial; font-size: large;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: arial;"><span style="font-size: medium;">Later (during 2000s) I picked up <i>Thracia</i> (the 3e version, and the PDF of the original) and some other classic things by Jaquays. I should be getting Goodman Games’ revamped version of <i>Dark Tower</i> (to which Jaquays contributed some new material, I believe) sometime later this year.</span></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-size: medium;"><br style="font-family: arial;" /><span style="font-family: arial;">RIP.</span></span></div><br />Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com0tag:blogger.com,1999:blog-7600974191399728636.post-65236834790033212112023-12-20T00:10:00.005-05:002023-12-20T00:10:00.130-05:00Second Edition Advanced Dungeons and Dragons<p style="text-align: left;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitGz441qp1lj2XBMUl0bVhIz_0nIxTblXF5hjYOct61lIvmiB1anSSPIdlDZQGioTP7ZgmPDVFaZxF3v718zvxujyWRwJzpxN5AUtQSHLdTC0Wy1ufCXPQwuS3jqUCwpjqwX03Hv3vvlvfMoGhNjYLe1P-9SnoizaUtv1ywBkBdwUYmpQiwfUXDltQCqM/s800/2ePHBcover.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="800" data-original-width="575" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitGz441qp1lj2XBMUl0bVhIz_0nIxTblXF5hjYOct61lIvmiB1anSSPIdlDZQGioTP7ZgmPDVFaZxF3v718zvxujyWRwJzpxN5AUtQSHLdTC0Wy1ufCXPQwuS3jqUCwpjqwX03Hv3vvlvfMoGhNjYLe1P-9SnoizaUtv1ywBkBdwUYmpQiwfUXDltQCqM/w288-h400/2ePHBcover.png" width="288" /></a></div><br /><div><span style="font-family: times; font-size: medium;">Over at his <i>Mythlands of Erce</i> blog, Anders H* has a couple of amusing polemical posts defending the honour and goodness of second edition <i>Advanced Dungeons and Dragons </i>(<a href="https://mythlands-erce.blogspot.com/2023/11/standing-up-for-d-generation-x-2e-part-1.html" target="_blank">part one</a> concerns the rules; <a href="https://mythlands-erce.blogspot.com/2023/12/standing-up-for-d-gen-x-2e-part-2.html" target="_blank">part two</a> addresses the ‘culture’ of the game).</span></div><div><span style="font-family: times; font-size: medium;"><br />Second edition AD&D was an edition that I almost entirely skipped. I say “almost” because I played very briefly in a 2e campaign one summer around 1990. However, I never owned any 2e AD&D books during its lifecycle (I bought a few books for the <i>Greyhawk</i> and <i>Planescape</i> settings years later). I had drifted away from AD&D by the late 1980s and did not play role-playing games that regularly during the 1990s. To the extent that I did, it was stuff like MERP, <i>Rolemaster</i>, <i>Call of Cthulhu</i>, <i>Hawkmoon</i>, GURPS, and the like.</span></div><div><span style="font-family: times; font-size: medium;"><br />I eventually did “play” a lot of 2e AD&D, but only via various computer RPGs, namely, the “Infinity engine” <i>Baldur's Gate </i>games, <i>Icewind Dale</i>, and <i>Planescape: Torment</i> (the latter game motivated me to learn more about the <i>Planescape</i> setting, hence my subsequent purchase of the box set and a few other things). It didn't seem that different from 1e AD&D, at least in terms of the rules (the addition of “kits” seemed to be the main difference).</span></div><div><span style="font-family: times; font-size: medium;"><br />The hatred directed towards 2e by adherents of 1e AD&D (primarily from grognards grumbling on the internet – not that there’s anything wrong with that!) always struck me as primarily flavour-based. And I share their irritation with 2e’s “purging” of things like assassins, half-orcs, demons, devils, etc., (all things that eventually crept back into the game, however, during the 1990s). Also contributing to this sentiment was some bitterness about TSR’s treatment of Gary Gygax, and the unavoidable fact that 2e AD&D was the first “post-Gygax” version of the game. </span></div><div><span style="font-family: times; font-size: medium;"><br />There <i>are</i> some rules differences between the two editions, of course, and in my view some favour 2e (e.g., the way thief skills were handled), others 1e (e.g., the presence of a distinct "illusionist" class). <br /><br /></span></div><div><span style="font-family: times; font-size: medium;">I much prefer the art in the original 1e AD&D books, especially the classic Dave Trampier <i>Player’s Handbook</i> cover. Overall, the 1e art seems “grittier” and less “family-friendly” than the 2e stuff. Trampier’s pictures often looked like etchings from some mysterious past (as did David Sutherland’s epic “Paladin in Hell”). Erol Otus’s pictures looked like visions of an alternate reality. </span></div><div><span style="font-family: times; font-size: medium;"><br />But in terms of rules, I’m <i>fine</i> with 2e AD&D. I certainly prefer them over 3e (which I’ll never touch again), 4e (which I never played after reading halfway through the PHB), and 5e (which, admittedly, is the “least bad” of the post-TSR versions of AD&D/D&D, but still not my cup of tea). I'd be quite happy to play in a 2e campaign. But if I ever run an “old school” AD&D campaign again, it almost certainly would be (a house-ruled version of) Gygaxian 1e AD&D.</span></div><div><span style="font-family: times; font-size: medium;"><br />(*Note: Anders H is the author of the excellent <i><a href="https://preview.drivethrurpg.com/en/publisher/13311/O5R-Games" target="_blank">Into the Unknown</a></i> RPG, an “old school” variant of the 5e rules. Check it out! If you’re curious, I go over some of the main differences between ItU and 5e <a href="https://akraticwizardry.blogspot.com/2023/03/into-unknown-vs-5th-edition-dungeons.html" target="_blank">here</a>.) </span></div><p></p><div style="text-align: left;"><br /></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com3tag:blogger.com,1999:blog-7600974191399728636.post-51177140908777471992023-12-09T14:27:00.000-05:002023-12-09T14:27:01.502-05:00The new Mythras Imperative is now available!<div><span style="font-family: georgia; font-size: medium;">I recently <a href="https://akraticwizardry.blogspot.com/2023/11/mythras-imperative-enters-age-of-orc.html" target="_blank">mentioned</a> that a new version of <i>Mythras Imperative</i> was in the works. Well … it’s here!</span></div><div><span style="font-size: medium;"><span style="font-family: georgia;"><br />The Design Mechanism’s announcement (at the <a href="https://www.rpgpub.com/threads/mythras-imperative-orc-edition-now-available.10058/#post-480402" target="_blank">RPG Pub</a>):</span><br /><br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px; text-align: left;"><div><span style="font-family: inherit; font-size: medium;">The new, revised, expanded, ORC-licensed edition of <i>Mythras Imperative</i> is now available – just in time for Christmas.</span></div></blockquote><div style="text-align: left;"><span style="font-family: inherit; font-size: medium;"><br /></span></div><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: inherit; font-size: medium;">While the game and mechanics are fundamentally the same, we've tweaked a few rules, made errata corrections, and fully integrated rules for firearms, vehicles, new character creation options, and sample creatures (with a complete list of traits to make them worthy opponents).</span></div></blockquote><div style="text-align: left;"><span style="font-family: inherit; font-size: medium;"><br /></span></div><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: inherit; font-size: medium;">Most important of all, <i>Mythras Imperative</i> is licensed under ORC, meaning that 3rd party creators can freely use, adapt and build upon the <i>Mythras Imperative</i> foundation for their own unique d100 games, supplements and adventures. Combine <i>Mythras Imperative </i>with its sister book, <i>Classic Fantasy Imperative</i>, or any other ORC-licensed open gaming system.</span></div></blockquote><div style="text-align: left;"><span style="font-family: inherit; font-size: medium;"><br /></span></div><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: inherit; font-size: medium;">So whether you want gritty fantasy or mythic historical, Pulp-era spies or cinematic superheroes, <i>Mythras Imperative</i> has you covered. Simple to learn, simple to play, but with a surprising depth that is the result of many, many years of refinement.</span></div></blockquote><div style="text-align: left;"><span style="font-family: inherit; font-size: medium;"><br /></span></div><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: inherit; font-size: medium;">The PDF version is free to download. The Print on Demand version is $24.99 (black and white, softcover, 80 pages). A POD version for Drivethru customers will follow later.</span></div></blockquote><div style="text-align: left;"><span style="font-family: inherit; font-size: medium;"><br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px; text-align: left;"><div style="text-align: left;"><span style="font-family: inherit; font-size: medium;"><a href="https://thedesignmechanism.com/mythras-imperative/" target="_blank">TDM Store</a></span></div><div style="text-align: left;"><span style="font-family: inherit; font-size: medium;"><a href="https://www.lulu.com/spotlight/DesignMechanism" target="_blank">Lulu Store</a></span></div><div style="text-align: left;"><span style="font-family: inherit; font-size: medium;"><a href="https://preview.drivethrurpg.com/en/product/185299/Mythras-Imperative" target="_blank">DTRPG</a></span></div></blockquote><div style="text-align: left;"><span style="font-family: inherit; font-size: medium;"><br /></span></div><div><span style="font-family: georgia; font-size: medium;">As I’ve mentioned many times before at this blog, <i>Mythras</i> is the game that I’ve played the most over the past dozen years (I include its immediate ancestors, <i>RuneQuest 6</i> and <i>Mongoose Runequest II</i>, within the ‘<i>Mythras</i>’ category, as they’re all essentially the same game, written by the same people). I don’t write about it as much as I do some other games, primarily because I don’t run (“Game Master”) <i>Mythras</i>. I tend to write more about games that I’ve run in the past, am running currently, or plan to run in the future. But if I wasn’t so fortunate as to belong to a group with a couple of excellent <i>Mythras</i> GMs – one of whom is the co-author of the system, the other the co-author of the <i><a href="https://thedesignmechanism.com/mythic-babylon-paperback/" target="_blank">Mythic Babylon</a></i> book – I’d definitely be running <i>Mythras</i> myself. </span></div><div><span style="font-family: georgia; font-size: medium;"><br />Anyhow, if you’re still unfamiliar with <i>Mythras</i>, I recommend checking out <i>Mythras Imperative</i>, as it’s a nice, lean presentation of the system, easily readable within an afternoon.</span></div><div><span style="font-family: inherit; font-size: medium;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdTAytrsWsUZq2SaLJpWO_a_P8LDxrniB7FZ4Hhes_PW1pH2VLmSYTMYW3P-Nngzes2xV7yfd5Pd8g183NNmQ9DA4Wzeu5nBNQaq7oUL8rLfTj9VXVWBrV3A7D0UHLkX7593MRaRpAqN3X_CL5ku_r8s1lNrAWeJ6fbTz2Hmpz2OeJmFej2IGjG22M9rk/s1280/Mythras_Imperative_cover.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1280" data-original-width="905" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdTAytrsWsUZq2SaLJpWO_a_P8LDxrniB7FZ4Hhes_PW1pH2VLmSYTMYW3P-Nngzes2xV7yfd5Pd8g183NNmQ9DA4Wzeu5nBNQaq7oUL8rLfTj9VXVWBrV3A7D0UHLkX7593MRaRpAqN3X_CL5ku_r8s1lNrAWeJ6fbTz2Hmpz2OeJmFej2IGjG22M9rk/w453-h640/Mythras_Imperative_cover.jpeg" width="453" /></a></div><br /><span style="font-family: inherit; font-size: medium;"><br /></span></div><div><br /></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com0tag:blogger.com,1999:blog-7600974191399728636.post-14200820989902427772023-12-04T22:12:00.004-05:002023-12-05T05:03:39.309-05:00My original fantasy sandbox: ICE’s Middle-earth<p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_BtfgC4JRUqfyDt3IeCBvwFaHukq-Y07SxTCE_fcR_d74wAzQfnopPd__g1k7OcxvN_ckCrJx_U1RhTQfbSJpz5OnPD-cDcd5sXmY_oQTt27RyMFh_nrGxdbfrH_pjl3CcAsRBTIqDAJctNvxOyniINskeyfW0cCDNRvAwdCDPMXYIPFRXSrwgNXJuhM/s2644/McBride_Cardolan.png" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="2644" data-original-width="2564" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_BtfgC4JRUqfyDt3IeCBvwFaHukq-Y07SxTCE_fcR_d74wAzQfnopPd__g1k7OcxvN_ckCrJx_U1RhTQfbSJpz5OnPD-cDcd5sXmY_oQTt27RyMFh_nrGxdbfrH_pjl3CcAsRBTIqDAJctNvxOyniINskeyfW0cCDNRvAwdCDPMXYIPFRXSrwgNXJuhM/w620-h640/McBride_Cardolan.png" width="620" /></a><br /></p><div><span style="font-family: trebuchet; font-size: medium;">One reason why I have such affection for Iron Crown Enterprise’s line of <i>Middle-earth</i> campaign and adventure modules, is that I learned how to run genuine “<b>sandbox</b>” campaigns (decades before that term was a thing) by using them. This was during the mid-late 1980s, when TSR increasingly released “story-driven” modules like their <i>Dragonlace</i> series. Somewhat ironically, given their literary source, the Middle-earth campaign and adventure modules typically were quite open-ended and location-based in nature, not at all focused on a predetermined “plot” or necessary sequence of events. (The one exception of which I know, and which was published quite late in ICE’s Middle-earth tenure, is their <i>Palantir Quest</i> ‘adventure path’.) </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />What happened in my Middle-earth games back in the day, essentially, is that the players would create characters in Esgaroth, Bree, Tharbad, or wherever. I would contrive some reason why they all knew each other (usually something like: “you meet at an inn and intuit that you’re all solid, trustworthy fellows looking for adventure and to protect the free peoples of Middle-earth”). The characters then would simply wander around, following whichever adventure hooks they liked. While I added hooks, encounters, and adventures to what was provided in the Middle-earth campaign modules, the books typically provided very solid <i>frameworks</i> for such campaigns. Or at least the ones that I used did so. As I think I’ve mentioned before <a href="https://akraticwizardry.blogspot.com/2010/07/rolemaster-merp-nostalgia.html" target="_blank">here</a>, I ran a summer-long campaign during high-school (we probably played at least 12 hours every week in those halcyon days) using the <i>Rangers of the North</i> (Arthedain) book, building on the adventure notes in the back (years later, these notes would be expanded by ICE into their <i>Palantir Quest</i> book).</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />I learned a lot from using ICE’s Middle-earth campaign modules. Indeed, trying to figure out how to use them, and doing what I could as a teenager to run challenging and fun sessions in a Middle-earth “sandbox” was a formative experience. (Beyond gaming, I think running MERP helped me to learn how to “think on my feet” far more than running D&D/AD&D adventures – whether published modules or my own creations – ever did.)</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />Yes, the books varied in quality – well, not the maps by Pete Fenlon or the covers by Angus McBride, which were always amazing. And yes, some didn’t really belong in Middle-earth, like the (totally awesome) <i><a href="https://akraticwizardry.blogspot.com/2021/05/the-court-of-ardor.html" target="_blank">Court of Ardor</a></i>. Nonetheless, overall, I loved MERP, and I still do to this day. Hence my present joy in running the MERP-influenced <i><a href="https://akraticwizardry.blogspot.com/2021/09/merp-resurrected-against-darkmaster.html" target="_blank">Against the Darkmaster</a></i>, both in 20th century Eriador (“<a href="https://akraticwizardry.blogspot.com/2023/08/against-witch-king-adventure-index.html" target="_blank">Against the Witch-King</a>”) and in my “homebrew” world of Urkasia (“<a href="https://akraticwizardry.blogspot.com/2023/11/the-world-of-ukrasia.html" target="_blank">Against the Court of Urdor</a>”).</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />[This post is a modified version of a comment I posted over at the blog <i>Grognardia</i>, in response to a rather negative, but not unfair, <a href="https://grognardia.blogspot.com/2023/09/retrospective-southern-mirkwood.html" target="_blank">review</a> of the original Iron Crown Middle-earth module, <i>Southern Mirkwood</i>.]</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><span>[The pictures are by the great Angus McBride. The top one is from the cover of the <i>Lost Realm of Cardolan </i></span><span>campaign module, the bottom one is from the cover of the </span><i>Rogues of the Borderlands </i><span>adventure module.]</span></span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgtjQexCUFMbLxomLpjYWGmWSXEAH5qPSGhwZ5Cv2vOR6vbn4eqaKi9Tapv3HGPy34rrrlZoanqW9-M4hbzBfMU47SVWWcV9ZY8uiJR60LCEBhU2ZOSRnI505Hr_K83K-4gwa9Nfqg5d0QB44uFHNsJKRDl4dqWiM_KLus8FUdnSlALWLeqWca9Q8Ej2o/s2498/McBride_Rogues_Borderlands_cover.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2498" data-original-width="2252" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgtjQexCUFMbLxomLpjYWGmWSXEAH5qPSGhwZ5Cv2vOR6vbn4eqaKi9Tapv3HGPy34rrrlZoanqW9-M4hbzBfMU47SVWWcV9ZY8uiJR60LCEBhU2ZOSRnI505Hr_K83K-4gwa9Nfqg5d0QB44uFHNsJKRDl4dqWiM_KLus8FUdnSlALWLeqWca9Q8Ej2o/w576-h640/McBride_Rogues_Borderlands_cover.png" width="576" /></a></div><br /><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><p><br /></p>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com5tag:blogger.com,1999:blog-7600974191399728636.post-88333031390092073982023-12-03T15:35:00.001-05:002023-12-03T15:35:52.884-05:00Swords and Wizardry special edition<div style="text-align: left;"><span style="font-family: inherit; font-size: medium;">Several weeks ago, I received the special edition of <i>Swords and Wizardry - Revised Edition</i>. It’s a beautiful book. I love the matte cover! If you like S&W, I recommend obtaining one for yourself, if possible.</span></div><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOPeefQl10WGxMsCf7-ERDlDt6Oz68q68FFLQAwQJ18NwAIOidLXf0X85iX0eF50Y3TIknNap6Xko9Vaja897x0Az1qpLMgTYAIbeeK-jCAJuzcaxgfvnSxkpfrQCcUmSkx9nGbr1unLRvgeh5DoZjgaBj2_V_51Ibd7LGL5sta-CXQnl01Jy3i9a445Q/s4032/S&W.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOPeefQl10WGxMsCf7-ERDlDt6Oz68q68FFLQAwQJ18NwAIOidLXf0X85iX0eF50Y3TIknNap6Xko9Vaja897x0Az1qpLMgTYAIbeeK-jCAJuzcaxgfvnSxkpfrQCcUmSkx9nGbr1unLRvgeh5DoZjgaBj2_V_51Ibd7LGL5sta-CXQnl01Jy3i9a445Q/w480-h640/S&W.jpeg" width="480" /></a></div><div style="text-align: left;"><span style="font-family: inherit; font-size: medium;"><br />For my overview of this version of S&W, go <a href="https://akraticwizardry.blogspot.com/2023/06/recommended-swords-and-wizardry.html" target="_blank">here</a>.</span></div><p></p>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com1tag:blogger.com,1999:blog-7600974191399728636.post-37775369078903648622023-12-01T23:09:00.002-05:002023-12-02T00:43:14.623-05:00The Cursed Lands (World of Ukrasia)<p><span style="font-family: trebuchet; font-size: medium;">The <i>Cursed Lands</i> are not ruled or claimed by any of the political regimes of <i>Urdor</i>. It lies to the southeast of <i>Tantûrak</i>, west of <i>Koronande</i>, and north of <i>Taaliraan</i>. </span></p><p><span style="font-family: trebuchet; font-size: medium;">Once, over a thousand years ago, it was part of <i>Taaliraan</i>. But following the Great War that ended the First Age of Humanity – which ended the <b><a href="https://akraticwizardry.blogspot.com/2023/08/i-am-darkmaster.html" target="_blank">Autarch</a></b>’s <i>Rylindar Imperium</i> (of which <i>Tantûrak</i> was then a colony) – it was largely abandoned by the Elves. Many had died in the final battles of the War, and most of those who survived relocated to either <i>Koronande</i> or southern <i>Taaliraan</i>. However, a few small independent Elvish communities remain in the jungles to this day. Some reclusive faerie folk (pixies and gnomes) also are rumoured to dwell in hidden enclaves.</span></p><p><span style="font-family: trebuchet; font-size: medium;">The region is known as the ‘<i>Cursed Lands</i>’ because of the large number of undead that have haunted its hills and forests since the Great War. Ghouls especially are quite common. Trolls, redcaps, and other menaces also dwell within the central hill lands. Giant spiders dwell within the woodlands, as do other malevolent entities, such as vampires and similar dark spirits.</span></p><p><span style="font-family: trebuchet; font-size: medium;">The ranger of the ‘Company of the Morning Star’ – <b>Karos</b> – provided the adventurers with a detailed map of the area. The land within the surrounding jungle is roughly 35 miles east-west (40 miles at its widest point) and about 75 miles north-south. </span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidbC-F3ohcSDhtG-_645WO0zC3IZWQ6iO5kAm20kLCPk3vBvBIWmxst5G5S17G_9D1bOPVeiDYyZMAo6uPzAnUiVz2f7jWfcADnJOQZLjAuWUgZTEpnUyrVEGkwJdRlvvweyi078dVkbrXDZbsoHq4dChijt-6AuWkeiAottGZ2YCP4q_lM6za1c2tLWk/s2966/Cursed_lands.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2036" data-original-width="2966" height="440" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidbC-F3ohcSDhtG-_645WO0zC3IZWQ6iO5kAm20kLCPk3vBvBIWmxst5G5S17G_9D1bOPVeiDYyZMAo6uPzAnUiVz2f7jWfcADnJOQZLjAuWUgZTEpnUyrVEGkwJdRlvvweyi078dVkbrXDZbsoHq4dChijt-6AuWkeiAottGZ2YCP4q_lM6za1c2tLWk/w640-h440/Cursed_lands.jpg" width="640" /></a></div><br /><p></p><div><span style="font-family: trebuchet; font-size: medium;"><b>Map Information</b>: </span><span style="font-family: trebuchet; font-size: medium;"><br /></span><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The little coloured circles on the map mark small settlements (100 – 1000 inhabitants). <br /><ul style="text-align: left;"><li><span style="font-family: trebuchet; font-size: medium;"><span style="color: #04ff00;">Green</span>: Elvish settlements (these are loyal to <i>Taaliraan</i> in the south, <i>Koronande</i> in the northeast, and are independent [‘free’] in the middle region).</span></li><li><span style="color: #ff00fe;">Pink</span>: <i>Koronande</i> (Kirani) settlements.</li><li><span style="color: #cc0000;">Red</span>: <i>Tantûraki</i> (Arsilonian) settlements.</li><li><span style="color: #f1c232;">Yellow</span>: Independent settlements (of various kins).</li></ul></span><span style="font-family: trebuchet; font-size: medium;"><u>Human settlements</u>:<br /><ul style="text-align: left;"><li><span style="font-family: trebuchet; font-size: medium;"><i>Dawnfell</i> (mixed population).</span></li><li><i>Green Shields</i> (mixed population; some elves).</li><li><i>Korlax’s Haven</i> (mixed population; some dwarves). Ruled by the dwarf <b>Korlax</b>.</li><li><i>Misty Vale</i> (mixed population; some halflings).</li><li><i>New Hope</i> (primarily Tantûraki).</li><li><i>Soggy Fields</i> (primarily Tantûraki; some halflings).</li><li><i>Triumvir Town</i> (primarily Tantûraki). Ruled by <b>Lord Triumvir</b> – an Arsilonian from the northern island of <i>Aldena</i> (not <i>Tantûrak</i>).</li></ul></span><span style="font-family: trebuchet; font-size: medium;"><u>Other settlements</u>:<br /><ul style="text-align: left;"><li><span style="font-family: trebuchet; font-size: medium;"><i>Blue Stone Mine</i> (Dwarves).</span></li><li><span style="font-family: trebuchet; font-size: medium;"><i>Bright Lake </i>(Green Elves).</span></li><li><i>Bruffo </i>(Orcs and half-orcs).</li><li><i>Crisp Water</i> (Halflings).</li><li><i>Crystal Glade </i>(Green Elves).</li><li><i>Fargoth</i> (Orcs and half-orcs).</li><li><i>Naurlindol</i> (Orcs and … terrible things).</li><li><i>Thraz</i> (Orcs and half-orcs).</li></ul></span><span style="font-family: trebuchet; font-size: medium;"><u>The Company of the Morning Star</u>:</span><span style="font-family: trebuchet; font-size: medium;"><br /><ul style="text-align: left;"><li><span style="font-family: trebuchet; font-size: medium;">The Company is based in the <i>Tower of the Morning Star</i>.</span></li><li>It consists of <b>Evrix</b> (Hathorian mage and elf-friend), <b>Karos </b>(Kirani ranger), and <b>Zephyr</b> (Tantûraki scout).</li><li>The Company tries to deal with major threats to the troubled people of the <i>Cursed Lands</i>.</li></ul></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Significant Dangers in the Cursed Lands</u>:</span></div><div><ul style="text-align: left;"><li><span style="font-family: trebuchet; font-size: medium;">Bandits (humans, orcs, and especially redcaps).</span></li><li><span style="font-family: trebuchet; font-size: medium;">Trolls (only attack at night). </span></li><li><span style="font-family: trebuchet; font-size: medium;">Undead, especially ghouls.</span></li><li><span style="font-family: trebuchet; font-size: medium;">Spiders (mainly in the Weblands and nearby regions).</span></li><li><span style="font-family: trebuchet; font-size: medium;">Wolves. </span></li></ul><span style="font-family: trebuchet; font-size: medium;"><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div>(More information about the <i>World of Ukrasia</i> is available <a href="https://akraticwizardry.blogspot.com/2023/11/the-world-of-ukrasia.html" target="_blank">here</a>.)</span><span style="font-family: trebuchet; font-size: medium;"><br /></span><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">[The map above is part of the larger one, by Pete Fenlon, included within ICE’s <i><a href="https://akraticwizardry.blogspot.com/2021/05/the-court-of-ardor.html" target="_blank">The Court of Ardor</a></i> campaign module. I have added the coloured circles and many of the names to it using Preview.]</span></div><p><span style="font-family: trebuchet; font-size: medium;"></span></p><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><br /></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com0tag:blogger.com,1999:blog-7600974191399728636.post-87725962381274827272023-11-26T02:55:00.001-05:002023-11-26T02:55:40.556-05:00Erol Otus cover of Dragon Magazine now on my wall<p><span style="font-size: medium;">I'm thrilled that I now have a framed print of the cover illustration by Erol Otus of the very first <i>Dragon</i> magazine that I ever owned (issue # 55) hanging on my wall:</span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTQ9cIj_afQDfR-kAiuvhNpNZyei3m9EKUYF24jGV0G5wkDdEDCoKUbcZlU53oWcz61-P_PZhyKFAb2K-sCRVneFo6MVY0Hub3z9PDtI3YaGWDV6uR9fQ9dEl2d7zNUnWIcdZ7DB2IqfLOjRRU5iMiX4KOamH8MS1pkLxltfhyTopV9W-Wrx_MfDmhYyI/s4032/IMG_0454.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTQ9cIj_afQDfR-kAiuvhNpNZyei3m9EKUYF24jGV0G5wkDdEDCoKUbcZlU53oWcz61-P_PZhyKFAb2K-sCRVneFo6MVY0Hub3z9PDtI3YaGWDV6uR9fQ9dEl2d7zNUnWIcdZ7DB2IqfLOjRRU5iMiX4KOamH8MS1pkLxltfhyTopV9W-Wrx_MfDmhYyI/w480-h640/IMG_0454.jpg" width="480" /></a></div><p><span style="font-size: medium;">The print is number 99 (out of 200) and signed Otus.</span></p><p><span style="font-size: medium;">The original magazine cover:</span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzDL6MkwFazb9vqGhW3jxGFEILiIFf5aVxWKJeJ652M7FwqmCw4djEmycCiweXoy_2HfhzyZqjkoZjWK8ezNRwvBy25DJwLVylWJaaXIvqjQ_KZg0OgFBJ3-ukfr8QqQMWMPki145oNMi4W-bqKqrZHf7ErG7kQOOHjVntDpB0T6v1N328OMB7XeRE9q8/s1892/Drmg055-cover.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1892" data-original-width="1462" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzDL6MkwFazb9vqGhW3jxGFEILiIFf5aVxWKJeJ652M7FwqmCw4djEmycCiweXoy_2HfhzyZqjkoZjWK8ezNRwvBy25DJwLVylWJaaXIvqjQ_KZg0OgFBJ3-ukfr8QqQMWMPki145oNMi4W-bqKqrZHf7ErG7kQOOHjVntDpB0T6v1N328OMB7XeRE9q8/w494-h640/Drmg055-cover.jpg" width="494" /></a></div><span style="font-size: medium;">The corner of my study:</span><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhti-NU5t7t8jm0J3v2b9Yygq1g3_HX-RN8kbWtlcl1mYMQ6G1OmqAu08RvxTDmDQDG5i_67MR9sSW1lR4ZbQ8cavLEWwpxyIU6GHZaIOFloEhEVkMCeOSnSfu2AGvKUvifvaQUhuaSsoWiCTVomCJtR9Wq-Z2AQf9stPrVpUjZ2K585W8jeQosEPrbvQI/s4032/IMG_0456.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3024" data-original-width="4032" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhti-NU5t7t8jm0J3v2b9Yygq1g3_HX-RN8kbWtlcl1mYMQ6G1OmqAu08RvxTDmDQDG5i_67MR9sSW1lR4ZbQ8cavLEWwpxyIU6GHZaIOFloEhEVkMCeOSnSfu2AGvKUvifvaQUhuaSsoWiCTVomCJtR9Wq-Z2AQf9stPrVpUjZ2K585W8jeQosEPrbvQI/w640-h480/IMG_0456.jpg" width="640" /></a></div><br /><p><br /></p>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com8tag:blogger.com,1999:blog-7600974191399728636.post-86797531917811334352023-11-25T15:50:00.000-05:002023-11-25T15:50:34.577-05:00Eyes of a Catoblepas, Wings of an Owlbear (Greyhawk campaign)<div><span style="font-family: times;"><b><span style="font-size: large;">PART 10: EYES OF A CATOBLEPAS, WINGS OF AN OWLBEAR</span></b><br /><span style="font-size: medium;"><br /></span></span></div><div><span style="font-family: times;"><b><u><span style="font-size: large;">10.1 The Wood Elf Camp</span></u></b><span style="font-size: medium;"> (Richfest 2nd – 3rd)</span><br /><span style="font-size: medium;"><br /></span></span></div><div><span style="font-family: times;"><span style="font-size: medium;">Our dauntless adventurers — <b>Erik</b> (the mountain dwarf fighter from the <i>Lortmils</i>), <b>Althaea</b> (the high elf wizard from the city of <i>Tringlee</i>), and the brothers<b> Godric</b> (the human rogue from the <i>Barony of Shiboleth</i>) and <b>Cedric</b> (the human cleric of St. Cuthbert) – journey to the Wood Elf camp after successfully exploring the <i><a href="https://akraticwizardry.blogspot.com/2023/07/the-tomb-of-serten-and-helm-of-laga.html" target="_blank">Tomb of Serten</a></i>. </span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br />Erik decides to give the legendary Helm of <b>Laga Vulin</b> to Cedric. The dwarf is sad and reluctant to make this decision. Finding the helm had been his dream ever since he learned of its existence and its ability to cure the wearer of the effects of all poisons and toxins – including alcohol. He had hoped that finding it would enable him to indulge in hedonistic drunken excesses without suffering disabling hangovers. Alas, the helm also impresses a commitment to LAW in those who wear it, something that Erik ultimately could not accept. He figures that it would be far better for one already devoted to dour order, like the warrior priest Cedric, to make use of it.</span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br />After two days of journeying through the northern reaches of the <i>Kron Hills</i> (with their loyal mule <b>Vick</b>), the party reaches the Wood Elf camp. There the party meets with the band’s leader, the beautiful half-elf <b>Tomyria</b>.</span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br /></span></span></div><div><span style="font-family: times;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglZ6LAR4NGzIkI90wu_hUx3noO0EToweAGtBxGJqnRcx52b9QqW7GKkMtdKN51fjTSztG3FfpxSkghe4fM5fnMflkLiq9hSiZAnn_TlqHQubqbPwad1g5a5tNhvPwSsWJOG34WxQpoKhVaJtWKcJD9PTvLRLWkz1Nbwfn6tFCscupn4z2q6IFPO5zNeuY/s968/Tomyria.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="968" data-original-width="825" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglZ6LAR4NGzIkI90wu_hUx3noO0EToweAGtBxGJqnRcx52b9QqW7GKkMtdKN51fjTSztG3FfpxSkghe4fM5fnMflkLiq9hSiZAnn_TlqHQubqbPwad1g5a5tNhvPwSsWJOG34WxQpoKhVaJtWKcJD9PTvLRLWkz1Nbwfn6tFCscupn4z2q6IFPO5zNeuY/w341-h400/Tomyria.jpg" width="341" /></a></div></span><span style="font-family: times;"><div style="font-size: large;"><span style="font-family: times; font-size: large;"><br /></span></div><span style="font-size: medium;">Godric explains his quest to find the Manor of <b>Quesse</b> (a legendary half-elf roguish mage, and distant relation of Godric and Cedric). Tomyria informs the party that she knows where the manor is located, but will divulge this information only if the party recovers one of three items for her: </span></span></div><div><span style="font-family: times; font-size: medium;">-<span style="white-space: pre;"> </span>A gryphon egg (from a nest located somewhere to the southwest, in the Kron Hills).<br />-<span style="white-space: pre;"> </span>The eyes of a catoblepas (from an abandoned farmhouse to the south).<br />-<span style="white-space: pre;"> </span>The wings of a unique (mutant?) flying owlbear (likely nesting in some hills to the southeast).<br /><br /></span></div><div><span style="font-family: times; font-size: medium;">She explains that her band is looking for these items for the reclusive mage <b>Master Nyv</b> (of the <i>Mage Tower</i>, located roughly 9 leagues north of <i>Nulb</i>).</span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br />That evening, the party makes merry with the high-spirited elves. Tomyria and Godric hook up, as do Althaea and the wood elf scout <b>Urth</b>. Cedric tries to share the wisdom of <b>St. Cuthbert</b> with the elves, but is roundly mocked by the boisterous followers of <b>Rillifane Rallathil</b>. Erik, free from the discipline of the Helm of Laga Vulin, drinks until he passes out in an unwholesome puddle. </span></span></div><div><span style="font-family: times;"><br /><b><u><span style="font-size: large;">10.2 Some Harpies, a Catoblepas, and a Ghost</span></u></b><span style="font-size: medium;"> (Richfest 4th – 7th)<br /><br /></span></span></div><div><span style="font-family: times;"><span style="font-size: medium;">The party decides to recover the catoblepas eyes after Tomyria offers some additional platinum pieces as an incentive. The half-elf band leader gives them a magical glass container for the creature’s deadly eyes.</span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br />The adventuring quartet then journeys to the abandoned farmhouse, which lies on the northern side of the <i>High Road</i>, a mere two leagues away from the accursed <i>Moathouse</i>. En route, the party is attacked by a trio of vicious harpies. Erik is momentarily charmed by their music, but a magic missile blast from Althaea knocks his senses back into him. Eventually, the party is triumphant over the monsters.</span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br /></span></span><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhLzHURQgaSYMoSJ0FLOphoK88qdXVPjn0KwEnAweBAx-UeVfO2pVLLhsElO3Wh-2qWMwLIn7BClkBBZcoMjEzdilI-VFYk2k4ihkOkitM9p_D7QOWXv_yj6BD90PCLrt4eov72jlQ55bhW6wPvQypQLoEneN0VwAmFL5hm1jkkD8iy8Faibukb_QdncY/s640/Catoblepas-4e.webp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="461" data-original-width="640" height="289" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhLzHURQgaSYMoSJ0FLOphoK88qdXVPjn0KwEnAweBAx-UeVfO2pVLLhsElO3Wh-2qWMwLIn7BClkBBZcoMjEzdilI-VFYk2k4ihkOkitM9p_D7QOWXv_yj6BD90PCLrt4eov72jlQ55bhW6wPvQypQLoEneN0VwAmFL5hm1jkkD8iy8Faibukb_QdncY/w400-h289/Catoblepas-4e.webp" width="400" /></a></div><br /></div><div><span style="font-family: times;"><span style="font-size: medium;">At the farmhouse the party hunts down the terrible catoblepas in a mire. It is a difficult battle, but the party slays the creature and recovers its malevolent eyes. Althaea places them in the magical glass container. The party also slays a giant spider that attacks them in the barn, and some giant centipedes in the cottage.</span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br />Later in the old cottage, the adventurers are approached by a silent ghost. The ghost attempts to possess Godric but fails. Cedric figures out that the ghost is not in fact hostile but is trying to communicate with the party. When Cedric invokes the name of St. Cuthbert, the ghost looks at the cleric with hope, and then leads the party to a withered corpse hidden outside. Apparently, the ghost was once the farmer here, but was slain by vile brigands and not given a proper burial. The party builds a cairn for the body, which Cedric consecrates with holy water. The ghost thanks the party and disappears, having crossed over to its proper afterlife. </span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br />After this good deed, the party naturally decides to loot the place. They uncover some bloodstones, a potion of healing, and a slightly magical dagger.</span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br />On their journey back to the Wood Elf camp, the adventurers again encounter <b>Darr</b> the druid. Darr learns of the party’s plans to eventually go to Nulb, and tells them that <b>Otis</b> is an ally, and that <b>Mother Screng</b> is actually friendly and helpful, even if she does not seem so at first. Darr also confirms that there is a flying owlbear in the region – such creatures are unnatural, and the druid encourages the party to destroy it if they are so inclined.</span></span></div><div><span style="font-family: times; font-size: medium;"><br />Darr travels north with the party along the High Road but leaves them when the adventures head west back to the Wood Elf Camp.<br /><br /></span></div><div><span style="font-family: times;"><span style="font-size: medium;">Tomyria is profoundly grateful for the catoblepas eyes and tells the party where Quesse’s ruined manor is located. She provides additional “rewards” to Godric later that evening. </span></span></div><div><span style="font-family: times;"><br /><b><u><span style="font-size: large;">10.3 Some Ankhegs and the Wings of an Owlbear</span></u></b><span style="font-size: medium;"> (Reaping 1st – 5th)</span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br />Tomyria offers the party forty platinum pieces if they will perform another job for her. The greedy adventurers agree to obtain the owlbear wings. The half-elf then provides the party with two large sacks for the wings, along with a vial of preservation fluid. </span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br /></span><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPN6MvStFW5OVgvT2_tXje65vUHwbb-ebyXRRf3YoG6TLj3Ubg3UwwfMXK3vloDUEFO569_PfWDoStO7h_mR1zZxu6wn9hoYkViL-Sss3SBG9_TePhDr92GMo-aG_lkglk65NC4iW0OJE9UTUxioOW1789SAmJISQjzGzskGYyyq5gmDiQTmjBVo66y8A/s1262/Ankheg.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1262" data-original-width="950" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPN6MvStFW5OVgvT2_tXje65vUHwbb-ebyXRRf3YoG6TLj3Ubg3UwwfMXK3vloDUEFO569_PfWDoStO7h_mR1zZxu6wn9hoYkViL-Sss3SBG9_TePhDr92GMo-aG_lkglk65NC4iW0OJE9UTUxioOW1789SAmJISQjzGzskGYyyq5gmDiQTmjBVo66y8A/w301-h400/Ankheg.jpg" width="301" /></a></div></span><span style="font-size: medium;"><span style="font-family: times;">The party heads back into the </span><i style="font-family: times;">Gnarley Forest</i><span style="font-family: times;"> to find the lair of the flying owlbear. During their search, they are surprised by some vicious ankhegs, but manage to defeat the burrowing beasts. </span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br /></span></span></div><div><span style="font-family: times;"><span style="font-size: medium;">As the party nears the hills within the dark woodland, they are attacked by the winged owlbear! It swoops down a number of times to attack, and the party at first has a hard time responding. But Althaea manages to bring the savage brute down using a “Web” spell to entangle its wings. Erik then somehow disembowels the owlbear with his staff of striking. The wings are removed, covered with preservation fluid, and placed in the great sacks strapped to Vick the mule.</span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br />The adventuring quintet explores the owlbear’s lair. Within, they find hidden amongst the vile debris and waste a gold ring. The ring turns out to be magical – it enables its wearer to magically jump great distances. Erik is thrilled by the item and implores his friends to let him have it. Since they pity the dwarf for how the helm turned out for him, they agree to his request. </span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br />The party also finds a secret door at the back of the cave. Beyond is a smugglers’ den, long abandoned. The adventurers recover some unruined bolts of silk. A cask of fine dwarvish brandy also is obtained, but Erik drops it while drunkenly stumbling down the hill, and the fine liquor is lost forever. </span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br />Upon returning the Wood Elf camp, Tomyria rewards the adventurers for the wings. She also gives them a key to the band’s cabin on the outskirts of Nulb. And once again, she grants Godric a “special reward” later that night.</span></span></div><div><span style="font-family: times;"><br /><b><u><span style="font-size: large;">10.4 A Visit to Nulb</span></u></b><span style="font-size: medium;"> (Reaping 6th – 8th)<br /><br /></span></span></div><div><span style="font-family: times;"><span style="font-size: medium;">The party spends a couple of days in the nasty village of Nulb, staying at the Wood Elves’ cabin and doing their best to remain inconspicuous. </span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br /></span></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqXXLw0X4_iQkjZt-4e7I562vvqH-Z8DTKCjzpht5rqYY38Pme-ZK7-qvVSc5K36X7XXZW5i28mrCOGWOxfzWoQmRpSx0FLQXCWnyaOsqI1FlxnSveJqXxvGBzIRXb1s8DRBJYeIZwYBUew3xYmRV3iTK1jp-BwfIY_u_hbafl6nHRPVpym7Yi5b0Lbj0/s800/Nulb%20Map-Basic.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="479" data-original-width="800" height="384" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqXXLw0X4_iQkjZt-4e7I562vvqH-Z8DTKCjzpht5rqYY38Pme-ZK7-qvVSc5K36X7XXZW5i28mrCOGWOxfzWoQmRpSx0FLQXCWnyaOsqI1FlxnSveJqXxvGBzIRXb1s8DRBJYeIZwYBUew3xYmRV3iTK1jp-BwfIY_u_hbafl6nHRPVpym7Yi5b0Lbj0/w640-h384/Nulb%20Map-Basic.jpg" width="640" /></a></div><br /></div><div><span style="font-family: times;"><span style="font-size: medium;">While in the village they overhear some cultists speaking Abyssal in the <i>Waterside Hostel</i>. They also interact positively with Mother Screng – who reveals herself to be <b>Canoness Y’dey</b> of the Church of St. Cuthbert, assisted by the Elf <b>Murfles</b>. (Apparently the druid Darr had informed them of the party’s efforts in the Moathouse during his previous visit.) Y’dey fills the party in on their mission (namely, spying on the activities of the agents of the <i>Temple of Elemental Evil</i> within Nulb and the surrounding region) and the general activities of the “Iuzians” in the area. She also gives the party a jar of “Keoghtom’s Ointment” to help them in their fight against the forces of Chaotic Evil.</span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br />The adventurers then make contact with <b>Otis</b>, who is acting as a smith in the village. After discussing the sad fate of Otis’s brother <b>Elmo</b>, the four learn that Otis is an agent of <b>Viscount Wilfrick</b> of <i>Verbobonc</i>. Otis makes tea for all and mentions that he uses two owls as spies in the area.</span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br />Finally, the group visits the <i>Curio Shop</i> run by the mysterious half-elf <b>Elris</b>. They find a map of an ancient tomb (located somewhere in the <i>Vast Swamp</i>), a tome on the “History of the Free City of Greyhawk,” a rusty barbute helmet, and a gnarled walking stick with a crystal on the top. They purchase all these items. Later, Althaea discovers that the crystal is an “Ioun Stone of Sustenance” – a wondrous item that enables its user to survive indefinitely without food or drink. Erik is repulsed by the item – food and drink give meaning to his life – whereas Althaea is delighted by it.</span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br />The four decide that their next destination will be the <i>Tower of Master Nyv</i>. </span></span></div><div><span style="font-family: times;"><span style="font-size: medium;"><br /></span></span></div><div><div class="separator" style="clear: both; font-family: times; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQLRypnejNsRuXUCzOFXFZ6ebvuhxo_uZOSlnsRezC-M2rcUo7xn0hkZtU2o9ZLS5XUxbh6G8DgxjkXDpeVvYCrIX037kqy1hqL78nK5Zwt63-w2M6L2owuExJJCXXxZYs2gVdi_uvOQGSCkFADA4RGT7vAhz2zV70a8nHMeeelHCgtqUPLipp6ClDXc8/s6292/Overland%20map%205.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4862" data-original-width="6292" height="494" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQLRypnejNsRuXUCzOFXFZ6ebvuhxo_uZOSlnsRezC-M2rcUo7xn0hkZtU2o9ZLS5XUxbh6G8DgxjkXDpeVvYCrIX037kqy1hqL78nK5Zwt63-w2M6L2owuExJJCXXxZYs2gVdi_uvOQGSCkFADA4RGT7vAhz2zV70a8nHMeeelHCgtqUPLipp6ClDXc8/w640-h494/Overland%20map%205.jpg" width="640" /></a></div><br /><div><span style="font-family: courier;"><u>Notes</u>:</span></div><div><ul style="text-align: left;"><li><span style="font-family: courier;">The characters reached 5th level while resting near Nulb.</span></li><li><span style="font-family: courier;">The picture of Tomyria is by Kim Sokol (found online). The monster pictures are from WotC. The map is from Goodman Games’ <i>Temple of Elemental Evil</i> book, with my additions. </span></li><li><span style="font-family: courier;">There are only two more log entries left for this campaign! (See the full list <a href="https://akraticwizardry.blogspot.com/2022/08/greyhawk-classics-campaign-index.html" target="_blank">here</a>.)</span></li></ul></div><div style="font-family: times; font-size: large;"><br /></div></div><div><br /></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com0tag:blogger.com,1999:blog-7600974191399728636.post-84891112535871743562023-11-18T17:44:00.002-05:002023-11-18T17:44:53.200-05:00Against the Court of Urdor: the Heroes<div><span style="font-family: trebuchet; font-size: medium;">Below is an overview of the two player characters in my “Against the Court of Urdor” <a href="https://akraticwizardry.blogspot.com/2023/11/the-world-of-ukrasia.html" target="_blank">campaign</a>. <br />Since there are only two of them, I decided to give them 65 points to distribute among their stats (instead of the usual 50), so they’re tougher than usual for beginning characters.<br />(The final stats listed below take into account further kin and background modifiers.)<br /><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6r_uKPkn5Fh3HP4CPIi1T1tmLsBMw8ETtsbH8OSC-xzXCNkSgErX7xQrJ87AtHo3u-yojyt7MS0g1-pKIdjqYtrkdf11J_2hyeReo3K3YuwYTOaQDdmCuN4ewLy-5T6ejLsk2CdJ9yteGIR8l5c5LXIBTl1Puc3jsgHmPe4OVhme8jrsyiaWrbaI0Y2I/s330/Einar.bmp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="330" data-original-width="210" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6r_uKPkn5Fh3HP4CPIi1T1tmLsBMw8ETtsbH8OSC-xzXCNkSgErX7xQrJ87AtHo3u-yojyt7MS0g1-pKIdjqYtrkdf11J_2hyeReo3K3YuwYTOaQDdmCuN4ewLy-5T6ejLsk2CdJ9yteGIR8l5c5LXIBTl1Puc3jsgHmPe4OVhme8jrsyiaWrbaI0Y2I/w255-h400/Einar.bmp" width="255" /></a></div><br /></div><div><span style="font-family: trebuchet;"><b><span style="font-size: large;">E</span><span style="font-size: medium;">INAR </span><span style="font-size: large;">Q</span><span style="font-size: medium;">UICKSILVER</span></b><br /><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Kin</u>: Green (Dusk) Elf.<br /><u>Culture</u>: Weald.<br /><u>Vocation</u>: Rogue.<br /><u>Level</u>: 1.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /><u>Stats</u>: Brawn 0; Swiftness 35; Fortitude 10; Wits 15; Wisdom 5; Bearing 20.<br /><u>Hit Points</u>: 55.<br /><u>Magic Points</u>: 5.<br /><u>Move</u>: 15 meters.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /><u>Special Traits</u> (Kin): <br />- Immortal (+10 vs cold; needs no sleep but meditates 3 hours/day).<br />- Light-footed (not affected by terrain when wearing no/light armour).<br />- Sure shot (+10 to all ranged attacks).<br />- Lithe (+10 to acrobatics; +20 to stealth in natural environments).<br />- Keen sense (+10 perception; see 30 metres in dim light).<br /><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Background</u>:<br />- Elven training: Use SWI for light blades (instead of BRN); Elven Spell Lores<br />- Served on the <i>Koronande</i> Border Patrol<br /><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Spell Lores</u>: Elven Lore; Spell Songs.<br /><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Motivation</u>: Protect <i>Koronande</i> from <i>Tantûrak</i>; deliver family necklace to <b>Nuriel</b> (cousin). <br /><u>Nature</u>: Impulsive and impetuous but a friend to all who would live free.<br /><u>Allegiance</u>: <i>Koronande</i> and Green Elves everywhere.<br /><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Einar Quicksilver is a Green Elf of <i>Koronande</i>. More at home in the wilds than in cities or towns, he spent the first few decades of his life serving in the border guard. Travelling throughout the frontiers of the Republic, Einar helped to keep his homeland safe from ne’er-do-wells, orcish brigands, and raiders from <i>Tantûrak</i>. He became known for his uncanny sneakiness, acrobatic skill in moving amongst the branches of the trees, and careful aim with his trusty bow.<br /><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">At the age of fifty, Einar felt it was time for a change. And so, he travelled to the city of <i>Tauronde</i> to figure out what to do with his life. While frequenting some of the city’s excellent taverns, he befriended the dwarf <b>Kiren Hammerstone</b>. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />A month ago, Einar’s Aunt <b>Yvenna</b> passed away. At first it was thought that she had lost her will to live, and so had chosen to return her spirit to <i>Faerie</i>, like most elves who have lived for a couple of millennia. But since Yvenna had given no indication that she was contemplating such an action, her close friend <b>Pathric</b> asked the healers of <i>Tauronde</i> to inquire further. Closer examination revealed that Yvenna had in fact been poisoned! However, the exact nature of the poison was unknown to the healers and scholars of <i>Koronande</i>. Astonished by this news, Pathric asked Einer – as Yvenna’s only known relative in <i>Tauronde</i> – to take a sample of Yvenna’s blood to the sages of <i>Tilvirin</i> in <i>Taaliraan</i> to learn more. Pathric wishes to know who could have been behind such a vile act, as Yvenna was widely loved amongst the Elves of Koronande. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />In addition to this mission, Einar has been asked to first deliver Yvenna’s enchanted jade necklace to her daughter <b>Nuriel</b>. According to Pathric, Nuriel leads a band of Green Elves – the “Emerald Wardens” – in the wildlands north of <i>Taaliraan</i>. She can be found in place called the <i>Crystal Glade</i>, which lies near a human settlement called <i>Dawnfell</i> (a village of “free” folk, outside the boundaries of any established realm).</span></div><div><span style="font-family: trebuchet;"><br /><span style="font-size: medium;">Given that their missions take them both to the Blue Elf city of </span><i style="font-size: large;">Tilvirin</i><span style="font-size: medium;">, Kiren and Einar have decided to travel together. </span><br /><br /><br /><br /><b><span style="font-size: large;">K</span><span style="font-size: medium;">IREN </span><span style="font-size: large;">H</span><span style="font-size: medium;">AMMERSTONE</span></b><br /><br /></span><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmywksOYsMNMojtfc2TWCbLog1VviZdq-OARBWrExbBcHyL0j-AzNNBUgxypNarv6ocQHpTatZiXqESob4W6wcOQlW2xpoZOJdO5kYmcIlAp-Y75ftjSqWvezb42kgHBUt6WQVSIoTnO6cH4iAWx51tXZSr0yCTU3RpsVqWNn_FrnQ_aBsPzoxB9Gdfcg/s964/Kiren.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="964" data-original-width="634" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmywksOYsMNMojtfc2TWCbLog1VviZdq-OARBWrExbBcHyL0j-AzNNBUgxypNarv6ocQHpTatZiXqESob4W6wcOQlW2xpoZOJdO5kYmcIlAp-Y75ftjSqWvezb42kgHBUt6WQVSIoTnO6cH4iAWx51tXZSr0yCTU3RpsVqWNn_FrnQ_aBsPzoxB9Gdfcg/w263-h400/Kiren.jpg" width="263" /></a></div><br /></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Kin</u>: Dwarf.<br /><u>Culture</u>: Deep.<br /><u>Vocation</u>: Animist.<br /><u>Level</u>: 1.<br /><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Stats</u>: Brawn 30; Swiftness 5; Fortitude 15; Wits 10; Wisdom 30; Bearing 0.<br /><u>Hit Points</u>: 85.<br /><u>Magic Points</u>: 5.<br /><u>Move</u>: 15 meters.<br /><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Special Traits</u> (Kin): <br />- Dark Sight (see 30m in dim light; 3m in total darkness).<br />- +30 to save rolls versus Heat and Cold attacks.<br />- +30 to working/crafting with metals, stones, and gems (all items ‘high quality’).<br />- +20 to Nature and Wandering skills when underground.<br /><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Background</u>:<br />- Battle hardened (+15 hit points; maximum hp = 160).<br />- Eccentric – friendly for a dwarf (+5 to Bearing).<br />- Gifted (+5 to Wisdom).<br />- Unorthodox Education (+10 bonus with blunt weapons).<span style="white-space: pre;"> <br /></span> <br /><u>Spell Lores</u>: Cleansing, Healing, Lore of Nature, Master of Animals, Soul Soothing. <br /><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Motivation</u>: Seek out the Elvish sages of <i>Taaliraan</i> to learn about the Night Elf allies of the Dwergar. <br /><u>Nature</u>: Work and support all good peoples and do the unexpected. <br /><u>Allegiance</u>: Unbreakable loyalty to friends who actively oppose the Darkmasters. <br /><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>Kiren Hammerstone</b> hails from <i>Grimhold</i>, one of the five <i>Halls of Pale Steel</i> found in the <i>Skyclaw Mountains</i> of northern <i>Urdor</i>. (A Dwarvish “hall” is a city.) His people have been at war with the Dwergar of the mountains for over two centuries. When the Dwergar first attacked (in the year 797 of the current Age), the advantage of surprise enabled them to capture two of the great Halls. Since then, the <i>Pale Steel </i>dwarves have recaptured one Hall – but the struggle continues, as the Dwergar have recruited fresh orcish troops to assist them in recent decades. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />As a young dwarf, Kiren was noted for his strength, judgement, and impressive fighting abilities. His nickname was “Kiren the Wise” and <i>Grimhold</i>’s elders expected him to grow into a mighty warrior. But in his early thirties, Kiren became enraptured with the vast underground mushroom forests cultivated by his people’s sages and spell-crafters. He wished to learn more of the flora and fauna of the <i>Deeprealms</i>, and so decided to abandon the path of the warrior and become an animist. He studied the arts of healing and spell lore under <b>Ovik</b> “the Learned.” </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />Eventually, Kiren began to engage in some decidedly “un-dwarvish” behaviour. He wandered far from <i>Grimhold</i>, spending increasingly long periods in the open air, learning about the animals and plants of the surface forests, hills, rivers, and lakes. He befriended the Kirani and Green Elves who dwelt in the lands south of the <i>Skyclaw Mountains</i>, learning their languages and about the realms of <i>Urdor</i>. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />A year ago, the Dwarves of <i>Grimhold</i> engaged in a difficult battle with Dwergar raiders. To the surprise of the Dwarves, among the Dwergar ranks was a powerful Elvish mage. Since the Dwergar, like their estranged Dwarvish cousins, generally eschew the wizardly arts, Kiren’s people were caught off-guard by this development, and especially the mage’s bolts of flame, frost, and lightning. Fortunately, though, the Dwergar were defeated in the end, and the elf slain. Upon recovering the elf’s body, the dwarves discovered that he had been wearing a robe died in shades of red, orange, and yellow, with a distinctive badge on his left breast: an inverted triangle embroidered with a flaming staff. Examining the elf’s body, Kiren realized that he did not resemble the Green elves with whom he had interacted in the past.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />With the approval of the elders of <i>Grimhold</i>, Kiren took the badge to the Green Elves of the <i>Singing Lake</i>. Based on Kiren’s description of the elf’s body, Kiren’s friend, the Elf sage <b>Ildetha</b>, inferred that the Dwergar ally was likely a Night Elf. The Night Elves have rarely been seen by others since the defeat of their Queen, <b>Everekka</b>, at the end of the Era of the Elves, over thirty-seven centuries ago. However, the Dwergar were allies of the Night Elves in those ancient times. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />As for the symbol, Ildetha’s research indicated that it belonged the “Suit of Staves,” an order within an ancient Night Elf organization known as “<b>The Court of Urdor</b>.” The Court ruled the entire island during the Era of the Elves but was believed to have been defeated and destroyed with the fall of the Pale Queen Everekka. In any case, Ildetha informed Kiren that if he wished to learn more, he would have to travel to either the city of <i>Tauronde</i> in <i>Koronande</i>, or the city of <i>Tilvirin</i> in <i>Taaliraan</i>. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />Kiren went first to <i>Tauronde</i>, as it was the closer of the two, and <i>Koronande</i> had a reputation for being more welcoming to outsiders than <i>Taaliraan</i>. There he met with the Elf scholar <b>Aeryth</b> (the cousin of Ildetha). Aeryth was troubled by the news that Kiren shared with him. Following months of research, Aeryth learned that that the Court of Urdor in fact did survive the fall of the Night Elves, and persisted in a number of secret holds throughout <i>Urdor</i>. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />The scholar helpfully indicated the location of these holds on a very detailed map for Kiren. They are: <i>Menelcarca</i>, <i>Naurlindol</i>, <i>Taurang</i>, <i>Mirisgroth</i>, <i>Tirgoroth</i>, <i>Angkirya</i>, <i>Aurax-Dûr</i>, and I<i>thilkir</i>. Aeryth stressed that Kiren should stay away from these places, as they no doubt were centres of dark power. In order to learn more about the Court, Aeryth advised Kiren to go to <i>Tilvirin</i>, and seek a bard named <b>Klaen</b>, who is a learned associate of the scholar.<br /><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">During his time in <i>Tauronde</i>, Kiren became friends with the Green Elf <b>Einar</b>. They have agreed to travel together.</span></div><div><br /></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com1tag:blogger.com,1999:blog-7600974191399728636.post-87615018749621409122023-11-14T01:02:00.011-05:002024-02-23T02:45:29.906-05:00The World of Ukrasia<div><span style="font-family: trebuchet; font-size: medium;"><b><i>Ukrasia</i></b> is a campaign setting that I’ve created (and am still creating) for use with one of my <i><a href="https://www.vsdarkmaster.com/" target="_blank">Against the Darkmaster</a></i> (VsD) campaigns. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />As I’ve done for some of my other settings and campaigns, I’ve decided to create a central ‘master page’ or ‘index’ with links to relevant posts at this blog. This is that page. A permanent link to it can be found on the upper right side of the blog (under 'Akratic RPG stuff: campaigns'). I will update it whenever new relevant posts appear on my blog.</span></div><div><span style="font-family: trebuchet;"><br /><b><span style="font-size: large;">Ukrasia: General Information</span></b></span></div><div><span style="font-family: trebuchet; font-size: medium;"><br />- <a href="https://akraticwizardry.blogspot.com/2023/08/i-am-darkmaster.html" target="_blank">The Three Darkmasters of Ukrasia</a>.<br />- <a href="https://akraticwizardry.blogspot.com/2023/09/ukrasia-planes-and-deities.html" target="_blank">The Planes and Deities connected to Ukrasia</a>.<br />- The Four Ages of Ukrasia.<br />- Some Notes on the Peoples of Ukrasia.<br /><br /></span></div><div><span style="font-family: trebuchet;"><b><span style="font-size: large;">Ukrasia: The Isle of Urdor</span></b><br /><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">- <a href="https://akraticwizardry.blogspot.com/2023/10/adapting-court-of-ardor-to-ukrasia.html" target="_blank">Adapting the Court of Ardor to Ukrasia: The Court of Urdor</a>.<br />- <a href="https://akraticwizardry.blogspot.com/2023/11/the-lands-and-peoples-of-central-urdor.html" target="_blank">The Lands and Peoples of Central Urdor</a>.<br />- <a href="https://akraticwizardry.blogspot.com/2023/12/the-cursed-lands-world-of-ukrasia.html" target="_blank">The Cursed Lands</a>.</span></div><div><span style="font-family: trebuchet; font-size: medium;">- The Isle of Urdor: Maps and Notes.<br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE4oLEAsWQDUDaXSI8Sw_tEloV9JaR9O34XA89SD6D-Vutwx_tb-nWjA5BUADi-Uz1kKjuesAxi-yHWrI5XKixJMe-b84l9qNn9imqT1EpJR_giZY54BZwqu9yHLKlpjzTyKWe1PQiAwj7yqqfEXVwWE-NqY3ZR5TLp3-zEUZfnMbRUam_GvfufjTAU1o/s2993/Urdor_1.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2248" data-original-width="2993" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE4oLEAsWQDUDaXSI8Sw_tEloV9JaR9O34XA89SD6D-Vutwx_tb-nWjA5BUADi-Uz1kKjuesAxi-yHWrI5XKixJMe-b84l9qNn9imqT1EpJR_giZY54BZwqu9yHLKlpjzTyKWe1PQiAwj7yqqfEXVwWE-NqY3ZR5TLp3-zEUZfnMbRUam_GvfufjTAU1o/w640-h480/Urdor_1.jpg" width="640" /></a></div><b style="font-family: trebuchet;"><div style="font-size: large;"><b style="font-family: trebuchet; font-size: large;"><br /></b></div><span style="font-size: large;">Campaign: Against the Court of Urdor</span></b></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">- <a href="https://akraticwizardry.blogspot.com/2023/11/against-court-of-urdor-heroes.html" target="_blank">The Heroes: <b>Kiren</b> the Dwarf Animist and <b>Einar</b> the Green Elf Rogue</a>.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEire3gCfsf04EVB04rcqeiE5etq20c7C3ZUfBZp4IwDtd7rpbwmO4Rwo4_cwr5Yb0mB5kQPoiRUx0WHhDGeM1Ob8VK142cdVfMtzlP2kOAAup8NPPR2pOpjm3xP5AJ_KiM7AKdJmDHJ4o9R7vY0IWx3EaCdorQlHgC-YbhmZEQeDMmxXXfbKEZWe2TZrX4/s964/Kiren.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="964" data-original-width="634" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEire3gCfsf04EVB04rcqeiE5etq20c7C3ZUfBZp4IwDtd7rpbwmO4Rwo4_cwr5Yb0mB5kQPoiRUx0WHhDGeM1Ob8VK142cdVfMtzlP2kOAAup8NPPR2pOpjm3xP5AJ_KiM7AKdJmDHJ4o9R7vY0IWx3EaCdorQlHgC-YbhmZEQeDMmxXXfbKEZWe2TZrX4/w131-h200/Kiren.jpg" width="131" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrFXXxLG8UzReZiRQRSZiipjlRjiDl8QiC3BxZ21Nzhad7BN15J5rPjMwOa0fOClr0p9nfcm3fYANEgx2bI50urkwHsDCS_DyadC_nZ9OAP69jE4fOPOSRjN0uof_LQ15PEuJZJ_RsJCfrTZXv3hLtnpVuH87ncJMuUoA_yggYyAA2LTCHzr1c3JcxCA8/s330/Einar.bmp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="330" data-original-width="210" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrFXXxLG8UzReZiRQRSZiipjlRjiDl8QiC3BxZ21Nzhad7BN15J5rPjMwOa0fOClr0p9nfcm3fYANEgx2bI50urkwHsDCS_DyadC_nZ9OAP69jE4fOPOSRjN0uof_LQ15PEuJZJ_RsJCfrTZXv3hLtnpVuH87ncJMuUoA_yggYyAA2LTCHzr1c3JcxCA8/w127-h200/Einar.bmp" width="127" /></a></div><br /></div><div><span style="font-family: trebuchet; font-size: medium;">- Chapter 1: <a href="https://akraticwizardry.blogspot.com/2024/01/against-court-of-urdor-campaign-part-1.html" target="_blank">Zepheus the Mage and the Elf Prince Berethil</a>.<br />- Chapter 2: <a href="https://akraticwizardry.blogspot.com/2024/02/against-court-of-urdor-campaign-part-2.html" target="_blank">The Company of the Morningstar, Korlax's Haven, and Blarth's Harp</a>.<br />- Chapter 3: Triumvir Town, Dawnfell, and the Crystal Glade</span></div><div><span style="font-family: trebuchet; font-size: medium;">- Chapter 4: The Broken Temple</span></div><div><span style="font-family: trebuchet; font-size: medium;">- Chapter 5:<br /><br /></span></div><div><span style="font-family: trebuchet;"><b><span style="font-size: large;">Other Related Posts</span></b><br /><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">- <a href="https://akraticwizardry.blogspot.com/2021/05/the-court-of-ardor.html" target="_blank">The Court of Ardor</a>.<br />- <a href="https://akraticwizardry.blogspot.com/2021/10/terry-amthor-rip.html" target="_blank">Terry Amthor RIP</a>.<br />- <a href="https://akraticwizardry.blogspot.com/2021/09/merp-resurrected-against-darkmaster.html" target="_blank">MERP Resurrected? Against the Darkmaster</a>!</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHYo7Bfb2lyQo-V-StNLch0DwJCvELFKJe90DlVa3_SSHRTluoiUL02k4tp4S9GGuvXagmt-AzbdKrk9ofjShz9f7gET5PwzVyPUtw2UvWMn6UmIYZK9YrScKvSTQ2zBdXM2dwu0IwaRydTtf_3bioN_6gmSXXrpMG2wp_fN9GvwbW_URY5o6gt4R88vw/s1690/Treachery%20-%20Cirith%20Ungol.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="880" data-original-width="1690" height="209" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHYo7Bfb2lyQo-V-StNLch0DwJCvELFKJe90DlVa3_SSHRTluoiUL02k4tp4S9GGuvXagmt-AzbdKrk9ofjShz9f7gET5PwzVyPUtw2UvWMn6UmIYZK9YrScKvSTQ2zBdXM2dwu0IwaRydTtf_3bioN_6gmSXXrpMG2wp_fN9GvwbW_URY5o6gt4R88vw/w400-h209/Treachery%20-%20Cirith%20Ungol.png" width="400" /></a></div><div><br /></div><br /><span style="font-family: courier; font-size: x-small;"><u>Art credits</u>:</span></div><div><span style="font-family: courier; font-size: x-small;">The colour map of 'Urdor' is by yours truly (expanding upon the original 'Ardor' map by Pete Fenlon).</span></div><div><span style="font-family: courier; font-size: x-small;">The picture of Kiren is from the <i>Icewind Dale Enhanced Edition </i>CRPG. The picture of Einar is from the <i>Neverwinter Nights Enhanced Edition </i>CRPG.</span></div><div><span style="font-family: courier; font-size: x-small;">The bottom picture is by Charles Peale and appeared in ICE's old <i>Cirith Ungol </i>MERP module.</span></div><div><br /></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com1tag:blogger.com,1999:blog-7600974191399728636.post-87620540216364359052023-11-04T10:47:00.000-04:002023-11-04T10:47:59.771-04:00Mythras Imperative enters the Age of the Orc<p><span style="font-family: inherit; font-size: medium;">The <i><a href="https://akraticwizardry.blogspot.com/2023/09/classic-fantasy-imperative-now-available.html" target="_blank">Classic Fantasy Imperative</a></i> variant of <i>Mythras</i> already is offered under the ‘ORC’ license. Soon an expanded version of <i>Mythras Imperative </i>will be offered under the ORC license as well!</span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZPOsg5a3T2RujtdOenlDXZw5W_lRq1O8Y1hyphenhyphenqNvLp5a73maz7jhTth2uOlNR2K1uIrynkdVqCxyjYjLkcr0OImqoA8yLp92fqLKxsPogKqaTQZ2aJWKpMZ660x7pBl5DgFATO2z-cryj3OtEJBDwQiT7uumum1ALIgwDC1GaNS2e5AHT9h1xewt-q1po/s1280/Mythras_Imperative_cover.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1280" data-original-width="905" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZPOsg5a3T2RujtdOenlDXZw5W_lRq1O8Y1hyphenhyphenqNvLp5a73maz7jhTth2uOlNR2K1uIrynkdVqCxyjYjLkcr0OImqoA8yLp92fqLKxsPogKqaTQZ2aJWKpMZ660x7pBl5DgFATO2z-cryj3OtEJBDwQiT7uumum1ALIgwDC1GaNS2e5AHT9h1xewt-q1po/w452-h640/Mythras_Imperative_cover.jpeg" width="452" /></a></div><span style="font-family: inherit; font-size: large;"><p><span style="font-family: inherit;">Here’s a brief <a href="https://www.tapatalk.com/groups/designmechanism/viewtopic.php?p=41997#p41997" target="_blank">description</a>:</span></p></span><p></p><p><span style="font-family: inherit; font-size: medium;"></span></p><blockquote><span style="font-family: inherit; font-size: medium;">This edition of <i>Mythras Imperative</i> has additional rules for character creation, firearms, and vehicles. Like <i>Classic Fantasy Imperative</i>, it is completely open using the ORC license and will have an accompanying SRD. The PDF is completely free, and there will be a Print on Demand edition for those wanting a physical copy.</span></blockquote><p></p><p><span style="font-family: inherit; font-size: medium;">The <a href="https://thedesignmechanism.com/" target="_blank">Design Mechanism</a> hopes to release the new version of <i>Mythras Imperative</i> in December.</span></p><div><br /></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com0tag:blogger.com,1999:blog-7600974191399728636.post-25717076052763715232023-11-02T00:49:00.002-04:002023-11-04T10:50:11.828-04:00The Lands and Peoples of Central Urdor<div style="text-align: left;"><span style="font-family: trebuchet; font-size: medium;">The great southern island of <i>Urdor </i>is home to many peoples: dwarves, elves, giants, halflings, men, orcs, trolls, and dragonspawn. Below are brief descriptions of a few of the core ‘civilized’ realms – those located in the central southern part of the island – and the peoples who dwell therein. (Notes on other realms and peoples will be provided in a future post.)<br /><span><br /></span></span></div><div style="text-align: left;"><span style="font-family: trebuchet; font-size: medium;">(<u>Credit notes</u>: The text below draws upon the original descriptions by Terry Amthor, the author of <i><b><a href="https://akraticwizardry.blogspot.com/2021/05/the-court-of-ardor.html" target="_blank">The Court of Ardor</a></b></i>. I’ve revised the descriptions of the realms, sometimes quite heavily [especially <i>Dûshera</i> and <i>Mûmakan</i>], in order to render them compatible with <i>Ukrasia</i>, as well as making them more to my taste overall. The top beautiful map is by Peter Fenlon. My map, which covers the entire island of <i>Urdor</i>, is at the bottom.)</span></div><div style="text-align: left;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaJRAsSUQd8U7W0PgG7k0QGTMaycnl3pBh7k2gbe2VeCOGOZyTHKzte3gJoPV8zrT30-1TUfNgatlk9I6BsWWsJkQYDQknO_uZMJc8qn1j926UN1FDnfY-njuOW8tosiNhd4HMjkm5-gTYGgUYxL04Fad6DoNfSPNuf5IbC_jsRuxtUaPpaOZaUcNNfaA/s1650/Ardor%20map.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1275" data-original-width="1650" height="494" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaJRAsSUQd8U7W0PgG7k0QGTMaycnl3pBh7k2gbe2VeCOGOZyTHKzte3gJoPV8zrT30-1TUfNgatlk9I6BsWWsJkQYDQknO_uZMJc8qn1j926UN1FDnfY-njuOW8tosiNhd4HMjkm5-gTYGgUYxL04Fad6DoNfSPNuf5IbC_jsRuxtUaPpaOZaUcNNfaA/w640-h494/Ardor%20map.jpg" width="640" /></a></div><div><div><span style="font-family: trebuchet; font-size: medium;"><b><br /></b></span></div><div><span style="font-family: trebuchet; font-size: medium;"><b>DÛSHERA</b> (Halflings, Dwarves, Tantûraki [high men])</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">A sparsely settled land, <i>Dûshera</i> once was part of a noble human realm that also included the area now known as <i>Geshaan</i>. That realm achieved a high level of civilization late during the Era of the Elves, but eventually was destroyed by the Night Elves over 3700 years ago. Dark magic caused part of the realm to sink – forming the great swamp of <i>Geshaan</i> – while the other mortal inhabitants were slain. For millennia afterwards, the region was considered cursed and generally avoided by civilized peoples.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">When the Arsilonian realm of <i>Rylindar</i> established the colony of <i>Tantûrak</i> around 1600 of the First Age of Humanity (roughly 1950 years ago), many Halflings moved there as well. Over the years, though, the small people decided that they preferred the relative freedom of the rolling plains and open hills of <i>Dûshera</i>, and hence relocated there, eventually establishing a semi-autonomous realm. When <i>Rylindar</i> fell under the tyrannical rule of the Autarch, <i>Tantûrak </i>became increasingly oppressive domestically and antagonistic in its relations with other realms. However, the Halflings of <i>Dûshera</i> maintained their (conditional) freedom by agreeing to supply <i>Tantûrak</i> with one-third of their agricultural product annually, and permitting the free travel of <i>Tantûraki </i>troops through their lands. Seeing the little people as no threat, and judging <i>Dûshera</i> to be of no great strategic value, <i>Tantûrak </i>agreed to these terms. For the past 1400 years or so, this relationship between the two realms has persisted without disruption. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The <i>Dûsheran </i>Halflings are hardworking folk who rarely travel beyond their lands. They revere the deity Fiona above all others. Although technically part of the Solar Church, the followers of Fiona throughout <i>Dûshera</i> are only loosely associated with it, governing themselves and sending annual tithes as necessary. This is tolerated grudgingly by the Church hierarchs in <i>Tantûrak</i>. The few Halflings who wander to other lands often revere the mysterious “Dog Lord.”</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">In recent decades, some Dwarves from the <i>Skyclaw Mountains</i> (which run along the northern coast of the great isle) have established a few tin mines in the hills west of <i>Geshaan</i>. They maintain friendly, if somewhat aloof, relations with the Halflings. These Dwarves travel far more than the Halflings, often taking their goods to their home realm, the <i>Halls of Pale Steel</i>, as well as the human cities of <i>Korlan</i>, <i>Tanith</i>, and <i>Sarûl</i>, in addition to smaller towns throughout <i>Urdor</i>. The Halflings are eager to purchase the goods that these Dwarven traders bring back with them, and hence have established a number of inns and taverns catering to Dwarfish tastes.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Unlike other kin, the Dwarves worship no deities. Instead, they believe that they are reincarnated until they achieve mastery of all the “eternal virtues.” Once this state is attained, they hold that their souls will leave the cycle of life and death and merge with the eternal “Form” of the “Good.” Unfortunately, Dwarf philosophers have yet to agree on the exact composition of these virtues. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">There are a few minor settlements of Tantûraki in <i>Dûshera</i> as well. For the most part, these are individuals and groups who chafe at the oppressive reign of their king and his malevolent advisor, “The Magician.” For obvious reasons, they try to keep low profiles and go to great pains to assure the Halflings of their benign intentions. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Kins</u>: Halflings (most common), Dwarves, High Men (Tantûraki).</span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Cultures</u>: Halflings: Pastoral, Hill. Dwarves: Deep, Hill. Tantûraki: Noble, Weald.</span></div></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div><span style="font-family: trebuchet; font-size: medium;"><b>HATHOR</b> (Hathorians [men])</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><i>Hathor</i> is a centralized kingdom, traditionally ruled by a strong monarch out of the capital city of <i>Tanith</i>. As is obvious to any scholar, the Hathorians are not native to their land. Blond and blue (or grey) eyed, with naturally fair skin (though tanned by the sun), they migrated to their present land almost two eons ago, after the conquest of the <i>Vilkhorith</i> islands in the far north by the Dragon King Sulthrax. Indeed, “Hathor” was the name of the great prophet who led his tribe to this land.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Hathorians are easy-going of temperament, but often wild and adventurous. Their society is built around recreation, including attendance at and participation in athletic games of all kinds, singly or in teams, in land or in the water, by men or women. Although these sports are always played without intention of injury, the very nature of most of them make it almost inevitable that someone will get hurt every time. Fortunately, however, Hathorian have an aptitude for the healing arts.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The games, although just one facet of Hathorian society, are an excellent example of their rather hedonistic attitude towards life. Above any other reason, Hathorians like to do things because they might be ‘fun.’ However, their view of ‘fun’ bears little similarity to that of most other cultures. Hathor accounts for the largest percentage of Taaliraan wine and spirit exports; Hathorians also use a large percentage of their grain imports for the making of beer. Surprisingly, despite – or perhaps because of – their hedonistic lifestyle, Hathorians are quite religious. They revere most of the Glade Court. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Hathorians are among the vainest of peoples, working ever hard at making the most of their appearance, which nearly rivals that of the Elven-kind, albeit perhaps in a more ‘rough’ way. No other culture uses so many oils and balms to make their skin look ‘natural.’ Of course, it must be acknowledged that because of their naturally fair skin, the Hathorians require some defence against the intense sun of the tropics. Both genders wear their hair quite short to keep cool. Hathorian males are generally clean-shaven. Skilled spell-casters, though, make a point of growing beards (the longer the beard, the higher their position within the Hathorian wizard or animist hierarchy). Female spell-casters grow their hair in long braids (with length, again, an indicator of rank). </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The Hathorians delight in simple jewelry, usually gold, in the form of necklaces and wrist and ankle chains, and earrings (for both sexes, although men tend to wear but one earring, bracelet, and chain, while women prefer multiples). Both sexes have an aversion to finger rings, maintaining that they interfere with various activities. The men clothe themselves in loose pants or shorts of cotton, or silk for more formal occasions, dyed bright colours. The women wear either shorts and a laced top, or for less rigorous activities, short, draped toga-like garments of finely woven diaphanous cloth.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><i>Hathor</i> is close with <i>Koronande</i>, and friendly with both <i>Tuktan</i> and <i>Taaliraan</i>. They suffer raids regularly from roaming hordes of orcs from <i>Mûmakan</i>. Relations with <i>Tantûrak </i>are often tense, but the distance between the realms and ongoing trade has prevented outright war between the two kingdoms for the past thousand years. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Kin</u>: Men (Hathorian).</span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Cultures</u>: City, Noble, Pastoral, Weald.</span></div></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div><span style="font-family: trebuchet; font-size: medium;"><b>KORONANDE</b> (Kirani [men], Green Elves [dusk elves])</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The government of <i>Koronande</i> is a republic. Its political system was established over 2500 years ago by Lemka the Lawgiver, and has remained intact, with few modifications, since that time. <i>Koronande</i> is also unusual in that it is a realm populated by both Men (Kirini) and Elves (Green Elves), although the former make up almost ninety percent of the overall population. As might be expected, the Elves inhabit the more rural, forested areas of <i>Koronande</i>, constructing beautiful and elaborate homes in the branches of huge trees, which often grow to heights exceeding 70 metres (200 feet), the greatest example of which is <i>Tauronde</i>, the city which presides over the district of the same name, north and west of <i>Korlan</i>. It is almost entirely Elven in population, and its governor and senate representatives are Elves. <i>Tauronde</i> the city is in fact a cluster of Luraks, lord trees of the jungle, into the branches of which have been built elaborate homes and shops, inns, and halls, all well over forty metres above the jungle floor. The Kirani and Elves share a mutual respect and admiration. Indeed, there have been rare marriages between the two races.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The capital of <i>Koronande</i> is <i>Korlan</i>, on the mouth of the <i>Koros</i> river. The realm is divided into six districts, each having its own main town and governor. The Senate consists of thirteen members, two from each of the districts, and one appointed by the military, who meet monthly for three days to decide matters of concern to the realm as a whole. The Republic has a strong navy, the only one in the region which can contest that of <i>Tantûrak</i>. They are the traders of <i>Urdor</i>, rivalled only by the Dwarves, and so <i>Korlan</i> is a centre of commerce.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The Kirani are native to the land. They have very dark skin colour and black, wiry hair. Lean and tall (as tall as the Tantûraki, but far more svelte), their features are angular, almost ‘elvish’ in nature. Kirani males tend to be clean shaven. Most wear their hair relatively short. In the way of clothing, the Kirani prefer flowing, diaphanous garments, dyed in a variety of pastel colours, and draped loosely about the body. These they wear when they can get away with it, but of course such are not suitable for everyday work, for which they don short kilts in the case of men, and the women tend to wear short, belted dresses. Both sexes wear jewelry, although they prefer items of leather worn about the head and wrists, with bright bird feathers dangling, rather than the gold and gem-beset decorations most other peoples prefer.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The Kirani are basically vegetarians, cultivating the many varieties of fruit bearing vines and trees which flourish in the area. They do occasionally dine on fowl: the large avian inhabitants of the jungle are broiled and considered a delicacy. They are reasonably religious, and generally follow the deities of the Glade Court. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><i>Koronande</i> has strong ties with <i>Hathor</i>. Relations with <i>Tuktan</i> are also quite close, as the Kirani people populate both realms. However, the citizens of <i>Koronande</i> tend to look down upon their more ‘primitive’ cousins (much to the irritation of the Tuktani). <i>Koronande</i> – thanks in large part to its Elvish population – is very friendly with <i>Taaliraan</i>. Relations with <i>Tantûrak</i> have always been poor, and the two lands are frequently at war. Like <i>Hathor</i>, <i>Koronande</i> suffers from regular raids from the savage orcish tribes of <i>Mûmakan</i>.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Kins</u>: Men (Kirani), Dusk Elves (Green Elves), Half-Elves (very rare, same Cultures as Kirani).</span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Cultures</u>: Kirani: City, Pastoral, Seafaring, Weald. Elves: City (Tauronde only), Fey, Weald. </span></div></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div><span style="font-family: trebuchet; font-size: medium;"><b>TAALIRAAN</b> (Green Elves [dusk elves], Blue Elves [silver elves])</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">A realm of united Green and Blue Elves, <i>Taaliraan</i> is one of only a few politically organized Elvish lands throughout the great southern island of <i>Urdor</i>. It has been ruled for over two millennia by Prince Eldanar, a Blue Elf lord of considerable power. What was once the northern part of the realm was ruled by the Green Elvish queen, Blàithnaid, in alliance with Prince Eldanar. Her people suffered great loss in their war against <i>Tantûrak </i>an eon ago, however, and the boundaries of <i>Taaliraan</i> retracted afterwards. The queen’s fate is unknown.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Prince Eldanar rules his realm with a light touch, preferring to allow most Taaliraani communities a great measure of self-government. He reigns from the land’s only city (really a large town), <i>Tilvirin</i>, which is a seaport overlooking one of the realm’s southern bays. The Blue Elves of <i>Tilvirin</i> love the sea, and many enjoy going on long journeys for both leisure and trade. The Green Elves primarily live within the western woodlands, whereas the Blue Elves favour the coastal lands and the vineyards of the central valleys. The wines of <i>Taaliraan</i> are famous throughout <i>Ukrasia</i>.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><i>Taaliraan</i> is a largely self-contained country, traditionally remaining aloof from most regional politics. During the Great War ten centuries ago, though, it did ally with <i>Koronande</i> and <i>Hathor</i> against the <i>Rylindar</i> Imperium. The Elves fought bravely alongside the Kirani and Hathorians against the Imperial Tantûraki forces. The War cost the Taaliraani greatly, though, and the boundaries of the realm subsequently retreated to the southwestern portion of the peninsula. The northern lands, which border <i>Tantûrak</i> and <i>Koronande</i>, are now a wild, ungoverned region, although some bands of Green Elves still wander there, and outcasts from other lands (Kirani, Hathorians, Tantûraki, and even orcs) have established scattered freeholds. It is thought that the place is cursed because of all the deaths it witnessed an eon ago, and rumours of undead and other monsters wandering at night keep most civilized people away. Yet it is believed that <i>Tantûrak</i> now covets the land and may soon seek to take it over.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The Elves of <i>Taaliraan</i> wear less clothing than their northerly counterparts, preferring simple belted tunics in white, grey, green, or brown. Jewelry is usually minimal, but invariably high-quality and delicate. As with the other races of <i>Urdor</i>, the Elves of the area wear year-round tans, yet only these immortals maintain wrinkle-free skin with the passage of time, due to the regenerative nature of their bodies.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Kins</u>: Silver Elves (Blue Elves), Dusk Elves (Green Elves).</span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Cultures</u>: Blue Elves: City (Tilvirin only), Noble, Pastoral, Seafaring, Fey. Green Elves: Fey, Weald.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div><span style="font-family: trebuchet; font-size: medium;"><b>TANTÛRAK</b> (Tantûraki [high men], Orcs)</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">A colony of <i>Rylindar</i> founded around 1600 of the First Age of Humanity, <i>Tantûrak</i> is one of the southernmost of the Arsilonian settlements in <i>Ukrasia</i>. Despite their distance from other Arsilonian realms, the Tantûraki maintain the traditions of their ancestors, and were loyal to the <i>Rylindar</i> Imperium until the fall of the Autarch a thousand years ago.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Dominating the northwestern portion of <i>Urdor</i>, Tantûrak is flanked by rolling hills and mountains to the north. The western portion of the country is settled primarily by orcs – farmers, miners, and soldiers – under the control of Tantûraki overlords. The capital city of <i>Tantûrak</i> is <i>Sarûl</i>, which lies on the <i>Uvar</i> river. Based here is the formidable navy of <i>Tantûrak</i>. To the east lies <i>Dûshera</i>, which the Tantûraki regard as a vassal realm. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">When the colony was established almost two thousand years ago, it was overseen by a governor who answered to the ruling powers in <i>Rylindar</i>, first the Republican Supreme Council, and then (after 2097 of the previous Age) the Autarch and his minions. This system functioned more or less smoothly for almost a thousand years, until the defeat of the Autarch at the end of the First Age of Humanity. <i>Tantûrak</i> suffered quite badly in the southern front of the Great War at the end of that Age, its military crushed decisively by the allied forces of <i>Taaliraan</i>, <i>Koronande</i>, and <i>Hathor</i>. Only those realms’ relative weakness at the time (as they had been drained after decades of conflict) prevented the full destruction of <i>Tantûrak</i>. In the early years of the Second Age of Humanity, with all ties to the former <i>Rylindar</i> Imperium severed, the son of the last governor declared himself the first king of <i>Tantûrak</i>, King Vanak the First. Over the ensuing centuries, <i>Tantûrak </i>gradually rebuilt its military and reconquered its western lands. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Around 700 of the Second Age, the “Magician” arrived in <i>Sarûl</i>. The date is uncertain, as he came with little fanfare and rose quietly, albeit swiftly, through the ranks of the king’s advisors. Soon the Magician was the chief advisor to King Taraxil the III, and advised him to adopt, as a long-term goal, the conquest of all <i>Urdor</i>. Relations with other realms, especially <i>Koronande</i> and <i>Taaliraan</i>, subsequently deteriorated. Indeed, <i>Koronande</i> and <i>Tantûrak</i> have fought several wars over the past three centuries. And while five kings have come and gone since Taraxil III, the Magician remains.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Like the Hathorians, the Tantûraki originally are from a more northerly land. As the “High Men” name suggests, the Tantûraki are among the tallest of the mortal peoples, rivalled in the region only by the Kirani. Naturally pale, most Tantûraki acquire a deep “bronze” complexion from exposure to the tropical sun. The most exotic looking of the mannish peoples, they typically have either silver hair (ranging from a dark ‘iron’ shade to a bright ‘platinum,’ almost golden, hue) or (less often) white hair. Eye colours include amber, green, and violet (with the latter most common in those with white hair). Men normally are clean-shaven, and both sexes grow their hair past their ears (women somewhat longer, past their shoulders). Physically powerful, the Tantûraki enjoy the long lifespans of all Arsilonians, living normally for two centuries (barring accident, disease, or violence, the latter quite common). Their physical and mental robustness, combined with their longevity, cause many Tantûraki to look down upon the other mannish peoples of the region, and bitterly envy the Elves. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The Solar Church is the primary religious authority within the realm. It enthusiastically seeks out and either “converts” or slays heretics, apostates, and adherents of other faiths.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Kin</u>: High Man (Tantûraki); Orcs.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Cultures</u>: High Man: City, Noble, Seafaring, Weald. Orcs: City, Hill, Pastoral, Weald.</span></div></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div><span style="font-family: trebuchet; font-size: medium;"><b>TUKTAN</b> (Kirani [men])</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Lying to the east of the great swamp <i>Geshaan</i>, <i>Tuktan</i> encompasses rainforests, hills, and plains. The realm is made up of an interconnected web of Kirani villages, loosely knitted together by an informal central government consisting of a council of seventeen ‘Jilhani’ (village leaders). The Jilhan council meets semi-annually, or if a threat to the realm as a whole warrants it. Otherwise, each Jilhan rules his or her town as he or she sees fit. All engage in a lively trade amongst themselves and adjacent <i>Koronande</i>.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">It is within the <i>Tuktan</i>’s great oval rainforest alone that the Jeedic Teak trees flourish, and their wood is prized throughout <i>Urdor</i>. Not surprisingly, <i>Tuktan</i> wood craftsmen are very skilled, and their furniture and bows are highly sought after. <i>Tuktan</i> composite bows can bring a price many times the average, and are said to be superior to any other, save the most powerful magical Elvish bows.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The Tuktani are more devout than their kinsfolk in <i>Koronande</i>, and the shamans (animists) who revere the Glade Court enjoy authority and status second only to the Jilhani. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Of late, <i>Tuktan</i> has had increasing problems with the orcish tribes of the <i>Mûmakan</i>. Envying the fine homes and rich lands of the Tuktani, the orcs are becoming ever more antagonistic, raiding the bordering villages with increasing frequency.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Kins</u>: Men (Kirani).</span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Cultures</u>: Pastoral, Hill, Weald. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div><span style="font-family: trebuchet; font-size: medium;"><b>MÛMAKAN</b> (Orcs, Half-orcs, Men [various])</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><i>Mûmakan</i> is a diverse land of plains, hills, rainforests, and lakes. It is inhabited by semi-nomadic orcish tribes, as well as some bands of men (typically outcasts from other lands and their descendants) and even trolls. The people are generally simple and barbaric. Most tribes sustain themselves by hunting, grazing livestock, and even engaging in agriculture. However, they satisfy their other needs not so much by trade, but rather by regularly raiding the adjacent lands of <i>Tuktan</i>, <i>Koronande</i>, and <i>Hathor</i>. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">There has been no central government in <i>Mûmakan</i> for many centuries. Amongst the orcs, the primary social organization is the tribe; these are extremely large extended families, ruled by the oldest living females. The men who live in the land are typically organized into bands led by petty warlords; they sustain themselves by engaging in hunting and raiding.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">All orcish tribes meet annually at the religious centre of the land – <i>Amaru</i>, a holy place where the tribes interact, trade, and marriages are arranged. Above all, they pray to their god Amaav, who it is said speaks to them through their high priest. The war priests among the tribes claim that Amaav dwells within the realm of <i>Flux</i>, and rewards greatly those who die in battle.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">The Mûmakani make extensive use of a huge animal both as beast of burden and as a fierce war machine: the ‘Mûmak’ – also called the great elephant.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Some rare Mûmakani – orcs, half-orcs, and men – weary of the primitive ways of their homeland and seek better lives in more civilized realms, often as mercenaries. While there is much prejudice against them in other lands, few can deny their battle skills, and so employment is often available. </span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Kins</u>: Orcs, Half-orcs, Men (any, often mixed).</span></div><div><span style="font-family: trebuchet; font-size: medium;"><u>Cultures</u>: Hills, Plains (ride elephants instead of horses), Woad, Marauding.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><div><b><span style="font-family: trebuchet; font-size: medium;">ARDINAAK</span></b></div><div><i><span style="font-family: trebuchet; font-size: medium;"><br /></span></i></div><div><span style="font-family: trebuchet; font-size: medium;">Not a true realm,<i> Ardinaak </i>nonetheless is worthy of mention. Originally part of<i> Tantûrak</i>, and indeed an important naval base during the colony’s youth, <i>Ardinaak</i> was struck by a sudden and mysterious plague in 1908 of the First Age of Humanity. Within days everyone was dead.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">Histories tell that the witnesses who fled the island after the first signs of the plague had seen a brilliant flash of light come from the rocky isle in the centre of the bay (which had never been landed upon because of its sheer sides and the treacherous rocks all about it) one night. Those who were unfortunate enough to be looking in that general direction were blinded permanently. Then, within hours people began to grow ill, and their skin became mottled. Even those who had escaped the isle immediately after the flash soon died on the mainland, although they did not transmit the disease to others.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><span style="font-family: trebuchet; font-size: medium;">No one has returned to <i>Ardinaak</i> since, according to the records. It has been speculated by some sages that what struck the isle was not a disease, but an immensely powerful curse of some sort. At any rate, the land is associated with death, and its name is not spoken.</span></div><div><span style="font-family: trebuchet; font-size: medium;"><br /></span></div><div><br /></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6QQbLDQs6potjz9p3GVyh-CzfVcvbWZdY3sy1Ya5xaYwtzsM_PQrnqaHko6e1zf0pmCkzCLVeNKTiJuUf-9pkbrKiDOlG5j3mpZRe65XOEG_Wal3CRcs8l-CnoJH1vmlFlac6nBF64TPga2nbGxndzrxGk17RIPd5LLestv1FSLP4sFsoxp5sYwvBWjQ/s2993/Urdor_1.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2248" data-original-width="2993" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6QQbLDQs6potjz9p3GVyh-CzfVcvbWZdY3sy1Ya5xaYwtzsM_PQrnqaHko6e1zf0pmCkzCLVeNKTiJuUf-9pkbrKiDOlG5j3mpZRe65XOEG_Wal3CRcs8l-CnoJH1vmlFlac6nBF64TPga2nbGxndzrxGk17RIPd5LLestv1FSLP4sFsoxp5sYwvBWjQ/w640-h480/Urdor_1.jpg" width="640" /></a></div><div><span style="font-family: courier;"><br /></span></div><div><span style="font-family: courier;">Above is the map I drew and coloured (by hand) of the island </span><i style="font-family: courier;">Urdor</i><span style="font-family: courier;">. I will be adding important locations and political borders (using Preview) later. In a future post I'll provide some further notes about the island. </span></div></div><div><span style="font-family: courier;"><br /></span></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com0tag:blogger.com,1999:blog-7600974191399728636.post-61855655955217857462023-10-13T20:36:00.001-04:002023-11-02T00:38:06.974-04:00Adapting the Court of Ardor to Ukrasia: The Court of Urdor<div><span style="font-family: times; font-size: medium;">For my forthcoming <i><a href="https://akraticwizardry.blogspot.com/2021/09/merp-resurrected-against-darkmaster.html" target="_blank">Against the Darkmaster</a></i> (VsD) campaign, to be set in my world of ‘<i>Ukrasia</i>’ (still a work-in-progress), I’ve decided to adapt an old ICE setting: <i><b>The Court of Ardor</b></i> by Terry Amthor. </span><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZpG0auTy0prIVL5LwwkH3xcmIaouRcbfGiNAdC3WCqBdcorHnuMP7Vw11MDJ8B-_qKMKpjb0X-0CfTUgYDSuUk5I6UrWBP03QQOugLkFgUzmZIV5U7YTRbYVISCdjxpd4hj6ysSClaodG61LxW2L4kj5iqL0rxSjaI3S-YbNOO-XbW3JcmvNmia85DU8/s1663/ArdorFront.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1663" data-original-width="1275" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZpG0auTy0prIVL5LwwkH3xcmIaouRcbfGiNAdC3WCqBdcorHnuMP7Vw11MDJ8B-_qKMKpjb0X-0CfTUgYDSuUk5I6UrWBP03QQOugLkFgUzmZIV5U7YTRbYVISCdjxpd4hj6ysSClaodG61LxW2L4kj5iqL0rxSjaI3S-YbNOO-XbW3JcmvNmia85DU8/w490-h640/ArdorFront.jpg" width="490" /></a></div><br /><div><span style="font-family: times; font-size: medium;">As I’ve noted before <a href="https://akraticwizardry.blogspot.com/2021/05/the-court-of-ardor.html" target="_blank">here</a>, I've been a fan of <i>Ardor</i> since I first purchased it almost forty years ago (yikes!). Alas, I’ve never actually used it for any fantasy role-playing campaign, even though it’s greatly inspired me over the years (as has <a href="https://akraticwizardry.blogspot.com/2021/10/terry-amthor-rip.html" target="_blank">Amthor’s work</a> in general). It was originally designed as a region in southern Middle-earth, an early installment in ICE's line of Middle-earth campaign modules. But it always was a poor fit for Middle-earth. It seemed more inspired by the works of authors like Michael Moorcock and Roger Zelazny than J.R.R. Tolkien. </span><br /><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDDcSZYDc8g7WAC3pFzK468LPZwIR7JlH4TvReKisS4dJLgPKrqoO3PMgnjKXZmz3HhVyTJ7CNJnMVk0ltY4VqzOUtohfV9jLJAb0Al5MrXfHqirdD0czhRgUxLz729trocYniOv2ybxk6TDN-NzcbvreBm4msL04ZvzvDLsTMvKI2sE-iD5Xs5aDZzh4/s1663/ArdorBack.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1275" data-original-width="1663" height="490" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDDcSZYDc8g7WAC3pFzK468LPZwIR7JlH4TvReKisS4dJLgPKrqoO3PMgnjKXZmz3HhVyTJ7CNJnMVk0ltY4VqzOUtohfV9jLJAb0Al5MrXfHqirdD0czhRgUxLz729trocYniOv2ybxk6TDN-NzcbvreBm4msL04ZvzvDLsTMvKI2sE-iD5Xs5aDZzh4/w640-h490/ArdorBack.jpg" width="640" /></a></div><div><br /></div><div><span style="font-family: times; font-size: medium;">However, <i>Ardor</i> was a super-cool setting nonetheless. (And it’s clear that it had a great influence on Amthor’s later <i>Shadow World</i> setting.) The map – by Peter Fenlon, who did most of the Middle-earth maps for ICE – is beautiful (like all of <a href="https://akraticwizardry.blogspot.com/2011/07/my-top-5-frpg-artists-number-4-peter.html" target="_blank">Fenlon’s maps</a>). Since I thought that the setting – albeit with some significant changes – would fit well within <i>Ukrasia</i>, and I've wanted to use it for decades, I decided that I may as well go with it for my upcoming VsD campaign. (Also, because of my workload this term, I didn’t think that I could get my homebrew island “Amarrah” in shape in time.)<br /><br /></span></div><div><span style="font-family: times; font-size: medium;">I've changed the name of the Court and the region named after it from “Ardor” to “Urdor.” Other significant changes will have to be made – the regions of Dûshera and Mûmakan will be altered completely (the former is now a sparsely populated realm of halflings, the latter an unruly land of orcish tribes). The timeline and other details will have to be wholly reworked to fit with <i>Ukrasia</i>. Once I finish up my descriptions of the regions, I’ll post them here. <br /><br /></span></div><div><span style="font-family: times; font-size: medium;">Also, the overarching aim of the deadly <i>Court of Urdor</i> will differ significantly from that described in Amthor’s module. (Since my players sometimes read this blog, I don’t want to say anything more than that for now.) However, the structure and the organization of the Court itself will closely resemble the original version.<br /><br /></span></div><div><span style="font-family: times; font-size: medium;">I don’t plan to expose the player characters directly to any part of the deadly Court until they are at least level 7, so there will be a number of other adventures beforehand. (Among them, I’ll be adapting the “Shadows of the Northern Woods” mini-campaign from the core VsD book to the setting.) But the Court will be lurking in the background – and it should be thrilling when the heroes finally do cross swords with the dark Elvish cabal.</span></div><div><span style="font-family: times; font-size: medium;"><br />I’m excited to get this campaign going! </span></div><div><br /></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com4tag:blogger.com,1999:blog-7600974191399728636.post-73963060943976788192023-10-12T15:12:00.000-04:002023-10-12T15:12:01.177-04:00Gaming Update: Mythras, Against the Darkmaster, and farewell forever to 5e D&D <div><span style="font-family: times; font-size: medium;">I’ve been quite busy at work lately, hence the lack of posting here over the past month. But thankfully, I’ve managed to keep up with my gaming (more or less). </span></div><div><span style="font-family: times; font-size: medium;"><br />1.<span style="white-space: pre;"> </span>It looks like the <i><a href="https://thedesignmechanism.com/" target="_blank">Mythras</a></i> campaign I’m in, <i>Beyond the Mountains of Madness</i>, will soon be reaching its climactic conclusion – and my character, the palaeontologist Dr. Klaas Klassen, is running dangerously low on tenacity (only 5 out of 14 points left)!<br /><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFsZwIyOKpn4ymJxUr43WQfkgk7xmL1mugon84W6N35VEEhrSstQRETe33XXEq_n6r_MB0LOtTy2fQ4nbawjGgkjfE3Gi5riZQ9Ie-jt2cuxuV9832EQ6Hyc5Nwd1E6X5z-S0MUxMZ5HWM_6iPMDvJ5bMQHqH5vyCGulFrmuR4OCAe4pcuZC-UF-lsvHU/s864/Prof-Klassen.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="864" data-original-width="618" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFsZwIyOKpn4ymJxUr43WQfkgk7xmL1mugon84W6N35VEEhrSstQRETe33XXEq_n6r_MB0LOtTy2fQ4nbawjGgkjfE3Gi5riZQ9Ie-jt2cuxuV9832EQ6Hyc5Nwd1E6X5z-S0MUxMZ5HWM_6iPMDvJ5bMQHqH5vyCGulFrmuR4OCAe4pcuZC-UF-lsvHU/s320/Prof-Klassen.jpg" width="229" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikOgA6nSBVjfAaqubVGvh34CnmdtiNBcpDjvBo0Ehr-nxN46sgQ_bOHJuzsAz9qcJUSFxasKGsVSCIx1AQPQAorid085mSRbr0wTFa6_NkMVsI2hMB1hXcnPJeP68ndsMBT0fzsJNijLyaRMZk6668FjEPHdFLFmShtzP__ZAaE7v63czjzcyc6s6rfvo/s1940/Klaas_Mythras.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1940" data-original-width="1614" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikOgA6nSBVjfAaqubVGvh34CnmdtiNBcpDjvBo0Ehr-nxN46sgQ_bOHJuzsAz9qcJUSFxasKGsVSCIx1AQPQAorid085mSRbr0wTFa6_NkMVsI2hMB1hXcnPJeP68ndsMBT0fzsJNijLyaRMZk6668FjEPHdFLFmShtzP__ZAaE7v63czjzcyc6s6rfvo/w533-h640/Klaas_Mythras.jpg" width="533" /></a></div><br /></div><div><span style="font-family: times; font-size: medium;">2.<span style="white-space: pre;"> </span>The <a href="https://akraticwizardry.blogspot.com/2022/08/greyhawk-classics-campaign-index.html" target="_blank"><i>Greyhawk</i> campaign</a> I’ve been running for the past couple of years has concluded. I’m very happy with how this campaign went. It was a lot of fun! But that fun was due to the colourful player characters, non-player characters, adventures (mainly T1 and surrounding areas), and ‘Gygaxian’ Greyhawk setting. The system itself – 5th edition <i>Dungeons & Dragons</i> – is one that I plan to never use again* (despite drawing heavily upon its superior ‘old school’ variant, <i><a href="https://www.drivethrurpg.com/browse/pub/13311/O5R-Games" target="_blank">Into the Unknown</a></i>). It’s hard for me to put into words how much I came to dislike this system while running it (although I would still take it any day over the horror that was 3e D&D). But I still had a blast with the campaign, which just goes to show how important it is to game with fun people. I plan to finish up the log posts for the campaign over the next month or so. <br /><br /></span></div><div><span style="font-family: times; font-size: medium;">3.<span style="white-space: pre;"> </span>My sporadic <i><a href="https://www.vsdarkmaster.com/" target="_blank">Against the Darkmaster</a> </i>(VsD) campaign set in <a href="https://akraticwizardry.blogspot.com/2023/08/against-witch-king-adventure-index.html" target="_blank">Third Age Eriador</a> (Middle-earth) is still going. (It’s the “alternative” game for my Mythras group.) Hopefully we will have our second session tonight.<br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD_PeGyC57FdQrSBt63REyqVpnz-vQvvBy9gJ_XJ4SCvYAbNU2TP1uB4YkOt4ZGLcBQSK4S2SHyQk_tYpkOTPQzw568EHppXqykTHdqSE92ebPc3s6ujTecqyYTnOKDFI22ZxdFtUIjxYm3LdHn2xvoeURyiKvS6M35tScR5wZfTOw_Gsxr8XS5_gICEw/s1304/Witch-King.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1304" data-original-width="1008" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD_PeGyC57FdQrSBt63REyqVpnz-vQvvBy9gJ_XJ4SCvYAbNU2TP1uB4YkOt4ZGLcBQSK4S2SHyQk_tYpkOTPQzw568EHppXqykTHdqSE92ebPc3s6ujTecqyYTnOKDFI22ZxdFtUIjxYm3LdHn2xvoeURyiKvS6M35tScR5wZfTOw_Gsxr8XS5_gICEw/s320/Witch-King.jpg" width="247" /></a></div><br /></div><div><span style="font-family: times; font-size: medium;">4.<span style="white-space: pre;"> </span>I’m still working on my <i><a href="https://akraticwizardry.blogspot.com/2023/08/i-am-darkmaster.html" target="_blank">Ukrasia</a> </i>setting for my forthcoming VsD campaign. I should have some additional posts about this setting in the very near future.<br /><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjc7OoIoWZG_EFc7oZ8f34sT0RKwrH_v6OsxrEaTc7w-R2gtuIuIVEyLlOlc1KrauBA3YieXxz-EC4TikJH-lRx5AN7eZagVkRUWSZiVKnpwvRtiu8bkXLzrUSEG-3KAwbyz9fhCKBk4OVyNyzUrrrsxLOg0vyjrU3jUf9YLCMGriM6drlabvXjPrnkvo0/s748/gnome%20reading.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="724" data-original-width="748" height="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjc7OoIoWZG_EFc7oZ8f34sT0RKwrH_v6OsxrEaTc7w-R2gtuIuIVEyLlOlc1KrauBA3YieXxz-EC4TikJH-lRx5AN7eZagVkRUWSZiVKnpwvRtiu8bkXLzrUSEG-3KAwbyz9fhCKBk4OVyNyzUrrrsxLOg0vyjrU3jUf9YLCMGriM6drlabvXjPrnkvo0/s320/gnome%20reading.jpeg" width="320" /></a></div><br /></div><div><span style="font-family: times; font-size: medium;"><i>Game on!</i><br /><br /></span></div><div><span style="font-family: times; font-size: medium;">* <u>Note</u>: Despite my dislike for the “standard” D&D 5e system, I remain quite fond of the <i>Adventures in Middle-earth</i> system based upon it (and ran a great <a href="https://akraticwizardry.blogspot.com/2018/07/spider-cult-of-mirkwood-campaign.html" target="_blank">campaign</a> using it). The updated version, <i>Lord of the Rings RPG</i>, looks even better. I would be happy to run a campaign using the LotR system in the future. So, I will not be unloading my 5e rulebooks quite yet…</span></div><div><br /></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com4tag:blogger.com,1999:blog-7600974191399728636.post-45358893270526173952023-09-18T08:37:00.001-04:002023-09-23T22:48:02.794-04:00Classic Fantasy Imperative now available!<div><span style="font-family: times; font-size: medium;"><i>Classic Fantasy</i> is the <i>Mythras</i> version of classic (1970s and 1980s) “<i>Dungeons & Dragons</i>.” The “Imperative” version is a somewhat stripped-down version of CF – think “Basic” D&D rather than “Advanced” – but a <i>complete</i> game (i.e., it does not require the use of the <i>Mythras</i> core rules) and offered under the “ORC” License. </span></div><div><span style="font-family: times; font-size: medium;"><br />If I weren’t currently focused on developing my “Ukrasia” setting for a future <i>Against the Darkmaster</i> campaign (and already playing in a <i>Mythras</i> campaign) I’d be sorely tempted to use CFI to run a classic adventure like <i>B4: The Lost City</i>.<br /><br /></span></div><div><span style="font-family: times; font-size: medium;">Here’s the announcement from the folks at The Design Mechanism:</span><br /></div><div style="text-align: left;"></div><blockquote><div style="text-align: left;"><span style="font-family: arial;">It's here...<br /><br /></span></div><div style="text-align: left;"><span style="font-family: arial;">Classic Fantasy Imperative introduces role-players to old-school dungeoneering and high adventure through the lens of the Mythras rule system. A complete game, with all you need for play (barring dice), Classic Fantasy Imperative provides full character creation, with four classes (Cleric, Fighter, Mage and Rogue), four separate cultures, and six races. Extensive rules are provided for Class optimization and Rank abilities, along with a comprehensive system of skills, innovative combat mechanics, and an extensive list of spells and magical effects. The book rounds out with sample monsters and enemies, and magic items. As it is based on the Mythras games system, Classic Fantasy Imperative is fully compatible with the Mythras range of games published by The Design Mechanism.</span></div><div style="text-align: left;"><span style="font-family: arial;"><br />Classic Fantasy Imperative is a broad canvas intended for individual and third-party development. It is published under the ORC License, meaning that its Licensed Material content can be freely used and adapted, and even combined with other ORC Licensed systems. Developers are free to create their own variations, supplements, adventures and expansions, as long as they abide by the terms of the ORC license.</span></div><div style="text-align: left;"><span style="font-family: arial;"><br />Classic Fantasy Imperative is available as a free, 155-page PDF with an accompanying Word file containing the entirety of the game text as a System Reference Document (SRD). The game is also available as a Print on Demand (POD) softcover book, priced at $29.99, from The Design Mechanism webstore and Lulu. A POD version will be available through DrivethruRPG in due course.</span></div><div style="text-align: left;"><span style="font-family: arial;"><br />The Design Mechanism store<br />https://thedesignmechanism.com/free-downloads/<br />https://thedesignmechanism.com/publications/rulebook/<br /><br /></span></div><div style="text-align: left;"><span style="font-family: arial;">Lulu<br />https://www.lulu.com/.../paperback/product-kyzjvq.html...<br /><br /></span></div><div style="text-align: left;"><span style="font-family: arial;">DrivethruRPG<br />https://www.drivethrurpg.com/.../Classic-Fantasy-Imperative<br /><br /></span></div><div style="text-align: left;"><span style="font-family: arial;">Don your armor, grasp your holy symbol, memorize your spells, and ensure you have all your lockpicking gear. Rumour has it that someone at the tavern is seeking adventurers for a special task, and your group may just fit the bill…</span></div></blockquote><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh52unP0iB8G9LvA5PjMCRNOapU5RrcqXuyGztBaDzD2SgAUBI4Q0m0MqHAfeUNj8MXCgQkh8zDA_6L_2b6mpe3_hSnbW19z0hPbYGejY2Ae3ScBncFZW1r4ONFnI3aB5U7Ii2jMff5B07EbM6pXimDiTLn9NnjblntPEG2_g0MGChsRs3Q2VVvZWbMvW4/s2040/Usual-suspects.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1096" data-original-width="2040" height="344" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh52unP0iB8G9LvA5PjMCRNOapU5RrcqXuyGztBaDzD2SgAUBI4Q0m0MqHAfeUNj8MXCgQkh8zDA_6L_2b6mpe3_hSnbW19z0hPbYGejY2Ae3ScBncFZW1r4ONFnI3aB5U7Ii2jMff5B07EbM6pXimDiTLn9NnjblntPEG2_g0MGChsRs3Q2VVvZWbMvW4/w640-h344/Usual-suspects.jpg" width="640" /></a></div><div style="text-align: center;"><span style="font-family: times; font-size: medium;">[The usual suspects…]</span></div><br /><div><br /></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com1tag:blogger.com,1999:blog-7600974191399728636.post-53959957927618741022023-09-09T17:50:00.001-04:002023-09-23T22:53:34.459-04:00Ukrasia: Planes and Deities<div style="text-align: left;"><span style="font-family: times; font-size: medium;">Here is another element of the setting that I'm currently working on, called <i>Ukrasia</i> (to be used in my forthcoming <i><a href="https://www.vsdarkmaster.com/" target="_blank">Against the Darkmaster</a></i> campaign).</span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoxAdsbUDCsyphNs0H14E86bDwK2phx-_fD5sJdzl_xT_Bz6wqjYsWctE8ZFr50GW8DegbErILFkLFGkmHNJRcA8U4LQ1OkXoeQmD9l9lExr9Omcl78Rug5XItzNijYXqoT_HtJcUzM9PLvgMiayWNCqZE49xhjPvDaJ_LmDPFLZkFczOxHDmhCT0Vymo/s4109/Europe_a_Prophecy,_copy_D,_object_1_(Bentley_1,_Erdman_i,_Keynes_i)_British_Museum.jpeg" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: times; font-size: medium;"><img border="0" data-original-height="4109" data-original-width="2975" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoxAdsbUDCsyphNs0H14E86bDwK2phx-_fD5sJdzl_xT_Bz6wqjYsWctE8ZFr50GW8DegbErILFkLFGkmHNJRcA8U4LQ1OkXoeQmD9l9lExr9Omcl78Rug5XItzNijYXqoT_HtJcUzM9PLvgMiayWNCqZE49xhjPvDaJ_LmDPFLZkFczOxHDmhCT0Vymo/w290-h400/Europe_a_Prophecy,_copy_D,_object_1_(Bentley_1,_Erdman_i,_Keynes_i)_British_Museum.jpeg" width="290" /></span></a></div><span style="font-family: times;"><br /><span style="font-size: large;"><b><span>OF THE PLANES AND THE ETHEREAL STRANDS</span></b><br /></span><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;">The world of <i>Ukrasia</i> exists on the ‘Mortal Plane.’ All known planes of existence are connected to each other by interplanar conduits known as ‘ethereal strands.’ The more ethereal strands that connect two planes, the more those planes interact. Ethereal strands may be created, strengthened, weakened, or destroyed over time. Ethereal strands terminate in ‘portals’ or ‘gates’ on the planes to which they are attached.</span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br />It is generally known that many ethereal strands connect the Mortal Plane to the following planes: <br /><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: large;"><b>The Tier Lands</b>:</span><span style="font-family: times;"><span style="font-size: large;"> </span><br /><ul style="text-align: left;"><li><span style="font-family: times; font-size: medium;">Home of the Solar Court and other powers of Order.</span></li><li><span style="font-size: medium;">Believed to be a range of perfectly symmetrical, impossibly beautiful mountains.</span></li></ul></span></div><div style="text-align: left;"><span style="font-family: times; font-size: large;"><b>Flux</b>: </span></div><div style="text-align: left;"><ul style="text-align: left;"><li><span style="font-family: times; font-size: medium;">A place of Chaos, an endlessly changing maelstrom.</span></li><li><span style="font-family: times; font-size: medium;">Regions of Flux are capable of being structured by the will of deities and greater powers. </span></li></ul></div><div style="text-align: left;"><span style="font-family: times; font-size: large;"><b>The Glade Lands</b>: </span></div><div style="text-align: left;"><ul style="text-align: left;"><li><span style="font-family: times; font-size: medium;">Home of the Glade Court and other greater powers of Nature, including the Beastlords. </span></li></ul></div><div style="text-align: left;"><span style="font-family: times; font-size: large;"><b>Faerie</b>:</span></div><div style="text-align: left;"><ul style="text-align: left;"><li><span style="font-family: times; font-size: medium;">The strange, ever-changing dominion of the Greater Faerie and the Unseen Lords.</span></li><li><span style="font-family: times; font-size: medium;">Some scholars claim that Faerie is actually part of The Glade Lands, namely, the wild “outer regions.”</span></li></ul><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-xxpezRF7BYV9wzRcRe6UaxrAfnDOJTcFN42QU7V2H0pRYyQ946AeAzpkRIt04t5mcFKWbVzb3khC7LskLkuH5M0MnVwMPFkZdCS25gF6sih_Uima0bPPCI9psjrjmSnADHX92XTDCoHxhzCR-EPoZzhAuE6ngNI8YkmWU9IbPOswZIFSZQOg1TbieLY/s1536/Oberon,_Titania_and_Puck_with_Fairies_Dancing._William_Blake._c.1786.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1071" data-original-width="1536" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-xxpezRF7BYV9wzRcRe6UaxrAfnDOJTcFN42QU7V2H0pRYyQ946AeAzpkRIt04t5mcFKWbVzb3khC7LskLkuH5M0MnVwMPFkZdCS25gF6sih_Uima0bPPCI9psjrjmSnADHX92XTDCoHxhzCR-EPoZzhAuE6ngNI8YkmWU9IbPOswZIFSZQOg1TbieLY/s320/Oberon,_Titania_and_Puck_with_Fairies_Dancing._William_Blake._c.1786.jpg" width="320" /></a></div><b style="font-family: times;"><div style="font-size: large;"><b style="font-family: times; font-size: large;"><br /></b></div><span style="font-size: large;">The Underworld</span></b><span style="font-family: times;"><span style="font-size: large;">:</span></span></div></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><ul style="text-align: left;"><li><span style="font-family: times; font-size: medium;">A dark shadowy ‘mirror’ of the Mortal Plane.</span></li><li>The souls and sprits of the dead go here for a short period of time before migrating to their next stage. </li><li>Some mortals (especially members of the Solar Church) believe that, if judged virtuous, they will go on to <i>The Tier Lands</i>, whereas the vicious will go to <i>The Hells</i> or <i>Flux</i>; others (followers of the “Old Faith”) believe that their righteous souls go on to the <i>Glade Lands</i>.</li><li>The Elves believe that, after a time in The Underworld, they are reborn in <i>Faerie</i>, shorn of most of their past memories and sorrows.</li><li>The Dwarves believe that their souls are reincarnated in the Mortal Plane (the more virtuous they were during their lives, the briefer their time spent in The Underworld).</li><li>“Restless” souls may dwell in The Underworld indefinitely or return to the Mortal Plane as undead (ghosts and the like). </li></ul></span></div><div style="text-align: left;"><span style="font-family: times;"><span style="font-size: large;"><b>The Hells</b>: </span><br /><ul style="text-align: left;"><li><span style="font-family: times; font-size: medium;">The horrific sulphuric home of the orderly, hierarchical Devils. </span></li><li><span style="font-size: medium;">The souls of those who were especially terrible during their time on the Mortal Plane are believed to be reborn as lesser devils (some of whom may work their way “up” the infernal hierarchy over the ensuing centuries).</span></li></ul><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><span style="font-size: medium;">Other planes exist, but they are not widely known, and they exercise less influence on the affairs of <i>Ukrasia</i>.</span></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times;"><br /><b><span style="font-size: large;">OF THE GODS AND OTHER POWERS</span></b></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><b><br /></b>Here is an overview of some of the gods worshipped by the mortal peoples of <i>Ukrasia</i> (many deities are not listed). The gods interfere very rarely in the affairs of mortals. Some individuals choose to worship no gods at all, seeing them simply as flawed but more powerful versions of themselves. Such individuals generally keep their lack of piety to themselves, however, in order to avoid persecution.</span></div><div style="text-align: left;"><span style="font-family: times;"><br /><span style="font-size: large;"><b>The Court of Chaos </b>(Location: Flux. Ruler: None)</span></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br />The ‘Court of Chaos’ refers to a loose association of deities and demon lords who dwell within scattered demesnes throughout the wild and constantly changing plane of Flux. The worship of Chaotic deities is prohibited in most civilized lands. Followers of such destructive gods invariably endeavour to keep their religious commitments secret.<br /><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>Adodhamair</u> (Goddess of fire and destruction)</span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px; text-align: left;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: grinning flame.</span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Worshippers are quite rare, but a dangerous cult is said to exist, spanning many mannish realms.</span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>Erebus</u> (God of primal darkness)<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px; text-align: left;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: a black circle.</span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Worshippers include orcs, trolls, and dragonspawn. </span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>Eriss</u> (Goddess of strife and discord)<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px; text-align: left;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: swirling whirlpool of blood.</span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Worshippers include orcs, trolls, and human berserkers.</span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>Zaroxi </u>(Goddess of seduction, hedonism and lust)<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: flowing wineskin.</span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>Everekka</u> (Pale Queen of the Mists)<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px; text-align: left;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: circle of stars on a black night sky.</span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Once the leader of the Night (Star) Elves during the latter part of the Era of the Elves, Everekka now rules a beautiful fastness formed by her formidable will. She continues to have many followers on <i>Ukrasia</i>, and indeed remains keenly interested in events there. It is believed that she plans to return one day in order to resume her war against humanity. </span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times;"><span style="font-size: large;"><b>Infernal Court </b>(Location: The Nine Hells. Ruler: Asmodeus)</span><br /><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;">The Infernal Court is openly worshipped only by certain ‘evil’ humanoids – e.g., Orcs, Trolls, and the like. In human lands, by contrast, worship of the Infernal Court and its devilish lords typically is prohibited, and punishable with death.<br /><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>Asmodeus</u> (God of domination and evil)<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbols: many, including (a) bleeding pentagram; (b) ram’s head; and (c) rod. Others are less well known.</span></div></blockquote><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2LvkzI2_kQl_emHysGCIO4GdKkiyod1WVC8jtnQW8qyMXBqlv1B7BeayqC104KhrA0oFJ1qvPtp801TsiEMoamUH_zYT81T5tyU2XiAKScb7xuXx8TK-dOPfknyB70DGmyn4T0DuEV0Kz9dGms5jSrQVxSjSCYnpQWnUKCBhe-sDhUqT4STShmb-ghqM/s1536/William_Blake_002.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="1162" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2LvkzI2_kQl_emHysGCIO4GdKkiyod1WVC8jtnQW8qyMXBqlv1B7BeayqC104KhrA0oFJ1qvPtp801TsiEMoamUH_zYT81T5tyU2XiAKScb7xuXx8TK-dOPfknyB70DGmyn4T0DuEV0Kz9dGms5jSrQVxSjSCYnpQWnUKCBhe-sDhUqT4STShmb-ghqM/s320/William_Blake_002.jpeg" width="242" /></a></div><b style="font-family: times;"><div style="font-size: large; text-align: left;"><b style="font-family: times; font-size: large;"><br /></b></div><span style="font-size: large;">Glade Court</span></b><span style="font-family: times; font-size: large;"> (Location: The Glade lands. Ruler: The Green Lady)</span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br />The deities of the Glade Court are revered as a unified pantheon by the Northric and Vilkorith peoples (that is, most followers worship the pantheon as a whole, not individual deities). <br />In realms where both the Solar Court and the Glade Court are worshipped, the followers of the latter are referred to as adherents of the “Old Faith.”</span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /><u>Green Lady </u>(Goddess of agriculture, nature, and beauty; ruler of the Glade Court).<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: green circle.</span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /><u>Azure Mistress </u>(Goddess of the sea).<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: stylized blue wave.</span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>Pale Hunter </u>(God of hunters and wanderers).<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: full (hunter’s) pale moon.</span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>Iron Man</u> (God of mortality, natural death, and final judgement; enemy of the undead).<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: iron scales of justice on a pale background.</span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>Grey Warrior</u> (God of war and bravery). <br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: stylized spear and shield, or sword and shield (the shield is always grey).</span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>White Witch</u> (Goddess of herbs, lore, non-evil magic)<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: white staff on a green leaf.</span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>The Beastlords</u> (“Lords” of Cats, Dogs, Eagles, Owls, Horses, etc.). <br /><br /></span></div><div style="text-align: left;"><span style="font-family: times;"><span style="font-size: large;"><b>Solar Court </b>(Location: The Tier Lands. Ruler: Amithos)</span><br /><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;">The Solar Court was worshiped as a unified pantheon throughout the <i>Rylindar Imperium</i>. Once a single hierarchical church – often referred to as ‘the Solar Church’ or simply ‘the Church’ – it suffered a schism following the ascension of the <i>Autarch</i> towards the end of the First Age of Humanity. The portion of the Church located in the lands that resisted the Autarch became known as the “<i>Church of the Free Sun</i>.” In the part of the Church under the control of the Autarch, emphasis was placed on the worship of Ulrika, Vanimos, and Zerrick.</span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /><u>Amithos</u> (God of the sun and justice; ruler of the Solar Court)<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: sun (orange) with stylized rays.</span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>Fiona</u> (Goddess of community and healing)<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: white rose.</span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>Murth</u> (God of trade and travel)<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: golden boot on a blue or green background.</span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>Ulrika </u>(Goddess of war and strategy)<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: crossed red swords in front of stylized map.</span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>Vanimos</u> (God of knowledge and secrets)<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><span style="font-family: times; font-size: medium;">Symbol: stylized eye (looking directly ahead).</span></div></blockquote><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><br /></span></div><div style="text-align: left;"><span style="font-family: times; font-size: medium;"><u>Zerrick</u> (God of discipline and control)<br /></span></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><span style="font-size: medium;"><span style="font-family: times;">Symbol: white fist holding a stylized mace or rod.</span> </span></div></blockquote><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"> </div></blockquote><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUdZmxL7IBr8CLEIDKJxh2B5ds8k2zTMcdttElz-nFORdraZzrICozHlmHV_a8uPyJQoFqC5INvRCL4WWA7Ox5tUdrklInc21GP0ggQO3k9RHlv-hFj4ox4_VaCHIPBqLUf87ajqvQw0gLnPzMqZDtQqTptdvJ0nRocsIUh-eSHAAd7VG3pYN37YnVDY4/s2877/William_Blake_-_Sconfitta_-_Frontispiece_to_The_Song_of_Los.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2877" data-original-width="2209" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUdZmxL7IBr8CLEIDKJxh2B5ds8k2zTMcdttElz-nFORdraZzrICozHlmHV_a8uPyJQoFqC5INvRCL4WWA7Ox5tUdrklInc21GP0ggQO3k9RHlv-hFj4ox4_VaCHIPBqLUf87ajqvQw0gLnPzMqZDtQqTptdvJ0nRocsIUh-eSHAAd7VG3pYN37YnVDY4/w308-h400/William_Blake_-_Sconfitta_-_Frontispiece_to_The_Song_of_Los.jpeg" width="308" /></a></div><br /><p> </p><div style="text-align: left;"><br /></div>Akrasiahttp://www.blogger.com/profile/08734103159691571156noreply@blogger.com1