13 October 2023

Adapting the Court of Ardor to Ukrasia: The Court of Urdor

For my forthcoming Against the Darkmaster (VsD) campaign, to be set in my world of ‘Ukrasia’ (still a work-in-progress), I’ve decided to adapt an old ICE setting: The Court of Ardor by Terry Amthor. 


As I’ve noted before here, I've been a fan of Ardor 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 Amthor’s work 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. 


However, Ardor was a super-cool setting nonetheless. (And it’s clear that it had a great influence on Amthor’s later Shadow World setting.) The map – by Peter Fenlon, who did most of the Middle-earth maps for ICE – is beautiful (like all of Fenlon’s maps). Since I thought that the setting – albeit with some significant changes – would fit well within Ukrasia, 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.)

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 Ukrasia. Once I finish up my descriptions of the regions, I’ll post them here.  

Also, the overarching aim of the deadly Court of Urdor 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.

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.

I’m excited to get this campaign going! 

12 October 2023

Gaming Update: Mythras, Against the Darkmaster, and farewell forever to 5e D&D

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). 

1. It looks like the Mythras campaign I’m in, Beyond the Mountains of Madness, 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)!



2. The Greyhawk campaign 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 Dungeons & Dragons – is one that I plan to never use again* (despite drawing heavily upon its superior ‘old school’ variant, Into the Unknown). 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. 

3. My sporadic Against the Darkmaster (VsD) campaign set in Third Age Eriador (Middle-earth) is still going. (It’s the “alternative” game for my Mythras group.) Hopefully we will have our second session tonight.

4. I’m still working on my Ukrasia setting for my forthcoming VsD campaign. I should have some additional posts about this setting in the very near future.


Game on!

* Note: Despite my dislike for the “standard” D&D 5e system, I remain quite fond of the Adventures in Middle-earth system based upon it (and ran a great campaign using it). The updated version, Lord of the Rings RPG, 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…

18 September 2023

Classic Fantasy Imperative now available!

Classic Fantasy is the Mythras version of classic (1970s and 1980s) “Dungeons & Dragons.” The “Imperative” version is a somewhat stripped-down version of CF – think “Basic” D&D rather than “Advanced” – but a complete game (i.e., it does not require the use of the Mythras core rules) and offered under the “ORC” License. 

If I weren’t currently focused on developing my “Ukrasia” setting for a future Against the Darkmaster campaign (and already playing in a Mythras campaign) I’d be sorely tempted to use CFI to run a classic adventure like B4: The Lost City.

Here’s the announcement from the folks at The Design Mechanism:
It's here...

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.

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.

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.

The Design Mechanism store
https://thedesignmechanism.com/free-downloads/
https://thedesignmechanism.com/publications/rulebook/

Lulu
https://www.lulu.com/.../paperback/product-kyzjvq.html...

DrivethruRPG
https://www.drivethrurpg.com/.../Classic-Fantasy-Imperative

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…
[The usual suspects…]


09 September 2023

Ukrasia: Planes and Deities

Here is another element of the setting that I'm currently working on, called Ukrasia (to be used in my forthcoming Against the Darkmaster campaign).


OF THE PLANES AND THE ETHEREAL STRANDS

The world of Ukrasia 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.

It is generally known that many ethereal strands connect the Mortal Plane to the following planes: 

The Tier Lands: 
  • Home of the Solar Court and other powers of Order.
  • Believed to be a range of perfectly symmetrical, impossibly beautiful mountains.
Flux: 
  • A place of Chaos, an endlessly changing maelstrom.
  • Regions of Flux are capable of being structured by the will of deities and greater powers. 
The Glade Lands: 
  • Home of the Glade Court and other greater powers of Nature, including the Beastlords. 
Faerie:
  • The strange, ever-changing dominion of the Greater Faerie and the Unseen Lords.
  • Some scholars claim that Faerie is actually part of The Glade Lands, namely, the wild “outer regions.”

The Underworld
:
  • A dark shadowy ‘mirror’ of the Mortal Plane.
  • The souls and sprits of the dead go here for a short period of time before migrating to their next stage. 
  • Some mortals (especially members of the Solar Church) believe that, if judged virtuous, they will go on to The Tier Lands, whereas the vicious will go to The Hells or Flux; others (followers of the “Old Faith”) believe that their righteous souls go on to the Glade Lands.
  • The Elves believe that, after a time in The Underworld, they are reborn in Faerie, shorn of most of their past memories and sorrows.
  • 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).
  • “Restless” souls may dwell in The Underworld indefinitely or return to the Mortal Plane as undead (ghosts and the like). 
The Hells: 
  • The horrific sulphuric home of the orderly, hierarchical Devils. 
  • 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).

Other planes exist, but they are not widely known, and they exercise less influence on the affairs of Ukrasia.


OF THE GODS AND OTHER POWERS

Here is an overview of some of the gods worshipped by the mortal peoples of Ukrasia (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.

The Court of Chaos (Location: Flux. Ruler: None)

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.

Adodhamair (Goddess of fire and destruction)
Symbol: grinning flame.
Worshippers are quite rare, but a dangerous cult is said to exist, spanning many mannish realms.

Erebus (God of primal darkness)
Symbol: a black circle.
Worshippers include orcs, trolls, and dragonspawn. 

Eriss (Goddess of strife and discord)
Symbol: swirling whirlpool of blood.
Worshippers include orcs, trolls, and human berserkers.

Zaroxi (Goddess of seduction, hedonism and lust)
Symbol: flowing wineskin.

Everekka (Pale Queen of the Mists)
Symbol: circle of stars on a black night sky.
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 Ukrasia, 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. 

Infernal Court (Location: The Nine Hells. Ruler: Asmodeus)

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.

Asmodeus (God of domination and evil)
Symbols: many, including (a) bleeding pentagram; (b) ram’s head; and (c) rod. Others are less well known.

Glade Court
(Location: The Glade lands. Ruler: The Green Lady)

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). 
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.”

Green Lady (Goddess of agriculture, nature, and beauty; ruler of the Glade Court).
Symbol: green circle.

Azure Mistress (Goddess of the sea).
Symbol: stylized blue wave.

Pale Hunter (God of hunters and wanderers).
Symbol: full (hunter’s) pale moon.

Iron Man (God of mortality, natural death, and final judgement; enemy of the undead).
Symbol: iron scales of justice on a pale background.

Grey Warrior (God of war and bravery). 
Symbol: stylized spear and shield, or sword and shield (the shield is always grey).

White Witch (Goddess of herbs, lore, non-evil magic)
Symbol: white staff on a green leaf.

The Beastlords (“Lords” of Cats, Dogs, Eagles, Owls, Horses, etc.). 

Solar Court (Location: The Tier Lands. Ruler: Amithos)

The Solar Court was worshiped as a unified pantheon throughout the Rylindar Imperium. 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 Autarch 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 “Church of the Free Sun.” In the part of the Church under the control of the Autarch, emphasis was placed on the worship of Ulrika, Vanimos, and Zerrick.

Amithos (God of the sun and justice; ruler of the Solar Court)
Symbol: sun (orange) with stylized rays.

Fiona (Goddess of community and healing)
Symbol: white rose.

Murth (God of trade and travel)
Symbol: golden boot on a blue or green background.

Ulrika (Goddess of war and strategy)
Symbol: crossed red swords in front of stylized map.

Vanimos (God of knowledge and secrets)
Symbol: stylized eye (looking directly ahead).

Zerrick (God of discipline and control)
Symbol: white fist holding a stylized mace or rod.  
 

 


31 August 2023

Moria Kickstarted x30

Not that the Free League needs any additional support for this – the project (at the time that I’m writing this) has exceeded its funding goal more than 30 times over – but since I’m a Middle-earth fan and write about it regularly here, I thought that I would mention the Moria Kickstarter.

The Free League is coming out with versions for both The One Ring (2nd edition) and The Lord of the Rings Roleplaying. The latter game (LoTR) is a revised version of Cubicle 7’s earlier Adventures in Middle-earth system. That system is based upon 5th edition D&D, but helpfully introduces many “Middle-earthy” elements from TOR – and thankfully replaces entirely 5e’s standard “rest” and magic systems (among other things).

The TOR 2e version is called Moria: Through the Doors of Durin, whereas the LotR version is called Moria: Shadow of Khazad Dûm. (For some reason, different names are applied to all the books in the TOR and LotR lines, even though the non-rules contents are identical, as far as I can tell.)

The One Ring 2e looks interesting. I have the core rules and the introductory box set. (I also have the LotR versions.) Going forward, though, I plan to stick simply with the LotR 5e line, so I’ll be getting Moria: Shadow of Khazad Dûm. I don’t have any deep system-related reason for doing so. It’s just a matter of familiarity and convenience. I ran a great campaign using AiME a few years ago, so I know the system reasonably well, and am happy to stick with it for my Middle-earth gaming. (At least when I’m not using Against the Darkmaster to run my old MERP stuff. Oddly, Moria is one of the few ICE Middle-earth books that I don’t have in my collection.)

The TOR 2e books do have better covers than the LotR books for some reason…



23 August 2023

Against the Witch-King: The Heroes

Almarian of Arnor

Kin: Dúnadan (“High Man”).
Culture: City – Fornost.
Vocation: Champion.
Level: 1.

Stats: Brawn +15; Swiftness +15; Fortitude +15; Wits 0; Wisdom +5; Bearing +15.
Hit Points: 65.
Magic Points: 3.
Move: 15 meters.

Special Traits (Kin): 
- Imposing (+15 to Charisma skill).

Background:
- Ancient Heirloom (major): Orcspite (ancient spear of Númenor).
- Loyal Companion (minor): Seerwing (goshawk).

Spell Lores: Commanding Presence, Chanting, Weapon Mastery

Motivation: Defend the North against Angmar.
Nature: Protective of the weak.
Allegiance: Loyal to Arnor.

Of clear Númenorean lineage, Almarian has made it her duty to protect the free folk of Arnor who seek to go about their routine lives untroubled by the Shadow. She is well travelled and versed in the local customs of Arnor’s scattered settlements, as well the more complex mores of her home city, Fornost.
 
Tall, as is the way of the people of Westernesse, she carries the spear Orcspite, gifted to her by her father, who carried it before. Orcspite has a long history stretching back to end of the reign of Ar-Pharazôn. It was used by the Faithful in the campaigns waged against the Shadow in both the north and south of Middle-earth following the destruction of Númenor. 

Almarian knows that the Witch-King seeks Orcspite’s destruction and has reasons to believe that His servants are actively hunting for it now that it has passed to her keeping. Knowing there are agents of the Witch-King abroad in Fornost, she decided to take to the wilds to protect both herself and her legacy. For this reason, she harbours an innate distrust of strangers.
 
Almarian’s constant companion is her trained goshawk, Seerwing. As well as being adept at hunting and retrieving small game, Seerwing is also a keen-eyed scout, and Alamarian routinely sends her ahead when approaching an unknown area.

Thindparv is Almarian’s mother’s brother. Nenereth and Thindparv were once very close, but drifted apart over the years – perhaps due to Thindparv’s studies. Almarian hates to see this gulf between two people she loves and wants to try to heal the rift somehow – hence her return to Fornost. She also hopes that Thindparv can tell her some of the abilities of Orcspite, as her father was slain by Angmarim before he could pass this information to her.

----------------------------

Arpet Swimming Bear

Kin: Lossoth (“Man”).
Culture: Arctic.
Vocation: Animist.
Level: 1

Stats: Brawn +10; Swiftness 0; Fortitude +10; Wits +5; Wisdom +25; Bearing +10.
Hit Points: 50.
Magic Points: 4.
Move: 15 meters

Special Traits (Kin):
- Specialization (+10 to any one skill).

Background:
- Healer’s Hands (minor): +10 to Healer skill and Nature (when searching for herbs).
- Shapechanger (major): can transform (when bruised or with drive point) into polar bear.
- Stormcrow (minor): visions of trouble (+5 to Wisdom).

Spell Lores: Chanting, Detections, Healing, Illusions, Movement of Nature.

Motivation: Find the stolen horn of Mulkan (holy artifact).
Nature: My actions may seem inexplicable at first, but their meaning will reveal in time.
Allegiance: I exhibit spiritual love for my Shaman, Emkla, but secretly my feelings are stronger and more personal.


The brothers Arpet and Doffa are from the village of Mulkan, which is one of the few permanent settlements of the Lossoth (who refer to themselves as the “Ystävät Talven” in their own tongue; the people of Mulkan and the southern coast of the Forochel are of the “Lumimiehet” tribe). At Mulkan the men of the Forodwaith interact with the few Arthedain, Rivermen, Dwarves of the Ered Luin, and Elves of Lindon who journey so far north. In return for ivory and pelts, the Lossoth obtain steel and iron tools and weapons, rare herbs, and other "southern" goods.

Arpet is the assistant shaman to Emkla, the head shaman of Mulkan. (Most Lossoth shamans are women – Arpet was accepted as one given his obvious talents, especially his ability to shift into the form of a polar bear, clearly a gift from the Vala Araw.) A year ago, a holy relic of the tribe – a giant Narwhale horn, said to have been obtained by the founder of the village (also named Mulkan) centuries ago and blessed by the Spirits of the North – was stolen. Months later, in a dream Arpet saw the horn in the possession of a strange diminutive people with hairy feet who lived in a massive, strange-looking tree (a tree not found anywhere near the Ice Bay). 

From the Arthedan trader Beleg, who visits Mulkan every season, the shaman learned of the sage Thindparv. This scholar perhaps can provide information about the strange people the shaman saw in his dream, including hopefully their location. Beleg, a friend of Thindparv, has written something called “a letter of introduction” for the Lossoth brothers, so that they might be welcomed in Fornost.

--------------------------------------

Doffa of Mulkan

Kin: Lossoth (“Man”).
Culture: Arctic.
Vocation: Rogue.
Level: 1

Stats: Brawn +10, Swiftness +15, Fortitude +5, Wits +15, Wisdom +20, Bearing 0.
Hit Points: 55.
Magic Points: 0.
Move: 15 meters

Special Traits (Kin):
- Specialization (+10 to any one skill).

Background:
- Lovable Rogue (Major): +5 to Wits. May confuse sentient beings once/session.
- Unbreakable Bond (Minor): +10 on rolls when helping Arpet.
- Stormcrow (Minor): visions of trouble for Arpet; +5 to Wisdom.
- Geared for Adventure (Minor): superior spear, lockpick.

Motivation: My visions of Arpet and the dangers he will face drive me to travel with and protect him.
Nature: I am prone to distraction by my curiosity for the sights and sounds of the world beyond home.
Allegiance: I will bring the wealth and comforts of the south to my people so we can stop living in poverty.


The brothers Arpet and Doffa are from the village of Mulkan, which is one of the few permanent settlements of the Lossoth (who refer to themselves as the “Ystävät Talven” in their own tongue; the people of Mulkan and the southern coast of the Forochel are of the “Lumimiehet” tribe). At Mulkan the men of the Forodwaith interact with the few Arthedain, Rivermen, Dwarves of the Ered Luin, and Elves of Lindon who journey so far north. In return for ivory and pelts, the Lossoth obtain steel and iron tools and weapons, rare herbs, and other "southern" goods.

Doffa is no scholar or shaman but has long been fascinated by the tales of the southern lands told by the traders who visit Mulkan. Excited for the opportunity to see these realms, he readily agreed to accompany his brother on his quest for the lost Narwhale horn.

-----------------------------------

Celebrin “the Swift”

Kin: Sinda (“Silver”) Elf.
Culture: Noble.
Vocation: Champion.
Level: 1.

Stats: Brawn +5, Swiftness +30, Fortitude +10, Wits +15, Wisdom +5, Bearing +25.
Hit Points: 50.
Magic Points: 7.
Move: 20 meters.

Special Traits (Kin):
- Keen Sense: night vision, +10 to Perception.
- Immortal: ageless, immune to disease, +10 vs cold.
- Light footed: unaffected by terrain (and counts ½ for camping).
- Shipwright: +20 to rolls involving ships and shipcraft.
- Fair and Wise: + 10 to Charisma and Song & Tales skills.

Background:
- Fleet footed: +5 to Move Rate; travel 1.5 normal distance on foot.
- Gifted: +5 to Swiftness.
- Heroic Bloodline: use ½ action to Inspire allies within 6 meters: 
        +10 to Willpower saves or +5 to attack and defence (for round).

Spell Lores: Elven Lore, Spell Song, Chanting, Commanding Presence, Heroic Defence, Weapon Master.

Motivation: Solve the mystery of his visions of a lost elf warrior.
Nature: Inquisitive (uncover ancient lore and artifacts).
Allegiance: Círdan and Lindon.


Celebrin belongs to a noble Sindarin family. His great-grandfather was among the Teleri who settled in Nevrast rather than cross the sea to Aman. In the second century of the sun (First Age), Celebrin’s great-grandfather relocated to the hidden city of Gondolin. Both Celebrin’s great-grandfather and great-grandmother were slain when Morgoth’s hordes conquered the city. His grandfather, however, escaped to Círdan’s people in Falas and then the Isle of Balar. Celebrin’s grandfather later followed Círdan to Lindon after the destruction of Beleriand. In the mid-Second Age, Celebrin’s grandfather fell to orcish hordes during the War of the Elves and Sauron (1700 S. A.). Celebrin’s father relocated to the elf-haven of Edhellond for the rest of the age, and took part in the War of the Last Alliance. Afterwards, Celebrin’s father returned with Círdan to Mithlond. There, in 1800 of the Third Age, Celebrin’s father wed his mother. Celebrin was born a century later, and so is quite young (64) for a Sinda Elf. 

Fascinated by his father’s tales of the great works created in Lindon and Eregion during the Second Age, Celebrin is keen to uncover the ancient lore and artifacts of the Sindar and Noldor of Eriador. 

However, Celebrin’s immediate reason for travelling east is less benign. For the past year 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 Lindon can understand what this vision means. Following Círdan’s advice, Celebrin is travelling to Arthedain, and then possibly Rivendell, to try to solve this mystery.

-----------------------------------

Turuk Larr

Kin: Dwarf.
Culture: Weald (Blue Mountains).
Vocation: Sage.
Level: 1.

Stats: Brawn +10, Swiftness +0, Fortitude +15, Wits +20, Wisdom +15, Bearing +5.
Hit Points: 70.
Magic Points: 3.
Move: 15 meters.

Special Traits (Kin):
- Dark Sight (30m in dim light, 3m in darkness)
- Forgekin: +30 to save rolls vs heat & cold attacks.
- Forgekin: +30 to rolls to work/craft metals, stone, gems.
- Forgekin: Created metal items always of at least High Quality.
- Stoneborn: +20 to Nature & Wandering skills when underground.

Background:
- Loremaster (minor): +1 rank to Cultures; ask GM for lore when in new area.
- Battle Hardened (minor): +15 starting HP (maximum HP = 160). Scar over eye.
- Exceptional Training: Armour & Weapon Crafter (minor x2).
- Knows many languages: Sindarin, Quenya, Khuzdul, Westron, Adûnaic. 
 
Spell Lores: Detections, Lore of Nature, Sounds & Light.

Motivation: Find what artifact or power is keeping Angmar from conquering Nothva Rhaglaw.  
Nature: Atificer.
Allegiance: King of the Blue Mountains (Thrár).


Turuk hails from Nan-i-Naugrim in the northern Ered Luin (Blue Mountains). A member of Thrár’s ancient tribe, Turuk’s people once dwelt in the great halls of Belegost, one of the most splendid of the dwarvish realms of old. With the destruction of Beleriand at the end of the First Age, the surviving dwarves of Belegost and Nogrod settled in the eastern parts of the Ered Luin, where they have remained, diminished but undaunted, for some five thousand years now.

Unlike most of his fellows, Turuk is interested in, and friendly with, the other folk of Eriador, including even the Elves. He speaks numerous languages and is curious about almost everything, from history to craftsmanship. Skilled in working with metals, Turuk is a fine weaponsmith and armourer. And yet, as a scholar and crafter, is not especially apt at using either weapons or armour.

Worried about the growing might of Angmar, Turuk has learned about a strange ancient mannish settlement – Nothva Rhaglaw – that has endured since at least the middle of the Second Age. The region seems somehow unaffected by the Witch-King’s forces. And, according to Turuk’s research, also managed to survive the terrible war fought between Sauron and the Elves millennia ago. Yet Nothva Rhaglaw is strangely ignored by the “greater” peoples of Eriador, the Elves, Dwarves, and Dúnedain. Turuk has left the Nan-i-Naugrim to learn more about this curious place. His first stop is at the Arthedan seer Telemnar’s observatory. Having corresponded with Telemnar in recent months, Turuk believes that the seer may possess one of the few Arnorian treatises that discusses the history of Nothva Rhaglaw.

--------------------

Edited (2024-02-23) to add Turuk Larr.

12 August 2023

Against the Witch-King – Campaign Index

As I usually do with the campaigns that I run, I’ve created "Master Page" with links to posts related to the Against the Witch-King adventures. I’ll update this as new relevant posts appear on my blog. 

[Some Nazgûl near Rivendell, by Angus McBride]


Campaign and Character Information 


Adventure Logs

  • From Bree to the Durmast Oak.


Other related posts


[Edited on 2024-02-23. See comment below for more information.]


10 August 2023

Classic Fantasy Imperative coming soon


Above is the cover for the Design Mechanism’s forthcoming Classic Fantasy Imperative. (Classic Fantasy is a supplement for Mythras that gives the game a strong “first edition Advanced Dungeons & Dragons” flavour, while retaining most of what makes Mythras a great system.) Classic Fantasy Imperative (CFI ) will be released under the “ORC” license, which was created in reaction to WotC’s (ultimately unsuccessful) attempt to change the OGL back in January.

Here is Loz’s description of the book (from this post):  

Classic Fantasy Imperative is actually pretty extensive. It's a complete rule-set, but we have redacted some classes, races, spells, and other things from Classic Fantasy to retain the utility of the core book (and the upcoming Unearthed Companion). However, CFI does take characters up to Rank 5, and offers a great deal of material to allow you to see and play the game to its full extent without necessarily needing the Unearthed Companion or the core rules. What you won't find in CFI are extended spell descriptions, monster stats, additional classes or races, and a great deal of cool extended material.

Classic Fantasy Imperative has two aims: introduce new players to Mythras and d100 gaming using familiar tropes and concepts from D&D and Pathfinder; and give third party creators a solid, comprehensive, open system to build their own games, and merge Classic Fantasy and Mythras material with other ORC-powered sources (like the fresh edition of BRP). In short, we're opening up Mythras, and starting that journey with Classic Fantasy. Mythras Imperative will also be licensed under ORC too, to ensure full consistency across our range. However, the core rules - Mythras Core, CF core, will not be ORC. If people want to license material found in our full rulebooks, we'll still have the Mythras Gateway to allow access in much the same way we do now (although we'll be relaxing some of the conditions).

If you have Classic Fantasy and Mythras already, you don't need CFI - however, there's still enough material in there to provide old hands with some additional, free information. It also makes a great intro for new players, so it'll be worth picking up. The SRD and PDF versions (the latter will receive layout treatment; the former will be a Word document) will be free, so no reason for you not to have a copy. 

I have Classic Fantasy and think it’s very cool. I’m definitely getting CFI when it comes out. If I wasn’t already playing in a Mythras campaign (as a player, I’ve participated primarily in Mythras campaigns over the past dozen years), I’d be tempted to use Classic Fantasy for my next campaign. 



08 August 2023

I am the Darkmaster


I’m slowly working on a setting for a forthcoming Against the Darkmaster (VsD) campaign. The world is called Ukrasia and my focus will be on a northern island called Amarrah.

One thing that I decided for the setting is to have three “Darkmasters” from three different Ages of the world. I want these Darkmasters to be opposed to each other, in addition to the “free peoples.” However, only the most recent Darkmaster is active in the world at the time of the campaign (the others nonetheless have numerous followers and agents causing trouble).

Another goal that I have for the setting is that I want to make room in the world and provide rationales for the core VsD peoples – “kins” in VsD terminology (“races” in old-school parlance) – and monsters. Among the playable kins, in addition to the usual humans (and ersatz Dúnedain, “High Men”), halflings, dwarves, elves, and orcs, there are “wild folk” (human-ish woodland folk that resemble, I think, the Woses of Middle-earth) and “firbolgs” (giant-ish people with ram horns). The firbolgs are quite interesting, in that they suffer from a “Doom” because they turned against their Darkmaster in the dim past. In addition to the playable kins, there are “Dragonspawn” (humanoid dragon folk) that also need to be explained.

In order to make a place for the firbolgs – and the VsD versions of giants as well – I decided that the first Darkmaster will be a “High Jarl” of the Giants (once masters of the most powerful civilization in the world). This High Jarl also created the dragonspawn to serve as soldiers in the Giants’ war against the Elves. I thought that it would be cool to evoke Norse mythology and call the High Jarl “Ymir.” When I was looking at the entry on Ymir at Wikipedia, though, I noticed that an alternative name for Ymir is “Bláinn” – remarkably close to my first name, “Blain”!

The spirit of Gygax seized me, and I thought that it would be fun to use my three names (first, middle, and last) as the basis for all three of Ukrasia’s Darkmasters (just as many of the important characters’ names within the World of Greyhawk are plays on “Gygax,” including the mad wizard “Zagyg” of the original Castle Greyhawk).

This is only an initial draft, but below are my current ideas for the three Darkmasters of Ukrasia. 

The Chained Colossus of the Deep


High-Jarl of the Giants, Bláinn (Ymir), “The Master of Dragons.”
Bláinn has been chained to the bottom of the ocean for ~15,000 years. (According to legend, the Colossus’s writhing causes storms and great waves.)
Coveted Artifact: The Crystal Rods (five keys for the five chains that bind him to the ocean floor).
Servants:
Lieutenants: Dragons, the “Dragon Kings” (human sorcerers?), Greater Giants.
Minions: Dragonspawn, Evil Men, Lesser Giants.
Spies: Snakes, Dragonlings (evil ‘pseudo-dragons’).

The Pale Queen of the Mists
















Over-Queen of the Night, Everekka the Beautiful. (Name modified from “Everett.”)
Former leader of the genocidal “Night” (Star) Elves during the “Era of the Elves.”
Has been ensconced in her enchanted fastness on the Plane of Flux for ~ 3,700 years (since her defeat at the end of the Elvish Era).
Coveted Artifact: Unknown (if any).
Servants:
Lieutenants: Night (Star) Elves and Unseelie. 
Minions: Dwergar, Orcs, Trolls.
Spies: Boggarts, Owls.

The Lich Autarch














Former Autarch of the Rylindar Imperium (the “High Man” empire), N’veldar the Arch-Lich. (Name modified from “Neufeld.”)
Greatly weakened after the theft of his staff and subsequent defeat at the end of the “First Age of Humanity” (the Age’s 2,550th year). 
(Only recently has the Autarch re-emerged, after the first millennium of the Second Age of Humanity.)
Coveted Artifact: The Blackfire Staff (drinks the souls of those slain; rumoured to be the only weapon that can truly slay N’veldar).
Servants:
Lieutenants: Dark Knights, Dark Mages, and Vampires.
Minions: Evil Men, Ghouls, Undead Thralls.
Spies: Gorcrows, Ravens, Bats. 

The Autarch's primary servant on the Island of Amarrah: 
The Prince of Rooks (who dwells within the Black Rookery in the northeastern reach of the isle). 
The Prince and his lieutenants ride giant rooks.

So that’s it for now. I’ll post more about Ukrasia and Amarrah as my work progresses. 


[Credits: The top image is from the Against the Darkmaster core book. The picture of Ymir is from the musician Danheim's song of the same name. The final two pictures are from Ralph Bakshi's The Lord of the Rings movie.]

28 July 2023

Gary Gygax Bench in Lake Geneva


I’m a bit late in noticing this, but a park bench in Lake Geneva (Wisconsin, not Switzerland) was dedicated to Gary Gygax on Thursday, 27th July (Gygax's birthday). In addition to the bench dedication, there was a proclamation by the mayor announcing “Gary Gygax Day.”

(Of course, as anyone who has read the AD&D Dungeon Master’s Guide can attest, a table perhaps would’ve been more appropriate than a bench [see Appendices]…)

More information at ENworld. 


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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).