Dire rats are omnivorous scavengers, but will attack to defend their nests and territories. Dire rats can grow to be up to 4 feet long and weigh over 50 pounds. Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.
Tuesday, December 29, 2015
Dire Rats
Dire rats are omnivorous scavengers, but will attack to defend their nests and territories. Dire rats can grow to be up to 4 feet long and weigh over 50 pounds. Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.
Dire Animals
Dire animals are larger, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance.
Animals
An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no capacity for language or culture. They have low-light vision. Animals eat, sleep, and breathe.
Coldeven 2nd, 591 CY
The heroes were ready to leave Oakhurst. The Old Road wound through rocky downs, near stands of old-growth oak, and past two abandoned farmshacks. The lonely road was empty of all travelers except for the heroes.
After a couple of hours of walking the Old Road passed to the east of a narrow ravine. At the road's closest approach to the cleft, several broken pillars jutted from the cleft where the ravine widened and opened into something more akin to a deep, but narrow, canyon. Two of the pillars stood straight, but most of them leaned against the sloped earth. Others were broken, and several had apparently fallen into the darkness shrouded depths. A few similar pillars were visible on the other side of the ravine.
The ravine ran for several miles in either direction. At the point where it most closely intersected the Old Road, it widened.
The heroes investigated the area and discovered that the pillars were generally worn and broken, and graffiti in Goblin covered most of them. Arton recognized the inscriptions as warnings and threats against potential trespassers.
Standing next to the ravine the heroes immediately noted a sturdy knotted rope tied to one of the leaning pillars. The rope hung down into the darkness below. Judging by its good condition, the rope couldn't have been tied there long. The heroes could also see older and weathered hand- and footholds carved into the cliff face.
The heroes easily climbed down the knotted rope, using the wall to brace themselves. Arathorn first hit the ledge.
A sandy ledge overlooked a subterranean gulf of darkness to the west. The ledge was wide but rough. Sand, rocky debris, and the bones of small animals covered it. A roughly hewn stairwell zigged and zagged down the side of the ledge, descending into darkness.
The heroes could not see the far wall of the chasm, nor the bottom of the subterranean vault. Three dire rats were hidden amid the debris and attacked Arathorn. Dire rats look like more feral, 3-foot-long versions of normal rats.
The stairs were not particularly well made. Flaxia revealed footprints not made by the heroes heading down the stairs. Three switchbacks were on the stairs, each of which opened into a small landing. The second landing allowed Aranthor a view of the area below with his low-light vision.
At the edge of sight, a fortress top emerged from the darkness. The subterranean citadel, though impressive, seemed long forgotten, if the lightless windows, cracked crenellations, and leaning towers were any indication. All was quiet, though a cold breeze blew up from below, bringing with it the scent of dust and a faint trace of rot.
The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement. The buried citadel has sunk so far into the earth that the battlement is now level with the cavern floor. The floor stretches away to the north and south, and it is apparently composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth. To the west looms the surviving structure of what must be the Sunless Citadel. A tower stands on the left side of the courtyard. The stone courtyard, surrounded by crumbled masonry, contains a wooden door.
After a couple of hours of walking the Old Road passed to the east of a narrow ravine. At the road's closest approach to the cleft, several broken pillars jutted from the cleft where the ravine widened and opened into something more akin to a deep, but narrow, canyon. Two of the pillars stood straight, but most of them leaned against the sloped earth. Others were broken, and several had apparently fallen into the darkness shrouded depths. A few similar pillars were visible on the other side of the ravine.The ravine ran for several miles in either direction. At the point where it most closely intersected the Old Road, it widened.
The heroes investigated the area and discovered that the pillars were generally worn and broken, and graffiti in Goblin covered most of them. Arton recognized the inscriptions as warnings and threats against potential trespassers.
Standing next to the ravine the heroes immediately noted a sturdy knotted rope tied to one of the leaning pillars. The rope hung down into the darkness below. Judging by its good condition, the rope couldn't have been tied there long. The heroes could also see older and weathered hand- and footholds carved into the cliff face.
The heroes easily climbed down the knotted rope, using the wall to brace themselves. Arathorn first hit the ledge.
A sandy ledge overlooked a subterranean gulf of darkness to the west. The ledge was wide but rough. Sand, rocky debris, and the bones of small animals covered it. A roughly hewn stairwell zigged and zagged down the side of the ledge, descending into darkness.
The heroes could not see the far wall of the chasm, nor the bottom of the subterranean vault. Three dire rats were hidden amid the debris and attacked Arathorn. Dire rats look like more feral, 3-foot-long versions of normal rats.The stairs were not particularly well made. Flaxia revealed footprints not made by the heroes heading down the stairs. Three switchbacks were on the stairs, each of which opened into a small landing. The second landing allowed Aranthor a view of the area below with his low-light vision.
At the edge of sight, a fortress top emerged from the darkness. The subterranean citadel, though impressive, seemed long forgotten, if the lightless windows, cracked crenellations, and leaning towers were any indication. All was quiet, though a cold breeze blew up from below, bringing with it the scent of dust and a faint trace of rot.
The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement. The buried citadel has sunk so far into the earth that the battlement is now level with the cavern floor. The floor stretches away to the north and south, and it is apparently composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth. To the west looms the surviving structure of what must be the Sunless Citadel. A tower stands on the left side of the courtyard. The stone courtyard, surrounded by crumbled masonry, contains a wooden door.
Tuesday, December 15, 2015
Coldeven 1st, 591 CY
Aranthor, an elf druid, Flaxia, a human ranger, and Quisaadi, a human druid, are eager to make a name for themselves. The legend of the Sunless Citadel is well known locally, and stories indicate it is a perfect site for heroes intent on discovery, glory, and treasure! They reach the community closest to the dungeon, a small town called Oakhurst.
This is where they met Arton, a human wizard, who was looking to contract a group of heroes for a job. Another party of adventurers, locally based, delved into the Sunless Citadel a month past. They were never seen again. Two human members of that ill-fated adventuring party were brother and sister, Talgen Hucrele (a fighter) and Sharwyn Hucrele (a wizard). They were part of an important merchant family based in the town of Oakhurst. Kerowyn Hucrele, the matriarch of the family, offers salvage rights to Arton and his team if they can find and return with the lost members of her family - or at least return with the gold signet rings worn by the missing brother and sister. She also offers a reward of 125 gp per signet ring, per team member. If Arton and his team bring back the Hucreles in good shape (of good mind and body), she offers to double the reward.
After the group of druids and ranger accepted Arton's proposal, the heroes discovered the following additional pieces of information when they spent time in the local tavern:
This is where they met Arton, a human wizard, who was looking to contract a group of heroes for a job. Another party of adventurers, locally based, delved into the Sunless Citadel a month past. They were never seen again. Two human members of that ill-fated adventuring party were brother and sister, Talgen Hucrele (a fighter) and Sharwyn Hucrele (a wizard). They were part of an important merchant family based in the town of Oakhurst. Kerowyn Hucrele, the matriarch of the family, offers salvage rights to Arton and his team if they can find and return with the lost members of her family - or at least return with the gold signet rings worn by the missing brother and sister. She also offers a reward of 125 gp per signet ring, per team member. If Arton and his team bring back the Hucreles in good shape (of good mind and body), she offers to double the reward.
After the group of druids and ranger accepted Arton's proposal, the heroes discovered the following additional pieces of information when they spent time in the local tavern:
- The Old Road run right past the old ruins (the Sunless Citadel), but fell into disuse because of goblin banditry. No one knows for sure what the Sunless Citadel once was, but old legends hint that it served as the retreat of an ancient dragon cult.
- The Old Road also skirts the Ashen Plain, a lifeless land.
- Cattle herders don't graze their stock too far afield these days. They're frightened by stories of new monsters that maraud by night. No one has seen these creatures, nor do they leave a discernible trail; however, cattle and people who have been caught out alone have been found dead the next day, pierced by dozens of needlelike claws.
- The missing adventurers include a fighter (Talgen), a wizard (Sharwyn), a paladin of Pelor (Sir Bradford), and a ranger (Karakas). Sir Bradford was not a local, and he had a magic sword called Shatterspike.
- The goblin tribe infesting the nearby ruins (called the Sunless Citadel, though no one knows why) ransoms a single piece of magical fruit to the highest bidder in Oakhurst once every midsummer. The fruit, apparently an apple of perfect hue, heals those who suffer from any disease or other ailment. Sometimes the goblins offer another apple at midwinter. This apple is corpse-white and utterly poisonous, even to the mere touch of the skin. No samples of either type of apple remain anywhere near Oakhurst.
- Garon, the human barkeep of Ol' Boar Inn, remembers the last time anyone, aside from Talgen and Sharwyn, asked questions about the Sunless Citadel. About thirteen years ago, a grim man named Belak stopped by, and he had a very large pet tree frog.
Tuesday, December 1, 2015
Races
Dwarves
The dwarves have two main subdivisions. The more common hill
dwarves have complexions of deep tan to light brown, with hair of brown, black
or gray. Eyes are of any color save blue. They are solidly built, though seldom
exceed 4 feet in height. All dwarves are bearded.
The dwarves do not speak of their origins to outsiders, so
little of their ancient history is known. However, it is understood that they
once had great underground halls in the northern Crystalmists that were
destroyed by the Invoked Devastation. Their last High King perished in the aftermath,
and the clans have ever since been sundered. Led by lords and princes of
differing noble houses, the dwarf clans allied with elves and gnomes during the
Suel and Oeridian migrations, and even joined humans of reliable disposition to
defend their territories. In the present day, dwarves are found in rugged
mountains and hills.
The dwarves are perceived as materialistic, hard working,
and humorless. They tend to be dour and taciturn, keeping themselves separate
from other folk, but they are also strong and brave. In wartime they are united
and willing to see victory at any cost, but prone to avenge old slights and
reject mercy. They jealously defend the honor of their clans and families, and
greatly revere their ancestors, building elaborate monuments to them. Yet,
their chief love is precious metal, particularly gold, which they work with
great mastery. Some dwarves suffer from an affliction called gold-fever, when
their desire for the substance becomes so overwhelming that it consumes their
souls. The tradition of dwarven honor demands that leaders dispense treasure to
their loyal followers, and the inability to do this is a sure sign of
gold-fever. Dwarves also place great value on their long beards, often braiding
them and twining them with gold wire. It is a terrible dishonor to be shorn.
The traditional garb of dwarves is woolen trousers and a
belted linen tunic, with a hooded cloak or cape worn over all. Their boots are
of heavy leather, with or without buckles. Colors are a mixture of earth tones
and loud, check-patterned hues. They also favor leather accoutrements, fitted
with as many jewels and precious metals as they can hold. Females and males usually
dress identically, except on certain ceremonial occasions when females wear a
tabardlike overgarment, while males wear their best embroidered work aprons.
Dwarven elders hold the secrets of their race’s magic, best
exemplified by their magnificent armor, weapons and tools. They also oversee
the construction of monuments and tombs, many of which have magical traps and
curses of great cunning.
Hill dwarves share the same traits as the dwarves described
in the Player’s Handbook.
Elves and Half-elves
The elves are slight of stature (averaging 5 feet) and fair
of complexion. Hair and eye coloration vary by kindred. High elves are usually
dark-haired and green-eyed. The hair color of wood elves ranges from yellow to
coppery red, and eye color is a shade of hazel or green.
Elves were present in the lands east of the Crystalmist
Mountains for countless centuries prior to the rise of the first human kingdoms
there. Slowly driven from the open country to more secluded and better defended
strongholds by the growing strength of both human and nonhuman folk, elves
still held a number of forests and upland realms at the time of the Twin
Cataclysms. The invading humans, orcs, and others pressed them further, until
some prominent elven realms made military and political alliances with dwarves,
gnomes, and halflings, and even with certain major human tribes (usually Oeridian).
Elves are concerned with life itself and spend long periods
contemplating natural beauty. Long-lived and curious, they enjoy exploration
and remember much. Their frolics are usually joyous events, though some
gatherings have a melancholy tone. The fine arts are much appreciated. Elves
measure kinship in terms of broad, ethnic divisions, though family bloodlines,
particularly among the nobles, often cross these ethnic boundaries.
Elves normally attire themselves in pale forest hues, though
they favor more intense colors in urban settings. Generally, males wear a
blouselike shirt over close-fitting hose and soft boots or shoes, while females
favor a frock with sash, or a blouse with an ankle-length skirt. Hunting
garments are typically in neutral colors like shades of brown, tailored for
silent and easy movement. All elves favor cloaks, especially when travelling,
typically gray or gray-green.
Elves are fascinated by all types of magic, especially
illusions and charms. They also produce superior and elegant magic garments,
weapons, and armor.
High elves share the same traits as the elves described in
the Player’s Handbook.
Wood elves share the same traits as the elves described in
the Player’s Handbook, with the
following additions, except where noted:
·
+2 Strength, -2 Intelligence.
·
Favored Class: Ranger. This trait replaces the
elf’s favored class.
Half-elves are the offspring of humans and elves. They are
highly versatile but not always welcome in human or elven society. They are
disproportionately represented among adventurers as a result.
Half-elves share the same traits as the half-elves described
in the Player’s Handbook.
Gnomes
Gnomes are solidly built and muscular despite their height.
(Most gnomes stand just over 3 feet tall.) Rock gnomes are brown-skinned and
blue-eyed, and almost all adults have light hair with a tendency toward male
baldness. Males are most often bearded, though not so much as their dwarven
cousins. Their facial features are a bit exaggerated compared to human norms,
with prominent noses and eyebrows and leathery skin.
Rock gnomes of the Flanaess have their origins as trappers
and herders in the remote wooded highlands of the north. Their southward
expansion began only a few centuries before the Invoked Devastation, bringing
them into lands populated by other races. Their lairds and chieftains
recognized the authority of elven or dwarven sovereigns, but discouraged any
mingling of peoples until the Suel and Oeridian migrations encouraged
cooperation between races.
Gnomes are possessed of sly humor and earthy wisdom.
Measuring the practical values of things as seen by the gnomes against the
pretensions of other cultures, their wit is often revealed in inventive and
embarrassing ways. Their creativity is not limited to practical jokes. They are
fine craftsmen who appreciate precious stones and make beautiful jewelry, along
with woodwork, stonework, and leatherwork of excellent quality; they invent and
experiment often. Seldom avaricious, gnomes take equal pleasure in music and
story, food and drink, nature and hand-made things. Most gnomes are not prone
to cruelty, though their lively jokes may sometimes make things appear
otherwise.
Rock gnomes in the Flanaess tend to dress in dark colors,
favoring earth tones but enjoying stripes and brightly dyed hats, belts, and
boots. Males usually wear high-collared shirts or blouses with trousers and
boots, and a double-breasted coat worn over all. Females wear high-necked
blouses with aprons or ruffled skirts, often with a matching jacket. Their
hunting garments are colored with mottled greens and browns intermixed.
Famed primarily for their use of illusions, some gnome
magicians are also master toymakers and artificers. Others are superb weavers,
dyers, or tailors, who can create clothing that will improve the appearance of
the wearer or alter it completely.
Rock gnomes share the same traits as the gnomes described in
the Player’s Handbook.
Halflings
Halflings have three distinct types. The primary group is
the lightfoot, the typical halfling found in the Flanaess. Lightfoots average
just over 3 feet tall and are ruddy faced, with hair and eyes in various shades
of brown. Most halflings have wavy or curly hair. Some also grow hair on their
cheeks.
Halflings originally occupied small settlements in the river
valleys of the west-central Flanaess. They spread slowly into other territories,
so by the time of the Suel and Oeridian migrations, few were north of the
Gamboge River or east of the Harp Valley. Historically, they prefer to dwell in
stable nations ruled by stronger folk. Today, halflings are found in much of
the Flanaess, but they still favor the central and western regions from the
Urnst states to the three Uleks.
Halflings are clever and capable, whether they are
hard-working farmers or tricky rogues. Most halflings are curious and daring,
getting themselves into trouble as often as they get themselves out of it. They
have great appetites for food, drink, and collecting things. They love fun, get
along well with almost anyone who will at least tolerate them, and enjoy travel
and opportunities for excitement.
Halflings prefer to wear knee-breeches and tunics or shirts,
often with vests. Males wear coats and high-collared shirts on formal
occasions, while females dress in a bodice-covered shift and long skirts.
Shirts and breeches are often striped in alternating bright and dark colors.
They dress themselves in gnome style when hunting or at war, wearing clothing
of mottled greens and browns.
The best-known halfling magic is culinary. Many halfling
foods are made to retain their freshness for lengthy periods, and they use
herbs with healing and other medicinal properties. However, most halfling
spells are defensive and protective in nature.
Lightfoot halflings share the same traits as the halflings
described in the Player’s Handbook.
Half-orcs
Half-orcs (the children of orcs and humans) are usually born
under unhappy circumstances in border areas between orc and human cultures.
Dark of mood and nature, many half-orcs achieve renown despite their rejection
by their parents’ folks and many others.
Half-orcs share the same traits as the half-orcs described
in the Player’s Handbook.
Humans
Six major races of humanity share the vast Flanaess with
numerous nonhumans. Unmixed human races exist in several enclaves, but for the
most part the Suel, Flan, Oeridians, and Baklunish have mixed to form a variety
of blended types.
Race is given little importance by intelligent folk,
particularly in the central lands, though some royal courts promote particular
racial types. Each race appears to have developed ages ago in isolation from
all others, with its own pantheon of deities, language, and culture. In
practical matters of exploration, trade, adventure, and war, color and race
have little meaning.
Oeridians
Oeridian skin tones range from tan to olive; brown and
auburn hair are common, though some individuals have hair as light as honey or
as dark as coal. Likewise, eye coloration is highly variable; brown and gray
are seen most often. Oeridians tend to have square or oval faces and strong jaw
lines.
After inhabiting what is now Ull for generations, barbaric
Oeridians were driven east by orcs and goblins employed as mercenaries by the
Baklunish and Suel. The migrating Oeridians were able fighters and battled their
way across the Flanaess, driving the Suel before them and allying with the
Flan, elves, dwarves, and other peoples.
The most powerful empire in the modern Flanaess was created
by a conquering tribe of Oeridians, the Aerdi, who subjugated and assimilated all
who opposed them. Ancient Oeridians were fierce warriors, yet they also were
self-sacrificing and loyal. These traits are not as evident today, but many
Oeridians do remain temperamental and prone to violence. They have a preference
for strict social order, usually fitting themselves at the top, and their
military traditions are strong. Aggression is often channeled into political
conflict and subterfuge. The Oeridian skill at warfare is unsurpassed, and many
folk have a hard-learned respect for it. In peacetime, they are practical, hard
working, and not inclined to intellectual pursuits.
Oeridian dress normally consists of a short tunic and
close-fitting trousers with a cape or cloak, tailored for ease of movement.
Following their war-like tendencies, magic-using Oeridians
focus on battle-oriented spells, as well as the enchantment of magic items
useful in combat. Spellcasters have a hard-nosed, practical attitude, and they
are generally hawkish and outgoing. Many strive to be leaders or masters. Magic
is often used for pragmatic purposes, too, such as construction, irrigation,
and iron-forging.
Oeridians share the same traits as the humans described in
the Player’s Handbook.
Rhenee
The complexion of Rhenn-folk ranges from olive to tan; their
hair is usually curly and tends to be black or dark brown. Most have eyes of
gray, blue, or hazel, but green is known in some families. The Rhenee are
generally short but strong and wiry, with men averaging 5 ft. 6 in. and women
less.
The Rhenee are not native to Oerth; rather, they are
accidental travelers from another plane or world, citizens of a lost homeland
they call Rhop. Their legends say that they appeared first in the Great
Kingdom, in or near the Adri Forest. Pursued by monsters and hostile Aerdi,
they fled west to the shores of the Lake of Unknown Depths, where they took to
life on the water. They now expertly ply the great rivers that cross the
Flanaess and migrate between the three great lakes (though Whyestil Lake is
lately unsafe for travel). Rhenee are fairly common on the waterways of the
central Flanaess and near inland shores and banks. A few secret, inland
encampments are said to exist, and here may also be encountered their rare,
land-dwelling cousins, whom they derogatively refer to as the Attloi. The
mutual distrust and antagonism between the Rhen-folk and other people of the
Flanaess have kept the Rhenee relatively unmixed with other races, though the
Rhenee do bring children of other human races into their families.
Little is known of the original culture of the Rhenee, as
they were absent from the Flanaess before 450 years ago and entered their
current lifestyle to escape persecution. The Rhenn-folk are masters of inland
sailing and navigation, and they love their nomadic and adventurous life. Music
and gambling are beloved amusements. Certain Rhenee say they are nobles and
have great authority among their kind. Men nearly always become warriors; some
women become sorcerers, “wise women” whose skills and knowledge make them the
subtle masters of Rhenee society. Rhenee men can be quite chauvinistic, and
their women manipulative.
Rhenee have a wide reputation as thieves, and most do learn
roguish skills as children, practicing them primarily upon outsiders. Their
secrecy and bad reputation cause most people to dislike the Rhenee, and the
feeling is mutual. They survive by ferrying goods and passengers, fishing,
hunting, selling their crafts, and illegal means (theft and smuggling),
although they put forth the least amount of work needed to accomplish their
goals. They follow a code of conduct that has different restrictions for
dealing with others of their kind versus non-Rhenee outsiders, who may be lied
to and cheated.
These people dress in muted colors, and each adult male has
a set of homemade leather armor of good quality. The cut and style of their
clothing is simple and functional, eschewing the fashion-minded concerns of
other races. Their leatherwork is exceptional.
Of the Rhenee, only the female students of “wise women”
become spellcasters. (Clerics are unknown among them.) Wise women prefer charms
and illusions, practicing divination as well. They like spells that deceive or
confuse people, especially enchantments like love potions or (very) minor
protective charms that can be sold to the foolish, unwary, or greedy.
Rhenee share the same traits as the humans described in the Player’s Handbook, except as noted:
·
Automatic Languages: Common and Rhopan.
Suloise
The Suel have the lightest coloration of any known human
race of the Flanaess. Their skin is fair, with an atypical proportion of
albinos. Eye color is pale blue or violet, sometimes deep blue or gray. Suel
hair is wiry, often curly or kinky, with fair colors such as yellow, light red,
blond, and platinum blond. The Suel tend to be lean, with narrow facial
features.
The Suel Imperium was located in what is now the Sea of
Dust. Wicked and decadent, this empire was destroyed during a war with the
Baklunish when the latter brought down the Rain of Colorless Fire. Suloise
survivors fled in all directions, many crossing the Hellfurnaces into the
Flanaess, where they met other Suel who had fled the long war much earlier.
Some evil Suel were forced into the extreme corners of the Flanaess by invading
Oeridians.
The Suel Imperium was governed by contesting noble houses,
and the fleeing bands that entered the Flanaess were often led by nobles with
their families and many retainers. The modern Suel retains this affinity for
family, although they often use a very narrow definition of the word to include
only siblings, parents, and children. A few Suel can trace their lineage all
the way back to the days of their empire.
The ancient Suel Imperium was exceedingly cruel. This trait
surfaces in the modern day, for more than one Suel organization openly plots
against other people of the Flanaess. Fortunately, most Suel have avoided this
dark legacy, having inherited the relatively minor flaws of being opinionated,
selfish, and blunt. Many also tend to be prideful and refuse to admit flaws or
personal hardships. They have a passion for study, especially in regard to
magic, and many Suel wizards become incredibly powerful.
Traditional Suel dress includes wide-legged pantaloons and
loose blouses (vests in the south), both in solid colors. Most individuals use
one color only, with nobles using two or more as appropriate to their House.
The style of clothing is adapted to the climate; Suel in the far north wear
cloaks of thick wool, with capes, mittens, and furred boots. The Suel like
large pins, brooches, emblems, and other adornments, a few of which are ancient
heirlooms.
Heirs of a highly magical society, the Suel still have an
aptitude for most types of spellcasting. Suel wizards often become masters of
spells that involve transmutation. They also perfected a number of binding
spells and created many items used for controlling and dominating other beings.
Suloise share the same traits as the humans described in the
Player’s Handbook.
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