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.

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:

  • 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.
The heroes speak to "Corkie" next, the gnome healer of Oakhurst, who is also a cleric of Pelor, to learn information on Sir Bradfordss incentive to seek out the Sunless Citadel. According to her, Sir Bradford was interested in piercing the mystery associated with how wretched goblins could ever possess such wondrous magical fruit. The goblins have been selling the fruit to Oakhurst for the last twelve years. Usually, the fruit sells for around 50 gp, which is all the townspeople can bring themselves to pay a goblin. They sometimes plant the seeds at the center of each fruit, hoping to engender an enchanted apple tree. When the seeds germinate in their proper season, they produce a twiggy mass of twisted sapling stems. Not too long after the saplings reach 2 feet in height, they are stolen - every time. The townfolk assume that the jealous goblins send out thieves to ensure their monopoly of enchanted fruit. Sir Bradford also wanted to know how they steal every sprouting sapling grown from the enchanted fruit's seed. Morevoer, he wished to find this rumored tree of healing, hoping to heal his ailing mother.

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.