Saturday, February 27, 2016

The Warding Hills & the White Hills

Last night I started off cleaning & organizing papers, and ended up reading through a bunch of my old Shadowend information. This seems to happen every few years, and helps remind me of the parts of this hobby I really enjoy. So hopefully there'll be some new material soon, possibly including a redraw of the map - I feel like some things need to move around a bit. ;)

In the meantime, have some hills.
(Edit: I just realize I'd posted the White Hills about five years ago. In my defense, it was five years ago. Still, Toadstone Hall is new.)

Warding Hills
These hills define the boundary between the Woodmarch and the Glittering Plain. Many of the hills are bald or partially so, the granite crowns exposed after many centuries of grazing and erosion. Numerous human thorps and gnomish warrens are tucked away in secluded valleys, along with goblin and kobold redoubts. The highlands are thick with the ruins of keeps, holds, castles, and dungeons; despite the fall of Asavar the Warding Hills are close enough to Roen and the Greenvale to foster settlement by those seeking seclusion but not exile.

Ierisstone Tower: Lodged deep in the hills, Ierisstone Tower is the lair of a very old, and very cunning, feathered manticore known as Truest. The tower is little more than a hollow shaft leading into a stone-roofed crevasse where Truest dens along with a small band of indigo-skinned goblins and several lascivious harpies. The harpies are a recent addition with a fondness for stealing children, a trait that Truest is trying to curb before it brings unwanted attention.

Warding Guard: This sprawling fortress lies in the southern hills, at the very edge of the Glittering Plain. Roenish soldiers stationed here patrol the southern verge of the hills and protect the hillthorps that seek their aid. Adventurers of every ilk are actively recruited here for missions into the Plain, to gather information or subvert, delay, or destroy any possible threats.

White Hills
These chalky hills are threaded with gnomish warrens, and the White Hills form the center of gnomish power in the Woodmarches. Travel here is swift and pleasant if the little folk are pleased with you, and nearly impossible if you have offended them or worse. A number of giant owls nest in the hills, and the gnomes have alliances with them, granting them the ability to fly swiftly and safely over the terrain to warn other gnomes or seek reinforcements if necessary. Gnomish control is not complete here, however, and a number of warrens and dungeons have been abandoned or lost over the years, primarily to magical or underground forces.

Toadstool Hall: An old but stately manor in the gnomish tradition (ie, mostly underground) located on the edge of the White Hills near Asavar, the lord of Toadstool is an elderly gnomish werebear, and a staunch defender of the region. Toadstool functions as a meeting place for a number of local factions allied against Asavar, including druids, the rangers of Eoghin, Roenish soldiers and patrols from Everglass, and the gnomes themselves.

Volgabaern Warren: The goblins and their allies hold this vast warren (once the gnomish winterhall Cynwualf) in a strategic location in the center of the hills. Attempts by the gnomes to regain the winterhall have met with defeat as the goblins have called upon powerful allies from deep beneath the earth.

Sunday, February 21, 2016

The Notable Warriors of King Arthur's Court


The notable warriors of King Arthur's court, as listed in Culhwch and Olwen. Roll 1d20 to randomly choose a notable. (Other warriors: Warriors I; Sons of Kaw; Sons of Erbin, Ermid, Iaen, Erim, and Nmyvre)
  1. Gwynnhyvar mayor of Cornwall and Devon (the ninth man that rallied the battle of Camlan).
  2. Gilla Coes Hydd (he would clear three hundred acres at one bound: the chief leaper of Ireland was he). 
  3. Sol (He could stand all day upon one foot .)
  4. Gwadyn Ossol (If he stood upon the top of the highest mountain in the world, it would become a level plain under his feet.)
  5. Gawdyn Odyeith (The soles of his feet emitted sparks of fire when they struck upon things hard, like the heated mass when drawn out of the forge. He cleared the way for Arthur when he came to any stoppage.)
  6. Hirerwm & Hiratrwm. (The day they went on a visit three Cantrevs provided for their entertainment, and they feasted until noon and drank until night, when they went to sleep. And then they devoured the heads of the vermin through hunger, as if they had never eaten anything. When they made a visit they left neither the fat nor the lean, neither the hot nor the cold, the sour nor the sweet, the fresh nor the salt, the boiled nor the raw.)
  7. Huarwar the son of Aflawn (who asked Arthur such a boon as would satisfy him. It was the third great plague of Cornwall when he received it. None could get a smile from him but when he was satisfied.)
  8. Sugyn the son of Sugnedydd (who would suck up the sea on which were three hundred ships, so as to leave nothing but a dry strand. He was broad-chested).
  9. Rhacymwri, the attendant of Arthur (whatever barn he was shown, were there the produce of thirty ploughs within it, he would strike it with an iron flail until the rafters, the beams, and the boards were no better than the small oats in the mow upon the floor of the barn). 
  10. Hir Eiddyl (attendant of Arthur).
  11. Hir Amreu (attendant of Arthur).
  12. Gwevyl the son of Gwestad (on the day that he was sad, he would let one of his lips drop below his waist, while he turned upon the other like a cap upon his head). 
  13. Uchtryd Varyf Draws (who spread his red untrimmed beard over the eight-and-forty rafters which were in Arthur's Hall)
  14. Yskyrdav and the Yscudydd (two attendants of Gwenhywyvar were they. Their feet were swift as their thoughts when bearing a message).
  15. Bwlch, and Kyfwlch, and Sefwlch the (son of Cleddyf Kyfwlch, the grandsons of Cleddyf Difwlch. Their three shields were three gleaming glitterers; their three spears were three pointed piercers; their three swords were three girding gashers; Glas, Glessic, and Gleisad. Their three dogs, Call, Cuall, and Cavall. Their three horses, Hwyrdyddwd, and Drwgdyddwd, and Llwyrdyddwg. Their three wives, Och, and Garym, and Diaspad. Their three grandchildren, Lluched, and Neved, and Eissiwed. Their three daughters, Drwg, and Gwaeth, and Gwaethav Oll. Their three handmaids, Eheubryd the daughter of Kyfwlch, Gorascwrn the daughter of Nerth, Ewaedan the daughter of Kynvelyn Keudawd Pwyll the half-man).
  16. Clust the son of Clustveinad (though he were buried seven cubits beneath the earth, he would hear the ant fifty miles off rise from her nest in the morning)
  17. Medyr the son of Methredydd (from Gelli Wic he could, in a twinkling, shoot the wren through the two legs upon Esgeir Oervel in Ireland)
  18. Gwiawn Llygad Cath (who could cut a haw from the eye of the gnat without hurting him)
  19. Ol the son of Olwydd (seven years before he was born his father's swine were carried off, and when he grew up a man he tracked the swine, and brought them back in seven herds)
  20. Roll twice

Bonus content from Strange Races

This is a small set of races that wound up on stickers on the backs of some of the copies of Strange Races. I'm rather fond of them, and will probably expand the setting a little bit in the future. It's north and a bit west of the Feathered Realm.

Akephaloi: The akephaloi are a humanoid race with their faces on their chests. They are broad of build, and live in underground caverns excavated from the earth. They are a friendly and hospitable people that prefer peace, but strong warriors, and even stronger earth-mages well able to defend themselves against anyone that favors war.

Aten: An elegant race with silver-hued skin, violet hair, and golden eyes. They were once ruled an empire, but were overthrown and now live surrounded by the crumbling remnants of their glory. They have minor psychic abilities and are gifted mimics. They have fallen far, and now do whatever they have to to survive.

Jouri: A pale skinned race, with red hair and yellow, cat-like eyes. They are tall and lean, with grim expressions and an indomitable nature. They claim to have been the aristocracy of an great kingdom, but no trace of this land remains. They are rare in this age, and live only in the ancient city of Imre, in the desolate northern mountains. Their natural craft is war, from martial combat to poison, and they work as mercenaries.

Ordali: They are short and slight of build, with serpentine hair. They have organized, logical minds, and are proficient engineers and musicians. They were once servants of another race, but rebelled and escaped en masse. They worship the god that led the revolt and brought them to freedom, and clerics have great power among them.

Tumae: A tall, sturdy race of humanoids with golden skin, dark hair, and blue eyes. They live in small underground city-states, but travel frequently and have established many hostels, inns, and waystations where they meet and trade information. They have an affinity for magic, and their rulers are powerful but corrupt magicians.

Verex: A large, ogre-like race with spines in their scalp and arms. They are violent raiders that inhabit the western plains beyond the mountains. Although verex raiding is frequent, the various tribes are scattered and disunified, so they rarely form hordes large enough to pose a serious threat. They worship an eclectic and bloodthirsty pantheon headed by a thunder god. The jouri of Imre are the only people to have defeated the verex on every occasion, and the verex fear them accordingly.



Saturday, February 6, 2016

Musings

My job is two different aspects. In the build season, I travel. In the off-season, we stay put. This is my first off-season, so it's a whole new set of tasks. Up until now my bosses have worked out of their homes (or coffee shops, as boss #1 has 3 young kids at home AND his wife runs a daycare), but two weeks ago we moved into real offices. Now I've got a nice, warm (everyone else bitches about it; I don't understand what's so terrible about having circulation in my fingers and getting to wear a t-shirt in February) office that I share with one other person. I've never had an office. It's all very exciting.

This is an amazing time. Specifically, the internet is amazing. Last week I was using Google Street View to "drive" through a small town in Romania. This place is small enough and remote enough that horse-drawn carts are still a regular thing (the google van passed at least two), and I can sit here and see it as my leisure. You want to lay out a realistic village? Everything you need is at your fingertips.

I'm happy about the 5e SRD and the fact that it uses the OGL. I can honestly say WotC exceeded my expectations in a good way. The DMs Guild setup is excellent as well. There's a good chance I'll dip my toes into some of it, but as a casual exercise and (to be honest) to make a little scratch. Convert some stuff from 2e; something along those lines.

I'm not feeling a super-strong urge to tinker with 5e, just to kind of poke at it a bit. I do feel that a lot of my strength in RPG design is in riffing off of existing material; I don't feel I get the epiphany idea very often that lets me draw something out of nothing. I like making lists and seeing what clicks, and crossing different ideas. I need a starting point.

I have a few lists of 3rd-part OGC character races that I might toy with converting, and I'm seriously considering digging out my 2e material to sort through the kits. Basically make a list of all the 2e kits from the various books, and probably all the 3e class variants from Mongoose's Quintessential books, and look for stuff that sparks ideas (the mongoose books aren't great mechanically, but they usually got a lot of ideas packed into a small space and are good places to start if you want a lot of concepts fast).