Tuesday, September 23, 2025

AD&D Solo Adventures - The Village of Homlet Part 2

 The contiuning adventures of my now OSE advanced Solo Great Greyhawk Campaign.
It was just so much easier to manage than AD&D, but I know it will change the XP rates pretty badly, since in OSE, as B/X before it. XP is not gained from magical items, unlike what AD&D expects.

Day 4 Dounil wakes at [7:00], feeling changed as the jump to OSE Advanced goes into effect. Suddenly, bereft of most of his magic and 3 HP, he spends Detect Magic on identifying the shield as a +1 Shield. Looking at his now mediocre Bastard Sword (2d8 to 1d8+1). He takes the decision to sell it, use the longsword one-handed and specialize in that to make up the effective difference.

He also buys platemail (09 on 10% availability), a shovel and a bullseye lantern, with two jars of oil, (-86 GP)

He sells the bastard sword, for 7 GP

He sells the Peridot for 400 GP, 55 FXP 52 MUXP, 1626 GP stored with the keep. [7:45]

Fetching his horse, the now moderately encumbered Dounil rides to the keep in 3 hours [10:45].

Walking his horse through the moat and into the courtyard, NRE [10:55]

Moving into the hall and down the stairs, Dounil is careful to inspect everything about the stairs to ensure he doesn’t encounter another green slime above or below. He pauses for a minute while the squeaking of rats disturbs him, but it is nothing (Random Encounter). He finds a gold ring (40GP) [11:15]

Entering Dungeon Level 1, Area 21, he moves up to the locked doors and attempts to hack at them with his shovel, I judge this to be an immediate roll on the random encounter table. A distant rattling disturbs him. And Dounil tries again, judging there to be no immediate threat, this time it’s two bugbears wanting to know what the noise was and if it was the intruder who killed all the zombies yesterday [11:35]

They surprise Dounil, fortunately both miss. They both would have hit him had he kept up the Bastard Sword in AD&D.

Round 1, Dounil’s magic silver spear does 1 HD, his sword rolls just enough (a 15, not possible in AD&D) and does 2 HD, killing one Bugbear (3 HD). The Bugbear misses.

Round 2, the Fray magic and the sword kill the other bugbear. 410 XP/8 then x1.1 and 1.05, FXP 56 MUXP 53 [11:35].

Dounil must rest now and reflects that he has only done a same chip around the lock (12/50 damage). He needs keys or a proper hammer/axe. [11:45]

Cautiously opening the door to Area 23, since that’s where the bugbears came from. He does not notice the grease, but the door opens silently. Searching for four turns the room finds nothing [12:25] 4/6

Moving into Area 24, he is immediately confronted by the ogre Lubash, who comes out swinging at someone not wearing the appropriate uniform. Dounil is surprised, a downside of going from an AD&D Half-Elf to an OSE Advanced Half-Elf. The bardiche swings overhead (1).

Round 1, Fray does nothing, Sword does 4 HD of damage to Lubash. Bardiche does 3 HP of damage to Dounil, 4/7 HP.

Round 2, Fray hits for 1 HD and kills Lubash, sword misses. FXP 26 MUXP 25 [12:25]
Searching the ogre, resting and bandaging, 6 HP, resuming the search of the bedding and the chest finds
823 cp, 46 sp, and 3 gp and a small-but very fine cloak (elven cloak).
To take the treasure with him would overweigh him for not a lot of XP, so he leaves it all in the chest for his return [13:05] NRE x4.

Unbarring the oak door, reveals a hideous sight of bloody walls and three tortured prisoners in the makeshift larder. Two “mildly tortured” humans and a badly beat up gnome start begging for their lives once they see Dounil is not in cult clothes. Dounil helps them out, surprised to see the room is quite small. The bugbears couldn’t have come from there. The merchants, won over by his non-threatening to them demeanor and high CHA, say they are merchants from Dyvers and can pay in thanks for their release. The gnome just says he will be rewarded, especially when Dounil addresses him in Gnomish, giving Dounil a plain iron ring. [13:15]

Dounil tells them to stay here and asks how they came in. The merchants were bundled down the main stairs, but the gnome was caught by some gnolls (not present), he came down the stairs as well, but the gnolls went east (underground senses). Therefore, Dounil tries searching the east wall. He cannot find anything (4 needs 1-2) and moves up, resting after the second search. When searching the top-middle right/NE portion of the wall (3rd search), the merchants give a shout as 4 gnolls open the secret door. The 5th random encounter check rolled an encounter.

Neither party is surprised.

Round 1, Dounil is 3 squares away and can only do 20 feet. The gnolls advance and attack. 1 hits for 1 damage, 5 HP.

Round 2, spell and sword do only 2 HD of damage, killing a gnoll. The three gnolls all miss but it’s a near thing. They pass their morale test.

Round 3, Fray rolls 1, so the spell dissipates, but the sword does 2 more HD damage, killing another gnoll. They fail their morale test and flee back down the passage. Dounil gives chase but they outpace him in his armor (30’vs 20’). He stops on the stairs, cursing the weight as he can’t even string and knock an arrow before they disappear around a bend. But the staircase he passes intrigues him. FXP 10 MUXP 9 [13:55].

He moves back and rallies the merchants and gnome, it’s time to leave, moving the chest into the larder. They move back confidently to Area 21, NRE x 2. They rest and bandage again before the climb only to be disturbed by moaning, though nothing else occurs, HP is 7 [14:05].

Moving up to the horse, they are forced to walk home, taking 6 hours with rest breaks, the injured taking turns riding the horse. He pays for bed and horse (-4 GP) FXP 6 MUXP 5 [20:05]

Day 5

I made a mistake with his XP, he really should get 120 more XP for the gems. FU 16 and MUXP 15
Dounil looks at his 9 rations left and decides since they might be going bad, he better actually prepare for a serious multiday excursion into the moat house, otherwise he’ll be losing most of the day going back and forth. So, he buys a bedroll and a tent (-22 GP). He sells the ring (40 GP), but receives 50 XP, FXP 6 MUXP 6. Morning tasks done, he rides out [7:45].

Arriving at [10:45], he crosses the moat and teethers the horse by the ruined tower where the spider was killed. He also uses his shovel to slowly and disgustingly turf the corpse of the spider into the moat. NRE x 2, [11:05].

Consulting the crude map he has been making as his revised secondary skill of Map-Making. He realizes the second staircase must be under the place the bandits were, NRE [11:15]

Heading in and searching Area 7, he spends 2 turns fruitlessly searching the black stones. Rests and then is surprised by a scraping noise from above (Random Encounter) but nothing happens [11:55]. He should have paid more attention because the next search turns up nothing but allows a giant tick to jump down upon him.

Dounil was not surprised but his silver spear spell went wild. His sword misses by 1. The tick hits him but the proboscis does yet penetrate the clothes. The Spell and sword make short work of it next round, FXP 19 MUXP 18. [12:05]

He is furious now and starting to doubt he has mapped the place properly. He decides to check all of them with a Defying death roll (probably not the intended use but I was getting sick of constantly rolling).

He takes 1d4 damage on his first use this session as he tears about, HP 6/7. Constantly running over each 10-foot square, heedless of the dangers that wander in, only to dispatch them without XP. After another 30 minutes, he finds the secret passage in the exterior-facing wall, obviously never used by the bandits. But he must rest, [12:45].

It takes him two turns to move though, down and half of that second turn is realizing he is facing a blank wall again, even as the reverse is clearly a door, NRE x 2 [13:05].

He saw the gnolls go through here, so he attempted to find a catch of sorts. After 1 turn, he finds it and opens to Area 26 [13:15].

Advancing through the corridor, he takes two turns to reach the junction, NRE x 2. He turns left to try and reach the middle of the maze (as one does) and detects the secret door. [13:35]

He rests and opens the secret door, NRE to find a corridor. He travels along it to find just a winch and returns to the same spot, NRE [13:55].

It takes another 2 turns to move into the room where Area 28 (the northern) is. Random Encounter, he is unnerved by the sound of his own footsteps for a time. But when he enters the room, Random Encounter, he is confronted with two bugbears leaving Area 27. [14:15]

They have surprise and so attack, one hits. Dounil HP is 4/7.

Round 1, Dounil hits one with magic for 1 HD, but not with sword. One hits him, Hp 2/7

Round 2 Fray does 1 HD, Sword does 4 HD, both slain. FXP 51 MUXP 49

Dounil bandage but is almost interrupted by the rest of the Bugbears, wanting to see what the noise was about, HP 4/7. The Bugbears surprise [14:20]

All miss by the virtue of my cheap wooden desk and its suspicious rolling surface.

Round 1, 5 HD of damage kills one, the bugbears pass their morale. Two hit back, 3/7 HP.

Round 2, 3 HD kills another bugbear, one hits back, 1/7 HP.
Round 3, 3 HD damage, another bugbear dies and the bugbears fail morale and retreat. Dounil does not pursue but bandages again, 3/7 HP FXP 79 MUXP 75 [14:25] 4/6

Dounil faces a choice, he can change forth into almost certain death or retreat with them sneaking up behind them. Checking my options, there is a 3/6 chance they stop to pick up coins, but doesn’t say what value of coins, so Dounil dumps his 33 CP on the ground and legs it. As OSE Advance states most monsters lose interest after they lose line of sight, the single round of pause from the Bugbears is enough to move around three corners back to the junction. Dounil does not stop until he is up the stairs and out into the courtyard. That takes 6 rounds or 1 minute to achieve. [14:26].

In the tower, near his horse, Dounil rests for 3 turns, recovering his energy, NRE x 3 [15:56]
he can go back down, or wait here overnight. He sneaks downstairs to fetch the treasure chest, only a distant rattling (Random Encounter) disturbs him, as he loads the ogre’s coins into his sack and returns [16:56].
He loads up his horse, and rides back to Homlet feeling defeated [19:56].

He gets the nickname, Mister Lately, for coming back at 8PM each night and pays (-4 gp). 823 cp, 46 sp, and 3 gp. He uses his one cast of Detect Magic to identify the cloak as magical (small-sized elven cloak). FXP 2 MUXP 2, he stays for 3 days as the 1d3 HP per day of HP healing goes through the same dice conversion as damage. He pays out the money from the ogre until he runs out, HP 5/7.

Day 9

With only 6 cp to spare, Dounil needs to get his money back from the bugbears and find some more. He rides back, not stopping to buy anything, ditching the leftover rations as they had gone off [7:15].

Arriving at the moat house, he tethers his horse where it was supposedly safe last time and ventures below to Area 18 NRE x 2 [10:35].
Marching into Area 24, he seizes the bardiche where it lays, noting the body of the ogre has been removed and heads back to Area 18, Dounil rests and begins to hack at the doors. NRE x 5, [11:25].

After 3 blows, the sound of thumbing gives Dounil pause, but it passes, it takes another swing to hack the door down to Area 19. Dounil sees the supplies and sees a way to regain some money, he searches a 10 x 10 space and rests, NRE x 2. He searches the rest, NRE x 3, and begins to catalogue. 30 shields ( 30x10/2 = 150 gp profit )12 leather armor (12x20/2 = 120 gp), two kegs of something and barrels smelling of salt [12:15].

He moves up to Area 20 and repeats, 7 rounds, where he hears footsteps of his own shuffling and on round 6 where 2 gnolls come to see and ambush the repeated noisemaker.

Neither are surprised, in round 1 the gnolls are dispatched. FXP 11 MUXP 11 [12:26]

He searches one square and rests NRE x 2. He searches the rest, NRE x 3 [13:16].

50 spears (50x3/2 = 75 gp profit), 10 glaives, six guisarmes (16x7/2 = 56 gp), three battle axes (7 gp x 3 /2 = 10 gp), 70 black capes (each with a yellow eye of fire sewed on the center), more containers of provisions, a crate of 120 arrows (120/5/2 = 30 gp), and a crate of 200 crossbow bolts 200/30x10/2 = 33 gp.

Dounil notes how much he thinks he can fit on his horse. He’ll sell the shields, axes and armor and see if the kegs are worth anything. 3/6.

It takes 30 turns of movement and 6 turns of resting to move everything. As at 778 coin weight encumbrance already and carrying even a normal decent amount halves what remains to 30 feet of exploration movement. 12 random encounters roll on level 1 and 18 in the courtyard. There are no random encounters in the upper level. But three times is Dounil interrupted below. Once by a moaning wind and then by 2 bugbears and then by 2 Gnolls.

Neither Dounil nor the Bugbears surprise, which is fortunate. Dounil’s mighty damage bonus came in handy for turning 2 total damage into 5, slaying one. He receives 1 damage, HP 4/7. The next round a bolt of magic slays the monster.

Against the Gnolls, they surprise but miss. Next round, the Gnolls miss but magic and sword slay 1 and wound the other to 1 HD. Magic slays it next round. Total XP 17 each. x1.1 and 1.05

After all the fighting and carrying, it is now [19:19], the over encumbered horse won’t make it back before the inn closes. So he decides to sleep between the horse and the wall, hoping the horse alerts him to any random encounters. He eats some of the less dubious food from the provisions he opened, trusting that it was part of the human bandit supplies. There’s not a lot of rules for night encounters but as the upper level was cleared by Dounil, it passes uneventfully.

Day 10

In the morning, Dounil transported the remaining barrels and gear up the tower [7:00].

The barrels (indetermined), crates and polearms take another 36 turns of carrying and resting. At one point below, he is interrupted by footsteps, but it was an echo. [13:00]

He takes what he planned and one robe with the symbol. He walks his horse to Homlet. [19:00]

As Mister Lately, most thought him dead. He spends the next hour selling his spoils and futilely trying to get an audience with Rufus & Burne but is told to come back tomorrow. He stables the horse and rents a room. [20:00]

280 gp to the traders at 90% is 252 gp, 160 gp of brandy to Ostler Gundigoot of the Inn of the Welcome Wench due to repeat service. Bed and horse are -4 gp. FXP is 56, MUXP is 54.

Tuesday, September 16, 2025

Adapting Tales of the Demon Lord to SLA Industries 2E

SLA Indutries certainly doesn't expect a camapign to last only 10 scenarios and cumilate in MC being under direct threat in a major confrontation with the forces of Bitterness. So scatter other scenarios between these, but ones which have common theme would be best so the players don't lose the plot threads amid false leads.


From the original text we know the rough process of the story, a tussle between some cultists in the city of Crossings, with the goal of bringing forth the Demon Lord and the hordes of demons to destroy the world. As described on page 2:

The Campaign Story

Most of these adventures deal with the efforts of the ancient society known as the Brotherhood of Shadows to bore a hole into the Void—the home of the Demon Lord and hordes of demons intent on destroying the world. For years, a halfling named Elder Fobb has secretly led a Brotherhood cult in Crossings, posing as a befuddled city councillor as he advances the cult’s agenda.

However, Fobb has a rival for control of the cult. A human aristocrat named Pentachus Katandramus—one of a long line of wealthy deviants who have dabbled in dark magic—discovered that the dread artifact known as the Eye of the Demon Lord lies hidden in Crossings. Stolen from a legendary vampire known as Lucretia, the Lady of Sighs and Sorrows, the eye was brought to the city centuries ago by a demonologist named Moore. Gathering a cadre of cultists to him, Katandramus has set out to find it. The results of his efforts are described in Chapter 2.

As the characters are drawn into the story, Katandramus works to consolidate his power and start a coup against Elder Fobb. He achieves this by the time the characters choose their master paths, using the eye’s power to take over the cult. Once the cult comes under his control, Katandramus sets out to complete the dreaded incantation revealed by the artifact, as described in Chapter 12.

 

By default, the setting is changed to Mort City, maybe Crossings becomes a local government authority for a sector or level. But more likely the scope expands, a plot to bring forth a direct link to White Earth and confront Slayer with Bitterness, before Mr. Slayer is ready. Shadow of the Demon Lord is supposed to end with world-shattering peril after all.

Therefore, the campaign really becomes a set of loose capstone adventures, to be run interspersed with other SLA Industries or converted Shadow of the Demon Lord scenarios until the players are ready for the next act.

Elder Fobb needs to change to something seemingly harmless, a tall order for Mort City. A Halfling being a cultist is unusual, so an Ebonite is out. A Shaktar fts the traditional vibe, but I might suggest a Wraithern. Someone who is so old for one of his species that no one expects him to stay active, much less run a cult. Father Paulus is clearly some sort of senior bureaucrat, the sex addiction wouldn’t be too weird or controversial, so maybe it’s something like a raging drug addiction. Commander Rena is a military woman, one of the more removed aspects of the setting despite War Worlds being a constant threat. Ezekia is clearly an Ebonite. Dreen and Quick remain as is. Gundren would be a Shaktar, the same vibe as a Dwarf. Randolfus is either Naga 7, Cloak Division or Moral Right, someone who riles people up.

 

Harvester of Sorrows

Cultists find the horrible artefact they need. Set off an Organ Filch who starts kidnapping people to steal their organs. Organ Filch and Ghoul were stuck in basement of haunted house that used to belong to Demonologist.

(Hunter Sheet) A local posting relating to a failed Shiver investigation last week, a local Shaktar priest went missing and Shiver Sergeant Alyse is willing keep it open.

Organ Filch and Ghoul are Dream Entities as is the apparition in the Moore House, a shunned and abandoned two-up two down. The bad rumours about the place spawned a creature based on organ thieves and a carrien-themed monster. All blood-themed.

 

Born to Die

White BPN with a false opening

Dreen will ensure everything is private. Gears should be a feral ebonite with an ebonite drug addiction, something weird but not as weird as a Manchine, the closest to a mechanical person. The island becomes an abandoned lot and the boats, motorcycles or lorries. The bound demon obviously is a White Earth entity, probably reusing the stat block of another monster. The two gremlins tormenting the gang could be a lot of things, maybe some feral dogs or carrien, though that’s maybe a bit of an escalation.

 

The Curious Case of the Errant Swine

Pig farm is easy, while a Carnivorous pig farm might be dangerously absurd, a subsidiary which either recycles killed pigs into food for a cannibal sector settlement or just makes artificial ham is good enough. Finest hogs become prize-winning luxury ham for Uptown/Mort Central. The halfling prisoner thing is just an aside that can be played as is as a follow-up or dialled-in BPN.

The Bloody Bones are Manchines infected by Bitterness’s early attempts at a blood cult long ago and locked away by Stigmatyr in rubble-filled industrial area just beyond the Cannibal Sector wall. The Beastmen become carrien as it’s a novice adventure and the troglodytes are clearly just cannibals. The Shrine is covered in Ebon markings instead of Elvish. The whole thing is a giant shrine made by some of the first White Earth cultists, now extinct due to Stigmatyrs sending in a Manchine/hit squad after them. The Chaos Shard can be a creepy gem, or it is a out of place artefact, like a tape that plays 70s or 80s Scottish mixtapes.

 

Temple of Shadows

Red BPN

Gibbering Fever can be run as the Rage Virus or as straight up zombie virus, depends on how much you want to emphasize Bitterness isn’t bound by such concepts as life, death and physics. Randolfus either is in the know about what he faces and is prepared or didn’t know and pulled out an emergency tool given by someone who does. The living tar is a literal black pudding, being made of congealed blood. All monsters are WE/Shi’an cult monsters. If Katandramus doesn’t have access to WE teleportation magic, he should be an Ebonite.

 

The Moon Spire

Just passing through, can be cashed in for a White BPN if they radio in deaths before they solve it.

Carbunbcle is a grimy and cursed Sector. Mutations and health issues are common; Shivers and gangs avoid the place when feeling superstitious. Lots of idle chatter about water red running like blood or being blood.  The moon spire becomes a Naga 7 vault, locked away before their departure and forgotten by all except the heads, who think it’s fine where it is. When the magnetic fields are right (generally monthly), it fades into view as a white marble fountain for a plaza long demolished, with an open maintenance door at its base.

Crusher Glas is a Frother lorry driver, who ran afoul of a Rawhead cultist when delivering a package, but the cultist was being chased by Shivers so he just suffered a slash. He’s had the dreams ever since.

 

Mines of Madness

Green

One of the few Mort-domestic mining operations, pulling out rare minerals for components close to the Fission Belt has gone silent. Players are tasked with fixing the problem. Barrow Wrights are semi-dead Jethians, kept in some twilight state by what seems to be Ethereal/WE power (explaining the weird undead powers). Cartul are some Root Dog ground troop variant, sealed by time. While neither are nowadays strictly D-Notice. Dire threats and NDA are issued to the players along with congratulations.

 

In the Name of Love

Blue, why did the sewers running under the Cannibal Sector Wall here start backing up. Sops needed because danger.

Verge is a small sector close to the Cannibal Sector 2 Wall. Used to make good money with small time industrial and organic recycling but has been severely desolated by occurrences blamed on over the wall creatures until the Ex-War Criminals took over. Deep in the tunnels that go into the sector through the sewerage works, is a stand of Maggrot, left from a successful mission.

There is a D-Notice no one has ever removed about the incident, some persuasive rolls and samples might be required for Threat Analysis to budge. That reveals the momic was destroyed but the Maggrot should have shrivelled with it, as it’s Flux-dependent.

The trees/roots have been absorbing Shi’ian-tainted Flux from the sewage works for years, probably from the cultists in Verge and the wider city. Church of the New God is SLA public works, brigands are a gang, Wargs and Carrien and Craven is a Ebanite.

 

Shadows in the Mist

White/Red/Cyan/Black (rising steadily over the radio)

Missing children case starts evolving rapidly as a massive black storm/fog cloud starts rolling in from Cannibal Sector 1, filtering up through the sewers and smothering Bridgeheads, Lower Downtown and probably curling in the Deep Constructs. Centre appears to be a large semi-solid mass at ground level.

A Dream Entity Master has figured what is Bitterness’s plan and decided to preserve the keystone of half-made realities, she is going to wipe MC off the map. Players must drive out into the approaching epicentre. Mass is a whole island, sliding like a hovercraft, made of twisted trees and ruins. The genie is an Aethernaut who has been stuck here for quite some time, she admits she is probably not capable of going anywhere anymore, but she has tea.

 

Off the Rails

Red BPN when the players are in Cannibal Sector 1.

The Iron Titians were experimental weapons going to be tested on 9th Legion and Darknight Forces in Cannibal Sector 1 before being turned on a warworld. Orcs are merely angry workers or Darknight agents who think Darknight might not treat them as awfully. Troglodytes are cannibals from CS1 and Crow’s Foot is either a Shi’an-controlled settlement or a Rawhead-worshiping cannibal village. The least-reliable cadre of Darknight personnel form the Orcs in the cave.

 

Prince of Darkness

If a direct hook is needed, Ross (Roo) posts a crude Hunter Sheet directly to their address, requesting help with those experienced with Orange, Red and Green missions. Otherwise, the players encounter one rainy morning a manchine missing it’s covering and being tormented by a pair of unnatural gorecrows (technically Dream Entities by really figments of Ross’s self-guilt).

Ross needs help from Operatives, and in halting speech explains that it used to be a Blood Cultist from when White Earth first tried to set up a cult, players will recognise it’s the same tainted manchine design from The Curious Case of the Errant Swine. He will explain what limited information he knows on Bitterness if it hasn’t come up yet. Barghest is another DE figment of Ross’s self guilt.

Iron Peaks is a region beyond the No Go Zone, Ross is quite smug about not every devious plan needs to happen inside the confines of MC. Everything is otherwise as is. SLA Industries will debrief the players very thoroughly as they are high SLC by now and might give them more SLC increases and bonuses for delivering The Sword of Unmaking to Stigmatyr and Naga 7. The void is a portal into a horrible cult centre of White Earth, emphasis this is bad.

 

The End is Near

Plantinum BPN – Since the players have unravelled this mystery so far, the White + Red/Jade BPNs for each disturbance are automatically upgraded and merged with a hasty in car conversation with Mr. Slayer.
He admits Intruder has been investigating false leads planted by White Earth.

Katandramus has fully twisted into an Ethereal. Lucretia is worse, a Kilneck, someone whose very existence is a D-NOTICE. Her mutated entourage of ghouls are severally twisted people, feral Wraithern, maybe some form of basal horror or even slightly mutated Jethian.

Wizard’s Peak is a major Necrothrope centre, create one if none exist. Fail and Bitterness walks into Mort to directly challenge Mr. Slayer. Regardless of who wins, the players will die in the resulting blast.

Tuesday, August 26, 2025

Mixing the Morg Borg Clones Together

There will be no posts for the next two weeks, as I am on holiday. In fact, I’m going to have to rush this second half to meet a deadline. Maybe revise it later.

Edit: Added a short bit on Beserkr/RagnaBorg and Slav Borg.

Bit of an odd idea, but still a fun OSR concept. Ramming as many Mork Borg related settings as I possess/can acquire together and treating it like some big world hurtling towards the apocalypse.

Starting from a firm foundation, the MB-clone to spell the rules out and the only one I have in hard-copy, Pirate Borg. This and the somewhat anachronistic technology implicit in using CY_BORG, mean that the whole exercise will quickly devolve into a One Piece pastiche.

Islands are also useful as a way of throwing in random other modules. Just stick them on an island in the right location and the players can sail there. Assuming you can force them to stay and not take off the moment they think their lives will be in danger.

Pirate Borg: We immediately identify the core concept of the world: islands, pirates and creeping horror. We have an archipelago where several major hostile nations have set up export industries and the lawless rogues who prey on shipping. With the ruins of Atlantis and various portals to the underworld scattered about, producing playable monsters.

We don’t want this to just be a pastiche of real-life, not least because Pirate Borg has committed the progressive sin far more regressive games have done and completely removed any Native America/First Nation people to avoid questions about the origin of said setting.

Let’s spread the islands about. There are many archipelagos along the equator, just full of pirates of varying stripes and several mutually hostile large states. Kingdoms far away to colonize and create the ungoverned frontier that pirates and outlaws emerge from.


Brethren of the Coast (Republic of Pirates) – They want booty and grog and aren’t too picky on how they get it. The open sea promises freedom, but each ship is a little state of its own.

We have The Company (West India Co.) – Given a free reign but focused soley on meeting quotas and payments.

The Unstable Colonies (The French Indies) – A network of ports half decadent and half wilderness, entirely self-interested but are just as likely to turn on you as part of some revolutionary or conspiratorial web as they are to sell you what you need.

The Authorities (Viceroyalty of New Spain) – The oldest, largest and most stringent. They want to gobble up the islands, ship the wealth home and obtain the land and souls of the people to add to their great imperial machine.

The cultists (The Wretched) – They are here to preach to end of the world and do slimy sea and tentacle things in secret. They probably have contacts with the merfolk.

The Wild Islands (The Dark Yucatan) – No one lives here (especially native people who aren’t cultists). Islands which are cursed or otherwise some awful that the only reason to go is the rumors of treasure unclaimed because no one could retrieve it.

Merfolka and Aquatic Mutants mean there must be undersea kingdom (or just one)

 

While there are two locations (even two types of playable sea-creature), the easiest way to set up an initial spread of islands is to just randomly roll them and apply one of the two themes from each faction’s writeup if there are any people there.

 

Down Among the Dead Men has a great idea in being able to visit Davy Jone’s Locker (despite Pirate Borg making Jones a giant turtle). If you want to go anywhere in the world fast, you can sail into one of several maelstrom that make up the center of each of the world’s archipelagos (Mork Borg setting). If your ship is prepared correctly, however that may be (hull plated with Obols, right incarnations etc). You can sail right on through so long as you don’t fall in or get off, then you are stuck. This might be how all the knowledge about raising the undead and the subsequent problems got out.

 

Ronin: There’s an archipelago, with an isolationist government just as awful as any of the major powers of the sea. The maelstrom has started to block out the sun and the demons and undead roam. Anyone who does not feel their duty to stay is boarding smuggler ships docked in secret and taking to life on the high seas.

While you could just use the Ronin map of Kage no Shima. A surrounding shoal of lesser islands can be generated normally with the Pirate Borg tables then populated via the Ronin tables. There are probably dozens of island colonies that have been influenced or settled by people or monsters from Kage no Shima.  Enough that no one bats an eye at a warrior wielding two or more long curved swords.

 

Smork Borg: Two islands, the Smork Poles mark the edges of East and West.

The western island is decently sized but carries a curse. Anyone who lands uninvited shrinks down to the size of a Smork, and only by the grace and financial motivation of the resident Smorks will they change back.

The eastern island is a normal-sized island populated by human-sized Smorks. Just they sit next to an island realm of careless giants. So for all intents and purposes, visitors are the size of Smorks anyway.


Beserkr and RagnaBorg: Vikings are pirates. Weird pirates considering everyone else is 17th century, but pirates never the less. Might have to stick to doing the sort of priacy as the Pirate Borg crews, otherwise a gunpower nation will come down on them. Their gods are proablly also giants and they live closer to the Eastern Smork Pole.

 

Orc Borg: The sound is what is noticed first, a great scream across the water and the wind. Upon the horizon is an enormous metallic leviathan, eternally charging forth. Populated by crude yet cunning monster-men, the Hulk eternally plows across the oceans of the world. Usually, hellbent on passing through a Maelstrom, for which the Orcs fear not. Sometimes it hits an island and if it doesn’t wreck itself, the Orcs pour out to pillage scrap and food. When the Hulk finally sinks, it is said the Orcs wreak havoc in Davy’s Jone’s Locker before returning again. But what is suspected is there is a hidden junkyard island they all sail from.

Slav Borg: And that island is a dissapointment to many a pirate. Zgol is a Tech-Island east of the Old World and mostly cold forests and mountains. The green people here work, suffer and die under The Curse. The Necromancer made The Curse and the Necromancer was paid to do it. The old men in thir high towers have long relied on the coal and the factories to produce goods for the New World. And the hooligans with their engines to produce nihilistic hulks. For whatever reason the brutal status-quo was unstable, so the Necromancer made the changes required. Whether the old men know the extent of the Necromancer's actions or if they care, is another question.

Crews can find some good mechanics and technology here, but they will have to adapt their wooden ships for motors.


Frontier Scum: There are two continents, an old world shrouded by misty islands and a new world, a spiraling archipelago surrounding a mostly desolate center. Directly opposite across the tropical island belt is this land. Lawless and corrupt, passage is by train, horse and riverboat. With the grandest riverboats fitting themselves with massive paddles for blue-water piracy and staff by the most sharp-eyed gunslingers and desperados. They hold themselves in smug superiority over the cutlass-wearing lot, for they have better guns than anyone else.


CY_BORG: In the heart of the New World is a radiation-soaked desert and in the heart of that desert. Connected by a single polluted inlet and blacktop that becomes rail and rutted track. The City beats a sick and black heart for all power emerges from it, all commerce and vice is drawn to it and all technology on those isolated Tech-Isles ultimately is granted by it.

To the rest of the world the city is more than just vice, it is sickness and freedom from a life 3 to 5 centuries behind it. Alkl the Ash and other weird drugs, concoctions and extracts flows into it for the people always need more. And in the heart of the city stands some towers.


CORP BORG: And in those towers sit the ancient old men who manage the world. They do not care for politics or humanity, but about the smooth progress of commerce and authority. Theoretically there should be one old man for each archipelago or slice of the continents. But no one quite knows how many, except there are at least 3 and no more than 9, always odd (for quorum). The apocalypse is a blip, something that has happened in different places and will happen again. Unless it’s not and everything is spiraling out of control. And below them sit the hapless and feuding bureaucracy, the companies and demons who grease the wheels of civilization so it can remain functional and prosperous (for those who rate a mention).

Nations send representatives and compete fiercely to get someone appointed. Being judged on their wealth, their security and their quality of culture (for those who deserve it).


Black Powder & Brimstone: The old world is a mess; nations war under strange influences and sent many refugees and deserters into the seas to try their hand anywhere else. Expect nothing but horrible stories and steely-eyed captains. Aesthetic remains on point though and concoctions found there make their way into the warped hands of pirates.


Star Borg: The archipelago surrounding the New World is heavily influenced by the medley of cultures which have made it’s way to it. Mystic traditions, metal ships and cosmic weaponry make for a potent mix. The Empire of the archipelago has overthrown the shining beacon of the New World and fighting rage through it. Expect normalized weirdness wherever you put in for port, and a sort of lackadaisy approach to live. Go with the Flow. Say nothing about the strange lights in the sky.


Mork Borg in general: Whether on the continent of the Old World or in the misty seas around it. Random coast and islands of protruding rock and pines play host to a bewildering array of dismal disasters. Where the End of the World draws nearer. Stick random adventure on island anywhere in the northern hemisphere or on the mainland if you want the players to walk or ride.

Tuesday, August 19, 2025

OSE to Mothership Conversion

 So, I had an idea of converting between OSR and Mothership. Like those giant and dubious 3rd party booklets they used to sell. Or the weird part-adaptions Deadlands used to put in its crossover books.

But I didn’t know how it would work in practise, so I ran through three different iconic and tiered monsters from OSE and saw which version worked best.

My version was what I compiled by myself; Hundreds is the page from the book HUNDREDS by Paradiso (Warped Beyond Recognition) and Hull Breach has published its own character conversion, one that is designed for Stars Beyond Number.

 

ORC

Armour Class           6 [13]

Hit Dice                     1 (4hp)

Attacks                      1 × weapon (1d6 or by weapon)

THAC0                       19 [0]

Movement                120’ (40’)

Saving Throws         D12 W13 P14 B15 S16 (1)

Morale                       6 (8 with leader)

Alignment                 Chaotic

XP                                10 (leader: 10, chieftain: 75)

Number Appearing 2d4 (1d6 × 10)

Treasure Type           D

________________________________________

•                                   Hate the sun: -1 to-hit in full daylight.

•                                   Weapons: Prefer axes, clubs, spears, or swords. Only leaders can use mechanical weapons (e.g. crossbows, catapults).

•                                   Craven: Afraid of larger or stronger-looking creatures, though leaders may force them to fight.

•                                   Leader: Groups are led by an orc with 8 hit points. The leader gains a +1 bonus to damage rolls. Leaders have defeated other orcs in combat to gain their position.

•                                   Orc chieftain: A 4HD (15hp) chieftain rules an orc tribe. The chieftain gains a +2 bonus to damage rolls.

 

TROLL

Armour Class           4 [15]

Hit Dice                     6+3* (30hp)

Attacks                      2 × talon (1d6), 1 × bite (1d10)

THAC0                       13 [+6]

Movement                120’ (40’)

Saving Throws         D10 W11 P12 B13 S14 (6)

Morale                       10 (8 fear of fire)

Alignment                 Chaotic

XP                                650

Number Appearing 1d8 (1d8)

Treasure Type           D

________________________________________

•                                   Regeneration: 3 rounds after being damaged, start regaining 3hp per round. Severed limbs reattach.

•                                   Return from death: If killed (0hp), will regenerate and fight again in 2d6 rounds.

•                                   Fire and acid: Cannot regenerate damage from these sources. The only way to permanently kill a troll.

•                                   Fear of fire: Morale 8 when attacked with fire or acid.

 

RED DRAGON

Armour Class           -1 [20]

Hit Dice                     10** (45hp)

Attacks                      [2 × claw (1d8), 1 × bite (4d8)] or breath

THAC0                       11 [+8]

Movement                90’ (30’) / 240’ (80’) flying

Saving Throws         D6 W7 P8 B8 S10 (10)

Morale                       10

Alignment                 Chaotic

XP                                2,300

Number Appearing 1d4 (1d4)

Treasure Type           H

________________________________________

•                                   Breath weapon: 90’ long cone of fire.

•                                   Language and spells: 50%; 3 × 1st level, 3 × 2nd level, 3 × 3rd level.

•                                   Sleeping: 10%.      



My Version for OSE

HD = Wounds

HP = Health, if HP is under 10, add +1d5+6 (Allowing 1 HD monsters to have between 11-15 Health), add the OSE HD modifier to Health if average not listed.

At the Warden's discretion, really small animals can just keep the HP as Health for being fragile.

If 4 Wounds or higher, deduct 2 Wound and 10 Health for every 3 total Wounds.

If this reduces the new Health total to less than 10, deduct 1 Wound from the total amount and add 15 to the Health.
If the Warden does not like the high Wound and low Health end result, they can halve the Wounds and double the Health.

Combat = 21 -THACO + Any listed modifiers x5 +15, or Ascending Attack Bonus +2 + Any listed modifiers x 5 +15.

Instinct = HD x 10, becoming HD x 5 after 5 HD, as a percentage

(9-AC/AC-10 for Ascending) round down = AP

d4 = d5

d6 = d10

d8, d10, 2d6 = 2d10

Doubling as you go

Once you get to 4d10, you have the option of changing it to 1 Wound if caused by massive damage.

Bonuses to damage are ignored unless they are +2, then up the dice by one per +2 on the chart prior to converting.

If a + Weapons is required to hit the monster, deduct 1d10 from the damage of the Mothership weapon per + required.

 

HUNDREDS

Many entries are already system-agnostic and require no adaptation for use with other systems, but some that make reference to specific mechanics, damage values, etc. may require some adjustment. When adapting entries to other systems, take the following into consideration (rough conversions listed are from Mothership to a generic d20 system with 3d6 stats, hit dice, etc.):

ARMOR in Mothership 1E is rated in Armor Points (AP), and ranges from 1 (clothing) to 10 (heavy armor). AP is subtracted from incoming damage, and if the incoming damage exceeds the AP, the armor is ruined.

– AP 0 ~> Unarmored

– AP 1 ~> As Cloth

– AP 3 ~> As Leather

– AP 5 ~> As Chain

– AP 7 ~> As Half Plate

– AP 10 ~> As Full Plate

[+] AND [-] are Mothership shorthand for rolling with advantage and disadvantage, respectively. Advantage: roll twice and take the better result. Disadvantage: roll twice and take the worse result.

DAMAGE in Mothership generally ranges from 1 DMG (foam gun) to 4d10 DMG (shotgun at close range, smart rifle).

– 1 DMG ~> 1 HP

– 1d5 DMG ~> 1d4 HP

– 1d10 DMG ~> 1d6 HP

– 2d10 DMG ~> 2d6 HP

– 3d10 DMG ~> 3d6 HP

– 4d10 DMG ~> 4d6 HP

CHARACTERS HAVE MAX WOUNDS

in addition to HP in Mothership. When they lose all their HP, they gain a Wound, and their HP recovers. When a character suffers their Maximum Wounds, they die. An average player character has 15 HP and a maximum of 2 Wounds. NPCs and many Horrors just have Max Wounds (any damage taken just deals a Wound instead).

– 1 Wound ~> ½ HD or 1 HP

– 2 Wounds ~> 1 HD

– 3 Wounds, etc. ~> 2 HD, etc.

CHARACTER STATS in Mothership are Strength, Speed, Intellect, and Combat, which are all values ranging 0–100, but 36 is average. Character saves in Mothership are Sanity, Fear, and Body, also ranging 0 – 100, averaging just 21.

– Strength ~> Strength, Constitution

– Speed ~> Dexterity

– Intellect ~> Intelligence, Wisdom, Charisma

– Combat ~> Whatever you check to attack

– Saves ~> Use whatever save is closest

NPCS AND HORRORS in Mothership usually only have Combat and Instinct stats. Instinct acts as a catch-all for any unlisted stats and saves. Hired Contractors also have a Loyalty save determined after the PCs hire them.

– Stat/Save of 0 ~> Stat of 0, 0% Save

– Stat/Save of 25 ~> Stat of 5, 25% Save

– Stat/Save of 50 ~> Stat of 10, 50% Save

– Stat/Save of 75 ~> Stat of 15, 75% Save

– Stat/Save of 90 ~> Stat of 18, 90% Save

 

Hull Breach Conversion Document

"HD ÷ 3 = Wounds

HD × 3 = Health

Skills Bonus × 20 = Instinct [+/-10]

Atk Bonus × 5 = Combat

Total DMG = DMG as d10s [+1d10]

AC ÷ 3 = Armor"

 

 

My Version

ORC

1 Wound

Health 11-15

Combat 25%

Instinct 10%

AP 3

Attacks 1 × weapon 1d10

Combat 20% in full daylight or similar.

Leader: Groups are led by an orc with Health 15-19

 

Orc chieftain

2 Wound

Health 20

Combat 40%

Instinct 40%

AP 3

Attacks 1 × weapon 2d10

Combat 35% in full daylight or similar.

 

 

HUNDREDS

ORC

2 Wounds

4 AP

Attacks: Combat 1 × weapon 1d10

Combat 50% [A To Hit value of 0 means a score of 10 which converts as 50%]

Instinct 50%

Hate the sun: Combat 45% in full daylight or similar.

 

Leader: Attacks 1 × weapon 1d10+1

 

Orc chieftain

4 Wounds

4 AP

Attacks: 1 × weapon 1d10+2

Combat 50% [A To Hit value of 0 means a score of 10 which converts as 50%]

Instinct 50%

Hate the sun: Combat 45% in full daylight or similar.

 

Hull Breach Conversion Document

ORC

Wounds 1

Health 3

Combat 10% [Cannot use Ascending bonus x 5 as its 0]

Instinct 20%

2 AP

Attacks 1 × weapon (1d10)

Hate the sun: Combat 5% in full daylight or similar.

Leader: Attacks 1 × weapon (1d10+1)

 

Orc chieftain:

4HD

Wounds 4

Health 12

Combat 15%

Instinct 30%

2 AP

Attacks: 1 × weapon (1d10+2)

Hate the sun: Combat 10% in full daylight or similar.

 

My Version

Troll

4 Wounds

10 Health

Or 2 Wounds and 20 Health

Combat 55%

Instinct 55%

5 AP

Three Attacks every round

2 x Claws 1d10 Bite 2d10

3 rounds after being damaged, start regaining 3 Health per round. Severed limbs reattach.

Return from death: If killed Wounds are 0, will regenerate and fight again in 1d10 rounds.

Cannot regenerate damage from fire or acid. The only way to permanently kill a troll.

Instinct [-] or flee when attacked with fire or acid.

 

HUNDREDS

Troll

AP 6

5 Wounds (Could Assume 13 or 18 Health if needed)

Attacks 2 × talon (1d10), 1 × bite (2d10)

Combat Not Stated 6 x 5 = 30%

Instinct Not Stated 30%

Regeneration: 3 rounds after being damaged, start regaining 1 Wound/3hp per round. Severed limbs reattach.

Return from death: If killed (0 Wounds), will regenerate and fight again in 1d10 rounds.

Fire and acid: Cannot regenerate damage from these sources. The only way to permanently kill a troll.

Instinct [-] or flee when attacked with fire or acid.

 

Hull Breach Conversion Document

TROLL

AP 5

2 Wounds

Health 30

Attacks 2 × talon (1d10), 1 × bite (2d10)

[12+10 = 22 as 1d10s is 2d10 split between 3 Attacks, with arbitrary +1d10]

Combat 30%

Instinct 20%

Regeneration: 3 rounds after being damaged, start regaining 3hp per round. Severed limbs reattach.

Return from death: If killed (0 Wounds), will regenerate and fight again in 1d10 rounds.

Fire and acid: Cannot regenerate damage from these sources. The only way to permanently kill a troll.

Fear of fire: Roll Instinct [-] or flee when attacked with fire or acid.

 

My Version

RED DRAGON

3 Wounds

Health 20

Combat 65%

Instinct 75%

10 AP

Attacks 2x claws (2d10) and 1 x bite (2 Wound) or breath 90'/30m cone of fire (2 Wounds + 1d10 damage)

Moves 1/4 slower than a human but flies twice as fast

Language and spells: 50% to know some form of reality warping spell; 3 × 1st level, 3 × 2nd level, 3 × 3rd level.

Found Sleeping: 10%

 

 

HUNDREDS

RED DRAGON

14 AP

11 Wounds

Attacks [2 × claw (2d10), 1 × bite (1 Wound + 2d10)] or breath 90'/30m cone of fire (11d10 Damage)

Combat 55%

Instinct 55%

Moves 1/4 slower than a human but flies twice as fast

Language and spells: 50% to know some form of reality warping spell; 3 × 1st level, 3 × 2nd level, 3 × 3rd level.

Found Sleeping: 10%

 

Hull Breach Conversion Document

RED DRAGON

3 Wounds

30 Health

Combat 40%

Instinct 30% (1 x 20 + arbitary 10)

AP 6

Attacks 2 × claw (1d10), 1 × bite (3d10) or breath (5d10 Damage)

[6d8/45 is 48/45, is 5d10 each]

Moves 1/4 slower than a human but flies twice as fast

Language and spells: 50% to know some form of reality warping spell; 3 × 1st level, 3 × 2nd level, 3 × 3rd level.

Found Sleeping: 10%


What is clear here is that all conversions are very bad at handling small HD creatures. I think that's a reflection of Mothership focusing on the Alien single-monster rather than 3d10 Space Orcs in a room. As expected for a professional product, the Stars Without Number adaption was probably the most consistant at 3 HD or higher, but has the issue that it was made for characters rather than monsters.
I think my version could learn something from both.

I've been reducing the number of Wounds and Health far too much as they climb. And I forget in D&D that 1 HD is pretty tough compared to a Normal Human who has 1/2 a HD or 1d6 HP depending on the edition.

The changes I would make

If this reduces the new Health total to 10 or less, add 10 to the Health. and round up to the nearest 10.
If the Warden does not like the high Wound and low Health end result, they can halve the Wounds again and double the Health.

Add 1 Wound as a bonus.


Orc Chieftain: 4 HD/15 HP, Becomes 2 Wounds 7 Health, add 1/10 and round up for a final 3 Wounds and 20 Health or 1 Wound and 40 Health

Troll 6 HD/30 HP, Becomes 3 Wounds 15 Health, Which becomes 4 Wounds and 15 Health or 2 Wounds and 30 Health

Red Dragon 10 HD/45 HP, Becomes 5 Wounds 22 Health, which becomes 6 Wounds 22 Health or 3 Wounds and 44 Health


Hey you know what the second results look like?

The Hull Breach Conversion where it's HD/3
But the Goblin in, There is a Goblin on Icarus Station is 10(15) Wounds(Health).
So they may be about the same as the original idea of high wounds and mid-range health.

But certainly at low HD (under 3 HD) under the SWN Conversion Guide, it would be wise to just bump up the Wound by 1 if the monster is supposed to be fought. Knock off Health down to 10 if so.

Tuesday, August 12, 2025

Worldbuild24 - History and Personalities Past and Present

 Final post for Worldbuild24, I started this last year as a way of constantly keeping myself writing and engaging with my setting.
I now know a lot of what I was missing, what regions I cared about really and what sections I can cut without affecting anyone else.

I did fall into the bad habit of just copying texts and particularly copying texts which themselves were just blindly copying real world history. But lacking experiences of the own to draw from, I guess that was the best I could do.

History

Age of Chaos – The time when the Earth is ravaged by strife, disasters and when the Gods and Primordials bring forth war in the planes. The Time of the Centipede in Iyamat, Warring States in Jungo, Points of Light in Adventuria and the Decadence in Zakhara. It is an age of monsters, heralded by the Jabberwocky. Each time such an age has occurred it has heralded near destruction and new beginnings for survivors. And yet it is not inevitable. This is the age of heroes and adventurers. To beat back the darkness and reap the soils of falling powers for their own futures.

Ancient Mataram – An old, gone kingdom whose people were consummate travelers, and so they taught their tongue to everyone they met. Many kingdoms and principalities nowadays claim lineage from it. Their greatest legacy is the common tongue of Trade Mataram. Which cuts across all languages in the Sword Islands and can be distorted to match common elsewhere.[i]

Antiquity – The vague period following the Dawn Age. This is the age that myth becomes legend and legend becomes history. It is roughly between the rise of copper and agriculture and the third Age of Chaos, well after the creation of iron. The first true states for Demi-Humans arose during this time and their cultures solidified into recorded groups. Zannad’s human successors, their rivals, the Elven Empire, Degringolade and the host of earthly dynasties in Jungo.

Al-Anwahr – In the last days of Antiquity or the first years after the Age of Chaos, the Loregiver visit this yet ruined city in the yet to be Haunted Lands. In the Burning Lands about a week beyond the Furrowed Mountains, in what is now Jann territory. Hospitality demanded she answer king Azaltin’s questions about how to live forever. Whatever was recorded as the Eleven Baneful Gates caused him to neglect his kingdom, abdicate yet return after years as an undead lich. Civil war wracked the city and the brother’s line founded In’aash, later Muluk.[ii]

Az-Kiral - The last remnant of Zannadian thought, this small empire along the upper reaches of the Mountains of the Moon and the World Pillar Mountains was a mixture of dominate Animal Nomads and precursor oasis farmers. It is here that the god Zehir’s modern name descends from. Its leaders grew ever more ambitious and soon, they craved more power than the snake god was willing to offer. They opened a portal to the star Nihal thinking they would be able to access this power. Instead, the serpentine Starspawn poured through and destroyed the empire in a matter of days.[iii]

Arkhosia – From the still watered edge of the Desert of Desolation, Aesheba, came the Dragons. Though it was the Dragonborn clans who laboured under their patronage. The Golden One unified Io’vanthor and six more in glory, honor and the name of their dead God. Spanning the world by wing, magic and blademaster. The upstart empire of Bael Turath poisoned it’s lands surreptitiously during the wars, but banning the cult of Tiamat undid them. Io’s furious daughter did much to weaken them. After Zebukiel and others tore at it, the ruins remain haunted by kobolds and cannibal Tieflings, remnant garrisons degenerated.[iv]

Bael Turath – During the time of Arkhosia, a kingdom arose to conquer. Human at first, the upstarts could never hope to match the Dragonborn and Dragons. Spreading across the Sea of Ships, they were wracked by revolt and tyranny. So, they turned to diabolic power. In a month, all surviving noble houses had signed in blood, warping themselves and their civilization into an infernal machine of war. The many and greatest of the Tieflings. Slave armies and devils carved holdings across the Known World. Though victorious, their empire lay dead and the power of Torog and the Shadowfell claimed what was left.[v]

Bloodtower – On the north bank of the upper Burl stands a lowland moor, cut from the Deepwoods by Old Adventia or the Korlathi. No-one dwells too near it, for the fog that rises from the Tronish Sea makes travel difficult. In centuries past a society of necromancers built a lone tower in honor of an Exarch of a death God perished. Cloistered there yet recognizable with shaven heads, grey robes and white gloves. Though reviled for their craft and expertise in demonology, this knowledge also made them skilled at putting down the undead. Several centuries ago, the tower vanished or fell.[vi]

Dawn Age – In the beginning there nothing but the two Planes, the Elemental Chaos and the Astral Sea. The Primordials and the Gods. The material realm of the elements created and destroyed, yet the ethereal deities above saw they had created a world in three and infused them with stability and thought. Such was the enmity that led to the Dawn War. Myths were history then, people forged, and civilization learned, much has been forgotten. The first part from the formation to the mightiest churnings was the Hot Period. The divine victories to the War of Winter the Cold Period.

Dawn War – Enraged at the Gods meddling in their works, the Primordials invaded the Astral Sea and established positions on the Earth. Each deity fought with legions of angels and cared for specific aspects to champion, forming their portfolios. At the beginning the primordials assumed victory for they were individually mightier, and the fewer gods divided. Artifacts, races, cosmic structures and Continents were created and churned. It was Archa, either god or mortal, who organized the defenses. Partway through, the Abyss became a dire issue for all. Consequentially, Asmodeus killed He Who Was, appointed divine leader, and declared it a collective victory.[vii]

Divine Compromises, The – It is said when the Dawn War ended but the Dawn Age not, there was strife between opposing Gods. Pelor and Zehir contested the sky, for the sun banished darkness. Khala contested Pelor too, because her ice and snow blocked the sun. Husband and wife gathered Corellon and Sehanine while Pelor allied Erathis, Moradin and Melora. Grudges still linger for the arguments were long and only settled by Avandra’s compromises. Day and night, summer and winter. Yet Zehir tests it with his eclipses and though Khala is Dead, the Raven Queen tests the pact with early autumn and late springs.[viii]

Dhuryan and Malachi – Dhuryan Flamebrow was a Dragonbornvy mercenary from Arkhosia’s fringes, noble yet trying to redeem his father’s dark deeds. Malachi was a low-ranking officer in Bael Turath’s infernal legions, rising through the ranks. Each became the most prominent and skill commanders in their armies, and inevitably clash. Malachi only knew defeat at Dhuryan’s hand. But stories differ afterwards. Malachi was either put to death, retired alongside his friend or now marshals the forces of the Nine Hells. Dhuryan was said to reincarnate until he became immortal to serve the world. Their treaties are Flamebrow and The Hellpath Tome respectively.[ix]

Dukkharan – A ruined city in the western Zomia. Once said to be called Solon and built during Antiquity. It held put against Animal Nomads and the organized armies of caliphs, emperors and rajas by being so remote not army could besiege it without dying of thirst. It was a lich who destroyed it, Raja Thirayam came from the east as a ghost, and some whisper he was one of the Burned Emperors. Slaying the living and reanimating them, he forged the population into an unliving horde and drove them west to what he would call Hantumah.[x]

Elven Empire – Emerging shortly after the Dawn Age from the patchwork of Elven and Eldrain communities. The Elven Empire or Ard-Alfaran, spread east from its traditional home in the Deepwoods, but never progressed beyond the Vidya Mountains. To the South though, the empire crossed the Sea of Ships to the wetter coastal lands of Zakhara. With the First Age of Chaos the empire began to break up into a series of civil wars and controlled anarchism. The arrival of the Korlathi proved both crucial to victory and collapse as the tired communities withdrew west, leading to the Iron Age.

Empire of Deep Darkness – The traditional states of the Dwarves, which are ruled by high kings from the depths of their greatest cities in the Underdark. They haven’t been relevant since Antiquity, and now merely represent bastions of diehard traditionalism in the face of chaos. The western empire is governed beneath the Vidya Mountains, the eastern empire is located inside the Mountains of the Moon. The southern empire exists only theoretically, as members of the Enlightened Faith follow the Grand Caliph as spiritual master of their clans. The northern empire under Tronskal ceased to exist in wars with the deeper Duergar.

Empires of the Djinn – During the Dawn War, the Primordials crafted many elemental races to serve against the legions of angels. The Genies were one such collection, but as the Dawn War progressed, they increasingly set up their own empires across the Elemental Chaos. The djinn were the most prolific, settling the Continent of Zakhara due to its great desert sky. At the end, the djinn were too numerous to hide from the Gods. Empires cast down to their Gensai servitors, imprisoned in containers or fled to Earth. That was their first contact with the Zakharan people.[xi]

Garuda Bird Riders – A people who first flew in the Dawn Age. When Arodia was but an island drifting north to sire the Mountains of the Moon with Nangia. A people of great cunning, they not only turned their skills upon the jungles of Láhág. Building great Degringolade into a work of plant and stone. And were said to be the first people to work steel. They clashed with the people after and were sapped by jungle spirits. Their city ringing with the Continent-shaking earthquakes of the coming of the mountains. Their secret knowledge is much regarded.

Geomancers of Kadar – From the early days of Antiquity to the early age of the Land of Fate, the southern Ruined Kingdoms of Kadar were under the domain of powerful wizard-priests who drew power from the elemental earth. Causing earthquakes, summoning monoliths and inscribing geoglyphs of power. Though never to the islands of Sahu and Afyal. This empire was toppled by a band of holy warriors of the Enlightened Faith called the Lions of Yesterday, the citadels of Tadabbur and Majlis were razed and their history erased except from what can be gleamed from the libraries of Ioun.[xii]

Great Enchantment, The - When the Elven Empire was at its height under the long reign of Rifingolan, a vast magical spell was conducted to affix the Elven Castes. This spell affected all Elves within the areas of the casting towers and leylines, and in doing so meant that each caste would be born with certain imposed features. This has persisted to this day, with elves still sharing caste phenotypes regardless of occupation.

Hailakundpur – A ruined city in the grasslands of Pajuli. A low hillock marks the spot where the city once stood, and nothing was built there again. Famous for its brick-lined fighting pits, which remain full of vengeful spirits. Hailakundpur always had an insatiable hunger for blood, constantly importing men, women and animals to fight and die in the pits. When the Zakharans came, the city fought eagerly for blood. With the whooping war cries of the Pelorian Animal Nomads. The city was razed but the pits remained open wounds.[xiii]

Kantakaran Monks – A religious order from the high plateaus of Nangia, who sought neutrality in a world of division and strife. This di not ender themselves to rival schools, who feared their peace spells could ensnare their minds and destroyed them.[xiv]

Karkoth, History of – Some seven hundred years prior to Nerath’s fall, the Kars swept from beyond the Forest Wall, the Dragonspine. Laying waste to the kingdoms of Surth and Dol-Thamar, before being stopped by the Elves of Tarsembor. Settling, they demanded the surviving Thamari teach them, and a realm of warlocks and warriors emerged. Nerath stripped them of their conquests six and a half centuries later. Freeing all the lands between Dawnforge Mountains, Kindas and Blue Sughd. Humiliated and bitter, the Karkothi domains fought with each other, jockeying for mastery over their shrunken empire. Again, they have emerged, madder and cruel.[xv]

Kortaja – An empire of the Dawn Age that stretched across the Altaran Peninsula. There was no Primal Ban in those days, so the citadel of glass was raised by fervour, armies were strengthened by angels and many Deva of the west incarnated to fight the Giants and elementals across the blasted rocks. For helping free the Dwarves of the Stonehome Mountains, seven swords for seven generals. Besieged at the end, all but one sword was lost when a Primordial raised a trumpet and scoured them. Deific servants seek the sword still.[xvi]

Kosan – Orcs who apparently inhabited Imaria during the Dawn Age. Though it was claimed they developed a dark empire of slavery and magic, which held the Continent in its thrall. The first of the corrupted civilisations to distort divine will. The actual evidence for their extent has been eroded by the ages. Dead scholars in the library of Hevastar have proposed they were Goblinoids, akin to the current tribes of the Sea of Ships, Zakhara or the ancestors of the Night Men.[xvii]

Krylanth – Capital of Az-Kiral, it dominated an island in the Feywild. Where the joining of Arodia and Nangia was not so strong as it was on Earth. This meant the water, Laughing Storms, went almost to the isthmus where Sughd-By-the-Sea would be. On a tropical island, Krylanth was passed from ancient people to Animal Nomads, who switched from sun to serpent. Seemingly invulnerable to mortal armies, it met the same fate as that accused land.[xviii]

Harrack Unarth – What was once known as the Bael Turath city of carnivals, built down waterfalls, is a cursed ruin. Its noble houses were still Human yet produced two vile scions, Ivania Dreygu and Vorno Kahnebor. Their romance healed their family’s rifts by subtraction. They made the city more festive and their entertainments more sickening They eagerly became Tieflings and their diabolical rewards only made them worse. In time the tielfing nobility fled, disgusted. Soon after a beauty’s awful death, a wave of birth deformities swept the city. Many fled into the blizzard as it became a Domain of Dread.[xix]

Mahajola – The greatest of the empires, who termed themselves Chakravarti or Samrat. The title of Vikramaditya was still not in ascendance by this time. Son of an empire and father of another, Mahajola ruled nearly all Arodia, from Sughd to the Yellow City. Its trade in late Antiquity is well remembered by the Elvish Trade Fleets who ferried it west and contested it in the east. However, some priests say the empire took the tigers of Yoon-Suin into its court and the bedchambers. Such creatures defiled the Pure People and led to the Samrat to turn against the gods.[xx]

Mira – An empire of Antiquity that claimed descent from even older Peloria. They stretched from the Long Lakes of Adventia to the jungled east of Arodia. They overlapped somewhat with Mahajola in the south and Bael Turath in the north. Ruled by priests of Erathis and Bane, they conducted rituals to make their armies strong, some said to include their enemy’s blood. They settled many colonies in the Feywild, Shadowfell and overstretched into the Elemental Chaos, where some remain. Visatni legend say the fought against them and while they escaped, Vistan prophecised their doom when they used her blood.[xxi]

Mount Vaelis – A location somewhere in the Planes. Either in the Elemental Chaos or Astral Sea. Where the armies of the divine were defeated by the Primordials during the Dawn War. It is unknown if the mountain still retains recognizable form from the fighting, divine wrath or natural reshaping.[xxii]

Namhar – The Burning Lands were always dry, yet they still had water once. Therefore after Fate struck down the cities of the now Haunted Lands did the first desert city, ancient Namhar perish. Once the destination of Elven merchants seeking gems from the rocky waves and the first Jann treaties. It is said the Queen of Namhar, died of thirst in the Namharid Desert, as it became the outer edge of the Great Anvil.[xxiii]

Necromancer Kings – While ancient Nog was ruled by kings. Sahu has been ruled by Necromancers. Akin to Nog was the Old Empire of Thasmudyan, worshipers of undying rulers and the power of eternity. Students of Zannad as their counterparts, Stygia. The Elven Merchant Fleets did much to facilitate this continuing relationship with deliberate ignorance. Worship of entropy eats at the living and in time, the Kadar-origin New Dynasty Necromancers took the island. In time, they turned the Interior of Sahu into a landscape of the dead and passed to eternity, as the Enlightened Faith was spreading.[xxiv]

Nerath – Once there was monumental engineering and magical architecture. The kingdoms and empires of the world bound by pact and trade. Six centuries ago, the Age of Chaos ended Antiquity. The farmer-clans of Nera united under Magroth, who could have been an unholy wizard. Who at fifteen slew the gold Dragon Ayunken-vanzen, founded Nerathum and lit the still-burning flame imperishable. He campaigned and conquered, incorporating many races, legionary traditions and chivalric knights. Including the King of Blooms in the Feywild. Claiming his Eldrain daughter as his bride, beloved Empresss Amphaesia. All died with King Elidyr by the Gnolls.[xxv]

Ogres of Koptila – Beneath Shang-Yanf, one of Jungo’s Five Loyal Cities, is an ancient legend. Long before civilized Humanoids came to the region, a clan of Ogres dwelled there. Threatened by invasion from the Far Realms during a prior Age of Chaos, their leader Koptila prayed to the Gods so his people may be spared. The gods heard but demanded his own sacrifice. Koptila nobly did so, and the clan was whisked away. Such was recorded in the heavens and prophecies of the court, as is their return. Someday Shang-Yang will find greatly displeased ogres beneath their floors.[xxvi]

Outer Maarb – A location of distant Antiquity, presumable somewhere in Zakhara. Only known through conversations with the timeless demigod Medvd of the Ursine Dune. Records among the Gods themselves only indicate it was somewhere in the Inner Seas or Crowded Sea. On one of the innumerable little islands marked only by navigators. Maarb itself was abandoned, Outer Maarb appears to have sunk.[xxvii]

Peloria – Along the southern coast of the Midnight Sea is ancient land that predates farming itself. Properly termed Zerulia in its time. Peloria was a network of sun-orientated megaliths and long-gone sky worshipers, taming and riding mighty Dinosaurs in time. Not even the Elves truly remember whether they first tamed the horse or adopted it in recognition of their own gryphons and bred the hippogriffs. Before the elves could know them, they rode around the sea to define the Kolarthi, they rode east to ancient Xinjiang and they rode south to grind Arodia beneath their wagons. The land was empty.[xxviii]

Primal Ban – After Khla perished with the Winter War, there had been much suffering for the ice had covered much. The Gods were interrupted by the unveiling of the Primal Spirits, who gave no request for the Dawn Age was over. No god, no Primoridal could come upon the Earth. And even on the sister Planes, the reach of the spirits was far. Gods, primordials and even loathsome demon princes were forced to assume the form of aspects. Even now, if you look up with holy eyes, you can see the bulk of the world serpent enwrapping the earth.[xxix]

Red Crusade, The – The Land of Fate watched with bated breath as Nerath fell to the monsters. Such was Fate and so was their duty to spread the Enlightened Faith. The Mamluks’ greatest success was in the Altaran Peninsula, bringing it under their sway for the reign of the Grand Caliph’s grandfather’s grandfather. Yet driven away by alliances and the Red Order. Following, the crusaders went to the Free Cities. Unable to reach Hawa, they fought skirmishes and sieges without progress. The Hill People took advantage to undertake a great raid. With the lands devastated, the crusaders returned home with little to show.

Sokkar – The City of Eternity. Once the Haunted Lands was grassland and in a fertile valley in what would be the hills south of the Furrowed Mountains stood a city. Now shrouded by Al-Amzija, a Black Cloud of Vengeance, a titanic sandstorm that never falters, never dies. The tempest has raged around the necropolis for centuries, scattering caravans and devouring those who venture too close. Said to be built by giants, the city apparently is home to curses, pyramids and crypts befitting the legacy of Zannad. Legends speak of undying sorcerers and a cursed princess, Ophidia.[xxx]

Vardar – The troll kingdom was founded by Vard, who compelled allegiance. A violent realm of troll war-clans and the monsters that served them. It eventually fell to the vengeance of the Demi-Humans. Vard died at Kadorhak, presumed incinerated. His kingdom remains the Trollhaunt, rising to the Howling Forest, dank barrows and a few fog-shrouded stone forts. The trolls and other foul creatures dwelling in there have degenerated into savagery, preying on each other and any traveler foolish enough to venture into their lands. Yet once they sent heroes to Argent to preserve the Earth.[xxxi]

War of Winter, The – After the Dawn War, Khala aimed to establish supremacy among the Gods, a common refrain. She called upon his consort Zehir, her son Kord and on Gruumsh and Tiamat, who prefer to end the Divine Compromises. Early victories against Pelor, Erathis, Bahamut, Moradin and Amoth were reversed by the joining of Bane, Sehanine and even secretly Lolth. Kord failed to batter Moradin and was shown his chaos. Turning against his mother. Khala was left alone and sought to destroy the Earth in spite, she was slain and the Raven Queen expelled her in exchange for her domain of winter.[xxxii]

Yellow Plant Empire – When the world was hot, and Dinosaurs roamed. When the Primordials had only just separated the Feywild from Earth, the Fey of the tropical “yellow” plants coalesced together across the divide. They were not quite spirits. They crept like a strangler vine and rafted like seeds, choking the Known World. Those who fought were filled with spores and poisons and who served were filled with green blood. It was the cold that killed them, great swathes wiped away by frost and the fire-hungry people. Jungle ruins and Fey-touched races are their legacy.[xxxiii]

Ysawis – The City of the Dead. In the lands of south-western Nog which would become the Ruined Kingdoms, stood a magnificent city. Legends speak of a princess who bargained with gods, defiled a temple, was cursed and the priests built a mound of the inhabitants’ skulls. Ragarra, God of the jungle hid the ruins of his faithful. is rumored to still house treasure and the cursed tomb of its crocodile princess. It is unknown who has braved the Grey Jungle to find them already. For none have yet returned.[xxxiv]

Zannad – During the Hot Period of the Dawn Age, a mighty civilization of serpentfolk emerged and soon spread their empire to all of Earth. This vigorous people founded the empire of Zannad, using impressive arcane powers at their command. In time, they perfected flesh-contorting magic to improve themselves. But those magics distorted more than serpent flesh, their minds too, were warped and corrupted. Their society rotted from within until it died. The vanished empire of Zannad is mostly forgotten but its influence stretches across seven Continents, including The Ruined Kingdoms, the eleven-generations dead kingdom of Deshur and wherever the Yuan-ti lair.[xxxv]


 

Personalities Past and Present

Acererak – Half-demon cambion, son of a witch and forced to flee when the mob came in his tenth year. Once of the order of the Scarlet Robes, and one of the greatest wizards of ancient Bael Turath six hundred years ago. The lich has grown in power even as his body degenerates into a mere skull. Following his death, he avoided the fall of his empire by hiding in an elaborate trapped dungeon, known as the Tomb of Horrors, in the warm southern lands of Alt-Numinor.[xxxvi]

Aelfwine, King – The former ruler of Edon and master of the Burl, most northern of the Riverlands. He was not a strong ruler, much ravaged by Vikings and Edon was besieged twice. In desperation he gave Rolf Longstride, a viking himself, the northern coast on the condition to guard it again his rivals. Wuffmark was the result. Once the north was secured, he was free to turn his attention to reinforcing Ambrosia’s Dyke, but many Goblinoids and Ogres had crossed over. He increasingly turned to the Red Order to rebuild the land with monasteries. Setting the stage for his grandson’s Civil War.[xxxvii]

First Calph, The – Once there was only one Caliph and before that there was none. A young nomad man, which is still a source of pride to the nomads. He received a vision at the house of the Lorebringer, in the village that would become Huzuz. This led him to survive a sandstorm, discover the scrolls in the Akara Mountains, decipher them, reveal the underpinnings of the true customs to all and have his lost tribe return to him at the same village. The union of the Two People made him Sheik, then Caliph of the Enlightened. His son, Nasir al-Nasr cemented it.[xxxviii]

Garetius – Gaetius Grisaccipix was a records clerk in Fallax, in what is now the Monster Coast. He is actually famous for his extensive treaties on adventuring and dungeon exploration, gathered from managing the affairs of awarded heroes. His works remain a primer to this day, with much devoted to the driving off or destruction of hostile Humanoids, which were frequently a threat along the Deepwoods and in the distant borderlands of Nerath.[xxxix]

Grand Caliph, The – Khalil al-Assad al-Zahir, Scourge of the Unbelievers. He follows in the footsteps of his father and of his father’s father before him, being the eighteenth man in his bloodline to ascend the Enlightened Throne. He is either a traditionalist who upholds the values and policies of his father or a disinterested end point of the Age of Chaos. More concerned with the benefits and rituals of office than authority. There is currently no heir, and some say he neglects his duties to attempt to conceive one. Rumors say he wanders the streets at night.[xl]

Guillaume the Unseen – Perhaps the greatest of illusionists. Guillaume is from a distant corner of the Riverlands, either from the Hinterlands of Endom or Brakmar. His long and storied career brought him to the rank of archmage. Retiring to his sanctum in Dolman Country to singularly focus on spells of invisibility. Sometimes seemingly blank pages have appeared in circulation and treasure hoards, bearing his crest. Legends say that those who can decipher them can learn great secrets about invisibility.[xli]

Hungering Lion, The – The undead of Deshur frequently raided the lands of Meru during the Long War. Seeking fleeing servitors and villages to serve as food and slaves. They spared one boy in the village of Dagamar, certain his crippled legs would see him slain by nature. Kwo did not and came to live among the Agogwe. Seeing the engargiya of Akota convinced him to ride. And his name was given for his appetite for it. Age twenty-eight, he was blessed by the spirits and he took his furred forces and led the Meru to the Silent City and beyond.[xlii]

Imam Suhail min Zann – A cleric of the Enlightened Faith during its expansion into the Ruined Kingdoms. He was the patron of a holy band of warriors known as the Lions of Yesterday, who overthrew the Geomancers of Kadar. They tore down their fortresses of Tadabbur and Majlis and embarked on expeditions to erase all knowledge of them. The shrine that is his tomb is in the desert south of the Furrowed Mountains on the pilgrimage route to Huzuz. It is guarded by Mason Wasps, Enlighted constructors.[xliii]

Jabberwock – The Herald of Chaos, the Jabberwock is a hideous Dragon which must be slain to end an Age of Chaos. It is technically an immortal and reincarnating creature, but dwells solely on Earth rather than on another Plane. It does not pay homage to Bahamut or Tiamat as it was spawned from the destruction caused by the death of their father Io, as an embodiment of the instability of the Dawn War. It can induce madness in foes and regenerates from all but the sharpest edges.[xliv]

Jafar al-Samal, the Wise – The first Sha’ir, who transcended the normal bounds of pacts by developing his Great Binding in Zakharan Antiquity. That genies must respond to him and act according to his wishes and in return he would agree to certain promises. This was beyond a common pact with higher forces, allowing for commands or bargains beyond mere elementals. Sha’ir nowadays stick to Gen and Earthly Genies and rarely invoke True Genies. But Jafar set the precedent for Polygamous customs by marrying a genie of each element.[xlv]

Kaday, Emperor – The Emperor of Nyala at the end of the war with Deshur, Kaday’s has been immortalized for the hard choices he made for all the people of the Three Lands. Realizing that Nyala’s inactions had led the Eternals successes. He granted the Krisi independence and withdrew the imperial claims to the other lands. With this and his own charisma, he led an united army to first the Silent City then to Deshur’s old capital. There he was either slain in battle with the undead Pharoah or slain by embittered nobles. Nevertheless, a victory that has enabled two generations of peace.[xlvi]

Kurngarl the Hunter – As the empire of Bael Turath fell, a family of Humans bore a Tiefling and left it in an enchanted grove to die. Saved by destiny or Melora’s fickle mercy, the baby was raised by Yunulf, “the Lady of the Wolves,” as Horned Man. Learning uncanny skills from many animals, Fargrim the explorer took the child home to Durigrin. A citizen and a roamer of the wilderness, he acknowledged no name by the literal translation; Kurngarl or Kurn. With his wolf-brother Grabor they performed heroic and mighty deeds among many races. Now held as an example by Melora’s followers.[xlvii]

Loregiver, The - Fate is said to have appeared in ancient times as the shadow of a woman. She had left her teachings in the hands of a beautiful girl, over whom all the gods and genies had been fighting. Who recorded Fate’s teachings upon a series of scrolls. The story of this girl survived for centuries in legends told by the desert bards. Five hundred years ago, the scrolls were discovered. Though the Loregiver is accompanied by a bevy of regional legends, it appears she was mostly forgotten until revealed to the desert nomad who became the First Caliph.[xlviii]

Louis, The Great Wizzard – The greatest magic user who ever lived in terms of practical casting, The Great Wizzard Louis is a paranoid old man who lives in a seemingly-rickety tower in the southern Deepwoods. Long years of adventure and carousing have made him a great deal of enemies and the sort who can wait till after death. In the course of his lifetime, he has refused several academic positions, may have fathered several supernatural children, slain the greatest fiends brought forth on their own planes and is famous for defeating a small god single-handedly. Of course he does not receive visitors.

Monkey King, The – A pretender to the throne of Jungo. Possibly a Shanxiao or at least has a strong following among them. Also known as the “Southern Pretender” as his territory aligns the southern bank of the Red Dragon River, almost up to Kwantoom. He cultivates loyalties in the Jiang Hu to assemble an army of tribes, traditional gentry, and adventurers. He patronizes monasteries and fighting orders while claiming to be an immortal Sage.

Nasir al-Nasr, Caliph – The Great Eagle and the second caliph of the Land of Fate. Though his son and grandson expanded the borders of the Caliphate to encompass the Cities of the Pearl and Free Cities, he is the one who laid the groundworks. When he received the throne, there was much division over who would rule and the succession. Should he have failed to implement the wisdom of words, law and might. His empire would have disintegrated into factions and become as many feared, like the Ruined Kingdom. No, the Age of Chaos came for his descendants.[xlix]

Osric I – The Founder of the Kingdom of Dungeonland. A Half Elf from the shores of the Tronish Sea, whose band of merry adventurers pushed back the Goblinoids of the northern Deepwoods and founded his vertical kingdom in the old Dwarf-works around and under a stony mound called Fisher’s Crag. Osric pursued a firm alliance with nearby Elven courts and Tronish Northmen across the sea, serving as a vital strongpoint in the ongoing Greentide. His anti-goblinoid policies softened in his later years, allowing Half-Orcs to live as subjects in the underground rooms and small holds above.

Osric II – The current king of the Kingdom of Dungonland. Osirc is an overwhelmed man, his father having placed him in a position where he is obligated to pay fellow adventurers to plunder down the hidden corridors of Dungeonland so the taxes can pay Tronish mercenaries to fight for the Elves. It is known that he is frustrated with his kingdom’s size, it being barely a barony compared the Hundred Kingdoms and with meagre tax revenue. It is rumored he is willing to pay in land he doesn’t yet own for assistance permanently dealing with the Orcs of the Lipid Valley.

Perastrulus – A resident of Seaopolis, the city preceding Gulltown. Perastrulus was a natural philosopher and historian who over the course of his life wrote several treaties about the conditions of the world, based on merchant knowledge and his own travels around the Sea of Ships. His work was the first to outline the origin myths of many monsters and trace their origins to different regions. He also wrote The History of Civilization where he traced the rough movement of many cultures of the Dawn Age and Antiquity to their supposed homelands. Not completely accurate, it remains the mainstay of classical studies.

Qiuntius Lumenax – A historian based in Sanctaphrax and Undertown, his Matters of the World provided most of the corpus for the records you are reading now. Originally intended as a primer for young merchant families, he returned to the work over the course of his life. Revising and redrafting it as new information and research occurred. Though he passed before it could be published, occasional correspondence with him in Hevastar has allowed for details about the civilised afterlife as well. His works grew noticeably less focused the further from his city it went, requiring many new additions from his students.

Ravana the Younger – A rakshasa who claims royal and divine descendent from the last native king of the island of Afyal who supposedly married a Deva in honor of the Lost God. He started the cult of the Elephant Demon with the goal of restoring his claimed rule to Afyal and the expulsion of the Enlightened Faith elsewhere. His leadership has smoothed over the inherent uncleanliness of human sacrifices of prisoners of war and the poor by giving the faithful freedom. He knew an evil god was more willing than a moral god with many differently valued cults they compare the success of.

Raven Queen, The – Nerull was the cruel God of death. Who held those who died in his grey and cheerless domain of Pluton. With this power, he saw fit to be king over the gods and set pestilences. Death brought a beautiful and powerful sorcerer-queen to him, he called her Nera or the crone of Pohjola. He made her his consort. She found his secrets and slew him, with unbinding souls. Yet denied his place and bide to be goddess of death but not the dead. Even now she strains at her strictures, erasing her name to no avail and gaining new domains.[l]

Roderick and Anneli – Originally hailing from Wuffmark in the northern Riverlands, the twin fire elves Riwal and Anaelle witnessed the assimilation of the Northmen while undergoing religious instruction to be inducted into the Red Order. Following this, they sought permission to proselytize in Tronskal. With their beauty, skills at arms and diplomacy to the jarls, the twins quickly began to win converts from the Pagan variants to the Systematic Gods, setting up the first Bishoprics which became hubs of authority. Both married three times and all their children survived to marry again. It is prestigious now to claim vague kinship to them.

Storm, Princess – Following the death of the Lion Prince in the Delve of Saint Ulther. The crown passed from King Richard to his surviving brother Leo, whose forested demesne had withered from conflict with the mercenary, Cedric the Bull. With no sons, his daughter secretly sought knighthood and was livid at the barons’ refusal upon her inheritance. Declaring herself a king to march on Endon. At Bilgebridge, she was persuaded to marry her kinsman, the Duke of Wuffmark. Now they are ending the Endon Civil War by persecuting the last independent cousin, a self-declared queen in of wooded roguery and magic.[li]

Ssra-Tauroch – The first mummy. The last emperor of old Zannad. Pious to Zehir and renowned in victory, he dominated Dawn Age Imaira, having brought low the Yellow Plant Empire across Continents. Yet reviled by his people for his strictness and zealous adoption of ritualistic sacrifices. As he aged, he requested the boon of immortality, and a dark angel of his lord rewarded him with the secret knowledge of mummification. Hidden from view, his people feared his death or possession and revolted, he escaped to the Auburn Desert in the Shadowfell.[lii]

Urrok the Brave – The Stonemarches are placed between sea, forest and mountain, and so are much troubled by Dragons. For the Orcs there, they have taken heart in the legend of Urrok of the now dissolved Empty Eye tribe. Who slew four separate dragons with his spear. Though the fifth felled him, his spear was recovered and enchanted. The spear has since become a wandering artefact for the killing dragons, a sacred relic of Grumumsh.[liii]

Vecna, Servants of – Before Vecna became a God, he had two undead servants of unholy power. Kas the vampire was first an evil paladin, then a vampire powerful enough to defeat weak deities and Primordials. With his sword and mask, he nearly succeeded in betraying his lord upon his apotheosis, merely mutilating him. He dwells in a vampire-ruled kingdom in the Shadowfell, a realm in the Astral Sea of fire and obsidian and a Domain of Dread, Monadhan. His mightiest remaining servant is Supreme Seed of Darkness, Osterneth the bronze lich who houses Vecna’s heart and whispers to Earthly powers.[liv]

Vyn-kazi – During the Dawn War, the Primordials were doomed once the Gods could overcome their individual natures, but the fractious and grasping loners could not. With the fall of Nekal of the Glowing Deep, his Genasi general swore fealty to Pelor and changed from water to fire to honour him. She led the genasi against the primordials, in turn developing harmonious blended style when one dominated before. For this, the gods spare the genasi their wrath, allowing them to escape the fate of the Genies.[lv]

Yin Liu - The immortal Sage-Astronomer Yin Liu, sits in her mountaintop astronomy, almost totally oblivious to the chaos in Jungo. She has devoted her life to predicting the future from the movement of stars and Gods in the heavens. She is the single greatest magic-user currently alive, having an encyclopedic knowledge of all spells derived from distant stars, court records and forgotten secrets of the Mountains of the Moon. She cemented this reputation at the great conclave of wizards in Hevastar, where she presented her essay on the enigmatic and capricious Young Gods.

King Elidyr – The last king of Nerath and first definite victim of the Age of Chaos. Against Gnoll invaders who marched beneath the banner of the Ruler of Ruin he quelled them, but at the cost of his life, his heirs, and most of his trusted barons, dukes, and champions upon the field of war and at the gates of Nera. With his passing there were no more honest men. It is common for the more reputable sort of warlock to contact and woo his spirit, for he is bitter and seeks worthy champions.[lvi]

Zebukiel – Let the Gray Worm live cursed, suffer cursed and die cursed. A gray Dragon, Zebukiel was of aristocratic lineage in Io’vanthor, lost capital of Arkhosia. It was he who righteously ignited the smouldering kindling against Bael Turath. But he could not stomach the toll and sought a peace that never came. Bael Turath’s offer was the Arkhosia leadership must die for starting the war. So, he killed silently and systematically, slipping into madness as fighting continued. When discovered he fled, the empires gone. He cannot die except by a Tiefling. He is hunted to the farthest corners for his betrayals.[lvii]

Zutwa – An ancient being of the Dawn Age. Possibly an early Primal Spirit as it was manifest life force. Towering as large as a mountain, composed of bark, boughs, grass, leaves, and petals. Liquid green and limpid, it’s gaze could spawn life in barren soil or dead tissue or deprive earth and flesh of vitality. Zutwa gave up its existence to defeat a primordial of manifest dissolution. Yet those who truck and form pacts with vestiges and shadows on the walls may yet commune with it. Speaking of seemingly inexhaustible energy.[lviii]



[i] Gubat Banwa, scattered references

[ii] See A Dozen and One Adventures, pp.18-20

[iii] D&D 4E Monster Manual 2 pp.186

[iv] See Martial Power 2 p.97 Dragon Magazine #369 pp.31-39, Player’s Handbook Races – Dragonborn

[v] See Player’s Handbook Races – Tieflings pp.4-32, Martial Power p.35

[vi] See Open Grave pp.80-87

[vii] See many 4E articles and texts

[viii] See Divine Power p.92

[ix] See Martial Power pp.124-125

[x] Paraphrasing the story of Forgotten Realms Solon and Ambuchar Devayam/Tan Chin for background to Hantumah

[xi] See D&D 4E Monster Manual p.73

[xii] See Ruined Kingdoms: Campaign Book pp.7-9

[xiii] See Yoon-Suin 2E p.326

[xiv] See spell Walk of the Kantakaran from Aracne Power p.85

[xv] See Dragon Magazine #399 pp.90-91

[xvi] See Open Grave pp.43-44

[xvii] See Nyambe African Adventure pp.17-19

[xviii] See Dragon #428, p.29

[xix] See Dragon Magazine #368 pp.70-83

[xx] Mentioned a couple of times in Gumbat Banwa

[xxi] See Manual of the Planes pp.76-77, Dragon Magazine #380, p.76

[xxii] See Spell Vestige of Mount Vaelis, Arcane Power p.75

[xxiii] Inspired by the spell Vestige of the Queen of Namhar, Arcane Power p.86

[xxiv] See The Complete Book of Necromancer pp.110

[xxv] See 4E Players Handbook p.4, Dragon Magazine #393 pp.11-18, Dragon Magazine #396 pp.1-7, Martial Power p.30, p.34, Martial Power 2 p. 119, p.124, Monster Vault Threats to the Nentir Vale, p.86 The Mark of Nerath novel prologue, Dragon #412 p.6, Oath of Vigilance novel Chapter 3

[xxvi] See Dungeon Delve pp.48-53

[xxvii] Inspired by Slumbering Ursine Dunes p.7

[xxviii] Peloria is from Glorantha, Zerulia is derived from Zaus from D&D 3.5E Races of Might, which is occasionally linked to Oerth/Dawn War sun god Pelor in speculation.

[xxix] See Primal Power p.116

[xxx] See Cities of Bones pp.8-11

[xxxi] See P1 King of the Trollhaunt Warrens, pp.2, 8, 24

[xxxii] See Divine Power p.67

[xxxiii] Yellow to refer to jungle plants comes from Greg Stafford’s Glorantha setting

[xxxiv] See Cities of Bones pp.12-25

[xxxv] Inspired by the background element to Points of Light campaign setting, Wizard Presents Worlds & Monsters

[xxxvi] See 4E Tomb of Horrors Hardback p.4, Revenge of the Giants pp.70-76, Open Grave p.201

[xxxvii] Partly based on Charles III “the Simple” of France

[xxxviii] See Al-Qadim Land of Fate p.68

[xxxix] Garry Gygax, who wrote a fair bit about player domains in the AD&D DMG.

[xl] See City of Delight: Golden Huzuz pp.35-37

[xli] See textbox in Arcane Power p.120

[xlii] Adapted loosely from Nyambe African Adventures p.21

[xliii] See Ruined Kingdoms: Adventure Book pp.8-9

[xliv] Inspired by Pathfinder 1E’s use of the Jabberwocky as a monster, Warhammer Fantasy’s use of it as a chaos monster

[xlv] See Secrets of the Lamp: Genie Lore, pp.42

[xlvi] See Spears of the Dawn p.67

[xlvii] See Martial Power p.65

[xlviii] See Arabian Adventures p.18

[xlix] See City of Delights: Gem of Zakhara p.14

[l] See Divine Power p.43

[li] Inspired by Magical Industrial Revolution p.19, Princess Storm from LEGO Knights’ Kingdom 2000 theme and Kingdoms 2010-2012 theme

[lii] See Open Grave p.88

[liii] See Draconomicon: Chromatics pp.80-81

[liv] See Open Grave pp.204-205, 208-209, Dragon Magazine #402 pp.1-6

[lv] See Martial Power p.121

[lvi] See Arcane Power p.73, Dragon Magazine #393 pp.11-18

[lvii] See Draconomicon: Chromatic Dragons pp.248-249

[lviii] See Arcane Power p.73