Oakthorn is a great village by the river. It’s best known for its numerous inns, entertaining folks who travel the waterway. Check out the interactive map here!
It’s the final floor in the Grand Mithraeum. Next week, we’ll be delving into the crypts beneath it. For now, enjoy the home of the dragon gods, complete with new dragons for your campaign.Continue reading “The Grand Mithraeum, Home of the Elven Dragon Gods”
“Qua Jon, father of magic, was not a worldly man. His magic came not of “things.” It came of himself. It came from enlightenment. We but seek the same.”– Garnosh, Mithrelian Kashkuli
Continue reading “A Traveler’s Guide to Samsarras: The Kashkuli”
“A magical beggar is still a beggar.”–Carwinth Brass, Del Harun Merchant
The world of Samsarras is vast, and, much like our world, most of it is covered in deep oceans. Seafaring is a necessity for travel between the many islands. This artifact, a blessing of the sea god, Markkhesh, allows a strong leader to more easily navigate those treacherous waters where many ships have foundered.Continue reading “A Traveler’s Guide to Samsarras: the Beacon of Markkhesh”
While visiting Dane Caelen if you were to leave the busy streets and take a stroll along the coastline you may happen upon this popular retreat for the residents of the capital city. Though, you may need to search deeper for its hidden treasure.Continue reading “The Dreaming Veil – A Map for your own table!”
It’s game night. You’ve spent hours upon hours crafting your magnificent story. It is intricate, spun with many webs of intrigue, desire, and deceit. The player’s are going to hang on your every word, and they’ll need too. Every detail is important. It’s tough being this clever…Continue reading “Crumbling UpKeep: When Players Cancel”
Qua’Jon’s body hit the ground with a thud. He lay there for a moment, unsure of what was happening. He had seen Gwenich walk behind him with the knife, and suddenly his body was no longer supported by the bounds that held him. He rolled to his back, soft black dirt clinging to his tattered garments. Gwenich stood above him, knife in hand. The strange smile had never left her face.
Some one rolls dice, you get hit, you lose hit points. You run out of hit points, you’re dead. That is how D&D works.
What are hit points, though? Most people view it as a relative measure of health. You get stabbed, your health decreases. You get stabbed again, the process repeats itself. Eventually, you just run out of health.
What I’m proposing here isn’t a new concept. I know I got the idea from reading about it somewhere else many years ago. If I could remember where, I’d give it some credit. It was an idea that really stuck with me, though. Hit points actually represents a number of things: health, how tired you are, the strength of your sword arm… hit points ultimately show how close you are to death, but not necessarily health. Continue reading “Crumbling UpKeep: A Different Take on Hit Points”
Venul ran her soft hand over the child’s face, smoothing her hair and caressing her jaw. She was careful to stay away from the now bandaged wound Mishtil had sustained. She gazed at the unconscious goddess lovingly, a small amount of concerned pain milling with the peace in her eyes. Her finger tips trembled despite herself as she thought of what would have happened had Tadis not been hunting and came upon her.
“Sweet Tadis. You are truly a blessing. You are stern, yet soft of heart. Thank you for saving our young goddess.”
Braxult recognized the chain. Creator abused created. She reasoned that it was her duty to create and abuse as well. The demon of death needed life to fulfill this need. Only the living would fear dying, which would perhaps be their biggest torment. She stole some of the darkness and molded it with her bare hands. Soon, she had a mass of land floating in a sea of dark, though it barely stayed together. There was no life to be found on it. Braxult realized that, while death can give meaning to life, it can not create it.
She wandered the darklands alone, not knowing what to do. She came upon Yarllath, hammering upon a great anvil. The sparks shot off into the darkness, casting little patches of light.
Shilan was an ancient human empire that spanned Qua’Lorn and parts of Sunisia. It was the strong hold of the demons power, a land where every city held a different fiend in highest esteem. Dark deeds were done under a jungle canopy so dense and tangled that the people of the land rarely saw day light. Continue reading “A Traveler’s Guide to Samsarras: Shilan”
This history of Dezeldenia is one of cruelty, disease, and death.
The land of Dezeldenia lays to the North of Mirlethia, separated from their neighbor by Targin’s Rot. The river continually flows with blackened water, yet is commonly traversed by Mirthlethians and Dezeldenians alike as they plunder resources and take slaves from their neighbors. The two human lands have been at war longer than even most elves remember, though neither has managed to expand far into their enemies territory. Those that have founded settlements on the opposite side of the river rarely see their work last more than a decade before it is reclaimed by it’s native inhabitants. Targin’s Rot seems to continually reintroduce itself as the eternal border between the two peoples. Continue reading “A Traveler’s Guide to Samsarras: Dezeldenia”