Showing posts with label Midgard. Show all posts
Showing posts with label Midgard. Show all posts

Monday, August 11, 2025

Midgard: The Legend of Valeresh & the History of the Elves

This lore is based on my own Midgard campaign experiences and the information available in the Midgard Worldbook. Some is research and some is information that will be revealed diegetically. It was created as a GM aid to tailor campaign lore for my player running a cleric of Valeresh. 

While conducting the research for this article, it became apparent that there are both large gaps in the Bard’s Chronology timeline as provided in the Midgard Worldbook, and very vague language throughout that book and the Book of Ebon Tides. Perhaps the most confusing portions are the conflicting references to events and locations, such as Thorn. It is said to have fallen during the Reaving of the Dwarves, but then reappears during recorded history as a center of elven civilization. The Northlands source book refers to Thorn as fallen in the Vanir War, yet the Worldbook says that the capital of the second

The History of the Elves of Midgard

The Earliest Days and the Vanir War

The elves of Midgard have a long history defined by different eras. In the far distant past was the age of the first elves, who allied with the giants and the ancient elements as part of the Vanir against the dwarves and the Northern gods (Aesir) in the Vanir War. It appears that Valeresh may have lived as a mortal and ascended to godhood during this time based upon available sourcing. The gods of the elves likely worked together as they forged this early empire, forming a elven court of Thorn that set the pattern for their current elven pantheon and presaging the structure of current elven and fey courts. Valeresh's wife likely died during this time period, and somehow he and his court ascended to godhood. It is also said that at this time the elves planted the seeds of Yggdrasil in the Silendora, or Summer Lands. The elven version of this story attributes this act to Yarila & Porevit, while dwarves and Northerns say it was Freyr & Freyja (these are both true, as Yarila & Porevit were exchanged as hostages in the peace that settled the Vanir War and their now are gods who dwell with the Aesir). 

The elven court that became the pantheon consisted of at least:

  • Baccho (Baccholon)
  • Holda
  • Valeresh (Valeros)
  • Yarila & Porevit
And potentially:
  • The Green God
  • Gytellisor
  • Volund, in his aspect as “armorer of Valeresh”

This empire’s legacy is seen in truly ancient elven ruins and the legacy of great magic later used by the Second Elven Empire. The Reaving, in which the rival Dwarven empire fell and drove many dwarves South, caused the fall of this empire, as elves retreated into the lands of the West in Midgard and to their strongholds in the Summer Lands, much like the Great Retreat that sealed the end of the Second Empire.

The Coming of the Valeran Elves

Roughly 2,200 years ago, a new group of elves departed the Summer Lands to reestablish the elven peoples in Midgard. Over the 1,300 year reign of the elven empire, there emerged five centers of civilization. The first was under Emperor Xindrical the Explorer, who founded the River Court of the Arbonesse. The second was Sephaya in modern day Perunalia on the Ruby Sea, ruled by Queen Shillesh Greensun Sephaya. Queen Sephaya was said to be the daughter of Yarila. The third, abet short lived comparatively, was the High Court of Liadmura, in the modern Ironcrags, under the Eagle Emperor, famed for his conquests and veneration of Valeresh. The fourth and longest was at Thorn under the High Queen Lelliana Thorntree Endiamon. Most notable was the influence of her daughter, Shadow Princess Sarastra Aestruum, whose actions resulted in the creation of the Shadow Fey and their and her exile into the Shadow Realm. Queen Osilessi in the late fourth empire also built the “Summer Garden of Queen Osilessi,” or Osilessidra. She sought to restore the ruling caste of elves’ dominant position.

The final elven capital was at Valera after the fall of Thorn, with Triolo as another great elven colony (though it appears that Thorn and other cities remained inhabited by elves, due to their sudden vacancy in the Great Retreat).

The expansion of this period was driven by the combination of elvish magic, including prowess in navigating the Fey Roads, and in their martial strength with their archers and light cavalry. Valeresh took on a grim aspect in this time, with many conquered adversaries purged or sacrificed to him. 

Corruption of the Shadow Fey

In the dark days of the Black Sorceress’s Revolt, Shadow Princess Sarastra and her followers joined with the dark mages of Caelmarath, calling upon dark powers. This corrupted them into the Scáthesidhe, or Shadow Fey. This people departed the Summer Lands and Midgard, breaking with the other elves, to follow Sarastra (Hecate) into the Shadow Realm. The Shadow Realm was reached by the corruption of the ley lines by the fiend-aligned mages of Caelmarath. The Shadow Fey, lured by the promise of powerful magic from the darkness and infernal—hence why many possess horns. This schism occurred roughly 582 years ago.

At some time after this, Sarastra, the Queen of Night and Magic, fell out with her husband, Ludomir Imbrium the XVI. He is better known as the Moonlit King of the Shadow Fey. Before the Moonlit King followed his wife into the Shadow Realm he was a high born noble, as the Duke of the Ironcrags, Baron of Bratislor, Earl of Zobeck, and Count-Palatine of Salzbach. His regret at leaving the world behind drove him to sorrow and madness. During this time, Sarastra also corrupted the Miremals of her sister, the Faerie Queen Titania.

The sable elves followed after the exodus of the Shadow Fey. Their motives are shrouded in mystery, but the truth is that unlike the true elves who remained in Midgard and were driven from the Northlands by the dwarven empire before the Reavening, or the Shadow Fey who forged pacts with the darkness, the sable elves instead fled this destruction in disgrace. This era is called the First Flowering of Shadow. Both these groups brought their own servitor peoples with them into the Shadow Realm. 

This period led to the rise of the dark elven god, Sarastra. The worship of Valeresh is not wholly lost in the Shadow Realm though. The sables elves and Queen of the Court of the Golden Oak worship him under the name “Valeros,” prizing martial and arcane power.

The Great Retreat

482 years before the present time, for unknown reasons, the priesthood of Valeresh led the Great Retreat to the Summerlands under the direction of Emperor Jorgyn. The cities of Thorn, Valera, Liadmura, and Sephaya are left vacant. The elves left behind are few and scattered like windrunners of the Rotheian Plains, and a larger concentration in the River Court of Arbonesse, which closes its border. These pockets are but a memory of their former glory, and the worship of Valeresh is all but forgotten. Besides these small groups of true elves, only the elf-marked, those descended from their dalliances with human servitors, remain.

Stirrings of the Elves

After long centuries the elves show signs of restlessness once more. The Deathsworn, fanatical warriors dedicated to Valeresh (Creature Codex, of. 142) haunt the ancient forests. The relics of Valeresh, Illethandril (the Silent Sword of Valeresh), Korren-Gadresh (the True Bow of Valeresh, or Farseeing Bow), remain untouched in his temple at Hirschberg, said to be reclaimed when the elves return from exile. It is said a light appears at the Cathedral of Bright Honor on a hill outside Valera, and a voice speaks to those present in Elvish. In the same city, the Scolia Valeresh teaches martial and arcane battle skills, led by First Fencing Master and Ley Adept Tikkalan Illuvitesh. The First Fencing Master also calls himself the “Last Knight of Valresh.” Cults of the Return worship the elf-marked, and foretell of the elves’ coming back to Midgard.

Other portents seem to be appearing as an elven knight, dressed as the “Chosen of Valeresh” made a pilgrimage to the Seat of Mavros in the Western Wastes, praying to the warlike aspect of the deity. Elves examine old lore related to the shadow roads, and the ancient learning of the Magocracies that remains in Bemmea and Friula. Even the rumors of war pressed Magdar speak of a portal to the Summerlands, and elven hosts that will emerge to halt the growing Dragon Empire.

Monday, June 9, 2025

South-Western Marches of the Blood Kingdom Random Encounter/Tool Tables

These encounters are designed to be used in conjunction with the keyed hex map for the South-Western Marches of the Blood Kingdom used in my Empire of the Ghouls campaign. These encounters are optimized for Tier 2-3 play.

Cartography by Faxfire

These are random tables I created to support the hex map and key detailed in last week's post. This was a really interesting and helpful exercise, and also got me deep in my monster and setting books. Some of the tables basically don't end on nice, easy, regular dice numbers—so instead use this die roller from Sly Flourish to input a custom end number. For monster stats, all from the Monstrous Menagerie are released by EN Publishing under a Creative Commons License. The monsters from the various Kobold Press books are for the most part release under the OGL and can be found at Open 5e. For monsters from WOTC, you’ll need to pick up the referenced source or omit them. 

Factions List

1 Band of the Twice Damned

2 Krakovar Rebels - Loyal to Queen in Kariessen

3 Spearmaidens of Sif (Order of the Spear)

4 Dwarves of Grisal/Black Fortress

5 Grand Duchy of Dornig

6 Ghoul Imperium

7 Night Cauldron of Chernobog

8 Followers of Lady Illmalad

9 Red Sisters

10 Roll twice more and combine the results

Deities

1 Marena

2 The Hunter

3 Chernobog

4 Valeresh

5 Khors

6 Thor/Perun (Donar in Dornig)

7 Mavros

8 Vardesain

9 Volund (Veyland to Elves, also the Armorer of Valeresh)

10 Holda

11 Heid or Gullveig in North (Sarastra)

12 Hod (Charun)

13 Anu-Akma 

14 Loki

15 Sif (Grajava to Dwarves)

16 Jormungandr (Ouroboros in the Crossroads)

17 Boreas

18 St Whiteskull of Bratislor (Midgard Worldbook, pg 388)

19 Goat of the Woods

20 Mammon 

21 Chemosh, Demon Lord of Conquest (Creature Codex, pg 75)

22 Chttr’k’k, Demon Lord of Rats (Creature Codex, pg 76)

23 Rangda, Demon Queen of Witches (Creature Codex, pg 78)

Haunted Lands Encounters (1d140)

1 Soldier Squad

2  2 or 3 griffons (Monstrous Menagerie, pg 255)

3 Owlbear

4 Zombie Knight

5 Zombie Horde

6 Ghast

7 Ghoul

8 Skeleton Horde

9 Specter

10 Band of the Twice Damned Member

11  2 Ettins; or ettin with 1 or 2 Ogres; or ettin with 1d4 death dogs (Monsterous Menagerie, pg 197)

12 Banshee (Monstrous Menagerie, pg 29)

13 Flesh Guardian 

14 1d10 + 10 Grimlocks (Monstrous Menagerie, pg 257) 

15 Ogre Mage

16 Red Sister

17 Spirit Naga (Monstrous Menagerie, pg 342)

18 Werewolf 

19 Bandit Captain with 1d10 + 5 bandits (Monstrous Menagerie, pg 470)

20 Revenant

21 Night Hag

22 Rot Grubs

23 Blackguard riding griffon, nightmare, warhorse, or winter wolf; or blackguard with 1d5 + 5 soldiers, skeletons, or zombies (Monstrous Menagerie, pg 475)

24 Troll

25 Dread Troll

26 Zombie Dragon

27 Warrior Band (Monstrous Menagerie, pg 499)

28 Ogrekin

29 Knight (Monstrous Menagerie, pg 476)

30 Shadow

31 3-5 Ettercaps (Monstrous Menagerie, pg 195)

32 Cutthroat (Monstrous Menagerie, pg. 468)

33 Hill Giant

34 Basilisk and 1d4 + 1 cockatrices (Monstrous Menagerie, pg 31, 54)

35 Wereboar

36 Wyvern

37 Dead Man's Fingers (Monstrous Menagerie, pg 211)

38 Fomorian

39 Malcubus

40 Guard Squad (Monstrous Menagerie, pg 493)

41 Scarecrow

42 Holy Knight - Roll on deities table (Monstrous Menagerie, pg 476)

43  1-2 Wraiths (Monstrous Menagerie, pg 427)

44 Rakshasa

45 Cyclops

46 Chimera

47 Bulette

48 Ogre Flesh Heap (Monstrous Menagerie, pg 436)

49 Bodytaker Plant (Von Richten’s Guide to Ravenloft, pg 227)

50 Boneless (Von Richten’s Guide to Ravenloft, pg 228)

51  1-2 Carrion Stalkers (Von Richten’s Guide to Ravenloft, pg 230)

52  Death’s Heads Tree - an awakened tree with 2d6 death’s heads dangling from it (Von Richten’s Guide to Ravenloft, pg 232)

53  1-2 Hellwardens (Book of Fiends, pg 163)

54  1-2 Soulsniffers (Book of Fiends, pg 177)

55 Dullahan riding a nightmare; maybe be accompanied by 1d4 + 3 skeletons (Von Richten’s Guide to Ravenloft, pg 233)

56 Gallows Speaker (Von Richten’s Guide to Ravenloft, pg 234)

57 Gremishka (Von Richten’s Guide to Ravenloft, pg 235)

58 Jiangshi (Von Richten’s Guide to Ravenloft, pg 236)

59 Loup Garou (Von Richten’s Guide to Ravenloft, pg 237)

60 Relentless Killer and 1d4 guards (Von Richten’s Guide to Ravenloft, pg 242)

61  1-2 Strigoi with 1d4 stirges (Von Richten’s Guide to Ravenloft, pg 246)

62 1d8 corpses containing 1d4 swarms of maggots (Von Richten’s Guide to Ravenloft, pg 247)

63 Inquisitor of the Red Goddess with 1d4 acolytes - reskin Ulmist Inquisitors as followers of Marena - 1d3 to determine type (Inquistor of the Mind Fire, Inquisitor of the Sword, Inquisitor of the Tome) (Von Richten’s Guide to Ravenloft, pg 248-249)

64 Wereraven (Von Richten’s Guide to Ravenloft, pg 253)

65 Unspeakable Horror (Von Richten’s Guide to Ravenloft, pg 250)

66  1d8 Swarms of Zombie Limbs (Von Richten’s Guide to Ravenloft, pg 254)

67 Zombie Clot (Von Richten’s Guide to Ravenloft, pg 255)

68 1-2 Zombie plague spreaders (Von Richten’s Guide to Ravenloft, pg 255)

69 Arborcyte (Creature Codex, pg 40)

70  2-3 Bloody Bones (Creature Codex, pg 54)

71 Boot Grabber (Creature Codex, pg 56)

72 Chuhaister (Creature Codex, pg 62)

73  1d8 + 3 Chupacabra (Creature Codex, pg 63)

74 Corpse Thief (Creature Codex, pg 66)

75 Crimson Mist (Creature Codex, pg 67)

76 Dark Father (Creature Codex, pg 71)

77 Dark Folk - Roll 1d3 to determine type (1-2 Dark Eye, 1d4 + 2 Dark Servants, or Dark Voice) (Creature Codex, pg 72-73)

78 Neophron demon (Creature Codex, pg 86)

79 Alnaar demon (Creature Codex, pg 82)

80  1d4 + 2 Bilwis (Creature Codex, pg 53)

81  1d4 Giant Vampire Bats (Creature Codex, pg 50)

82  1-2 Pishacha demon (Creature Codex, pg 88)

83  1-3 Plaresh demon 1-2 Pishacha demon (Creature Codex, pg 89)

84 Spree demon (Creature Codex, pg 91)

85 Vellso demon (Creature Codex, pg 92)

86  1-3 Yek demon; or 1 Alpha Yek (Creature Codex, pg 95)

87 1d4 dhampir (Creature Codex, pg 106)

88 Dhampir commander with 1d4 + 2 guards (Creature Codex, pg 90)

89 Skull drake (Creature Codex, pg 132)

90 Dream Wraith (Creature Codex, pg 135)

91  1-2 Blood Elemental (Creature Codex, pg 138)

92  1-2 Elophar (Creature Codex, pg 149)

93  1d4 Fear Liath - only in mountainous regions (Creature Codex, pg 152)

94 Fey Lady Berchta (Creature Codex, pg 153)

95 Flame-Scourged Scion (Creature Codex, pg 159)

96  1d8 + 4 Flesh Reaver (Creature Codex, pg 160)

97  1-3 Ghost Boar; or 1 Elder Ghost Boar (Creature Codex, pg 169)

98 Ghost Dragon (Creature Codex, pg 170)

99 Ghost Dwarf and 1d4 zombies (Creature Codex, pg 171)

100 Darakhul Shadowmancer; maybe on a Ghoulsteed (Creature Codex, pg 173, 177)

101 Darakhul High Priestess; maybe on a Ghoulsteed (Creature Codex, pg 172, 177)

102 Necrophage Ghast Ghoul; maybe on a Ghoulsteed (Creature Codex, pg 175, 177)

103  1-2 Tar Ghoul (Creature Codex, pg 176)

104 Haunted Giant (Creature Codex, pg 183)

105 1-2 Bone Golem (Creature Codex, pg 195)

106 Goliath Longlegs (Creature Codex, pg 206)

107 1d10 + 6 Goreling - 50% chance they are rotten gorleings (Creature Codex, pg 207)

108 Grave Behemoth (Creature Codex, pg 208)

109 Gumienniki 1d10 + 6 Goreling (Creature Codex, pg 213)

110 Gaki Hungry Ghost (Creature Codex, pg 222)

111 Ijiraq (Creature Codex, pg 225)

112 Karakura (Creature Codex, pg 235)

113 Lady in White (Creature Codex, pg 246)

114 Living Shade - one per character (Creature Codex, pg 255)

115 Mandriano and 1d6 + 2 zombies; or ancient Mandriano (Creature Codex, pg 261)

116 Moon Nymph (Creature Codex, pg 269)

117 Nachzehrer (Creature Codex, pg 272)

118 Nalusa Falaya (Creature Codex, pg 274)

119  1d4 zombies with necrotic ticks (Creature Codex, pg 275)

120 Blood Ooze (Creature Codex, pg 282)

121  2-3 Shadow Oozes (Creature Codex, pg 287)

122  1d4 suppurating oozes (Creature Codex, pg 288)

123 Phantom (Creature Codex, pg 296)

124 Devil Bough (Creature Codex, pg 302)

125 Shadow Blight (Creature Codex, pg 326)

126 Skull Lantern (Creature Codex, pg 343)

127 Sleipnir (Creature Codex, pg 344)

128 Spawn of Chernobog (Creature Codex, pg 346)

129  1d6 + 1 Crypt Spider (Creature Codex, pg 348)

130 Spirit Lamp (Creature Codex, pg 349)

131  2d4 + 2 Terror Bird (Creature Codex, pg 352)

132 Tulpa (Creature Codex, pg 358)

133 Tveirherjar (Creature Codex, pg 359)

134 Undead Phoenix (Creature Codex, pg 361)

135 Vampire Patrician (Creature Codex, pg 365)

136 Vampire Priestess (Creature Codex, pg 367)

137 Vampire Knight (Creature Codex, pg 369)

138 Vines of Nemthyr (Creature Codex, pg 371)

139 Albino Death Weasel (Creature Codex, pg 374)

140 Wendigo (Creature Codex, pg 377)


Swamps (1d29)

1 Black Pudding

2 Guardian Naga (Monstrous Menagerie, pg 341)

3 Otyugh

4 Dead Man's Fingers (Monstrous Menagerie, pg 211)

5 Night Hag

6  3-5 Ettercaps (Monstrous Menagerie, pg 195)

7 Constrictor Snake

8 Swarm of Insects

9 Swarm of Poisonous Snakes

10 Dryad

11 Shambling Mound

12 Revenant

13 Ghost

14 Ghoul

15 Ogre

16 Boggard sovereign with 1d10 + 4 boggards (Monstrous Menagerie, pg. 35)

17 Giant Toad (Monstrous Menagerie, pg 450)

18 Cipactli demon (Creature Codex, pg 83)

19 Wind demon (Creature Codex, pg 93)

20 Kryt (Creature Codex, pg 243)

21 Kulmking (Creature Codex, pg 244)

22 Lou Carcolh (Creature Codex, pg 257)

23 Mandriano and 1d6 + 2 zombies; or ancient Mandriano  (Creature Codex, pg 261)

24 Foxfire Ooze (Creature Codex, pg 283)

25  2-3 Shadow Oozes (Creature Codex, pg 287)

26 Devil Bough (Creature Codex, pg 302)

27 1d8 + 4 Execrable Shrub (Creature Codex, pg 304)

28 Shadow River Lord (Creature Codex, pg 327)

29 Venom Maw Hydra (Creature Codex, pg 370)


Monday, June 2, 2025

South-Western Marches of the Blood Kingdom Hex Key

Cartography by Faxfire

I created the map above for my Empire of the Ghouls campaign portion which has turned into a Homebrew deep dive into fighting the Blood Kingdom and Ghoul Imperium. While there are labeled locations, I also want to have interesting locations keyed to each hex in case they attempt to explore and I need to break out hex crawl procedures. This is represents my best attempt at following Justin Alexander's advice on keying every single hex in a map for a hexcrawl. While I came no where close to that, the exercise left we with a significant amount of interesting material, most of which I can reuse, even with a different map or setting.

Also check out this article with a random encounter table for this hex map.

Key:

A1: Perhaps a great statue once stood here. All that remains is a crumbling stone hand, covered in moss which provides some shelter from the incessant wind.

A2: Haunted Battlefield: The moldering remnants of a battle between Blood Kingdom and Krakovan forces lie here. The battlefield is haunted by ghasts, unsettled spirits, and other monsters that are attracted to sites of mass violence.

A3: A mysterious circle of crumbling standing stones suggests some long forgotten significance to this place.

B5: Rebel Camp: A secret camp of Krakovar rebels is located in this portion of the swamp. They are led by two Spearmaiden of Sif named Yavkanka Ravengrove and Elya Gajou. There are perhaps thirty rebels total. They seek to defeat the Band of the Twice Damned, aid the people of Jatow, and also frustrate Lady Illmalad’s designs.

B7: Castle Bloodvale: Stronghold of the Lady Illmalad.

B10: Gybick, the former City of Scribes, is now a hallowed out shell of its former glory. Its fabled great library is plundered, and its great printing houses destroyed. 

C1: The burned remains of a farm are the only sign of humanoid life in this area.

C2: Griffon’s Tower: A ruin of ancient origins. It was built in the time of the Eagle Emperor, Valeresh, but this knowledge is long forgotten. It has now been used variously by brigands, warriors of Dornig and Krakovar, along with the occasional group of paladins of Grisal on a raid. Now it is the current headquarters and stronghold of the Band of the Twice Damned.

Cartography by Dyson Logos

C4: A crypt complex in the marshlands lies here, holding secrets of the Elector Kingdom of Krakovar. 

C5: The town of Jatow, which with its bridge is the best crossing of the Yoshtula for miles around. Jatow has suffered greatly under the predations of the Band of the Twice Damned and their company of mercenaries. The main camp of the Twice Damned's company is near Jatow.

C8: Town of Dimwick.

D4: Lesser traveled ford across the Yoshtula River. At times menaced by an angry water elemental.

D5: Werewolf’s Lair: The cave of a werewolf lies in these hills. The werewolf walks among the people of Jatow when not transformed into their true form.

D8: Hermit Priest’s hut: See adventure Keevial’s Rage in MCDM’s Arcadia Magazine, Issue 6, pg. 19. 

E3: Ruins of the town of Skalanta: Skalanta was made an example several years ago by the Blood Kingdom. The town was massacred and the survivors marched off as food for the ghoul soldiers of the Darakhul Empire. Monsters include various undead, carrionettes (Von Richten’s Guide to Ravenloft, pg 231). Also contains a tavern called the Burning Skull. Skeletons of the former denizens mimic life, but are harmless unless provocated. The barkeep is a crippled dhampir named Stump who took up residence after the fall of the town. Secretly, Stump is the unwanted and abandoned son of Lady Illmalad. He knows that the town was betrayed and destroyed by Lord Tytus Boczar in exchange for undeath and membership in the Ghost Knights. Boczar is currently Lady Illmalad's consort. Stump knows all this and that Boczar's final death is the only thing that will bring peace to the cursed town. Stump is standoffish and gruff, but opens up to adventurers who are nonhostile and treat him with kindness, which has been a rare experience in his life.

E4: An ancient Barrow Mound lies amongst the hills of this area (see the Orden Barrow Mound in Dungeon Delvers Guide, pg 203). It is an ancient burial site for the Deathsworn, the terrible warriors of Valeresh.

E8: A mine worked by the inhabitants of Brevic for generations has been the site of recent upheaval. Strange new gems and stones have appeared. The ghouls have also begun harassing the miners (see the Old Number Ten Mine in the Dungeon Delver’s Guide, pg 200).

E10: Devil’s Cave: See adventure Keevial’s Rage in MCDM’s Arcadia Magazine, Issue 6, pg. 19.

F5: Shadow Gate: At the site of a cross roads, and the convergence of a ley line, there is a ruined portal. It was once two standing stones with a cross piece of stone bridging them. Now the left standing stone is fallen, and the bridge stone leans against the right stone, creating a triangle large enough for one creature to pass through. At dawn and dusk, while the light still shines but before the sun peeks over the horizon, the gate opens. It is guarded by a Shadow Fey Knight of the Road (Creature Codex, pg 146) named Lady Sagra.

F8: Town of Brevic.

G9: A hidden cave here holds a secret entrance into the Ghoul Imperium. 

H3: Secret cave lair of the Night Cauldron of Chernobog. Lady Illmalad’s dhampir son, Fane, is a leader of the cult in this region and often is here with the other cultists. Spawn of Chernobog, Dark Folk, and other monsters.

H6: An ancient stela stands here. Script in a dead language is weathered and written upon it. It is a monument dedicated to Mavros. Offerings of broken and decaying weapons lie in front of it. 

H8: Contains a dungeon of worked stone that is the lair of a Nihileth trapped in deep slumber since the primordial age (right wing of dungeon). The mysterious sigils are inlaid with gems, and when attempts are made to remove the treasures the creatures awakened. In the crypts (on the left side), funerary boxes mysteriously covered in ice are visible through a glass window in each door. Carved on the sarcophagi are strange aberrant humanoids with tentacles on their faces. They appear to be in deep freeze for an unknown purpose. Opening any of the doors causes the chambers to begin to thaw and a strange whirring noise begins to eminate from the boxes until they eventually open.

Cartography by Dysonlogos

I6: Contains a forgotten crypt housing a Necrichor (Von Richten’s Guide to Ravenloft, pg 238).

J4: Location of Papa Toadleg’s abandoned camp. Remnants of fire pit and rough lean-to are in grove of trees near the road.

J9: The lair of a Loup Garou (Von Richten’s Guide to Ravenloft, pg 237) is hidden in the forest. This powerful werewolf is the sire of the infected werewolf in D5.

J10: Papa Toadlegs’ new lair. It is a remote cave with magical wards to hide the old red hag from the Mavka hunting him. It contains the Cauldron of Blood.

K1: Contains a small outpost of dwarven soldiers from the Black Fortress commanding a ruined watchtower. They are led by a grizzled paladin of Khors, Holdna Brightshield. There are about twenty to thirty dwarves manning the outpost at a time, usually working in squads of four led by a graveslayer sergeant.

Saturday, September 28, 2024

Empire of the Ghouls - 28 Sept 2024 Session Planning Notes

Spoilers follow...

Secrets & Clues

  • Gybick was the center of the "Mice," the late king of Krakovar's spy network.
  • Velda Lupei is the secret leader of the Mice, and is in hiding in Gybick.
  • Morrowdown, a village on the road between the Black Fortress and Gybick, has had several years of prosperity despite the undead, but now it's crops and harvest are failing--what could be causing this?
  • Grisal controls the Black Fortress. Its warriors and paladins constantly battle the forces of the undead.
  • The leader of Grisal is Enzali Hackel, the Defender of the North, a paladin of Khors.
  • The great Commander of the Black Fortress, Jaro Whitebeard, leads the main fight against the Darakhul and the Blood Kingdom.
  • The vampire lord, Baron Fandorin, of Fandorin Keep is rumored to be capturing dwarves of Grisal instead of merely slaying them in battle. The fell purpose is unknown.
  • Baron Fandorin maintains a lair in the Walkers' Wood, called Whispergloom. 
  • Whispergloom contains a secret tunnel to the Ghould Imperium.
  • Tannenbirg Castle was destroyed by the ghoul assault on Krakovar, but has been rebuilt by the Grand Ruchy of Dornig. It is a center for rebel activity and military staging.
  • The people of Wallenbirg are ready to throw off the yoke of the shroud-eaters, but they need someone to undertake the perilous journey north to cement an alliance with the Reaver Dwarves of the Wolfmark, who will take control and protection of the city once the vampires are overthrown.
  • The queen of Krakovar is at Kariessen, along with her brother in law, the Archduke Avgost. They direct what forces remain loyal to them against the Blood Kingdom.
  • The shrine at Liadmura has the symbols of Valeresh depicted on it. This mysterious structure stands against the wind and weather, and between it's pillars is an area that is mild like a spring day at all times.
  • The city of Vallanoria has great military strength and infrastructure--it could be a good target for sabotage.
  • They say Baron Urslav, lord of the city of Vallanoria has a bounty of 1000 gp for any rebel turned into him.
  • The rulers of the Blood kingdom assemble at the palace in Vallanoria for Ghost Night, which marks the start of winter.
  • The Band of the Twice Damned, a mercenary company serving the vampire lords of Morgau, is in Western Krakovar, fighting rebel forces and preying upon villages.
  • The rebels opposing the Blood Kingdom's occupation of Krakovar are split in several factions. There are those loyal to the queen and archduke, the former spies of the king, the shield maidens of Sif, and other more opportunistic mercenaries.
  • The Shield Maidens of Sif are now based out of the city of Jozht in the Wolfmark.
  • One of these mercenary groups, which doesn't care about quarter or rules regarding civilians, is the Grim Accord.
  • Many strange monsters walk the dark lands of the Blood Kingdom, released from the underworld and fell tombs by the undead powers that rule the kingdom.
  • Many caves in the region have entrances to the underworld and the Empire of the Ghouls under Midgard. These are often treacherous and infested with monsters.
  • Direct entrances with easier paths to major cities of the Ghoul Imperium are often heavily guarded locations within the Blood Kingdom.

Fantastic Locations

  • Temple of Ninkash at Gunnacks: A massive feasting hall, with three fire pits, giant boars roasting upon spits. Five keg gollems march about, as dwarves fill massive tankards with the beer. Pillars carved with beer flowing and runic designs line the hall, leading to a massive gilded keg on a platform. Large distillery equipment is behind the ceremonial keg, with arcane symbols, and engraved designs of mighty feasts. The hall bustles with energy, as merry revelers enjoy the feast.
    • At a certain point, the high priestess of Ninkash, Hilda Gunnacksen, appears and the hall falls silent, as she goes and draws a glass of golden brew from the ceremonial keg with a large glass stein. She raises the stein above her head and speaks and invocation to Ninkash, praying for the blessing of the goddess upon all present, that they might be free and fair in their joyous celebration as the days of high summer pass on into the fading of Autumn. She also prays that their axes will bite ever sharp on the morrow.

Monday, September 16, 2024

Mharoti Empire Campaign: Resources Index

In a recent Twitch stream, Mike Shea of Sly Flourish mentioned his plans to set his next campaign in Kobold Press’ Midgard setting in the Dragon Empire. I’ve been slowly combing the my Warlock and Worldbooks from Kobold Press, and I love his campaign concept so I figured I might as well throw together an index of material that would be helpful for such a campaign. Below is a list of relevant sources on the Dragon Empire and surrounding regions. In addition to the outstanding resources in Kobold Press’ Warlock Grimoires, definitely don’t sleep on the outstanding content from its blog—which regularly produces publication quality content and lore that you can access for free.

Dragon Empire

Warlock Grimoire 1

  • 10 Magnificent Sultans of the Mharoti Empire (pg. 33)
  • Into the Dragon Empire: Maria and the Islands (pg. 39)
  • Phosus: Dread Wyrm of the Falls (pg. 124)
  • Dragon Turtles of Midgard (pg. 129)
  • Terrors of the Dragon Empire (pg. 137)
  • Yek Demons (pg. 142)
  • Blood Mages of Kaa’nesh (pg. 216)

Warlock Grimoire 2

  • Treasure Vaults of Midgard (pg. 81)
  • Galvanix (pg. 162)
  • Lost Combat Spells and War Magics of the Red Wastes (pg. 210)

Warlock Grimoire 3

  • Dancing with Dragons: Intrigues of the Mharoti (pg. 68)
  • Dragon Templates (pg. 174)
  • Barbarian Subclass: Path of the Dragon (pg. 271)
  • Warlock Patron: The Great Dragons (pg. 274)

Warlock Grimoire 4

  • Azure Band: Organized Crime in the Dragon Empire (pg.144) 

Kobold Press Blog

Beldestan

Warlock Grimoire 1

  • The Forbidden Mountains of Beldestan (pg. 21)

Nuria Natal

Warlock Grimoire 3

  • Wonderous Locales of the Southlands (pg. 154)
  • A Survey of Southern Occultism (pg. 278)

Elemental Planes

Although they are not necessary for a Mharoti campaign, the Elemental planes of Midgard are closely tied to the Dragon Empire due to the elemental cults and magic there. The article below specifically mentions the Dragon Empire connection, but the articles on the other planes might be helpful as well.

Warlock Grimoire 4

  • Endless Skies: Elemental Plane of Air (pg. 77)

Adventures 

Bonus: I’m scrubbing through the various Kobold Press adventure anthologies and pulling out ones that would be appropriate to a campaign in the Dragon Empire. I’m also including ones that might easily be moved there or are set in a nearby region.

Book of Lairs

  • Castle of Sand
  • The Hive
  • Monument of the Thunderer (Nuria Natal)
  • Tomb of the Scorpion Prince
  • Fane of Serpents
  • Sky Stairs of Beldestan
  • Citadel of the Void Dragons 

Creature Codex Lairs

  • Lair of the Fire Cult
  • Caverns of the Howling Moon
  • Swept Away
  • King of Ill Fortune

Tome of Beasts 2 Lairs

  • To Track a Thief
  • The Forsaken Fort
  • Fight for Horseshoe Rock Oasis
  • House of the Worm God
  • Terror at Mountain Lotus Temple 
  • Tunnels Below Skulltop Tor
  • Fire and Fury

Tome of Beasts 3 Lairs

  • Proudheart’s Predator Problem
  • Flight of the Dromedaries
  • Evil Rises
  • Redoubt of the Perfidious Guru
  • The Lost Forge
  • Chaos at the Caldera 
  • The Twisted Sanctuary 

Eldritch Lairs

  • Under the Devil’s Thumb (Southlands)
  • Palace of the Wind Lords (Southlands)

Kobold Press Blog

Wednesday, July 3, 2024

Empire of the Ghouls: Disappearances in Zobeck



Spoilers for Empire of the Ghouls and Everybody Lies from Zobeck: Clockwork City…

8 of Thunders, Zobeck Free Year 92

A winterfolk halfling with tousled hair, a sleek black minotaur, and a brown haired elf sporting a shaped goatee knocked back ales in the Blackened Fish Tavern. The people here were strong, sturdy folk. Burly longshoreman, and muscled riverboat sailors, spending an evening eating or carousing after a long days work bringing cargo up and off the river Argent into Zobeck. 

An unshaven man with unkempt brown hair joined them at their table. His clothing, though slightly disheveled like the rest of him, was of a higher quality than the other denizens of the dive bar. He ran a hand through greasy hair shakily.

"Thanks for coming. I'm Grigori.They say you all have a reputation for finding things and people that need finding. And I need some help. My girlfriend, Ilyana, has been missing for three days. I don't know what happened to her," he said.

The minotaur met and held his gaze. The halfling flipped his own touseled hair off his forehead and took another sip of his large stein. The elf appeared disinterested, instead continuing to survey the room, though a trained eye could have told that he was listening intently while looking around.

"We're gonna need some more information to go off friend. Not to mention--what's the reward? If you know us then you know work ain't free and ale ain't cheap in Zobeck," said Eirgrofan Frostbane, the halfling.

“She was last seen near this dump of a restaurant, the Rampant Roach. They say kobolds have been making people disappear, maybe the kobolds that own the Roach had something to do with it. She also worked at the Silk Scabbard.”

“Silk Scabbard? What’s that?”

The man looked uncomfortable.

“Look, Ilyana’s a good girl. Let’s just say that the establishment is a bit of a house of ill repute. If you go there, find her friends, Filipa or Iskra. If you tell them that ‘Grigori got them their jewelry’ they’ll know I sent you.”

The adventurers eyebrows raised slightly. 

“So you want us to see who took her? Do you have any enemies? Asked Korwyn Belmont, the minotaur.

“Well I may have taken something important from the Cloven Nine a few months back…allegedly. A book, fully of infernal writing.”

“And what’d you do with it? Do you think they took your girlfriend?” Asked Frostbane.

“Nah, I keep a low profile. They probably don’t know about her. I need to get going though—can’t stay in one place too long as a second story guy,” said Gregori.

They asked him a few more questions then he slipped away. After finishing their drinks they set off to find the Silk Scabbard.

The trio soon arrived at the Silk Scabbard, and after coughing up the cover charge found themselves in a large, two-story building. A crowd was gathered around a pit on the first floor, and the sound of heavy blows and grunts met their ears. Other people sat at gambling tables on the lower and upper floor, and some watchers stood on the second floor balcony to watch the pit fight below. Throughout there also moved a few women, most in gaudy makeup, serving tankards of ale and occasionally slipping discreetly through a side door by the bar with a patron. 

After exchanging a few words with the bartender and collecting their own ale, the adventurers moved closer to the pit to watch. Eirgofan looked on with interest as a thickly built hill dwarf exchanged body blows with a large, tightly muscled man. The dwarf was winning, weathering hits like the Ironcrag mountains when the wind beat upon them.

Watching from across the room, Rolan noted a group of bruisers watching the fight with tattoos up their necks and faces. The symbols twisted in a way that made one uncomfortable, but he couldn’t make any sense of their meaning.

As Eirgrofan moved around the pit he was bumped by a large man with a boxum woman on his arm. 

“Watch yourself there tiny folk!” the man slurred drunkenly.

“Oh, beg pardon my good sir. Let me buy you a drink as apology,” said Eirgrofan, gesturing to the woman and passing her a coin. The man brightened considerably and patted the halfling on the head. 

“What a good little feller. Much obliged,” he said as he stumbled off with the woman and disappeared through a door to the back rooms.

Eirgrofan then went to rejoin his comrades, who had found themselves an open booth near the fighting pit.

Korwyn called over a server. She had a slight build and dirty blonde hair. 

“We don’t get many folk like you around here sir,” said the woman in a soft voice. “Welcome and how can I help you?”

Korwyn ordered drinks and then asked the young woman, who they discovered was named Svetlana, about Illyana and her friends.

“I didn’t know her too well, but I can get Filipa when she finishes up with her client. I think you ran into them earlier,” she said, looking at Eirgrofan. “I’ll be sure to send her over.”

About fifteen minutes later the woman they now knew was Filipa walked over to their booth. "Who are you and what do you want?"

"Grigori sent us. He said that he got you your jewelry. We're trying to find Ilyana," said Korwyn. 

Filipa immediately seemed to relax slightly and her eyes glistened. "So, what do you want to know?"

"When's the last time you saw her? Where was she? Did she have any enemies?"

"Nah, Ilyana was a nice girl. Except for that loser Grigori. But he's harmless. Last I saw her was about a week ago. We were walking back to our apartments in Lower Zobeck. She left us to take a shortcut through an alleyway. The only way to tell which one it was is that the alley has some Kobold restaurant called the Rampant Roach. Haven't seen her since."

"We heard something about kobolds being behind disappearances. What do you think happened?"

"I don't know, but if you want to talk to kobolds, they live in a slum in the South of Zobeck."

After finishing their drinks, the adventurers departed.

As night fell, they arrived at the gate to the Kobold Ghetto. It was a flurry of activity, as the working kobold population of Zobeck left for their nocturnal shifts, keeping the gears of commerce literally grinding on. 

Some uniformed kobolds collected a toll and looked through bags as others entered and exited. Rolan felt someone push against him and touched his coin purse just before a scaled and clawed hand removed it from his belt. The erstwhile thief disappeared into the crowd as quickly as he appeared, but was not able to take Rolan’s money.

“Guard yourselves. They’re pickpockets in the throng,” he said.

Korwyn reached reflexively for his coin purse, and found that someone had already lifted two gold pieces off of him while he had surveyed the crowd.

“I hate this city,” grunted the minotaur.

Although most kobolds they attempted to talk to simply avoided eye contact or only spoke draconic, eventually the adventurers were able to pull aside one of the inspectors who spoke common. He had green tinged scales and seemed impatient, looking at the crowd behind and around them.

“How can I help you?”

“We were looking for a girl that may have come through here."

The kobold looked at the minotaur like he was a cow: "Only kobolds come through here on the regular. I can't help you." He turned and moved off to rap a young kobold on the head as the adolescent clumsily liberated a pocket watch from an elderly kobold shambling off to work.

"Perhaps we ought to check out the Rampant Roach," suggested Rolan.

Soon the trio found themselves in a dark alley, where they came upon a small eatery with a faded wooden sign out front depicting a cockroach. The proprietor was an enthusiastic kobold who before they could blink ushered them in and began serving them a five course meal. They discovered this kobold was named Skirtal, and he began to recount to them how his nephew, Brik, who sat in the corner flanked by two female kobolds, had been accused of involvement in the disappearance of a blacksmith's daughter. Skirtal offered them a reward if they could clear Brik's name.

Intrigued by the offer, the trio decided to also investigate this disappearance. Skirtal also asked if they could protect Brik as he went on an errand to the black market in the Cartways, under the city of Zobeck. They readily agreed, and followed the kobold on a dizzying journey through the streets and tunnels under the city (Korwyn was the only one able to keep his bearing because of his maze navigating ancestry).

In the Cartways Black Market, the adventurers discovered some bad news, and found themselves enraged at the trafficking in people they discovered. But they did not have the power to upend the slave trade--yet. They found a Darakhul ghoul slave broker named Radu, who upon checking his ledger found that a woman matching Ilyana's description had been taken to the city of Vanderkhul a day or so prior. Ilyana was gone.

9 of Thunders, Zobeck Free Year 92

The night was now well upon the city and the adventurers needed a place to rest off the streets after dropping Brik off at the Roach. Not far from Crown Square they found the Seven Bells tavern where they stayed the night and purchased breakfast and a midnight snack.

Feeling tired and discouraged but rested the next morning, the adventurers decided to continue investigating the unresolved disappearance and visited Straic’s Smelter, the blacksmith shop belonging to the victim’s father.

At Straic’s smelter they found the proprietor, a balding middle aged heavyset man with red beard and hair edging his thinning scalp. His son-in-law, Viktor Turnyr worked the bellows, and was a much younger, thinner, sandy blonde hair man. 

The conversation with Straic was tense. It was obvious that he was incensed regarding his daughter's disappearance, and he placed the blame squarely on Brik. The red haired man angerly brandished Brik's knife, which he had found near the window that Rozalyn Turnyr, his daughter, had been taken from.

Their experiences in the Cartways, and interactions with the kobolds only increased the adventurer's unease with Straic's accusations. But setting this aside for the moment, they decided to contact Grigori again and report their findings.

Grigori was struck sullen and quiet by the news, but did not doubt the truth of their findings. He paid them the promised gold and said in passing that he planned to leave town.

"This town is great, isn't it?" Quipped Frost sarcastically.

GM Reflections

This adventure has an interesting story. I had initially planned to follow the lead author on Empire of the Ghouls, Richard Green’s lead from his own play through and use Everybody Lies (available in Streets of Zobeck, and Zobeck: Clockwork City) as an intro adventure in Zobeck. Then about two days before my game as I finalized my prep I decided that I didn’t like the adventure as written, nor did I much enjoy the first section of Empire of the Ghouls. Thematically it also felt weird to run these two very different mysteries as completely distinct railroads. Also, while this session had no combat encounters I preferred this to the original story for Everybody Lies (beat the first level characters to a pulp three times and expect them to still feel like they have efficacy and choice?)

So I blew up both adventures, took the locations and NPCs from both and mixed them together. Because of the time limits on my preparation due to my procrastination and pickiness, I needed to keep my prep simple but effective. So I noted and numbered all the locations in both mysteries, along with the important NPCs there that could hold clues. Then I drew a web map showing the connections I wanted to make between nodes. Finally I generated three clues for each location that pointed towards nodes I had connected. This enabled the adventurers to explore, solving one mystery at their own pace and discovering the other organically. It also showed the darkness that exists in Midgard and the stakes of the campaign. It may also have increased their desire to leave Zobeck behind!

Altering Ilyana’s fate also allowed me to highlight the evil of the ghouls and give a glimpse of the future of the campaign. The one thing that was a bit difficult and new for me was the sheer number of NPCs I role-played as the party moved through the city. They covered ALOT of ground as you can see by the length of this write up. There were so many plot points it literally took me over three months to write all of this.

However, I’m excited for the party to get on the road, because while Zobeck is cool, it isn’t my favorite part of Midgard.

Lore Book: The Edict of Deviltry

The lore book below was created to facilitate a church trial in my Ptolus campaign on the fate of the Ghostly Minstrel of the famous inn nam...