woensdag 19 december 2018

More Un-Tolkien Elves

Coming back to my earlier post about Elves from Outer Space, Arnold over at Goblin Punch has some interesting ideas about Elven culture.

dinsdag 18 december 2018

The Sunset Realm: my current 5E game

My current campaign takes place in a setting called the Sunset Realm. That name is meant to evoke feelings of dreaminess, nostalgia, fading empires and cultural decadence. It is also meant as a reminder that the land is covered in perpetual red sunshine, in a nod to the old Hollow World campaign setting.

I developed the campaign world as a kitchen sink of various fantasy worlds. For example: the wizard Tenser is active, as well as the evil demigod Iuz, from the World of Greyhawk setting. But the heroes have also faced the Lord of Blades, from Eberron, in combat. Twice. Furthermore, much of the world is a desert wasteland, due to the reckless use of arcane magic as in the Dark Sun setting. (For more information about the Sunset Realm, consult the campaign wiki.)

Since the start of the campaign in may 2010, the group has played mostly on a biweekly schedule save for the latter half of 2012 and the whole of 2014. At first, the campaign used 4th Edition rules. In 2016, we started a new campaign using 5th Edition rules. The campaign that ran from 2010-2016 featured a quest to free elemental spirits, confront the chaotic Tarrasque and save the world from the influence of the Dark God Tharizdun and the Far Realm. In the process:

- An invasion of koblods was stopped;
- The remaining population of a dwarven town was saved from genocide by hobgoblins;
- The Temple of Elemental Evil was sacked once again;
- A Copper Dragon preying on the heroes' hometown was killed;
- The crown prince of the kingdom was rescued;
- The capital was saved from a siege by unrelenting warforged and their leader, the Lord of Blades;
- An alliance of freedom-loving towns was forged against the industrial tyranny of a fallen emperor;
- A Forbidden Valley full of ancient myths and secrets was explored;
- The dark elf city of Erelhei-Cinlu was destroyed;
- The planes were explored and demons were fought;
- The gods were revealed to be survivors from an Antediluvian age.

The Fifth Edition-campaign takes place five years after the end of the 4E-era. The ruined kingdoms have come back from the brink of extinction, the gods have reasserted their guidance over mortals and nature thrives once again with new magical energies. In the current campaign, the players explore the world and its new mysteries, seek to uncover the Tarrasque's secret and are researching the agenda of the Dragon Hunter's Guild (called the Tartaros Draekonys). The players recently entered mid-level range (most are now level 7) and are only just beginning to glimpse the mysteries behind the many events that occur in the world. It remains to be seen whether they can unravel all the plots in time.

Magic of the Sunset Realm

The world is steeped in a power known as the “Wyld”. It is a magic force that flows through the land and collects in places of unspoiled wilderness. Those of high learning or willpower can tap into this flow, shaping magic into spells. The first creatures to have a grasp of this power were the Dragons.

Ancient glens, misty valleys and stark mountains are places where magic flows strong, allowing for the mightiest spells. Consequently, the building of roads, bridges and the trappings of civilization diminish the flow of magic. Where population is high, magic power is almost nonexistent and only the weakest cantrips can be cast. 


Magic of the Land
The maximum level of spell slot your arcane caster can use is defined by the terrain hex he is in:

Badlands/Desert – 3
Hills/Plains – 5
Light Forest – 7
Mountains – 7
Heavy Forest – 8
High Mountains – 8
Marsh/Swamp – 8

This maximum is lowered by human habitation. For each “level” of civilization (approximately 5,000 people), the land’s power is diminished by 1.

Places of Power & Ley Lines
The most magical  parts of the Sunset Realm are untouched by human civilization: undespoiled groves, mountaintops, deep swamps. In the heart of these regions, the Magic level is considered +1.

There are also rumours of a Dragon’s Graveyard where the mightiest spells can be cast naturally.

Ley Lines forged by powerful arcanists crisscross the land, funneling power of magical sources to where civilization is thick.


Residuum, Wyldstones and Relics
Sometimes, magic power collects into a single rock or earthen formation in the heart of an ancient place of power. These stones, concentrated ingots of residuum, can be mined and are powerful items. They are essential in the creation of magical objects and the ore from these formations is used in the forging of magic swords and armor.

Wyldstone or 1,000 gp of residuum grants an arcane spellcaster +1 to the maximum level spell slot he can use in the current terrain. The residuum is consumed by the spell.

Holy Relics grant divine casters the same boon.


Temple Magic
The maximum level of spell slot a divine caster can use is defined by the level of temple holdings in the current terrain:

Unsettled – 0
Chapel/Grove  – 1
Church/Menhir – 3
Temple/Stone Circle  – 6
Cathedral – 8

Temple development is limited by the “level” of habitation, only the most heavily populated hexes can support cathedrals.


Reavers
Magic is a powerful natural force, but it can also be subverted and warped. This kind of magic is known as Reaving and its users are considered vile and abhorrant.

Reavers tap the very lifeforce itself to power their spells, increasing their capacities above and beyond what the land or accumulated belief around them allows and risking everything in the process.

Every time a spellcaster uses a spell slot higher than the power of the land (for arcane casters) or belief (for divine casters) allows, roll 1d20 + the level of the spell slot.

1-11 no effect 
12-15: caster is poisoned by residuum until cured and gains a short term madness
15-17: caster gains a level of Exhaustion which can only be magically cured and gains a moderate madness
18-20: caster gains a mutation and an indefinite madness
21+: area around caster turns into residuum for miles, caster becomes petrified into residuum


Reaver Mutations:
1 – Small horns on forehead
2 – Eyes turn an unnatural color (red, black)
3 – Legs turn into animal legs
4 – Tail (unusable) appears
5 – Skin turns unnatural color or translucent
6 – Mouth mutates into something unspeakable – unable to speak

zondag 16 december 2018

News from the Sunset Realm

And now for the news from the Sunset Realm:


Iron Price at Record High!
With the mines of Ironguard still closed off since the fall of that Mountain Dwarf capital eight years ago, the price of iron has soared to a record high. On the market, objects made of iron now fetch a price 1,000 times their original value. Tribes and warbands in the wastelands have lost access to metal entirely and now fight for their survival using low quality bronze and bone weapons.

Tarrasque Sighted in Silvanor Forest!
Terrible reports have reached the courts of the Four Free Domains of late. The dreaded reaver, the great harrower, the abomination, has returned to the Sunset Realm once more. The Tarrasque, that terrible monster and devourer of cities, once again scours the lands under the Red Sun. Rumors tell of the last remaining High Elf citadel in Silvanor Forest, Benerel Adon, having fallen to the Devourer. Contact with that eldritch city has been lost.

Coup prevented in Niveneh!
In the rump lands of Hadak Ura’s short-lived empire, the lands now known as the Sjikah Republic, civil unrest came to a climax in Lucifer 466. An attempt on Arkhon Akhemen’s life was prevented by the swift intervention of his vizier Kerches Darios. The rebels were swiftly dealt with on the steps of Niveneh’s Grand Ziggurat.

Warforged Search Parties roam the Zaar
The Warforged general Omega Secundus, operating out of Antissa with permission from Antissa’s king, has sent out search parties into the desert to recover, what he calls, the “Omega Drive”. Omega Secundus states that the recovery of this artifact is of vital importance to the wellbeing of the Warforged and the security of the Free City of Aurora.

Cyra Akhemen arrives in Antissa
By request of High Ecclesiarch Terenas Vader of Antissa, Cyra Akhemen has been invited to attend King Kenneth’s court in that city. Cyra, Arkhon Akhemen’s younger sister, is said to be beautiful and wise beyond measure and rumour has it that Vader intends for the king to wed the young Akhemen in order to secure an alliance between Antissa and the Sjikah Republic.

The Watcher's Band crumbles
The streets of various city wards of Aurora have been rife with crime since its resettlement six years ago. Wandslingers and vigilantes of all stripes dispense their own brand of justice within that bustling city. A new crimelord, known only as “The Watcher”, was added to the roster of power groups only a few moons ago. In recent wakes however, his band has turned upon itself as the Watcher himself has vanished.

Tenser Manzorian Vanished!
Antissa’s Blue Archmage Tenser Manzorian, prominent member of the Arcane Guild, has inexplicably vanished. His contacts with the Guild have confirmed that Tenser had made contact with an entity known only as “the Silver Lady” and that he had ventured into the West on some form of quest. The nature of this quest and his disappearane remain a mystery.