Friday, 31 May 2024

1st floor of Druidun Castle megadungeon: locations 1 - 6

Castle Druidun megadungeon surface level
Updated with castles in the middle of the North, West and South walls (keeping the towers about an arrow shot apart).

NOTE: The castle could probably do with a few more towers on the outer walls. The keep was designed so that there'd be natural light coming in to every chamber (with the exception of the hall going south outside of the Great Hall). 

I was not going for perfection, just verisimilitude: the castle is meant to be (semi) plausible. I looked at a number of real castles and extrapolated from there. 

There are numerous means in ingress and egress, especially for the dungeon (various tunnels that exit in the wilderness or graveyards): I never liked when there's only one route in or out. Makes for a lot of awkward moments, and no one is going to want a lair along the entry highway. I considered smashing down a section of the outer wall to give more ways into the castle, but decided against it.

The rooms are marked in red, the vertical shafts and stairs in green; they align with all the levels above and below.

The moat has deteriorated into a ditch with pools of standing water, marsh and thick mud. The air around the castle is often a thick acrid fog that limits vision to 60 feet (darkvision is unaffected). 

There are two large windlasses south of the keep for lowering dwarven mining platforms into the depths. 

windlass for a mine

Everything is crumbling and overgrown by weeds, and a thick mist that smells of swamp with an acrid tang (chlorine) often envelopes the area. 

Here's a snippet of the location descriptions:

TOP OF CASTLE is ringed with gargoyle statues. There is one gargoyle statue smashed on the ground by the South East corner, but there is still a gargoyle above. None seem to be missing. 


A sneaky gargoyle, KROTH, has moved another statue gargoyle to replace the one it pushed off. It now switches positions as it pleases, moving the gargoyle statues around as cover. It is on the lookout for wizards and spell casters, and drop masonry on them, or opportunity attack if they are isolated. It will flee if presented with too many enemies. SEE 3. ENTRY AREA 


  1. OUTER WALLS

Thick black vines adorned with thorns grip the outer walls; they have serrated black leaves coated in a sickly sheen, yet smell delightful. The thorns are poisonous. If characters approach within 20 feet of the wall, roll 1d6: on a 1-2, 1d6 vine blights (adjust for party size) detach themselves from the knotted mass of vines and attack. 


Vine Blight

Medium plant

Neutral Evil

Armor Class: 12 (natural armor), HP 26 (4d8 + 4) Speed: 10ft.

Str 15 Dex 8 Con 14 Wis 10 Int 5 Cha 3

Stealth +1

Condition Immunities: blinded, deafened

Senses: blindsight 60 ft. (blind beyond this radius), passive perception 10

Languages: Common

Challenge: 1/2

False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.


Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC: 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target.


Entangling Plants - Recharge 5. Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC: 12 Strength saving throw or become restrained. A creature can use its action to make a DC: 12 Strength check, freeing it self or another entangled creature within reach on a success.


B. DRAINAGE TUNNEL

A drainage channel, with metal bars at either end, goes under the wall into a pond outside the castle walls. The drainage gate is barred at both ends by iron bars. It is just large enough for a human to crawl through, although not wide enough to turn around. 


The water is cold and up to 3 feet deep. 


Three poisonous water snakes are living in the water. 


The bars have strength 20, but Shanghai Knights fans know tricks to bend them. Anyone going through the water and not drying off within the next hour must make a constitution check of DC 5 or get a cold and suffer -1 penalty to rolls for 1d6 days.


Poisonous water snakes (3):

Tiny Beast, Unaligned

Armor Class 13

Hit Points 2 (1d4)

Speed 30 ft., swim 30 ft.

STR2 (-4)DEX16 (+3)CON11 (+0)INT1 (-5)WIS10 (+0)CHA3 (-4)

Senses Blindsight 10 ft., Passive Perception 10

Languages --

Challenge 1/8 (25 XP)

Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.



1. CASTLE GATES

The castle looms up out of the woods, bleak and forelorn. It’s crumbling turrets are adorned with shrubs and vines. The enormous barbican gates stand ajar. Painted on them is an inverted pentagram in what looks like dried blood. 


As you approach the front gates of the castle, you start to feel more and more like you are walking upstream through a river. The air itself seems to resist you, but there is no wind. You hear murmurs at the edge of your hearing.


The murmurs grow louder, becoming a chorus of voices, saying, “Go back! Go back! Go back!”


Make a DC 10 vs. Wisdom. Characters who fail are unable to move any further towards the gate, although they could scale a wall or try again after a short rest. Those who succeed are able to press on through. They can also drag or carry those who are unable to move through the gate of their own free will. There is no actual physical pressure against them. 


THE BARRIER NOTE: Put in place by the wizards as they fled, it is meant to keep people out of the castle, where they might discover their various sins. Only works the first time someone tries to enter through the gates.



2. ENTRY WAY

Both portcullis are raised, and The massive iron banded gate doors are ajar, and “KEEP OUT” has been painted on them in bird dung. 


PASSAGE INTO CASTLE: The portcullis inside has been raised, and the passage into the castle is lined with human skulls and bones nailed to the walls, from floor to ceiling. Thick black mould grows out of their eye sockets and gaping jaws. A crate sits against the north wall.


TRAP: Anyone within 10 feet of the walls will be subjected to a blast of toxic poison black mould that bursts out of the skulls, unless someone with a necromancer amulet is within 10 feet (or within) of the entrance, in which case the trap will not trigger. DC 10 CON save or POISONED and take 2d6 damage. 


CRATE: The crate is filled with rusted caltrops, enough to cover a 20x20 area.



3. ENTRY AREA

The central yard is overgrown with weeds and wild grasses. Bushes have cropped up around the base of the keep and along the outer walls. You see no entrance to the keep. The grounds to the south are larger and you can see a stable against the outer wall. There are a dozen chickens roaming around the area, and a chicken coop against the outer wall of the south tower. A dozen hens are within, laying eggs. Two hitching rails, a worn trough and several rickety buckets are in front of the barbican tower, along with an old wagon with well worn wheels. 


Towards the base of the keep are pieces of statuary, broken into a dozen pieces, that seems to have been thrown from the roof. It looks like the remains of a gargoyle. Yet none of the 32 gargoyles that ring the castle roof is missing…


WAGON: The wagon is stained with human blood, detached fingers and eyeballs, 4 copper pieces stuck between the wooden slats, and a silver ring inscribed with the word: “Martha” worth 10sp.


GARGOYLE Kroth

AC 15, HP 52, Speed 30, STR+2, DEX0, CON+3, INT-2, WIS0, CHA-2

Resistance: bludgeoning, piercing, slashing from non-magical attacks; immune to poison, senses 60ft, passive per 10, challenge 450xp. 

2 ATTACKS +4 bite and claws, 1d6+2 piercing (bite) slashing (claws). 

DROPPED MASONRY: +0 attack, 1d4+2 to 1d10+2 bludgeoning damage, depending on size of object thrown/dropped. An entire gargoyle statue does 3d10 damage.


Kroth is a canny and sneaky gargoyle; It will move gargoyle statues around the top of the castle, and then take its place. Makes opportunity attacks if it sees a good chance to snatch away a character without repercussion. It will drop rocks and and masonry down on the character and then HIDE, purely for malicious fun. May attack sentries or try and steal shiny objects. It has a collection of loot in a cluster atop the castle. It may accept/demand an offering of a shiny item for safe passage. The necromancer and the bandits give it offerings to keep it appeased. Kroth does not bother the giant wasps, and the wasps don’t bother him.



4. SOUTH BARBICAN TOWER

The towers have been mostly stripped of furnishings, save for a rack in the centre of the first floor. There is a corpse strapped to it, now desiccated, with a knife embedded up to its hilt in the skull. 


The south tower 2nd floor has 3 chairs by one of the balistaria, and a blanket laid out on the floor. There are a sixteen makeshift beds of hay and blankets on the floor, and a pot hanging over a patch of ashes ringed by stones by the loop hole.


There is a large chest with their stash of looted heirlooms (60 gp altogether) and coins: 42 gp, 71 sp and 120 cp. The coins are kept in Argus’ tent, and there is a poison needle on the lock that will prick anyone who tries to pick it (DC 15, 1d6 necrotic damage, paralyzed for 6 rounds). There are 9 bandits in the gang, but 4 are away ambushing passerbys on the road. There are three cots in each tent, and 3 explorer packs. 


CHEST TRAP: the lock is protected by a poison pin, DC 15 to avoid; fail, roll CON 10: poisoned for a day if save, death otherwise. 



4a. NORTH BARBICAN TOWER

There are a few chairs and some cobwebs. Otherwise, empty. May include some of the bandits. 


The bandits are not prepared for visitors, as this is a remote location and they have gotten lazy. There are five bandits in the area: 2 on the north wall, 4 in the north tower. They are armed with bows, daggers and swords, and each has a horn and twenty arrows. Argus has a ‘pet’ mastiff wardog.


They have moved to the towers after the dragon moved in to the old mine, and they now offer the beast cows to keep it from eating their horses. They are already down several. The bandits are nervous about the ghouls the necromancer is keeping in the stable, and ‘pasty-face’s’ increasing power. They are planning to find a new, and less crowded lair, but this spot is feared by locals and patrols won’t approach it. 


The bandit leader is Argus. He will try and strike a friendly tone until he can suss out who the characters are and what they want. He and his band are working with the necromancer, helping him abduct townspeople and secure fresh corpses. Argus will invite the characters in for ale and poison them then take their belongings. If the characters seem too strong, he will let them go unmolested, then ambush them when they try to leave the dungeon, and steal the player’s loot.


The gang are all Chaotic Evil. 


Argus - The Affable Sociopath: Argus is a charismatic leader, known for his ability to manipulate others. He presents himself as friendly, making it easier for him to exploit those around him.

• Hit Points: 17

• Ability Scores: Strength 12, Dexterity 16, Constitution 14, Intelligence 13, Wisdom 10, Charisma 18

• Skills: Stealth, Deception, Persuasion

• Weapons: Longsword, Dagger, Shortbow
• Attack Bonus: +4 (Dexterity modifier + Proficiency bonus)
• Damage Bonus: +2 (Dexterity modifier)
• AC: 15 (Leather armor)
• Stealth Bonus: +8
• Deception Bonus: +4
• Persuasion Bonus: +4

Stuff: Has key to the towers of the barbican and walls (all same key), votive statue of Nerghoul the Dread (skull head wreathed in flames).


Fang - Mastif (war dog)

Medium Beast, Unaligned

Armor Class 12

Hit Points 5 (1d8 + 1)

Speed 40 ft.

STR 13 (+1) DEX 14 (+2)

Skills Perception +3

Senses Passive Perception 13

Languages --

Challenge 1/8 (25 XP)

Proficiency Bonus +2

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Gwyn - Gwyn is cautious and prefers to stay in the shadows, picking off enemies from a distance.

• Hit Points: 11

• Ability Scores: Strength 10, Dexterity 18, Constitution 12, Intelligence 12, Wisdom 14, Charisma 10

• Skills: Stealth, Perception, Survival

• Weapons: Shortbow, Dagger

• Attack Bonus: +4 (Dexterity modifier + Proficiency bonus)

• Damage Bonus: +2 (Dexterity modifier)

• AC: 13 (Leather armor)

• Stealth Bonus: +5

• Perception Bonus: +6

• Survival Bonus: +4


Kellen - Kellen is a brute with a short temper and a love for combat. 

• Race: Half-Orc

• Hit Points: 18

• Ability Scores: Strength 16, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 10, Charisma 8

• Skills: Intimidation, Athletics, Perception

• Weapons: Longsword, Dagger

• Attack Bonus: +4 (Strength modifier + Proficiency bonus)

• Damage Bonus: +3 (Strength modifier)

• AC: 16 (Chainmail armor)

• Intimidation Bonus: +4

• Athletics Bonus: +5

• Perception Bonus: +2


Astrid - Astrid is a clever and quick-witted member of the group, often using her cunning and guile to outsmart opponents.

• Hit Points: 8

• Ability Scores: Strength 8, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 10, Charisma 12

• Skills: Stealth, Sleight of Hand, Deception

• Weapons: Dagger, Shortbow

• Attack Bonus: +3 (Dexterity modifier + Proficiency bonus)

• Damage Bonus: +2 (Dexterity modifier)

• AC: 13 (Leather armor)

• Stealth Bonus: +5

• Sleight of Hand Bonus: +4

• Deception Bonus: +5

Garrett - Known for his stealth and ability to blend into the shadows. Garrett is a mute and unable to speak.
Hit Points: 11
• Ability Scores: Strength 10, Dexterity 16, Constitution 12, Intelligence 12, Wisdom 10, Charisma 10

• Skills: Stealth, Perception, Acrobatics

• Weapons: Dagger, Shortbow

• Attack Bonus: +3 (Dexterity modifier + Proficiency bonus)

• Damage Bonus: +1 (Dexterity modifier)

• AC: 13 (Leather armor)

• Stealth Bonus: +8

• Perception Bonus: +2

• Acrobatics Bonus: +5



5. SOUTH YARD 

The south yard is vast, and there are two mine platforms. Each has a wooden rig over a mine shaft attached by ropes to a large wheel on its side, with a dozen spokes, mounted on a sturdy pole topped by a gearwheel apparatus attached to the platform rig by ropes. There are scattered wooden mine carts by the farther one. The area along the South East corner is flooded, filled by water gushing from a large pump. Bull rushes grow out of the water. 


There is a stone lined opening with two tall wooden boards perpendicular to each other. Nearby are three tattered tents, several rail posts for horses and a water trough. 


TENTS: Empty except for a crate (also empty) and a pile of chicken bones.



6. WINDLASS, TURN WHEEL AND MINE SHAFT

Built of sturdy wooden beams without nails, all perfectly fitted. A large 20 foot in diameter wheel with 20 spokes is attached to the windlass from a central shaft topped by a gear wheel, with rope and gears. There are metal columns at the corners of the shaft with slots; wheels mounted on the platform fit into them, and there is a breaking mechanism. 


A lever is mounted on the north side of the platform with cables leading to the brakes. The platform is forty feet across and made of thick wooden planks criss crossed with metal mine cart tracks; on the north side several holes have been ripped in the boards, surrounded by claw marks. 


There are faintly glowing red stones irregularly placed in the shaft walls near the top; they emit a little heat, and you can feel dank air rushing up out of the shaft. 


The shaft goes down into inky blackness, from which rises the very faint sound of drums. The metal and wheels have been recently greased, and it is clear of plants and weeds. The ground under the wheel spokes has been well trodden and is dusty.


Mounted in an irregular pattern in the shaft walls are softly glowing red stones. A breeze of hot wet air rises up from below.


Continued here.

Other posts in the series: 

DM Journal 1: Jumping from AD&D to 5e

Populating the mega-dungeon part one: Mix, match and batch


Monday, 27 May 2024

Druidun rumours

What characters may know, or think they know, about Druidun Castle/Tower and the surrounding region of Pelshire:

  1. The Mad King was driven insane by demonic possession, and opened up a gate to hell itself under Druidun; if you can recover the Shard of Acheron, you can command the demons. 
  2. There is a powerful Ley point, a convergence of the rivers of magic energy that undergird reality, beneath Druidun, which is why the castle was built there. 
  3. Bandits are kidnapping people for a necromancer to turn into undead minions, and send them back to devour their families. 
  4. Processions of the dead pass through the villages at night, and any they encounter are doomed to join them. 
  5. The castle of Druidun is cursed and any who go there return… changed.
  6. The wizards claim to have purged evil from the castle, but they lied. Something is festering there in the dark…
  7. The Eldritch Veil was overwhelmed by the infernal magics they unleashed beneath Druidun. 
  8. The Eldritch Veil leader was the reckless Archwizard Pimrith, who had been expelled from the Order of Magi for crimes committed beneath Druidun Castle.
  9. The Eldritch Veil conducted forbidden experiments in the magic infused tunnels of Druidun.
  10. The magical energies beneath Druidun drove the wizards insane, including Pimrith. It also fuelled unlife, bringing many dead things, that should have remained that way… back. 
  11. The nature of reality deep beneath the castle is changing. Restless spirits have used the astral nexus to return to Arthea. OR Eons ago, the Druids of the Arth built a temple on the site of Druidun Castle. In catacombs far beneath, they constructed sacred chambers, imbued with powerful magics, havens where healing waters and wisdom flow, and one can commune with the petrified roots of wise ents. 
  12. The energies beneath Druidun are drawing the attention of powerful entities from other dimensions. Ghosts, demons and mad visions now haunt the land.
  13. A mysterious priest and his followers from Setesh have been seen in Forksbury, and they arrived with a large box, which was carried by wagon from the city docks. The priest is known only as The Seteshan. People say he is part reptile, that he can turn into a serpent.
  14. Magical devices that have not worked in ages will work in the dungeons beneath Druidun now, feeding off the astral nexus energy.
  15. The wizards caused a cave in to seal off the nexus and hoped for the best. The whole thing has been covered up. 
  16. They say that the spirit of the Mad King has returned from beyond and now rules the catacombs of Druidun. 
  17. The energy beneath Druidun is rumoured to be chaos incarnate, incredibly powerful… and even more difficult to control. 
  18. Plants in the area have been withering and contorting into dark parodies, crops have failed and a thick, curling black weed is now common. The corruption is centred around Druidun Castle. 
  19. Winged malevolent beasts prowl the skies at night over the villages, including a dragon, and no one dares go outside in the dark. Even patrols by the constabulary have ceased.
  20. Many famous people were buried beneath Druidun in the extensive crypts, including the famed world explorer, Aldric Haven. He is said to have been buried with his beloved maps, which detail kingdoms far and wide. 

 Other posts in the series: 

DM Journal 1: Jumping from AD&D to 5e

Populating the mega-dungeon part one: Mix, match and batch


Saturday, 25 May 2024

A Brief History of Druidun Tower

History of druidun page 1
History of Druidun historical document, for realsies

NOTE: This was done up as handouts to be found in the megadungeon library, to give context, offer clues and add adventure hooks. I figured I can always update it as more is added... the only problem is it's long as it is. It could do with more editing, but I'm lazy.

History of Druidun Tower:

Druidun was founded by the First Druids, when the world was young. They built underground temples to commune with the roots of the earth. Crypts followed, expanding into a labyrinth that over time would become its own protection. It flourished in harmony with the faeries and tree spirits for millennia, until the rise of the Eotans.


The brutal Eotan King Kreus razed the tower and scattered both druids and fey to the winds; many fled underground into Druidun's tunnels, their secret refuge.


The Eotans raised a mighty city over what is now Pelshire, pulling down an entire mountain of the Wornspine in their insatiable quest for stone. They dug endless mines, dungeons, necropolises, and even a zoo that collected the most horrifying monstrosities from the far corners of Arthea. Some of these beasts still dwell in the depths, which intersect with those of Druidun. When the Eotan Empire began to falter and plague felled them in droves, the giants turned to necromancy to bolster their armies. It was under Pelshire they conducted these unholy experiments.


Chaos and famine came in the wake of the Eotan Empire's fall; the famed Sun Queen contracted the dwarven engineer Grun Deepdelver to expand the complex in exchange for mining rights. Sanctuaries were desperately needed as The Shadow flowed into the lands of Bronn. 


The refuge was overrun, the inhabitants slaughtered, and the black tower of Xuldun built out of the Eotan ruins.


Long after The Great Dark and the sundering of the Eltharian Empire, it was reclaimed by the legendarily beautiful Sorceress-Queen Eadra. She favoured the powerful magical energies woven into the earth beneath Druidun. Upon her wedding night, she was adbucted by the lich Lakoundar, and her betrothed, the King of Aragon, turned to stone. Many expeditions were sent into the depths beneath the castle to rescue her, but none returned. They say she is frozen below, her beauty preserved for all eternity.


King Erethed had the depths sealed off and turned the splendid halls into a prison for the ever increasing number of his enemies. His progeny were even more suspicious and cruel; their lordship over Druidun was put to an end by the Stands. King Cynric the Just was the first of their long line. 


The last was King Eomel, whose reign initially brought justice and hope to the realm. Sadly, as he grew older, he descended into an unspeakable madness. Some claim he was possessed by demons, others say he was betrayed by evil nobles, seduced by Eltharian Fire Spirits. There was a great massacre in the castle, after which King Eomel disappeared. Some say he withdrew into the depths,  to a tomb prepared deep within the dungeons, which has never been found. Others claim he went to join Queen Eadra. 


Druidun then lay abandoned, believed cursed, until a reckless surveyor discovered gold below; the dwarf Mountain King Kethril Ironheart was invited to mine the ore. In his insatiable greed, they say Ironheart dug so deep he broke through to hell itself. He was last seen raving of undead titans; he assembled an expedition into the underworld to seize the legendary, and likely mythical, Eotan Doomforge. He was never seen or heard from again. 


Finally, the tower was occupied by a renegade faction of wizards, The Eldritch Veil. In their reckless quest for arcane knowledge, they established secret underground laboratories and conducted forbidden experiments. These grew increasingly macabre and disturbing as time went on. Local sages claim the entire order went insane. 


They were caught and eventually expelled from the Circle of the Magi by the High Thaumaturge; the Cynete, a peaceful order of sages, then occupied the tower, albeit briefly. They abandoned it after clashes with unspeakable things in the tunnels beneath. Protests that the wizards had not sufficiently cleansed the site of the Eldritch Veil's unholy experiments were rebuffed by the Circle. 


The complex beneath Druidun is so vast and dangerous, no one knows it’s true extent, or what evil now dwells in its darkest depths. The results of mad magical experiments only add to the hazards. Many say it is cursed, and that madness lurks within its thick, crumbling walls.






Friday, 17 May 2024

Proclamation against the Undead

The dead party on!

As a result of the ongoing plague of undeath in the Lakbans, the Hierophant convened a council, from which emerged a proclamation: a call to crusade against Unlife and the necromancer of Vylach!

Proclamation of the Third Vespica Council, by Hierophant Benificence:

Oh sons of the All-being, know that your brethren in the east are in dire need, lest eternal shadow fall, and they be consumed. 
By Holy Decree of the Hierophant & the Council of Vespica, all able bodied men, be they rich or be they poor, are called to arms against the Infernal Necromancy of Vylach.
All who die by the way, whether by land or by sea, or in battle against the undead, shall have immediate remission of sins. 
Let those who have been robbers now become knights. Let those who have fought brother, now fight undeath. Let mercenaries fighting for pay, now fight for eternal reward. 
Behold! 
On this side shall be the allies of life itself, on that, its enemies. Go forth with the All-Being as your guide! Hallowed be his name. 
Deus vult!

Tuesday, 7 May 2024

The Serene Republic of Juna

bay

NOTE: Juna was meant to be the big city to which the adventurers could turn if what they sought wasn't available in Forksbury. As a merchant city, it has embassies, trade missions, merchants, travellers and all manner of sketchy characters from around the world. Thieves guilds, assassins, sages, wizards, obscure orders and rare and hard to obtain items can all be found here. To make it feel more real, I based it on Venice and wrote up an outline:

Juna

Ruler: Doge Camarius, married to Lady Helena of Avalon, daughter of Roland the Just.

Former rulers: Puplavo, Bianca, Regecarius, Regina, Wylan, Geoffrey, Tybrech, Maria, Fabian

Overview: The Republic of Juna, also known as the Serene Republic, is a city-state nestled amidst the tranquil waters of the Azure Lagoon, primarily on the island of Arran. It was founded by refugees fleeing undead hordes, ages ago, who found sanctuary on the islands of the bay. It evolved into a village of fishermen and salt workers. Now, Juna is a marvel of engineering, built by elven engineers from Erynthal on a network of over a twenty islands, connected by a vast system of canals, bridges and elevated walkways. Its stunning architecture of white stone, opulent palaces, and grand basilicas rise majestically from the water's edge, creating a mesmerizing skyline. The main city on Arran is attached to the mainland by a long bridge, and is heavily fortified with 2 concentric walls. 

Crest: Janos the two-faced god, looking both behind into the past, and ahead into the future. Juna is seen as the gateway into Bronn, between sea and land, past and future, rural and urban, and life and death. 


Juna has long struggled to be independent of Mercian influence, and has strained relations with Avalon. The betrothal of Roland’s daughter Helena to the Doge is meant to usher in a new era of cooperation. 


Juna is governed by a complex web of institutions designed to preserve the balance of power. At its core is the Great Council of Twelve, consisting of wealthy nobles who hold the highest authority. They elect the Doge, the ceremonial head of state, whose role is to represent the city. The Doge resides in the opulent Palace of Tranquility, a magnificent structure that serves as the administrative centre of the republic.


The Republic of Juna manages several strategic islands along its key trade routes, as well as territories on the mainland, known as The Terraferma, including cities, towns, and fortresses that contribute to the republic's military and economic might.


Known for its industrious spirit, merchants and artisans from all corners of the known world are attracted by the city's flourishing markets. Thousands of gnomes live in the textile quarter, building and maintaining the city’s automata looms, as well as other magical mechanisms. 


The canals and narrow streets teem with life, as merchants barter for exotic goods, gondoliers navigate the waterways, and performers entertain crowds in bustling market squares, such as the famous Merfolk Bridge, where water-dwellers come to sell fish, seashells and exotic goods from the deep.


Juna holds a dominant position in maritime trade, with a vast fleet of ships servicing lucrative routes. Junean merchants navigate the Midsea, connecting the East and the West, and bring wealth, exotic goods, and knowledge to the city. Older, more established merchants bankroll ambitious, young up-and-comers, who travel all over the world in search of trade deals. This helps the republic's influence extend far and wide.


The council provides extensive funding for the Hierophant’s Crusade against the undead, as the Lakbans are an important market for the Junoese. 


The Whispering Basilica, an architectural masterpiece adorned with magnificent mosaics, tells tales of the city's grandeur. In its transept, one can hear the voices of Junean saints of the All-Faith, whispering from beyond the grave. 


The Shimmering Bridge connects the Doge's Palace with the Eternal Prison, evoking both awe and a hint of melancholy. The Grand Canal, the main waterway, showcases the city's stunning palaces and elegant architecture. Hidden among the labyrinthine streets are secret passageways, hidden courtyards, and ancient buildings used as refuge during times of chaos.


The Forge is a vast shipyard and naval base, a testament to Juna's maritime power, where mighty galleys are constructed and launched into the waters. Napos flame-throwers, typically mounted in the mouth of a great sculpted lion on the prow, has given Juna the edge in naval warfare for a century now. 


The vibrant Silver Square, the heart of the city, buzzes with activity as locals and visitors gather to witness grand processions, enjoy lively festivals, and savour the flavours of Junean cuisine (heavy on shell fish) at bustling cafes. 


The Library of the Magi, within the Doge's Palace, holds a wealth of ancient manuscripts that have been collected and preserved over the centuries. There is even a vault of forbidden books of dark magic. Junean wizards focus heavily on water and wind magics, and often accompany naval expeditions. The Juneans believe in the importance of history, and gather up books from all over the Midsea in their quest for advantage over rival (merchant) powers.


The fortified town of Veltros, with its impressive walls and charming canals, offers a glimpse into the rural heartland of the republic, while the island of Omerun is renowned for its glassmaking traditions.


Political rivalries, both within and outside the republic, create a delicate web of alliances and ancient grudges. The city-state's powerful navy defends against pirates, rival maritime powers, and the occasional threat of invasion; a recent treaty with the merfolk will make trade routes even more secure. 


Great eagles are bred in the tallest of city spires, where they are trained from birth as scouts and weapons of war. Hippogriff are ridden by some Junean Knights; griffins are frowned upon due to their taste for horse meat. 


The great wealth of Juna has also allowed them to purchase the favour of brass dragons in times of peril. 


The three bridges to the mainland are guarded by legendary Stone Sentinels, powerful golem created over four hundred years ago by the sorcerer Califex and the stone giant sculptor Milnus. Milnus still lives in the dungeons beneath the city, creating sculptures that adorn the city’s richest towers.


Juna often relies on mercenaries for rank and file, with mixed results.  


Population: 52,000 (plus up to 60,000 foreign workers, merchants, sailors and mercenaries)

Products: Textiles, ceramics, glass, pottery, jewelry, furniture, precision instruments, automata, salt, fish, garum (fermented fish sauce), clams, pearls.

Military: Large professional navy (funded by trade revenues, ships have napos flamethrowers in the bow), supported by elite Junean Knights, stone sentinels, a small state militia, and an ongoing alliance with brass dragons. Typically rely on mercenaries for external military missions.