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. 

 

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. 

Tuesday, 30 April 2024

Languages of Bronn

Babble on, Babel

Language is connected to geography; here's a little on the larger languages in use around the Midsea. If you want to revise language choices, feel free to do as I didn't fill this out earlier:
Common (Low Eltharian): a polyglot language that absorbed influence from languages around the Midsea, it was the language of trade in the old Eltharian Empire.
High Eltharian: The language of the elite of Elthar, of law, religion and diplomacy. It is still used around the Midsea by elites wanting to evoke the majesty of Elthar.
Catharese: The language of the Empire of Catharn at the east end of the Midsea, it is overtaking the use of Common. The Cathars were absorbed into the Elthar Empire ages ago, but their own culture remained strong under the surface and is now becoming ascendant.
Anvouan: The language of nomads who settled North of the Wornspine, founding Anvou and Rossoan. These lands are known for their magical forests, chivalry and poetry.
Gothic: Spoken in the Northeast, by Rugenmarch and the Gothic Kingdoms.
Seteshan: Spoken by the Kingdom of Setesh, the great desert kingdom of east Gudana.
Lavik: Spoken in the Lakban states, such as Salesia, Uzice, Halych, Vylach, Morea and Sylvania, it is the tongue of the nomad barbarians who overran the region following the collapse of Elthar. Common, however, is still the language of the people.
Ancient Elvish and fey tongues: Many islands and forests are still populated by fey and elves, who speak an ancient tongue that was once ubiquitous. It is known for being evocative and fit for song. Now it has broken into many dialects.
High Elvish: A very sophisticated language built upon eons of formal philosophy, epic poetry, diplomacy and artisan skills, it is more formalized than the more emotive Fey tongues.

Race relations in Bronn

 
monsters!

I wrote up some notes on inter-species relations (seems important to establish as a compass at the get go) for the campaign, then promptly forgot about it. I really have to print this stuff out as quick reference, otherwise I just wing it: 

Relations between peoples in Bronn vary by region, but there are persistent themes: humans, goblins and dwarves in particular fight over mines. 

The fey and wood elves are often locked in conflict with humans over logging and the expansion of farmlands. Goblins, fey, humans and high elves fight endlessly over the forests themselves. Some woods are still guarded by ancient treants, while others have fallen into the grip of chaos beasts.

Gerts, the obstinate and aggressive goat men, fight over hills and mountains with the goblins, giants and dwarves. 

There are stories of winged bird-men and their inaccessible aeries in the Wornspines who were prized for their feathers and the (supposed) medicinal benefits of their ground wing bones, but they have not been seen in living memory.

Thrunds, known to some as ‘noble goblins’ are found in the east of Bronn, where their martial prowess is not to be underestimated. They congregate in barrens, forests and mountains. They are fine craftsmen, but their xenophobia limits trade.

Gnomes and kobolds have a deep blood hatred, second only to their animosity with goblins, who will enslave gnomes whenever the opportunity presents.

Dwarves hate goblins most of all, and have difficult relations with high elves, who also mine and covet their precious gems. Dwarves fear and stigmatize magic, which they have no aptitude, and are deeply distrustful of wizards.

Of all these relationships, the most variable is that between high elves and humans. In the north, humans hate and fear the high elves of Erynthal, who will regularly launch punitive expeditions from their island stronghold against those who desecrate their ancient temples and sacred forests on the continent.

Anvou, which has always prized nature and has a strong druid tradition, is an exception, but this has strained relations with their human neighbours.

In Avalon, high elves are revered, as they helped expel the armies of Mercia. It also helps that the numbers of the High Elves have dwindled over the centuries, and their realms shrunk in turn. Relations with fey and gnomes can be strained, thanks to industry and logging.

Avalon’s druids and verderers work diligently to right the imbalance; farmers even form alliances with fey, offering goods and food in exchange for enchantments that provide bounteous crops yields.
The Sea Kings, as well as the Norgrun, have had a long rivalry with Erynthal, filled with piracy, raids, blockades and outright war. Enslaved elves are common in the Norgrun villages, and vice versa.
The Gothic Kingdoms are an unstable region of ever fluctuating realms, beset by roving bands of warriors; the Skaelingweald is feared and avoided, for it is filled with goblins, spiders, ogres, trolls and worse.

Most races live in isolation from each other.

The Serene Republic of Juna is the exception to the rule: a multiracial hub in southern Arthea, many races associate peaceably here. There are ambassadors and merchants here from kingdoms a world away.

Catharn, at the eastern end of the Midsea, is also quite cosmopolitan, although there are occasional fits of xenophobia orchestrated by the dark cabal that rules this fragment of once great Elthar.

The capital of Setesh, on the southern rim of the Midsea, is also said to be a great cosmopolitan hub, where people and trade from the world over mingle. A land of dark sorcery and strange rituals, they are known for their cyclopean sculptures and elaborate desert tombs.

The Lakbans are populated by many different peoples, locked in an endless competion for territory and resources. It has been conquered repeatedly, with each wave of invaders overwriting the previous, leading to multi-generational grudges. Dragons, manticore and goblin raids from the mountains keep them militarized and impoverished. It is both the site of The All-Beings first revelation, and frequent outbreaks of the undead. Powerful magical energies flow through it, for good and ill.

There are other sites in Bronn where ancient magics were awoken in ancient times, fissures in the fabric of reality, through which the impossible can flow. And sometimes still does.

Many of these sites are lost to time, grown over and forgotten.

Magic is a rare and precious phenomenon, understood by few, accessible to fewer, and feared by many.

Notes on gnomes, for the Arthea campaign

gnomes
Cheeky lil tykes, gnomes

On the verdant surface of Arthea, there are two types of gnomes: the Fiahla Aonar (or Lone Gnomes) and the Mari Sraid (Town Gnomes). The Fiahla live alone in forests, communing with nature and listening to the tree spirits, animals and plants. When large numbers of people are around, they drown out the voices of nature, creating a cacophony that sensitive gnomes can find discombobulating. Tribal/town gnomes find more satisfaction in the harmony of a community of peers, and work closely with each other, in speechless synergy, to a degree other species find eerie.

Gnomes are all very talented with their hands, often dedicating themselves to gardening, knowledge of plants and potions, or to finely crafted machinery. Their keen eyesight and nimble fingers allow them to create incredibly small, intricate devices. Some work in tandem with wizards, producing delicate automata. These are strictly regulated, and stamped with the insignia of the approved wizard orders, lest they be burned as instruments of The Devil.

There are still some Fiahla gnomes living in Pelshire, although their numbers are greatly diminished thanks to logging. Several ancient forests have been cut down to build the great merchant fleets of Juna, and to heat the great city in winter. This has caused tension between the fey and authorities of Avalon. Although a treaty was signed decades ago, verderers and druids have clashed repeatedly with nocturnal loggers, illegally cutting down trees, and fey have raided logging camps. Gnomes have built ingenious traps and devices to protect the trees in the area, and they are blamed for anything that goes wrong in the logging camps. Farmers adjacent to forests, too, hate gnomes, whom they suspect of sabotaging their crops.

Many displaced gnomes found themselves in the city of Juna, where their abilities are highly coveted. That does not prevent some from being press ganged into dim factories, where they are ruthlessly exploited by cruel overlords. The Guilds of Juna do their best to prevent this sort of abuse of their most prized workers. There is even a semi-recognized guild for gnomes, the Gorman Clair.