Saturday, January 28, 2017

Liches


Lich
Sitting upon an iron throne, a skeleton crowned in gold and adorned with brilliant silver, shares with the opulent hall in its lifelessness, except for the guttering candles that betray a presence. Only when you approach does its skull raise and its eye sockets, black as the void, stops everyone mid-step.
A lich is obsession incarnate. There are many people like them in the Northern Realm. Wizards gripped with the power of the arcane, knights bearing enchanted weapons that wield them for joy, only to find they cannot bear to even sleep without them naked and pressed firmly against their chest, clerics that starve as they meditate in quiet vaults, seeking their god’s favor, and so on. All waste away with their obsession, passing early from the world.
It is these factors that create a lich, magic, time, and mania, but mortal races do not survive the transition. Only an aelf can become a lich. Their bodies may waste away as they delve into their studies and experimentations, but their strength of will and hardiness keeps them alive, after a fashion. However, it is not necessary for a lich to wholly disregard its flesh. Of the few that are liches, only some have become like skeletons, walking only by sheer force of will. Others have remained conscious of their bodies and tend to it. Regardless, the flesh of a lich is dead. Their eyes are as if the void, whether they are only sockets or the gold eyes of Corinna, and their flesh is pallid and cold. Of a lich’s motivations, no one knows. Few know that it is even possible to become a lich, and even fewer have a name for it.

Frightful Presence (M): Aethre’s presence frightens foes. The radius of effect is 50 ft. Whether or not a target can see her, it must make a Will resistance check (DC is equal to Power). Frightful presence is a mind-affecting fear effect. 

Paralysis (M): If Aethre spends Power, her naked touch paralyzes her target unless it makes a Strength resistance check. 

Spells: Sorcery.




Creating a Lich: A lich is an undead aelf that possesses the following traits in addition to the skills she had in life:

Size and Type: The creature’s type changes to undead.

Armor Class: The base creature’s natural armor bonus is equal to ½ its number of level.
Attack: A lich retains any natural attacks of the base creature.
Special Attacks: A lich knows many spells. A lich also has the ability to paralyze its target (see description above).
Special Qualities: A lich retains all the base creature’s special qualities, while gaining the following qualities:
—Damage reduction 5/magic.
—Darkvision.
—Spell Trait: A lich takes on the trait of one spell that she knows. The spell may manifest in a number of ways, such as an aura of fear, wracking touch, a mantle of darkness, or the ability to see the unseen. Each level after the creature becomes a lich, it may choose an additional spell trait. 



  

Saturday, January 21, 2017

Powerful Beings and Their Effects on the Environment


It seems like I'm taking every opportunity to work on the Handbook instead of the Campaign book, but I can't help myself. While working on the creatures I started thinking about the impact of magical creatures like demons and the fae on the world and it gave me an idea, what if they affected the physical laws of the world and our faculties. Here's what I've run with:
Magic and the Environment

In a world where magic saturates the very fabric of the earth, powerful enchantments tend to influence the environment in various ways. Latent magic is drawn to powerful objects and beings as if having the effect of gravity. Indeed, the effects of powerful magic on the physical world are profound.
Environmental Effects: The more powerful an item of power or being is, the more it affects materiality. Time also plays a role. The effects of a powerful being can be strong but fleeting if it spends only a short time in a place. The longer a powerful being or object remains, however, the more the effects of its presence linger.
Shapeshifting: Creatures can disguise their effect on the world, if they have some method of changing forms or suppressing their magic. Fae and demons in particular, are quite adept at hiding their otherworldly nature.
Shadow
The effects of shadow play on the emotions of living beings. It seeps into their dreams, lengthens shadows, and twists reality. Shadows include demons, creatures from the Shadow Realm and portals into it, and powerful objects that derive its power from Demon Magic and to a lesser degree, Sorcery.
Environmental Effects: Normal physics surrounding a shadow thing operate in spectacular and strange ways. Light bends away from it. Perspective is twisted. Corners seem to come together at oblique angles. Structures defy logic. The air grows colder and stale. The affected area is difficult to see from outside it, even if the creature has low-light vision, but once within the area of effect, the unlight makes your surroundings eerily visible.
When a creature first enters into the area of effect it becomes shaken for 1d6 rounds, unless it has equal or more levels than the shadow’s source. Creatures that became shaken from this effect must roll detriments on subsequent Will checks relating to it.
Fae
The presence of fae has been described as euphoric, out of time, enlivening if beauty and majesty were a feeling it would be it. Like the presence of shadow, the effects of the fae also impact the emotions of living beings. This can manifest in many wonderful and also terrifying ways. The fae includes fae and magical creatures.
Environmental Effects: Time slows; figments of light, colors, and shadow disappear and reappear at random. The environment glows and darkens, seemingly on a whim. The area is tied to the emotions of the fae creature there.
Time is out of place in the presence of the fae. When a creature first enters the radius of effect roll a d6. A result of 1-3 means time passes slower relative to the outside world and a result of 4-6 means time passes more quickly. A 1 is half the rate, 2 a quarter, and 3 an eighth, while a 4 is twice the rate, 5 is four times the rate, and 6 is eight times the rate. Once within the area creatures become distracted, unless they have equal or more levels than the source.
Chaos
The Aether and the planar creatures that reside there have an enormous impact on the Material World. Things are never as they appear. Your companions seem to move in two different directions at once or simultaneously appear in a state of anger and happiness. Reasoning out what is and is not may be less a question of what is happening and more accepting that it is happening all at once.
Environmental Effects: In the presence of a powerful planar creature or portal spells go awry, things appear at random or teleport around the affected space, their potency increases and decreases at random, and other unintended effects. Conjuration spells summon the intended thing in a random spot, which then appears and reappears every 1d6 rounds, an illusion spell cast in the area becomes percentage dice real every 1d6 rounds, the spell dice result of an evocation spell increases or decreases in potency by 1d6, and an abjuration spell cast in the affected area has a random chance of transporting its caster to a random spot in the Aether for 1d6 rounds before returning.
Outsiders

The presence of outsiders is discombobulating. The room seems to breathe. The ground fluctuates like thick mud with each step. Sense of self, control over emotions and physical reactions have a complete disconnect from reality. After an experience with an outsider, one could describe it as an overwhelming sense of horror or madness, but only for a complete lack of ability to cope with the sensation.
Environmental Effects: Once in the affected area creatures have a tenuous grasp on their sanity. Creatures forced to make any check risk becoming confused if they fail it. Making a full movement requires an Intuition check. 


Tuesday, January 17, 2017

Class-based vs. Skill-based

The Northern Realm as a game is intended to provide a visceral experience and flexible character building. Having classes and levels, however, doesn't lend itself to creating completely unique characters. The obvious alternative is to ixnay the classes and create a complete skill based system. So I went for it, I spent a day organizing a list of skills and untangling the classes. Then I took a big step back and looked at it. I didn't like it. I want it to be customizable, but the classes are too much to dump. What I did though, is break the classes down into three archetypes and then laid out rules for creating characters. How'd I do?



An archetype provides an overall framework for what a character is capable of. There are three general archetypes– the specialist, the mixed bag, and the spellcaster. Under each of these are a number of unique expressions of the archetype, referred to as classes. These classes may be modified to better suit your character concept, following the rules provided by each archetype.

Skills and Attributes: All characters are provided with 3 skills per level, which may be modified due to their choice in race. Archetypes may add or subtract from this number. For example, a character with the Specialist archetype gains one extra skill at each level, whereas one with the Spellcaster archetype gains one less skill at each level.

Classes provide attributes, special abilities unique to that class. However, gaining the attribute reduces the amount of skills gained at that level by one. You may always choose not to gain an attribute and thus not reduce the amount of skills gained. For example, a half-blooded character who chooses the specialist archetype begins with 4 skills (3 provided as a base, plus one from the specialist archetype). If he then decides to play as a barbarian and gain the Rage attribute, his skills are reduced by 1, leaving him with 3 skills to spend as he chooses. ________________________________________________________________________________
Specialists are the explorers, tradesmen, and warriors. They may have some supernatural abilities but are unable to cast spells. Specialists have high Acumen and each level gain +1 skill.

Mixed Bag
characters rely on skills and spellcasting. They gain only partial spellcasting abilities. In exchange, choose either high or low Acumen. If you choose low Acumen, gain 3 skills per level as normal, otherwise, gain 1 less skill each level. Or, if the class appeals to you but you do not require spellcasting abilities, drop them to retain a high Acumen and gain +1 skill each level.

Spellcasters dedicate their lives to the arcane. They gain a full range of spellcasting abilities. All spellcasters have low Acumen and gain 1 less skill each level.
________________________________________________________________________________

Example skills:

Armed Grappler:
While grappling, you can make 1 extra attack per round with a light weapon. Make grapple checks in place of attack checks and roll for damage with each successful check.

Fortitude: You have built up an incredible constitution. When bleeding out, you may spend 1 Power to stave off death for 1d6 rounds.

Example Class:



Additional Player's Handbook Update: I've added a little art to the handbook and it doesn't look too shabby.

Thursday, January 12, 2017

Cysgod Short Adventure and Setting

Cysgod: Only a few miles from Aed’s Dale and the borders of the dunaelf kingdoms, the stronghold of Cysgod is carved into a massive boulder. The Grey call it the Stone Keep. From under it a spring wells up and flows through the fissures in the rock, which then spills over its side as a waterfall, masking its entrance. Outside Cysgod, dozens of houses are built in the treetops. The Grey spend most their time on the group around orbs of light and warm fires telling stories. There are structures in the trees to sleep in at night. In times of danger they retreat to the Stone Keep. The Grey of Cysgod are well known to the nearest dunaelf kingdom and they meet frequently.




The main players:

The Grey: The Cadfael clan nhymors to Cysgod very often. It is their home for more than half the year. It's proximity to the dunaelf kingdom of Krasny makes the clan there rich in traded goods. The Grey are close allies to Krasny and they frequent the kingdom.


House Tadamek: The head of House Tadamek is King Riam ruler of Krasny. House Tadamek is undoubtedly the most powerful dunaelfin house (of Naerod). House Tadamek is aligned with the rival House Vogt (an unlanded house) through marriage. As the ruling family of Krasny, most if not all members reside in the capital, which is home to many unlanded houses. Krasny was the first established dunaelfin state. The southern foothills of Krasny are protected from the worst of the mountain weather. Agriculture, wood, and game are plentiful. House Tadamek claims much of the land in the lowland valleys as well as prominent roads, including the Long Road, which passes through the Grey's kingdom. Trade between Krasny and the Grey is frequent and once a year King Hywel grants passage through Greywood to the Free Realm, much to the benefit of both kingdoms. House Tadamek’s relationship with the Grey ensures the house remains strong. The support of the Grey in the Third Dunaelf War also serves to improve the popularity of House Tadamek throughout Naerod.
Dunaelfs of House Tadamek are typically light of hair and eyes. Their noses are usually quite large and eyes deep set. Dunaelfs from House Tadamek are markedly taller than other dunaelfs, averaging the height of a short man. Their seal is that of a castle with three towers and a crow. 

Order of the Horned Helm: The Order of the Horned Helm is a military order of the Church of Toth dedicated to defending the homeland against the Grey. The order does not volunteer recruits to the southern army, despite the current alliance between Krasny and the Grey. The order mans Örm Castle instead as a solitary bulwark against the hated and feared Grey. The order is not popular, nor powerful within the capital. However, along the southeastern border they are well supported and depended upon. Of all the orders, the Order of the Horned Helm is the only military order to specialize in forest warfare. Their insignia is that of a stag, depicted as if roughly hewn from stone. The current leader of the Order of the Horned Helm is Grandmaster Voloh. Grandmaster Voloh is known for his cunning. He intimidates even the High Bishop. 



Plots in the Background:
 
1. Maetra has taken castle Bridlic. The Grey and dunaelfs of Krasny are allies. The strength of this alliance is about to be tested. An army of the Grey and Krasny dunaelfs are marching north through Aed's Dale to recapture the fort. On the march to Bridlic the allied army is surprise attacked from the hills. A thousand howls of wolves come from the east and from the western hills, the Knights of the Horned Helm drive into the allies. The battle is quick, but not completely over. The allied army is driven into the forest and the highly disciplined Knights follow in pursuit. Within 2d20 minutes of our adventure, the horns of the retreating allied army sound and soon after groups of dunaelfs and Grey are driven into Cysgod. Soon after that the Horned Helms arrive.

Plots in the Foreground:

Depending on the characters reaction the adventure changes. The armies of the Horned Helm are too great to face as a lone adventure party.

1. If the adventurers flee, some of the clan hides in the Stone Keep. They will eventually be found by the Knights and taken to a prison camp deep in the Dale. Eventually, the prisoners will be removed to Bridlic, where rescue is near impossible. Harrying the march is one possibility, but keep in mind dozens of allied warriors roam the forest. A regrouping effort could prove fruitful, but be quick about it. The camp is only two days march into the Dale, and Bridlic only another three days beyond that.

2. The adventurers stay and fight. This could mean death, but more likely they will be taken alive. The adventurers could also hide in the Stone Keep in which case they will certainly be taken alive. As prisoners, escape the march or wait until nightfall.

The small plots: 

1. The wolves. Alliance members claim the wolves were no mundane creatures. Black and terrible, there were perhaps less than previously thought, but also larger and fiercer. These creatures are fenris and the shadows that follow them. How and why were these creatures there? Perhaps the rumors of a witch in the Dale bear some significance- some witches are known to commune with demons. An alliance of a powerful coven and the Knights of the Horned Helm could prove disastrous for the region, especially if Maetra puts its full weight into the invasion. Alliance members may not have information, but remember there are many creatures of the forest one can ask, particularly the crows.

2. Within 1d6 days of the story, a fleeing gnome wife and husband are fleeing atop stags from a giant black wolf (fenris). Let's hope you cross their paths in time to save them. If saved, these rare creatures have excellent gifts for our adventurers and also news of the darkness enveloping the Dale.

If it interests the adventurers, meeting the gnome can be interesting in other ways as this is Aed and his wife Afon for which the Dale was named.
 

Sunday, January 8, 2017

The Eld


It lumbers across the black, cracking the ground. With coal black skin, ashen growths, and eyes the color of smoldering cinders, it fades into the ocean mist.

The eld are ancient. From a distance, these giants look like deposits of coal or tall slabs of rock, until they start moving. Cracks in their skin reveal an inner fire, but only under stress. An eld is normally a lumbering dark form, usually carrying a crude (though effective) tool. To most, the eld are creatures of fairy tales, but the dunaelfs in the far north know that they are very real. The eld are associated with many creation legends, perhaps due to some astute observations about what exactly an eld is doing with its tools. The eld create materials not thought of as naturally occurring geological objects; metamorphic stones, crystals, metals– some unique, others common. The eld somehow create these raw materials, shaping them in no particular way and then leaving the finished products strewn across the ground, tossed into the ocean or magma flows, or driven into the earth with massive hammers.

Many believe the eld are made up of wondrous gems, leading to stories of eld hunts. The eld ignore all life around them, but when cornered or blocked, they are unrelenting creatures, trampling over anything their path or attacking with no apparent regard for personal injury. There are a few claims of unprovoked attacks, but in most accounts, the victims were handling the eld's creations, perhaps prompting the retaliation.



Eld (Large Giant)
Life: 24 Life
Luck/SR: 0 points/0 SR
Power: 12 Power
Initiative: +4
Speed: 50 ft.
Armor Class: 17 (+7 natural), 17 Flat-Footed
Acumen/Grapple: +3/+10
Resistance Die: d20
Attack: Large pickaxe +3 melee (1d8+7)
Space/Reach: 10 feet/10 feet
Special Attacks: -
Special Qualities: Damage reduction 3/-,
            darkvision, immunity to disease, fire,
            magic sleep, mind-affecting spells,
            petrification, and poison
Abilities: Str +7, Dex +0, Int -4,
            Intuition +1, Will +1, Luck +0
Skills: -
Environment: Cold and temperate mountains and
            hills, rocky islands, and caves
Organization: Solitary
Level: 7  

Tuesday, January 3, 2017

Be Still


“Father, I’m afraid to die.”

“Oh, Ása, why are you thinking of such things? Death is a long way off yet.”

“But I will die, won’t I? I don’t want to die. I want to play with you and Mother and Bard forever.”

“But daughter, I will die. And so will Mother and Bard. Everything dies. And when the time comes, kind Thyra or stern Stigr will come take you away.”

“Aelfs don’t die.” 

“Well

“And what if Thyra or Stigr don’t come?”

“Ása.”

“But Father, did you see Thyra when grandfather passed? Or Stigr in battle? How do you know they will come?”

“I don’t, Ása. I don’t. I’ve never seen aelfs and I’ve never seen Thyra or Stigr. I cannot promise you they will come. No one knows what lies ahead. Do not fear the end, my daughter. You are still wild and young.  I’ve seen you in the fields with Bard and Aulay. I think you are fearless. No matter where life takes you. You will rise in the morning with the sun and you will live. Be still, Ása, and close your eyes. Don’t worry about tomorrow. I will always be here. And when it’s time for me to pass, I will wait for you and hold your hand as we fade away.”

For a few moments Ása looked up at her father, then the tension left her face and she shut her eyes.

Balder rose from her bedside but stopped in the doorway. For many more minutes he watched Ása. Her breathing slowed as she passed into dreams. Balder rested two large thumbs in his belt as he pondered. Only Ása could make him prefer Thyra to Stigr.

 Sweet dreams Ása.