One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson


Showing posts with label World of Aerd. Show all posts
Showing posts with label World of Aerd. Show all posts

Friday, November 21, 2014

Tharzad-Dul: Map of Level 2

The Garden Level
I finally got around to scribbling this map out for the second level of my mega dungeon. I'm super excited to stock this sucker. Just a few notes. First I decided to go with a new room numbering scheme. Rooms are denoted with a X.Y format. So for example 2.1 means: level 2, room 1. Also I first refered to this level as the Farm Level. I changed it because I thought garden sounded better.

Sunday, October 26, 2014

Tharzad-Dul Mega-Dungeon Update

I've updated the Tharzad-Dul Mega-Dungeon Page found HERE.

With the arrival of Dungeons & Dragons 5e and delving back in to fantasy reading (see THIS blog entry on what I'm currently reading), my mind has come back to Tharzad-Dul and the World of Aerd my mega-dungeon blog project. The three things that I feel are most important to cover in order to make this playable in terms of starting up a campaign would be doing a write up on Enderfell the starting village, the Gods of Aerd, and level 2 of the dungeon (The Garden Level).

When I started this project I was using the free Swords & Wizardry rules. I don't intend to go back and update what I've written already (at least not at this point), but going forward I will be using the D&D 5e rules. So keep your eyes peeled for new updates of the World of Aerd.

Monday, March 31, 2014

The Cosmology of Aerd: The Nine Worlds

This project started out with the idea of writing up a bunch of dungeon levels inspired by Erebor, the Dwarven Kingdom under the Lonely Mountain. Writing up that first level made me want to draw up a map of the environs outside the dungeon and fulfil another itch I've always had, writing my own hex crawl. This thing just keeps growing. I feel like the last two major things that needed to be covered in order for this to be a fully functional campaign setting is address the Gods of Aerd, and a write up of Enderfell, the starting home base for the PC's. This post will be the first part of two on religion in the World of Aerd.

This past summer I watched the Avengers cartoon series on Netflix. It was a great series and I was sad to see it end. One of the things that stuck with me was Marvals adaptation of Norse mythology that makes up part of their universe. I've never really been a fan of the planes and they way they are presented in D&D. But the idea of planes as planets just really resonated with me. I decided to hijack Norse cosmology and twist it to my own needs.

History

According to the Sages of the Nemitical Order, it is written that in the First Age the Elder Gods descended from the heavens of Valtherium to the world of Aerd. They were the progenitors of the Primordians, the first Men of Aerd. TheElder Gods were the Lords of Law, and masters of Magic and Knowledge. They bestowed on the Primordians many gifts, taught them to wield magic, build fantastic cities, heal the sick, raise the dead, and pass to this knowledge on to their own earthly children.

The celestial children of the Elder Gods, who hailed from the heavenly realm of Ampharion rose up in jealousy and made war with their parents. They wanted Aerd to be theirs. This war brought about a terrible Dark Age known as the First Cataclysm. The Primordians and their great cities disappeared from Aerd. From the ashes of this cataclysm the Ampharion stood victorious. Eventually after much time had passed, a second age of peace and prosperity reigned.

The Second Cataclysm occurred when the Lords of Chaos attacked Aerd. They brought hulking Giants, Demons, and worst of all Dragons. They warred with the Gods of Ampharion, The Elven Gods of Fellanthia and Elaeron, and the Dwarven Gods of Zirquanok. It seemed for a time that the forces of Law might win. But then the Dark Elves of Elaeron in a surprising act of treachery and betrayal turned on the for Forces of Law. The weapons and magic of both sides tore Aerd asunder. It seemed all was lost until some of the Elder Gods arrived and helped to turn the tide of the war.

In the aftermath of the God War, Aerd underwent a second dark age. It is from the shadows of this latest dark age that the people of Aerd are slowly creeping out from under. The majestic time when the Gods walked and communicated directly with the people of Aerd are no more. Some say the Gods are dead, or at the very least have abandoned their people. The great cities and epic magic of that time can no longer be reproduced. Ruins and relics of the last two ages lay scattered about the land, a legacy of a better time.

The Nine Worlds

There are nine main worlds that make up the Cosmology of the campaign setting. Others obviously exist by these are the ones that hold the most importance for the setting. There are two factions, the Lords of Law, and the Lords of Chaos. The Lords of Law hail from Valtherium, Ampharius, Zirquanok, and Fellanthia. The Lords of Chaos hail from Elaeron, Yotaurus, Antenoria, and Fyrrion.

Aerd

Aerd is the jewel of the nine worlds it is at the centre of all the other Worlds, and the main setting for the campaign world.

Valtherium

This is the home world of the pantheon known as the Elder Gods. Few of the Elder Gods are worshiped any more on Aerd though there are cults, or lone worshipers that can be found scattered across the world.

Ampharion

This is the home world of the of the current pantheon of Gods that are worshipped on Aerd. They grant their clerics power but rarely interact directly with their worshippers. Instead they send angelic emissaries. These Gods do tend to meddle in the affairs of the men in order to achieve their own goals. The Gods of this pantheon are always in conflict with one another.

Yotaurus

This is the true home of all Giant Kind.

Antenovus

This is a world of water and ice. All manner of creatures of this type originate from here. Cold hearted Gods of storms and chaos live here.

Elaeron

This is the world of all dark fey. The court of the cruel Goddess of the Dark Elves rules here.

Zirquanok

The red and mountainous home world of the Dwarves and gnomes.

Fellanthia

This is green forest world, home of all the Light Fey. The Gods of the halflings and Light Elves hail from here.

Fyrrion

The hot ash filled home world of Earth and of Fire creatures. Foul devils serve cruel masters. This is the Hell that all men fear. Ruled by the Lord of the Pit.



Sunday, March 30, 2014

The Golden Plains of Afzhaal and Beyond

Artwork byJohn Avon

The Plains of Afzhaal

These fertile plains are the breadbasket of the City-State. Here farms dot the land. Scattered acroos this land small villages sit admits vast golden fields of wheat and fruit trees and grazing beasts of burden. The nomadic Afzhaali ride their six legged reptilian Gorlax, while they trade with the local villages and hunt wild Trinoceros and Lions. Dactyl Raiders will swoop down from the mountains to raid and quickly fly off.

Plains Encounters

Roll 1d10

1. Bloody Paw Goblins
2. Afzhaali Gorlax Rider's
3. Trinocerous
4. Wild Gorlax
5. Lions
6. Knights of Bryndor
7. Farmers
8. Legionnaire Patrol
9. Dactyl Raiders
10. Prairie Scorpions

Sites of Interest

The City-State of Kossuth (Hex 0515)

The City-State has fallen on dark times. Once a prosperous city the shadow of the Cult of Mem'Dathou has fallen over Kossuth. The young King is kept distracted by those that seek to use him and the kingdom for their own ends. Greed and corruption runs rampant and most people stay indoors at night for fear of disappearing never to be heard from again. Caravans and trade have gradually began to stop travelling to the city. The God King of Negrathia looks south towards the City-State with hunger while Bryndor looks from the south with the eyes of expansion and protecting their own kingdom from the depredations of the north.

The Town of Durnwich (Hex 0520)

The Village is about a days travel from Kossuth. The town acts as the hub for river trade in the south and the villages on the plains. Often this is the farthest north traders will travel these days as rumours of the rising evil in Kossuth spreads. Adventurers will often use the town as a launching pad for the exploration of dungeon ruins of Ghadira.

Ruins of Ghadira (Hex 0218)

The origin of this ancient ruin has been lost to time. The upper levels find themselves cleared and refilled time and time again. Adventurers and explorers come searching it for whatever treasures they can. Access to the lower levels is blocked by a strange door.

Legionnaire Outpost (Hex 0524)

This Legionnaire Outpost has been overtaken by an alien presence. A sentient black ooze lives inside the troops and officers of the post. The legionnaires body's are all that remain and acts in symbiosis with the alien intelligence. For now no ones seems to notice that anything is wrong as the aliens use the memories of their hosts. What plans they have remains to be seen.

The Star Crater (Hex 0923)

This crater was made by a meteorite that crashed her some time ago. The star metal is magical and already has been harvested by prospectors. Those who spend too much time in this area are transformed and mutated by the radiation.

The Lands Beyond

These are the lands that border the City-State of Kossuth.

The Wastelands of Negrathia

To the North is the desolate land of Nergrathia full of beastmen, Skrael barbarians, and demons. It is lorded over by powerful tyrant known as the God-King of the North. In time he plans to invade the City-State and claim it's riches for himself.

The Empire of Hykiria

To the West is the expansive and decadent land of the Hykirians that can trace its origins back to the Age of the First-Men, a time before the First Cataclysm. This Empire of Man is dominated by powerful noble houses and the Holy Church of Nabanadon.

The Kingdom of Bryndor

To the South sits Bryndor. This militaristic kingdom is controlled and dominated by a secretive order of knights. They are aggressive and expansionistic and are planning on annexing the City-State and its lands. They are aware of the Negrathia's designs on the City-State, and are in fact engineering things to encourage the country to invade. They will then offer aid, move in troops and then once entrenched take full control of the country.

The Yoshan Empire

Little is known of this Empire to the West and over the Everdusk Mountains. The Jade Emperor rules This vast Empire. It has an oriental flavour combining Chinese and Japanese traditions. 



Saturday, March 29, 2014

Bones of the Earth & River of Blood

Artwork by Ray Bender
The City-State of Kossuth claims two mountain chains, the Everdusks and Thule, and one major waterway, the Rubyrun River.

Rubyrun River

The Rubyrun is a wide and deep fresh water river rich in iron giving it it's ruby red look. The water is fresh and clean. There is much river traffic. The river acts as a major trade route to the south west into the lands of Hykiria and Bryndor. Most halflings in the City-State are river folk. They live on barges, and fishing boats traveling up and down the length of the river. Two major threats exist on and below the water. The first is the river pirates that plague boat traffic and raid riverside villages. Despite an increase in the City-State's naval presence the pirates always seem to be one step ahead. The second, and less frequently encountered threat is the Crayfish-men that live in villages below the river. Something has been causing them to be more active recently, though what that might be is anyones best guess.

River Encounters

Roll 1d10
1. River Pirates
2. Halfling River Barge
3. Fishing Boat
4. Crayfish-Men
5. City-State Naval Patrol Boat
6. Funeral Pyre Boat
7. Giant Pike
8. Goblin War Raft
10. Floating Debris

The River Road Encounters

Roll 1d10
1. Human Merchant Caravan
2. Gnomish Merchants
3. City-State Legionnaires
4. Highway Bandits
5. Elven Blockade
6. Bloody Paw Goblins (see Tharzad-Dul, Mountain Door)
7. Farmers
8. Woad Barbarians
9. Broken Down Carriage
10. The Black Rider (See the Witchmire)

Everdusk Mountains

The Everdusk Mountains act as a natural border for the City-State and divides it from the Yoshan Empire to the East. These mountains hold many mysteries and have yet to be fully explored. Like the underworld of Aerd, the high places of the world tend be have thin borders to other worlds and gateways to the weird. Giants and Yeti crawl the mountains as well as other more bizarre creatures hailing from from far away lands.

Everdusk Mountains Encounters

Roll 1d10
1. Dreaming Monk
2. Yeti
3. Giants
4. Dusk Drake
5. Prospectors
6. Explorers
7. Shantank
8. Mountain Goats
9. Moon-Beast
10. Black Sky Barge

Sites of Interest

Hydra Mountain (Hex 1716)

Hydra Mountain, a place of power, riddled with caves, dungeon levels, and secrets. Location of the mega-dungeon of Tharzad-Dul.

The Dungeon of Tharzad-Dul (Hex 1716)

The eponymous mega-dungeon. Once the home of the dwarves.

Giant Fortress (Hex 1720)

In the days before the first cataclysm this was was a might fortress from which the giants ruled the surrounding lands. Today it stands in ruins and is held by the most powerful and charismatic of the Giant Warlords. Their is a faction of these giants that seek to overthrow the current leader. They plan to do this by brining back a powerful giant warlock from the grave. All of Giant-Kind ounce hailed from the world of Yotaurus. Their history tell of a time when they were much more than the barbaric tribes that they are today. Prophecy speaks of a future day when the glory of the giants will return.

The Valley that Time Forgot (Hex 1723)

This valley has remained hidden from the world. This is because an enchantment on it acts as a temporal trap. Creatures and people can go into this jungle paradise, but cant leave. This powerful enchantment was placed on the valley in order to trap a terrible God and imprison it here forever.

The Demonsbreath Pass (Not shown)

This dangerous pass is used by bold travellers to navigate the mountains in order to have a quicker route to the Yoshan Empire beyond.

The Monastery of Orsoom (Hex 1808)

This difficult to reach monastery teaches martial arts, meditation, and other mysteries to those that they deem worthy. Usually this involves the potential acolyte to perform some sort of dangerous mission. Even then success does not necessarily mean entry. The library here contains many rare texts and histories.

Yotarian Gate (Hex 1805)

This deactivated gate leads to Yotaurus, the home world of the Giants. It is protected by yeti and other monsters. Some time in the near future the gate will open and the true Giants armed with powerful magic and weapons will arrive bent on conquest. They will use their barbarian brethren as shock troops and do not consider them to be true giants, but some pathetic throwback.

The Thule Mountains

High in the Thule mountains lives the wizard Lhurwyn, his magic is powerful and many come to him for advice. Deep below the Mountains lies the ruins of a once glorious city of minotaurs who's barbaric descendants war with a race of ogres and orcs augmented with a variety of body enhancing implants.

Thule Mountain Encounters

Roll 1d10
1. Xarlum Minotaur
2. Steelspine Ogre
3. Pilgrim
4. Shriek Hawk
5. Silverfoot Faun
6. Night Gaunt
7. Goat Shepard
8. Ironhand Orc
9. Crag Monkey
10. Lhurwyn the Mad

Sites of Interest

Xarloon Minotaur City (0214)

The Xarloon minotaurs are another race from Yotaurus. At their peak they were great magicians and warriors. Now few if any of this race can cast the simplest of spells.

Tower of Lhurwyn the Mad (Hex 0613)

Lhuryn the Mad, can see into the future and perform great feats of magic. He is a lewd and disagreeable old man. He has no need for money and will only aid those who bring him young nubile women and men for him to sate his lusts. He is served by enchanted crag monkeys who perform a variety of tasks including spying, cleaning and fetching things for him. His tower is guarded by magical guardians and traps.

True Lair of Khysophax (Hex 0711)

The true lair of Kysophax is located deep in the mountains here. It can be reached by descending a deep fissure in the mountain, or by long twisting cave tunnels back to the Shadowheart forest.

Vault of Ersetu Sheen (Hex 0313)

Ersetu Sheen is a hybrid of machine, man, and centaur. He is obsessed with creating and augmenting life. His two greatest creations are the Ironhand Orcs and the Steelespine Ogres. The Orcs all have their right hands removed and replaced with a random weapon, including circular saw blades, flamethrowers, shock-flails, or a iron fist mounted on a chain that can retract back into the arm. The Steelspine ogres have a reinforced spine surgically implanted on their backs. They typically have regenerating steel spikes that can be launched at targets at range.

Thursday, March 27, 2014

The Shadowheart Forest

Artwork by Helen Khrustalyova
The Shadowheart Forest is a massive and ancient woodland full of magnificent creatures and places. The few locations and random tables here do not do this region justice.

In a past age a magnificent city stood at the woods centre. The origins of this city began with two races of elves, the Elaeron, and Fellantir, who came to this world at about the same time. When they first encountered each other a great war occurred. At the end of this war a peace treaty was signed at the site chosen to build a marvellous city that would honour the dead and showcase the wisdom, magic and ingenuity that both races shared. This golden city of peace prospered for hundreds of years until, like things, its glory began to fade and crack. Eventually civil war ripped the city apart and destroyed the magical Gates to their home worlds. The city was abandoned and the two races of exiled elves founded knew, if less glorious homes. The Elaeron fled into the hollows and veins of the Earth, while the Fellantir took to the tops of the highest trees. The animosity and hatred still burns strong between the two races.

Forest Encounters

Roll 1d10
1. Elaeron Elves
2. Fellantir Elves
3. Ghostweb Spiders
4. Bandits
5. Bloody Paw Goblins (see Tharzad-Dul, Mountain Door)
6. Xanophid (Biologically engineered plant creature)
7. Shadowheart Rangers (mix of humans and Fellantir elves)
8. Flying Skink (small reptile with wings)
9. Moth-Man
10. Khysophax (Ancient Dragon)

The Forest Road Encounters

Roll 1d10
1. Merchant Caravan
2. City-State Legionnaire Patrol
3. Farmers
4. Bandits
5. Goblins
6. Villagers
7. Leucrotta
8. Gypsy Caravan
9. Village Militia Patrol
10. Cultists

Points of Interest

The Village Enderfell (Hex 1116)

This is a small village would be of little significance if it wasn’t so close to not one but two major dungeons! The ruins of Erithhador, the failed City of Peace lies to the north within a hard days march. The fallen dwarven city of Tharzad-Dul lies a day to the east directly on the Forest Road. This is a great place for adventurers to rest and relax, in between missions. The town caters to adventurers and probably would have been razed by goblins if it hadn’t been for the timely aid of a friendly sword or spell from a passer through.

The Ruins of Erithhador (Hex 1410)

The City of Peace is no more. But even in ruin she is still a magnificent sight to behold. Many relics and treasures can be found here. In particular the Elves were known for their magic and there is plenty of that to be found here in the form of weapons, tomes, and other artifacts that can no longer be made. Of special note are the two Elf-Gates. These gates can be found at the centre of the city. Niether one works anymore, but if they could somehow be repaired then they could be used to travel to the original elven home worlds. It is common knowledge that the outer edges of the city are the least dangerous. A low level party could expect to survive here. While the deeper one gets into the city the more dangerous it becomes.

The Lair of Kysophax (Hex 0610)

The Dragons of Aerd (the world in which the City-State of Kossuth is located) are not colour coded like traditional D&D. These dragons are all unique and possess a variety of magical abilities and powers. Kysophax has not been seen in some time, but when he does appear it is heralded as a sign of apocalypse. This is the entrance to the dragon's lair, his true lair lies within the Thule Mountains.

The Mouth of Madness (Hex 1218)

The foolish believe that this pit descending into bowels of the earth is just a regular cave entrance. That it connects to a confusing network of regular tunnels and caverns extending below the entire surface of the City-State. The wise man knows better. The truth of the matter is that this entrance leads into another realm all together. A place where the rules of the surface world no longer apply. Eventually, if one survives long enough before going insane they will discover the new home of the Elaeron Elves. It will also become clear why the Elaeron Elves are so not quite right in the head anymore. If one where to travel even deeper they would eventually reach the city of a vile race of albino men known as the Azgarthians.

Fellantir Village (Hex 0913)

The Fellantir are live in a village located in the trees. They are not particularly welcoming of others, but those that they do allow into their circle tend to become very trusted allies or very great enemies. There is a faction here that wishes to return to their home world of Fellanthia, while there are others that argue that this is their one true home now. In an effort to battle their ancient nemesis the Fellantir created a magical race of plant creatures called Xanophids. These creatures have rebelled against their creators and now are an ever growing plague in the forest.

Mothmen Lair (Hex 1518)

The enigmatic Moth-men lair here high in the trees. They only come out at night to hunt. What they want no one knows. Whatever it is the secrets they hide will be pivotal in the coming days.

The Shadowheart Stone (Hex 1017)

The Shadowheart Stone is a rune encrusted stone monolith that comes from an age before the cataclysm. Today a Circle of Druids called the Guardians of the Heart gather here to perform rites and rituals. Failure to perform these rituals, the druids believed that a great evil will be released into the world. The truth is that they are right. A stairway into the earth below the stone leads deep into the dungeon prison of the ancient wizard named Kardath and his Gug servitors.