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| The Garden Level |
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
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.
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
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| 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
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| Artwork by Ray Bender |
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
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| Artwork by Helen Khrustalyova |
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.
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