Saturday, September 28, 2019

Peninsula of Plenty World Building - Prelude to the End of War

The northern border of the Peninsula of Plenty is lined with the Chalice Mountains. The range extends north about 150 miles. The range gets it's name from the cup like shape of the range, which scoops northward on the east and west sides like a Chalice. Far to the north are human habitations which can be reached most easily by Sea. Until contact, that kingdom believed itself to be the most southern extent of civilization. they call themselves "The Kingdom of the Majestic Ranges". In the bowl of the Chalice Mountain are fearsome tribes of orbs, goblins and giants. These creatures block most travel by land north and south from the Peninsula. However, some tribes of monsters raid outside of their area of control.

On the east of the Peninsula are the Elven Colonies, who have an alliance with both the Half-Orcs and the Dwarves of the Caldera located in the central eastern lobe of the Peninsula. The humans called these civilizations "The Combine". 

In the darkest time of the Empire, a series of invasions from the north and a minor war with the Combine nearly extinguished the Empire. From over the Chalice Mountains, news of war in the dark-lands between the Kingdom of the Southern Ranges and the monstrous tribes trickled in with fleeing refugees.

The first groups of refugees were bands of strange little people, somewhat like the fey. They called
themselves halflings. They had the strange ability to pass without a trace and to fade into the environment as if invisible. Hot on their heels were a more frightening threat, gnolls. The little folk stressed the Empire already pushed to the limit by drought, famine and war. The gnolls smashed supply lines to the Capital Region. In these conflicts, the people fled to the coastal cities, including the Capital.

The massive influx of citizens collapsed the Capital's supply of grain. Riots broke out in the city. The poor and worse, the slaves were slaughtered by the rioters. As winter broke, news of the massacre reached the Elven Colony and what had been a border skirmish turned into a full on invasion. By mid-spring elven forces, along with a contingent of dwarves and half orcs, were besieging and blockading the Capital and it's coastal cities. This allowed the halflings in the area to break free to reach the dwarven lands and safety. In the Caldera, the Combine leadership was forging a weapon to destroy the humans. In the common, Latin tongue the sword was called Libertatem or more simply, "liberty".

A random sally from the Capital lead to the loss of this weapon and the humans rallied around it like a relic. It was given over to the Emperor, which may explain some of what transpired next. Back in the Dwarven Caldera, the Combine leadership, egged on by the halfling king forged a darker, more dangerous weapons.   

Days from defeat, the Capital readied two legions and an a massive auxiliary force to go meet the Combine forces. At the last moment, the Emperor opened back channel communications with the Combine and agreed to never again enslave non-humans. And with that promise, the combine forces lifted the siege. Elven and dwarven slaves walked free from the city. The Combine hinted at requiring all slaves be freed, but withdrew with their brethren before the point became an issue.

In the following weeks, the Capital Region was able to resupply and reorganize it's forces for their greatest challenge, an enemy forged in fire in darkness. The Prelude to the End of War closed, and the true threat to not just peace, but civilization on the Peninsula, manifested.

Thursday, September 26, 2019

Session Update - Save Vs. Disease

My players, their children have all failed their saving throws vs. disease. Another session will buy it due to cold and flu season.

So this weekend I want to try something different. I want to do an inked action scene on 14"x17". I normally work on images no larger than 8x11. I started laying it out. Excuse the low quality phone images. This doesn't fit in the scanner.


I have 3 characters converging on a central character.

The lightly drawn figure on the right is an archer readying a shot. She is wearing a pallas, a sort of cloth garment worn over a toga.

The figure on the left has been blindslided with a bolt of energy. She is not quiet on the ground. She will be wearing a gown and doesn't appear to be a typical combatant.

The third foreground character is a man with a sword and buckler or target shield.

The woman in the middle is a magic user with some interesting magical items and powers. First, she has a custom spell called "Disruption". It is very much like a magic missile, except it does 1d4 per shot, shots can hit any living or non-living thing with a to hit roll. It never increases in power, but the number available increases every two levels instead of three. She does not wear any "protective" magic, per se. She wears a wolverine pelt, with an intact skull as a stole. It can be commanded to attack, making defense rather moot. I have only hinted this magic item with a snaking line through the middle of the sketch.


I'm not sure if this is the one I will be working with. I think I can find some images which will help me get the proportions correct. Something is very wrong with the bow right now and I should have drawn a horizon line first.

Not bad for a first shot at something I've never tried before.

Wednesday, September 25, 2019

Magarven's Last Polyandrion

Magarven is a famous treasure hunter in from the Capital Region of the Empire. He was known to find and preserve Antiquities from ages past. A little over a decade ago, a torrential flood followed by landslides revealed a crypt or a tomb just miles from the Capital. Magarven was the first to enter the tomb and as was his habit, mapped it. The scale of his map is 2 yards or six feet per square.


Inside, he found many strange items, the large bed (B) in the main hallway attracted his attention. He felt that it contained secrets. Bypassing it, he entered and diagrammed the two oval lobes and all of the items contained within. He forbid anyone from moving anything. As he progressed down the main hall to the south, he stopped at the four strange works in the center of the hall (M). 

Something about them raised his alarm and he went no further. He ordered his men to begin excavation along the sides of the entry way. He ordered that the tunnels be no larger than the blocks that the tomb was made of. They began the western side and progressed to the western oval vault when he oddly ordered them to stop.

Magarven entered the new tunnel, inspecting the block walls from the outside. The workers heard him casting spells as he went. When he was done, he roped off the entrance behind him and repeated the casting inside the main hallway. Bored and unneeded, his crew left for the day.

In the morning, Magarven was found lying on the bed, with his map. He had marked off odd diagonal lines through the blocks of his diagram.

"It's broken. All is broken," he muttered. "Enter no more, if you value your life."

His command was followed for a few months, until it was obvious that he would not return to complete his work. A local thief and mage were brought in to explore the tomb. Armed with his map, the mage determined that the diagonal lines were paths of magical force. When the thief took a turn at the map, he decided he, too would not venture past the strange works (M) in the middle of the hallway. His rationale was that if the great Magarven would not cross that point, he wouldn't either. Nothing indicates what is wrong with the space.

Unlike other weird tales, Magarven is not accursed, mad or dead. He merely refuses to speak of his Last Polyandrion. He has taken to writing of his adventures that lead him to the Polyandrion, telling his followers and fanatics that the last chapter will explain the mystery.

As yet, items B through N-sub-2 have not been described and the last handful items at the end of the hall are a complete mystery.

Tuesday, September 24, 2019

The House at the Folly

This misnamed ruins is located in the general vicinity of the Kobold Folly. It could be as old as the Folly itself. The design of this building is typical for the Empire, except in the Capital region, not out on the Great Savanna.


Some of the rooms have a clear purpose such as the kitchen, while others are ambiguous due to the age and state of abandonment. Room 4 could be a Master Suite or perhaps an office space. There is no evidence of softgoods in this room. Room 7 is in a similar state of ruin, however small pieces of paint, stone fragments and other object de art litter the floor. The floor of room 8 is covered in fabric and padding debris, it could have been a bed or other furniture. Room 9 is completely bare while the obvious remains of a bed are in room 11.

The windows are not panes of glass, but stained glass much like the Kobold Folly's stained glass. The windows are two layers, one the interior and a duplicate on the exterior. The subject matter of the stained glass is astronomical, not astrological in nature. The double layered nature of the glass might be the reason why this house's windows are intact while most of the windows in the Folly blew out.