Art by Caterina Capogrossi |
Tales of the Lunar Lands
Musings on Tabletop RPGs, Pop Culture, Perytons, and Other Nonsense
Tuesday, November 19, 2024
Halfling Magic
Friday, November 15, 2024
Friday Encounter: The Clever Stag
Here's an encounter that plays with that idea. It is best suited for a wilderness environment - ideally, it should be used if the PCs decide to hunt for game.
Background
Somewhere in this woodland lies an enchanted tree that has stood for untold millennia. If it is known, it is known only to the beasts of the wood, and any elves and druids in tune with its mysteries. This tree produces a sap that, if consumed, allows a creature to speak and understand any tongue - including those of the beasts and birds.
Also in this woodland there lives a stag named Barkbrowser (a literal translation from the cervid language, the subtleties of cannot be represented in text). Barkbrowser is a vain and conceited deer who is quite proud of his antlers. Although he, like all stags, sheds his antlers in the winter and grows back a new set in the spring, he is not content to let his old antlers be lost in the weeds, but would like to keep them at hand to marvel at his beauty. He regards his own antlers as a human would regard a work of fine art. Despite his vanity, Barkbrowser is a particularly clever stag, even by the standards of men. He fed upon the magic sap, and became fluent in all tongues - and quickly realized how he could use this ability to advance his own goals.
Barkbrowser's last set of antlers recently went missing from his stash. He learned from the birds and the squirrels that they were taken by Marielle Essert, an enchantress who dwells within a tower somewhere in the woods, who intends to turn them into powder for a potion. Barkbrowser knows that he, a mere deer, cannot hope to take on a powerful magician. However, he knows that the gift of speech can be quite useful for his purposes, and intends to use this to get his revenge.
The Encounter
The PCs should come upon Barkbrowser in the woods, perhaps while hunting, or by mere happenstance. Importantly, they should be led to believe that he is nothing more than an ordinary deer - up until they get close enough, in which he calls out to them in their own language!
He will claim that he is in fact a prince who was cursed by Marielle to take the form of a stag, and beseeches the party to help in lifting his affliction. He will not speak of his true name, or mention the magic tree - he wants the PCs to think that his ability to speak human speech is related to his "true" identity. He knows the location of Marielle's tower, though he has not gone inside of it and does not know its contents. What he does claim is that the PCs can find a set of antlers in Marielle's tower that, if touched to his skin, should lift the curse.
Should the party believe the "prince's" story and seek out Marielle, they will find that she mainly keeps to herself and has no outward hostilities to them - however, considering how she has set up her operations in the woods so that she is not bothered with meddlesome outsiders, she won't take kindly to intruders. She has a clay golem, inscribed with the orders to protect the tower, that she has constructed to ward off any strangers, and it will accost anyone who attempts to break into the tower. You can feel free to add other challenges you see fit to expand this encounter, or make the tower into a mini-dungeon, at your discretion.
Marielle keeps Barkbrowser's antlers in her workshop where she makes her potions. A skull is set in a niche over the door to the workshop and will scream if any unfamiliar creature attempts to enter the room (DC 10 Arcana check to identify this alarm). Marielle can hear this scream from anywhere in the tower and will come running if it is triggered.
If confronted, Marielle will have no knowledge of ever placing a curse on a prince and will be quite confused by the allegations. She will try to turn the PCs away, growing increasingly frustrated if they persist, but will not initiate violence unless she feels clearly threatened. She has the stats of a mage.
Further Developments
If the PCs return the antlers to Barkbrowser, they will of course do nothing - he just wanted to look at them. He doesn't care about any acts of theft or violence they may have had to perform to retrieve them - he's a deer, after all, and is hardly concerned with the notion of civilized morality. He's just happy to have his antlers back.
If the party was cheated into such deeds, there will of course be consequences. If Marielle is still alive, she will likely be displeased with the party for disrupting her research and interfering with her studies, and she may seek revenge. Alternatively, if she dies, her relatives or acquaintances may become enemies of the party. And the excuse that they were tricked by a talking deer likely won't hold up in the courts.
Of course, the PCs may wish to research why exactly there was a talking deer there in the first place, if he really wasn't a cursed prince. This pursuit may lead them to the enchanted tree, which could well be useful to them in their adventures. Barkbrowser himself might also become a recurring NPC, especially if the party decides to seek him out - a deer who can speak any language could prove the center of a useful spy network.
Thursday, November 14, 2024
Wayward Halfling Youth
Art by Pajazet |
In Hinnisch society, it is to be expected that young people will try to act out and rebel against society. The halflings have known this paradigm for generations. As such, they do not push back against it - they know it is natural for their sons and daughters to seek out independence when they reach a certain age, and as long as they are not disturbing the peace, they are allowed to do as they please. The wisdom of the elders holds that the wayward youth will return to the ways of their parents sooner or later; until then, it is best to allow them to live as they please. Fighting against their youthful whims will only encourage them more.
When life in the Green Downs is so heavily focused on the hearth and the fields, and it is considered gauche to be too concerned with matters outside of the home, teenage rebellion, in halflings, tends to take the form of leaving their burrows in search of more adventurous activities than they are used to. They may wish to see more of the world, and to deal with the ways of big folk, integrating into society more than is common in the isolated Green Downs. This period of wanderlust is so common and accepted, it has become something of an unwritten rite of passage in halfling society - in some communities, to leave the home and live among big people is a ritual anticipated by everyone in the village at the cusp of their adulthood.
Most commonly, halflings on this excursion will find work in a given trade in human lands, plying the skills they are familiar with from their time on the farm. They may serve as farmhands or shepherds, or they may ply their trade at woodcraft (the Hinnisch are known as great carpenters). However, it is not unheard of for them to find work in less honest trades. Their quick wits and their ability to fit into tight spaces are valued skills for burglars, and many a halfling has found lucrative work among thieves' guilds and roving bands of treasure hunters.Typically, a halfling's excursion from their society lasts a few years, and ends with them returning to the Green Downs to marry and establish a burrow of their own (men also grow out their sideburns at this time, as a visual marker of their adulthood). The majority of halflings quickly realize that the farming life is a dependable one, and far less risky than one on the road. However, some of them do choose to stay in human society, which has led to many of them integrating into the settlements of big folk. In this way, they have spread far and wide beyond their homeland in the Green Downs, and can be found just about anywhere in the known world.
Monday, November 11, 2024
Worship in the Green Downs
Nor do the halflings have any priestly or monastic orders. Preferring to live for themselves and to be unbothered, they have little use for rigid hierarchies that arbitrarily allot power to some people over others. Instead, halfling religious traditions emphasize the value of community, and of communal life.
The practices of the Green Downs, though ostensibly part of the same traditions as the formal Pantheonist cults, have little oversight, and they have diverged in numerous ways. A key point is that the halflings believe that anyone can lead worship - if the prayers are written down, the sacrifices to the different divinities are understood, and the people know how to interpret signs that the gods are pleased or not, then there is no need to turn to an external authority for such matters. Holy symbols in the Green Downs are not the purview of clerics, and just about every family keeps a talisman or two to ward away evil spirits, just in case.
In lieu of temples, the halflings observe communal worship in their neighbor's homes. Every other Starday, and on holidays, a given community - usually about 20 to 30 families in the same general vicinity - gathers at the burrow of one of their number (the position rotates such that a different family hosts the service each time, usually hosting once every year), where the head of the household leads them in prayer.
This entails much more than simple worship, however. Much of the Green Downs consists of isolated homesteads, so these meetings present a rare opportunity for the community to come together and for people to catch up on local gossip, considering their only other opportunity to meet up with their neighbors might be on market days. Also, given the halfling propensity for gastronomy, these meetings always include a communal meal, which tends to take up much of the day. A portion of the food is set aside for the gods as a sacrifice, but for many this ritual is merely a formality and the real appeal is getting to share in the company of one's fellows - and to partake in the food, of course. It is no small undertaking to feed an entire clan of halflings, and every host family typically spends several days in advance preparing for the feast, which often includes delicacies seldom enjoyed on ordinary days. To cook a worthy feast and to impress one's guests is an important mark of good burrowkeeping.
Though they are intended to bring the community together, it is not unheard of for halflings to rope any travelers who might be passing through or staying nearby into their services - sometimes among the congregation, and sometimes to help prepare, if they are hosting. They have been known to insist on this, whether the travelers like it or not. Even still, there are plenty of reasons for travelers to look forward to a Starday in the Green Downs. For many, a Hinnisch Starday service is as good a place to hear rumors and local news as any tavern - not to mention to get a good meal and a pint or two of ale, and for free at that. Those unfamiliar with Hinnisch practice, however, should take note that, while ordained priests and monks of most Pantheonist orders study magic and can offer their services to worshipers, most halflings do not - if one is in need of healing, they may need to ask around for an herbalist.
Friday, November 8, 2024
Friday Encounter: Gold Rush
While the PCs are at some public space (such as a town square, inn, or tavern), they hear a great commotion all around them as one of the villagers runs in, waving around a map. They explain the news - apparently, a group of treasure hunters were recently passing through this area, and they pinpointed the location of the burial mound of an ancient king somewhere nearby. As was typical in the area, the king is surely buried with a great treasure hoard.
Now, the whole town knows there's a untold riches buried nearby, just waiting to be discovered. This certainly isn't something the people are willing to keep to themselves. Now, it's a race to find the burial mound, and the treasure, before anyone else does - and the PCs are tied up in the middle of it all!
This encounter could easily kick off several sessions in the campaign. The idea is to throw the party into conflict with a number of different factions with a common interest. The town agrees that whoever can discover the treasure first rightfully gets to keep it, but everyone would like to get a hold of it for different reasons. If the PCs decide they want to get in on the hunt as well, they may end up butting heads against the other factions, or they might decide to ally with one or multiple parties - or even play them against each other!
A few rival parties are listed below, but feel free to add your own if you run this encounter. To give the PCs more of a hook to get involved, it's a good opportunity to bring in existing NPCs the party has met before - possibly enemies, but possibly even allies to stir up conflict.
- The Treasure Hunters: A band of itinerant adventurers looking to get rich quick by whatever means necessary. They aren't from around the town, and many of the townspeople distrust them, citing their nature as outsiders as a reason to cast doubt on what they say. Nevertheless, they boast of many accomplishments and heroic deeds, and have won some villagers to their side. Consists of Edmund von Schlosser, a stoic and dutiful but not very bright fighter; Trude Dreschner, a nervous mage; Ingiz Kibiteb, a canny, scheming, smooth-talking dwarf; and Hermann, a local with romantic ideals and delusions of grandeur swayed by the adventurers' tales and motivated to join their cause.
- The Nobles: Led by Dame Berit Hoekstra, a knight in service to the local lord; she feels that the wealth would strengthen her family's treasury, and has pressed her retinue into service in seeking out the hoard. She comes from a proud lineage of knights and looks down on the common people, but believes strongly in the ideals of chivalry and will not willingly lie or misrepresent her cause. In addition to Dame Berit, the party also includes her squire Erik, a mild-mannered boy who wishes to impress her but is afraid to speak up; and two men-at-arms named Sigmund Grosse and Natascha Sonnen.
- The Destitute: A band of beggars, farmers, and other poor sorts who have banded together under the leadership of Brenno Edernsert, a local who has appointed himself as a self-proclaimed champion of the people who wishes to stand up for the common folk against the oppression of the elite. They openly spurn the nobility, but insist that the treasure must go to those who could use it most and do not believe in hoarding wealth for personal gain. They insist on dividing the treasure up among each other, so if the PCs join in they may end up with a smaller piece of the pie. In addition to Brenno, the party also includes Hilda Dreier, the daughter of an ailing farmer who wishes to support her family through uncertain times; Arne Olson, a monk seeking alms to distribute to the poor, and Matthias, a runaway slave looking to buy back his freedom.
- The Outlaws: A gang of brigands hiding in the woods on the outskirts of town who have also gotten wind of the treasure, and would be happy to have it to line their purses. They have no interests in benefitting anyone other than themselves, and have no loyalties to the town or anyone in it, existing outside of society. They are not afraid to use lethal force against anyone who gets in their way. Consists of Hector the Red, a calm and cold-blooded swordsman; Leberecht von Baren, a boisterous, hot-tempered brawler with a taste for ale; Gustav Durr, a clever cutpurse who would rather hide in the shadows than engage threats directly; and Tanja Strobel, an expert markswoman who is keen on making ambushes.
- The Lone Wolf: Franz Sauter, a gruff old mostly-retired mercenary whose years of experience have made him grow cynical and weary of the world. Still, he thinks that he has one more brush with his glory days in him, and sees the treasure hunt as an opportunity to rekindle that spirit. He insists on working alone, arguing that he knows how to handle himself, and isn't interested in sharing - or in admitting that he would need to rely on help from anyone.