Wednesday, October 16, 2024

Helmn

Falkenau - the de facto imperial capital of Vardessy - is rightly held as the first among the great cities of the Crownlands. But if that is the case, then the second is the city of Helmn. While Falkenau was the capital of Talhoff, Helmn was the capital of Mittengen, and these two lands, joined by personal union, formed the nucleus from which the Vardessian Empire grew.

While Falkenau sits on the banks of the Vardess River, amidst its floodplains, Helmn is further inland, resting in the hillier uplands. It is the second largest city in the Crownlands, and a powerhouse in its own right, boasting several influential guilds and establishing itself as a wealthy trade center.

Some sights in Helmn include:

  • The Helmn Basilica serves as the city's town hall and center of community. Facing a busy market square, it is where representatives of the guilds and other officials meet to conduct business regarding governance of the city, as well as where the people gather for official ceremonies on holidays. A large balcony faces the square, reserved for the Emperor to make announcements to the gathered crowd on his visits.
  • Just across the square from the Basilica is the Great Market Hall. Originally, it served as Helmn's town hall, but as the city grew more populous and influential, it became clear that a larger structure was needed for assemblies, and the Basilica was constructed in its stead. Now the original building serves as an indoor marketplace, and on market days it is packed wall to wall with stalls and merchants hawking their wares.
  • One notable guild in Helmn is the local chapter of the League of Three Crowns. While Helmn is not a port city and does not have access to the Sea of Bartel, the League's influence is still far-reaching enough to establish a branch here, managing shipping and trade along the roads. Other trading companies in Helmn regard the League as an unpredictable foreign presence, but they still bring in respectable wealth - much to the envy of some other guilds.
  • Helmn sits over a natural hot spring, and the Grand Baths of Helmn are considered one of the city's wonders. This sprawling complex of bathhouses is used by all walks of life, from everyday people to the noble elite, and even the Emperor has a private bathhouse set aside as part of his estate in the city. Plenty of clandestine deals go on here, with corrupt nobles taking full advantage of the privacy the Baths provide them with - to say nothing of the security of knowing they can conduct such business while their partners are unarmed.
  • The College of Fencing and Swordplay is one of Vardessy's most renowned academies of the fighting arts. The Helmn fencing style is practiced throughout the Empire, and many treatises on fencing technique come from here. Anyone looking to train in combat would find a worthy teacher here - assuming they can win their favor, of course.
  • The center of religious life in Helmn is the Abbey of the Veil, a monastery devoted to Marseah. The monks enjoy a high position of power in the city's affairs, and the Abbot, Gunther Kolbe, is a member of the town council. When the Emperor is not around, he is in effect the most powerful person in Helmn, and has multiple influential guilds and officials at his back, though he knows better than to get in the Emperor's way. The Abbey is named for its possession of one of the holiest relics in Marseah's cult - a veil said to have been wrought from a sunbeam, which can render its wearer invisible.
  • Helmn is built over a total of six hills, each of which is considered a separate district. Some of them are quite steep, with stairs and ramps cut into the earth to help the people navigate. There are some quarters of the city that horses cannot move between, necessitating the Guild of Porters to carry loads up the hills from the roads below. At night, the cramped streets, sharp turns, and high vantage points amidst the valleys can prove dangerous, as muggers can exploit the terrain to set up ambushes.
  • The Maiden's Fountain, located on the Wilkenstorf Hill, is one of Helmn's most iconic landmarks. Depicting a young woman decanting water from a golden jug, it commemorates a legend that, long ago, a knight from Helmn encountered a naiad in the woods and won her favor by slaying a dragon. In return, he was given her golden jug, which he returned to the city and installed at a place of honor. According to local lore, one who drinks from the fountain will be gifted with supernatural luck.
  • One of the more notorious denizens of Helmn is Nicodemus von Eyers, a wizard regarded as somewhat of a local celebrity, and also a local nuisance. He lives in a tower on the edge of Essert Hill to conduct his experiments - and he has been driven further and further away from the center of town, by order of the city council over the years, because his experiments kept going haywire and causing a commotion. He is always looking for those who are willing to help with his research and provide him with knowledge and ingredients for his spells, but his magic has a habit of going wrong.
  • The Boar and Barrel is a tavern in Helmn located in a poorer part of the city. While not the most famous establishment in town, it is a favorite recommendation of locals who know where to look. Not only does its clientele form a tight-knit community, with several patrons knowing each other well, it boasts a ring where wrestling contests are held every week for the amusement of guests.
  • Helmn's Elven Quarter is located on Griesau Hill, the least densely settled of the Six Hills of Helmn; for this reason, it still possesses a substantial amount of green space, and the elves tend to the trees to maintain communication with the natural world. There was once a great forest outside of Helmn where many elves lived; it has since dwindled as the city expanded, forcing the elves to assimilate, but the memories of the elders trace back generations, and they know much ancient lore (the fact that they are in communion with the spirits of their ancestors doesn't hurt, of course). The Elven Quarter is a tightly-knit, self-sufficient community in its own right; although within the walls of Helmn, they are largely left to govern themselves.
  • An open secret in Helmn is the existence of the Catacombs. The city was built on porous rock, and a vast system of tunnels and chambers exists beneath the surface, some of them predating even the founding of the city itself. In ancient times, the Catacombs protected the people in times of siege, but they have grown with the construction and demolition of new buildings, and many smuggling rings and thieves' guilds make their homes here. Some rumors even speak of tunnels that extend as far as Falkenau and Thayngen, and some of stranger denizens yet...

Friday, October 11, 2024

Friday Encounter: Trial by Champion

This might seem like a simple combat encounter on paper, but what sets it apart is the context behind it. The goal here is to reframe combat in a new setting, presenting different overarching and long-term stakes that have the potential to alter the trajectory of a campaign, and introduce factions and NPCs that could influence further proceedings. Beyond that, it's a way to reference a fun historical anecdote I've always thought was ripe with gaming potential, and to remind your players that, in a non-Flintstonist setting, you can't always expect things to play out the way they would in our world.

The encounter is probably best suited for the road, but with some adjustments it could also work in a town. The party should come across two nobles, Fulbrecht Steinecker and Bertold von Langmessen. The two of them are embroiled in a fierce argument - in fact, they belong to rival houses, and their families have long held enmity for one another. They've always found every excuse to blame their failings on one another whenever possible, but the latest incident was the last straw, and they're at each others' throats.

When traveling the road, their carriages bumped into each other - which scraped the paint on a fine mural that Bertold had done on the side of his. Now, Bertold insists that Fulbrecht should pay him in compensation. In fact, Bertold is convinced that Fulbrecht had his carriage steered into his on purpose. Fulbrecht, on the other hand, insists that it was an accident, and that Bertold is being unreasonable - but his rival won't budge, and he has begun to suspect that Bertold is using this as an opportunity to slander his good name.

It has become apparent that the two men's arguing will get them nowhere. They have decided to settle the matter through the tradition of trial by champion - that is, each man nominates a warrior to stand for his cause, and the two duel each other. Voltan, the god of justice, will guide the two warriors so that the victor is he who stands for the righteous cause (at least, that's what everyone believes). Fulbrecht has nominated one of his personal bodyguards, Dagobert Dreschner - a sturdy, imposing man with a grim countenance and the scars of many battles - as his champion. Bertold knows that he can't put forth a warrior who could possibly stand a chance against Dagobert, but, unwilling to concede to his rival or look weak, he hasn't admitted this, insisting that his favored champion is sick. If he sees any worthy-looking warriors in the party, however, he will nominate them instead, seeing this as his chance to prove his righteousness!

Bertold will call the party over, explaining the situation (biased in his favor, of course) and imploring the PCs to name one of their number to fill in. This should ideally be a fighter or other martial class, but if you don't have any in the party or you feel like giving another character a chance to shine, you could easily tweak things - for instance, perhaps Dagobert is a mage, and the noblemen want to settle their dispute with a magical duel.

In any case, if the PCs agree, the nobles set the rules of the contest. Dagobert must be faced one on one; it is strictly prohibited for either champion to receive outside help. The champions cannot use magic or magical equipment to aid them. Bertold will provide his champion with a mundane longsword and shield to ensure they are an even match for Dagobert. The two warriors must remain within a ten-foot circle drawn in the dirt; if any part of one champion leaves it for whatever reason, their side forfeits the trial. Otherwise, the fight will continue until one warrior surrenders or falls unconscious. With that, the men say a prayer to Voltan to rightly guide the champions' weapons and step back to let the battle begin.

Dagobert has the stats of a gladiator. He will fight until he hits half HP (56), at which case he will surrender and concede that Bertold is right - Voltan has willed it so.

There are a number of ways the PCs can interact with this encounter. They might support Bertold's cause, but if they decide to take Fulbrecht's side, they may consider throwing the fight so that Fulbrecht comes out on top. If you want to give the PCs a more personal stake in the conflict, you can substitute Bertold and/or Fulbrecht for other nobles the PCs may have encountered before - friend or foe. But the two men will surely remember the PCs, and this may impact further adventures.

If the PC wins for Bertold, he will be thankful for the help and agree to pay the party 50 GP each. Furthermore, he will welcome the party to his manor, where they may rest and dine with his subjects. He will be happy to provide them support going forward, and may have other quests for them down the line. If he realizes he has some loyal hired muscle in the party, he may even seek to send them on missions to sabotage Fulbrecht, knowing that it would be unbecoming of him to be implicated himself. 

If, on the other hand, the PC loses, Bertold will be quick to blame their failings for his loss and insist he made a mistake in seeking the help of the PCs, since he didn't know them and couldn't trust them. He may be less forgiving if they are caught up to no good in his lands, and those loyal to him will spurn the party. Conversely, if Fulbrecht loses, he may hold a grudge against the party as well, and take action accordingly.

Wednesday, October 9, 2024

Falkenau

Formally, Vardessy has no permanent capital - the capital is wherever the Emperor is, according to the tradition of the Imperial Itinerary. Still, only a fool would deny that Falkenau is the first and foremost of the Empire's great cities. Not only is it the largest in Vardessy - and indeed, on the western coast of the continent - it is where the Emperor holds court for half of the year, and a city renowned for its wealth, culture, and power.

Falkenau sits on the banks of the great Vardess River, which stretches as far as Lescatie and empties into the Gulf of Three Fingers. Along the way, it waters the Vardessian Plain. Both the plain and the Empire are named for this river, which forms a major artery of trade. It is perhaps unsurprising - some would even say fated - that the kingdom that would rise to unite Vardessy would control the Vardess. The Kingdom of Talhoff had access to great wealth thanks to the trade brought in by traffic on the Vardess, and its central location on the Vardessian Plain was a strategic asset. But the symbolic value of Falkenau's control of the Vardess's estuary could not be denied, and in the eyes of many justified Gustav the Unifier as the rightful ruler over all of Vardessy.

Some sights in Falkenau include:
  • The Imperial Palace, of course, can hardly be overlooked. As the foremost residence of the Emperor, it is a place of great luxury and many wonders. As Emperors through the ages have built upon and expanded their holdings, the Palace has become what is practically a district in and of itself, with a number of halls, chapels, and outbuildings with accommodations for servants and visiting dignitaries. When the Emperor is not around, the Palace is overlooked by his most trusted advisor, Chancellor Karl von Hafnerstein. The Chancellor is fiercely loyal to the Crown, and watches goings-on in Falkenau closely to keep an eye on any plots against his master; in fact, he has a tendency to be overzealous and paranoid in his judgments, and some of his investigations have been false alarms. He maintains that this is only a sign that he is alert in his duties.
  • The Imperial Citadel, on the other hand, is an imposing castle that sits on a hill overlooking Falkenau to the north. With its thick walls and heavy garrison, it is designed to be a redoubt that the Emperor can retreat to if Falkenau is attacked. Of course, it has been centuries since such a thing has been necessary, and the Emperors have come to treat the Citadel as a second palace. The Emperor Wilhelm III famously circumvented the Imperial Itinerary while suffering from gout by moving from the Imperial Palace to the Imperial Citadel, thus technically relocating while remaining in the same city.
  • Among the most famous parts of the Imperial Palace is the Grand Menagerie, a collection of exotic beasts from across the land, many given to the Emperor as gifts from foreign powers. These range from bears to lions to stranger beasts yet, and the Emperor's most prized possession is a pair of hippogriffs given to him by the Patriarch of the Cult of Torvald. To present the Emperor with a new addition to his Menagerie would certainly win anyone his favor.
  • Though Falkenau sits inland from the Gulf of Three Fingers, it is still close enough that ships may travel down the river to dock at the Lion's Port, situated on a bend in the Vardess. Trade and commerce from all across the western coast - and sometimes even beyond - passes through here, and all manner of merchandise can be found for sale. As can the sorts of establishments that attract mercenaries, privateers, thieves, and other less scrupulous sorts who know they won't be in town long enough to attract suspicion.
  • When Falkenau was built, it originally only occupied the northern bank of the Vardess. As time passed and the city grew, however, it expanded across both banks, necessitating a number of bridges be built across the river to connect the two. The most famous of these is the Bridge of Saint Leomund, which is so wide it boasts several homes and shops along its length, forming a tightly-packed street of its own. At night, some have even seen a ghostly figure staring off the edge of the bridge, as though looking for something in the water.
  • The two largest temples in Falkenau are the Imperial Temple of Voltan and the Imperial Temple of Mimir. While the city holds temples of all sorts, in all shapes and sizes and housing all kinds of sects, these two stand as grand marvels of architecture, and the Emperor trusts the monks here with performing state rituals and serving as his advisors. The two temples have a long history of competing for both worshipers and Imperial favor, sometimes even seeking to sabotage one another.
  • There are also a great many guilds seeking endorsements when the Emperor is so close at hand. The most powerful guilds in Falkenau are those of the Weavers, Wainwrights, Cobblers, Smiths, Traders, and Bankers, but there are a multitude of other guilds as well - some more official than others. It is an open secret that the deeper warrens, sewers, and warehouses throughout Falkenau have become meeting places for a guild of thieves. Even the beggars of Falkenau function as a guild, with beggars designating certain streets and squares as their own and pledging to mutual protection of one another in exchange for sharing their wealth.
  • Through its long history of many Emperors, with many storied exploits and conquests, Falkenau possesses a great many monuments, statues, and triumphal arches, forming a living history of the city and the Empire. One can walk down Falkenau's greatest streets and see works commemorating all sorts of esteemed figures and events. Perhaps the most impressive is the Mausoleum of the Emperors, which is built on an island in the Vardess joined to the mainland by the Bridge of the Eagles. It holds a tomb complex tended to by a convent sworn to Morthanos, which houses the bones of nearly every Emperor who has ruled Vardessy. And, some rumors state, stranger things too...
  • Though the Great Theater of Falkenau is located in a district with a reputation for being lower-class, it still holds productions by some of Vardessy's most famed theatrical companies, and the Emperor maintains a private box in the stands to attend plays on festival days. To perform for the Emperor himself is a great honor, and no actor would wish to let him down.
  • Falkenau is far from the most celebrated center of learning in Vardessy, but nevertheless it is home to the Falkenau University, a college of scholars that has claimed the scions of many noble families among its alumni. It is staffed by monks from the Imperial Temple of Mimir - and many of them are tasked with the unspoken duty of keeping eyes on the children of noble houses that may pose a threat to the Emperor.
  • Not everything in Falkenau is pomp and circumstance. It is still a city that ordinary people - and many of them - call their home, and there are plenty of establishments they frequent. One of Falkenau's greatest and most storied inns is the Hound's Head, which has been in operation for hundreds of years, owned by a family of dwarves who have passed the establishment down through the ages. The current proprietor, Udush Thobomarul, has heard many rumors from his clientele, and his impeccable memory means he can recall those from even years ago.
  • Last but certainly not least is the Shrine of the Key - which houses a large brass key set to fit the lock on the city's north gate. Local legend states that whoever controls the key will control all of Falkenau, and that should it fall into the wrong hands, the city will come to ruin. The Emperor keeps the shrine under a close guard, just in case there is some truth to this story. Certainly, any claimants to the throne would be eager to legitimize themselves through claiming the key...

Monday, October 7, 2024

The Imperial Itinerary

Falkenau is often held as being the capital of Vardessy, and not without reason - not only was it the center of the kingdom of Talhoff, the predecessor of the Empire, it is also one of Vardessy's largest and most storied cities, and the one where the Imperial Court spends the most time. However, legally, Vardessy has no capital city. Instead, the center of government is held to be wherever the Emperor is - for he and his court regularly move from place to place.

Two times a year by convention, occurring on the days following the equinox festivals of Eostrefest and Mabon, the Emperor, his family, his court officials, and the army of retainers, servants, and bodyguards attending to all of them set out from one city to another. Then, for the remaining half of the year, they hold court at their destination.

Traditionally though not officially, one of these yearly trips is always to Falkenau, so court is held there half the year. Where the Emperor rules from the other half of the year, however, is more varied. It is always an important city of Vardessy, and those of the Crownlands are favored for practical reasons; not only are they closer at hand, the journey there is safer, as it is less likely to pass through the domains of warring nobles and those with plots against the Emperor. Still, the Itinerary has been known to travel as far as Dernburg before, necessitating longer journeys and shorter stays in a given city.

To be chosen as an Imperial residence is a matter of great honor for a Vardessian city. Not only does it indicate that the Emperor himself found the city worthy of his attention, it also draws great prestige by the court's presence, attracting merchants and diplomats to the town. The court travels in a grand procession, too, riding in velvet-draped carriages and accompanied by shining knights and skilled minstrels. These processions draw great crowds eager to see the court pass by; for many citizens of Vardessy, this is their only opportunity to so much as be in the presence of anyone so powerful. So too, if the Emperor's journey is a long one, he will stop at any number of cities and towns along the way, usually staying in town for a day to perform his duties there and then leaving the next. To even be visited by the Emperor so fleetingly is something that many a burgomaster holds with honor.

There are a number of reasons for the Imperial Itinerary. As Vardessy is such a vast and disorganized land, to keep the Emperor moving between settlements allows him to be closer to his people and their concerns, promoting unity among them. While the Emperor is at a given town, the people there present their concerns to him, allowing him to settle disputes; this helps maintain order over the far-flung reaches of the realm. More practically, it also allows the court to keep an eye on any rebellious nobles that may need to be kept in line. In turn, the Itinerary is not without danger, for it puts the Emperor closer to rival powers that may wish to see him deposed - forcefully if necessary, and indeed, such a fate has befallen past rulers of Vardessy. Harald IV, in his efforts to strengthen the unity of the Vardessian nation, has been a staunch proponent of the Itinerary and has made an effort to travel to as many corners of his domain as possible during his reign. But so too, it is not lost on him that his philosophy is not the most popular with the regional dukes, and his court is prepared for the worst.

A side effect of the Itinerary is the need to construct suitable palaces for the Emperor's visits. As the court announces their planned destinations for the Itinerary two years in advance, some cities have used this time to build new residences for the court by the time they arrive, with guilds of masons and architects eager to impress the Emperor in the hopes of securing an endorsement. In some cases, the fact the visits are scheduled ahead of time runs into conflicts; on a few occasions, the Emperor has arrived to his destination only to find that a war has broken out in the meantime, forcing a ceasefire during his stay.

Furthermore, there is the matter of what to do with the palaces when the Emperor leaves. Some of them have been claimed by nobles or converted into monasteries. Other times, however, palaces have been left empty for years or even decades, waiting for the Emperor to return to them. There is no shortage of treasure left in these places, but so too, there are other things that may have claimed them in the Emperor's absence. And, should the Emperor wish to return to such a long-neglected hall, it may be necessary to clear it of anyone - or anything - that may have taken up residence since...

Saturday, October 5, 2024

Heart of the Empire

Of all the states on the continent, the largest is easily the Vardessian Empire. For centuries it has stood as the most powerful of all the western kingdoms, with its ruler held as the premier authority of the civilized world. Although the centralized power of Vardessy is weak - in no small part due to the sheer vastness of its territory necessitating the investiture of considerable power in the feudal nobles who control its various regions - one can speak of the Emperor anywhere in the western kingdoms and know exactly who is being referred to.

It wasn't always this way, though. Long ago, the Vardessian Plain was home to many disparate kingdoms; although the people shared a common language and culture, they fought against one another as often as they recognized each other as cousins. Through the ages there were ambitious kings with dreams of uniting the Vardessian people under their banner, but none could manage such a daunting task.

The event that started the Vardessian unification came when the man now honored as Gustav the Unifier, at this point the king of Talhoff, married Iosa of Helmn, the queen of the neighboring kingdom of Mittengen. This merged their houses and united their domains into one. But Gustav did not wish to stop there. He was already one of the most powerful of the Vardessian kings, in no small part due to his location - not only was Gustav in control of Falkenau, one of the larger and wealthier cities in the region and a key port on the Vardess River, the two realms combined occupied a crucial position in the center of the Vardessian Plain, controlling the bulk of the coastline of the Gulf of Three Fingers. This made the newly joined kingdoms a regional powerhouse, from which they could easily mobilize forces to almost every corner of the region. In time, through a series of successful campaigns, Gustav united the Vardessian heartland and crowned himself the first Emperor of a united Vardessy.

The empire would continue to grow in the years following his initial conquests, but Gustav had still carved out a substantial domain for himself. But the point from which he started - the two kingdoms of Talhoff and Mittengen - would be enshrined as a province dubbed the Crownlands.


The name is a bit of a misnomer. It was chosen more for its symbolic value as the seat of Vardessian power, and only a small portion of the land actually belongs to the Vardessian crown directly; the rest, like much of Vardessy, belongs to numerous dukes, counts, and barons tasked with ruling in the Emperor's stead. Nevertheless, the Crownlands are regarded as the heart of Vardessy, and the point from which Imperial authority extends. It is here, among the marshy floodplains of the Vardess, the lowlands and the rolling hills, that the authority of the Lion Throne - and on it, Emperor Harald IV - is felt at its strongest.


Harald is a pragmatic man, accepting that his hands are tied by the machinations of the nobility, but still wishes the best for Vardessy and hopes to achieve it through whatever means are necessary. This has led to him stocking important positions with those loyal to his cause. But in the complex politics of the Empire, there is only so far he may reach. And many would argue he is overreaching his authority...

Friday, October 4, 2024

Friday Encounter: Goblin Market

Dwiz over at Knight at the Opera has mentioned on more than one occasion the value of running a goblin market in RPG campaigns - a market staffed by the fair folk, where wondrous magical items can be bought for the prices only the fairies can trade in. As the enjoyer of obscure folklore I am, it should go without saying that I'm all for it. Many people find shopping for equipment in games tedious, and I'm inclined to agree - but when the items are unique and interesting and there's plenty of opportunity for roleplaying and problem-solving, even shopping can be made into an enjoyable experience. It's also one of the few times I find it acceptable to let PCs buy magic items. I've run goblin markets before, and I figured it was about time I documented my own spin on the concept.

Goblin Market

This encounter can be used anywhere. It probably makes the most sense in the wilderness or in a dungeon, but it could even be used in a town, perhaps at the end of some forgotten alley or in a boarded-up building at the edge of the city limits. Whatever the case, the party should find themselves in the midst of a goblin market. The boundaries of reality are weak here, and the realm of Faerie has spilled over into the mortal plane, giving the PCs a rare opportunity to sample the wares of fairy merchants.

The market is lively and bustling, with fey creatures of all shapes and sizes muscling their way through crowds and buzzing through the air overhead, while others cry out boasting of their merchandise. If the PCs stop to examine the wares, the merchants will be delighted to see that mortals would be interested in what they have to sell - after all, it isn't often that they have the opportunity to interact with visitors from the mortal world.

However, the fairies insist that the PCs follow the rules of the goblin market, and one of those is that the merchant sets the price of each item - which must be paid and cannot be negotiated over. This might seem reasonable enough, until you realize that the fair folk have no use for gold and silver. The fairies trade in more peculiar things - and some bargains may be steep indeed...

Roll 1d6+1 to determine the number of items on sale, then roll on the table below, or choose some from the list that you think would be interesting. You can also substitute other magic items if you wish. For each item, roll on the Fairy Prices table to find what the vendor is asking for it.

Items for Sale (1d20)

1. A flute that can charm others. Any creature that hears its music must make a Charisma saving throw opposed by a Performance check from the creature playing it or will be forced to perform the next action they command.

2. A human soul in a bottle. Useful for bargaining with demons.

3. A wise fish that can speak the tongues of men and knows the answers to many questions. Also tastes good, incidentally. Breathes water just like a regular fish, and must be kept in it.

4. Leprechaun ale. Strong enough to get a mortal drunk from just one pint. Has a 25% chance of causing the drinker's skin to turn green for 1d4 days.

5. A pair of shoes that dance on their own. If worn, they can guide the wearer's movements.

6. A horseshoe that will allow the horse that wears it to walk on top of water. Made of tin, as the fey are allergic to iron, which also means it will wear out faster.

7. A bag that produces three gold coins every night. The coins will turn to lead after five days. 

8. A candle that never goes out. Storing it without causing a fire will be difficult.

9. A bag of 1d10 seeds. If a creature consumes a seed, they must make a DC 12 Constitution save or fall asleep as though affected by a sleep spell.

10. A preserved eyeball in a jar. If attuned to, the user can see through whatever the eyeball sees, no matter the distance.

11. The skull of a long-dead king. It can still speak, but can't do much else. It complains about its situation incessantly. 

12. The cloak of a skin-changer. When worn, it causes the wearer to transform into a (1d4: 1. wolf; 2. bear; 3. hawk; 4. seal). Once purchased, the skin-changer will know who and where the new owner is, and may not be happy.

13. A talking bird in a cage that claims to be a princess cursed into the form of a bird. 50% chance she's telling the truth.

14. A severed hand that responds to any of its master's orders (stats as a crawling claw).

15. A coinpurse that complains loudly if someone tries to steal it.

16. A hat that, when worn, will cause no one to recognize you, even your own party members. 

17. A bomb that gives off a pungent odor when detonated, lingering for 1d6+1 hours.

18. The true name of a rival fairy. If one invokes the fairy's true name, that fairy will be forced to obey their commands.

19. A document proclaiming the owner to be a friend of the fair folk. Fey will not attack any creature who shows them this document, and they may be more inclined to assist them.

20. A key that can open a treasure vault in a fey castle somewhere.

Fairy Prices (1d20)

1. Your luck. If paid, you must reroll the next natural 20 you roll.

2. Your left eye. It has to be the left; the merchant won't explain why.

3. Your child, no older than one year. If you don't have a baby of your own, the fairies will accept someone else's. 

4. Your strength. If paid, your Strength stat decreases by 2. This effect is permanent.

5. Your speed. If paid, your Dexterity stat decreases by 2. This effect is permanent.

6. Your health. If paid, your Constitution stat decreases by 2. This effect is permanent. 

7. Your knowledge. If paid, your Intelligence stat decreases by 2. This effect is permanent. 

8. Your wits. If paid, your Wisdom stat decreases by 2. This effect is permanent. 

9. Your rhetoric. If paid, your Charisma stat decreases by 2. This effect is permanent.  

10. Your youth. If paid, you age 1d10 years on the spot.

11. Your voice. If paid, you become mute. This effect is permanent.

12. A lock of your hair. This may be used to scry on you later.

13. Exactly half of all the money you own, which will vanish into thin air upon agreeing to the deal.

14. In return for the item, you must return to the Land of Faerie after a year and a day.

15. In return for the item, you will be afflicted with a hunched back. This effect is permanent.

16. The ability to swim.

17. The memory of one of your friends.

18. In return for the item, you will fall ill and be bedridden for the next week.

19. Your courage. You must make a DC Wisdom save when facing any creature with Hit Dice greater than yours or be stricken with the effects of a fear spell. This effect is permanent.

20. In return for the item, you must undergo a quest to slay a suitably fearsome foe, and return to the merchant with proof of your deeds.

If the PCs have any outstanding debt to the fairies, the market will remain around as long as it takes them to pay the vendor in a timely fashion. Once the PCs leave the market, assuming they don't owe the fairies anything, attempting to return to it will reveal that the entire market has mysteriously disappeared.

Thursday, October 3, 2024