Tuesday, October 29, 2024
The King in the Mountain
Friday, October 25, 2024
Friday Encounter: Troll Sightings
Thursday, October 24, 2024
Heralds and Hounds
Art by dashinvayne |
Art by Insist |
Monday, October 21, 2024
Thayngen
- With the guilds of Thayngen being as powerful as they are, it is no surprise that the city's central square boasts many guild halls, large and lavish and brightly painted; the guilds are in fierce competition with one another to try and claim the attention and favor of the people, and they spare no expense on flaunting their power. The most powerful guilds, and the ones with seats on the town council, are the Guilds of Silversmiths, Bakers, Weavers, Fishermen, Traders, Potters, Coopers, and Butchers.
- Separated from Thayngen geographically, but still falling under the jurisdiction of the Burgomaster, is the Thayngen Citadel, a fortress that exists to house the city's population in times of siege; it is also where the city guard train and keep their barracks. The Captain of the Guard, Lucia von Achlen, also sits on the town council. She is a stern woman who is reluctant to take orders from anyone, and has often impeded dialogues when they haven't gone her way. Many council members find her a frustrating impediment, but she is far too well-armed to do anything about.
- Thayngen's philosophy of self-governance resonated with the traditions of the Swordbrothers of the Freikantons. When these warriors were hired by Thayngen to fight off an orc raid, many of them were drawn in by the city, and established a company there. Today, the Boar Spear Guild is the largest Swordbrother company in the Crownlands, and its members have served in many battles. Their tradition holds that their members must prove themselves by taking on odd jobs and performing individual quests before they are sent off to larger-scale battles, so there are always desperate souls seeking work.
- The Tournament of Saint Withun, honoring a saint in the Cult of Kerne, is a jousting tournament held in Thayngen for the guilds every year. A tilting field is set aside outside the walls, and often this becomes the site of a great festival, as merchants flock to the site to sell their wares to the retinues of visiting knights and to the people attending to watch the hastiltudes.
- In addition to the Tournament, one of Thayngen's most celebrated pastimes is calcio - a game that traces its history back to the City-States, in which two teams of players compete to force a ball into a goal on the opposite side of a square, with all manner of physical violence short of weapons or magic being permitted to get there. The Square of the Lions is unofficially the city's calcio field, and every year, the different guilds face off in a tournament, with the winner getting to fly a banner from their hall until the next tourney.
- Although Thayngen has not held the residence of the Emperor in many years, in no small part due to resistance from the fiercely independent townsfolk, it has been a destination on the Imperial Itinerary before, and an Imperial palace stands there. The palace has long since been abandoned, its doors shuttered and its furniture covered in dust, but Imperial law forbids it to be demolished without permission of the Emperor, and in his aims of tightening control on his domain, Harald IV has no intentions of doing so - even if he hasn't used it, to let go of it would mean conceding his grip on Thayngen. Rumors speak of plenty of riches contained within if one can manage to break in. Other rumors speak of ghosts.
- There are many temples in Thayngen - so much so that the Quarter of Spires is set aside for them. The most powerful are the Temple of Torvald, the Temple of Kerne, and the Convent of the Holy Wheel, devoted to Nehalennia. But there are many temples, monasteries, and priesthoods that congregate there, and often one may hear fierce theological debates between rival sects at the taverns and squares.
- Other holy men and women of Thayngen prefer to live their own lives, uninterested in the politics of the cults. Wilhelmina Abeln, a recluse schooled in the mystic arts by the Cult of Seidra, runs a small library tucked into the back of an alley somewhere, where a respectable archive of grimoires and arcane texts is kept for those who know where to look. It is frequently visited by scholars and magicians who discuss their findings and revelations with one another, becoming somewhat of a community gathering place.
- One of Thayngen's proudest landmarks is its clock tower, which sits on a hill so that its bells may be heard from any quarter of the city. It is operated by Ruprecht Elbram, an eccentric and reclusive wizard who lives in its loft; the city granted him the job in the hopes of keeping him busy so that he wouldn't cause too much chaos with his experiments.
- Thayngen's town square contains a chopping block in which those condemned to death are executed by beheading. The executioner's axe has been passed down from generation to generation - and now, it has tasted blood so many times that it has developed a taste for it. The axe functions as a berserker battleaxe, and the executioner, Gislin, has of late been demanding more executions, even for seemingly minor crimes, to sate the axe's hunger, so much so that the city's magistrates are becoming worried. If they don't supply him with bodies, he may need to find other victims...
- Like any city, Thayngen has plenty of rumors. One holds that the sewers of the city are full of rat men, a rumor that is backed up by a spate of disappearances of beggars that have gone missing from the streets without a trace. The truth is stranger yet - an oytugh lives beneath the city, and occasionally devours anyone who gets too close to the openings to the sewers when food grows scarce.
- Another rumor claims that, long ago, an accomplished thief named Theodemir von Aschen committed many a grand heist from the guilds of Thayngen using a pair of enchanted boots that allowed him to jump higher than any wall. Supposedly, he hid the boots in a tunnel somewhere in the city, but no one has been able to find it. Clues in the notes he left behind, scrawled in the pages of several old books kept in various archives, point to a well by the tanner's quarter. But what else might be down there?
Friday, October 18, 2024
Friday Encounter: It's Just a Prank, Bro
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
Wednesday, October 9, 2024
Falkenau
- 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
Saturday, October 5, 2024
Heart of the Empire
Friday, October 4, 2024
Friday Encounter: Goblin Market
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.