Friday, May 30, 2025
Friday Encounter: The Sacrifice
Friday, February 28, 2025
Friday Encounter: Deals at the Crossroads
Background
In the Lunar Lands, there are numerous places where the fabric of reality thins, and it is easier for things from other worlds to slip through. Crossroads are particularly susceptible to this, as an already liminal space where multiple routes intersect. Alimuth, a demon, has taken advantage of this. Like all demons, he delights in using his magic to bring mortals to ruin and spread discord, and he has come into the possession of multiple mortal souls through offering fabulous powers in exchange for immortal servitude. Now, the PCs might well become his latest clients...
The Encounter
Alimuth will appear to the PCs at the crossroads when no one else is around. He takes the disguise of a wealthy merchant, wearing fine clothes embroidered with fur and brocades, but all in shades of red. Like all demons, Alimuth is physically incapable of invoking the names of any gods, and instead refers to them by epithets and titles whenever possible. Additionally, a DC 20 Perception check reveals that he has slit pupils like those of a cat.
The "merchant" is found sitting on a cart hitched to a donkey on the side of the road. The cart has lost a wheel and sunken into a ditch - Alimuth is particularly interested in corrupting good-hearted and generous souls, and wants to pose as someone in need of help as a way to lure the PCs closer. He calls to the PCs for aid as they pass.
It's a simple enough task to find the missing wheel and fix the cart - no rolling is necessary. Alimuth just wants to get the PCs close enough to make his pitch. He graciously thanks the PCs and commends them on their kindness - then offers to repay them in a way only he can.
At this point, Alimuth promises to impart each of the PCs with a special "blessing." He will teach any of the PCs one spell from the warlock spell list, regardless of whether or not they have any levels in warlock. This spell should be one suited to the character's class, playstyle, and strategies, and should be one spell level higher than the highest level of spell slot a warlock of the same level as the PC would have access to - this is a more powerful spell than what would otherwise be possible of the PC. If the PC is a spellcasting class, the spell is cast as they would normally cast any other spell and takes up one spell slot of their highest available level. If they are not a spellcasting class, they can cast it as a warlock would (ie. their spell save DC is 8 + proficiency bonus + CHA, and their spell attack modifier is proficiency bonus + CHA), once per long rest.
However, this comes at a cost. To teach the PC the spell, Alimuth will need ownership over their soul as payment. If the PC dies, their soul is immediately damned to Hell; they automatically fail all death saves, and they cannot be resurrected or communed with unless their soul is retrieved from Hell directly or Alimuth otherwise relinquishes control over their soul. Furthermore, they are to forfeit their life after a year and a day (you are keeping track of time, right?). If they are still alive at this time, Alimuth will send a pack of three hellhounds after the party to attack them. The hounds appear at nightfall every day until the affected PC dies, heralding their arrival with the sound of a loud howl, and will track them relentlessly. If the hounds are killed, they simply respawn the next night. If the affected PC dies, the hounds immediately vanish and do not attack the rest of the party. The hounds cannot enter holy ground, such as a temple or the burial ground of a saint.
Although a demon, Alimuth is a man of his word and does not attempt to mislead or trick the people he deals with. He presents the PCs with a contract in which all the relevant information is laid out (albeit in circuitous language that is difficult to understand), and will not teach them the spell until the PCs sign the contract in their blood (he provides a quill with a pointy tip, if necessary). However, he will try his best to persuade them, describing how it's in their best interests to branch out with magic, and they surely won't be in any danger any time soon with such fabulous magic on their side.
If the PCs turn him down, Alimuth will disappear, but emphasizes that the PCs are welcome to change their mind at any time. He will also disappear if attacked. If they return to the crossroads with the express intent of visiting Alimuth, he will be right where they left him. He will not appear if they are just passing through.
Optionally, you might rule that a cleric or paladin who sells their soul to Alimuth will no longer be able to use class features that rely on divine favor, since their soul is no longer pledged to their patron god. However, this runs the risk of mechanically crippling a character and may necessitate multiclassing for them to remain viable, so it's best to talk this over with your players to make sure they're prepared for such measures. If you don't see a year and a day passing over the course of the campaign, another optional measure to speed things up would be to have Alimuth's contract specify it expires in a year and a day in Hell, and he comes from a domain of Hell where time passes faster than it does in the mortal realm - so he may come to collect the bargain sooner than expected!
Furthermore, even if Alimuth does collect a PC's soul, that might not be the end. A resourceful party might find a way to track the demon down and convince him to give up their ally's soul - or even free their companion from Hell itself.
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 10 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.
Wednesday, July 24, 2024
Three Demons
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| Art by getsugadante |
Thursday, February 8, 2024
Minor Gods of the Lunar Lands
In a previous series of posts, I described the most prominent deities in my setting. But these are merely the most prominent deities. The Lunar Lands has innumerable gods, and just about every concept has its own patron. Though there may be a select few gods with relevant enough or broad enough portfolios to be worshipped just about anywhere, that is by no means an exclusive list.
In my opinion, pantheons do much more for the worldbuilding of a setting than they do for it mechanically. Gods are - or at least they should be - much more than just things that grant certain spells to clerics. The role of gods and religion in a setting influences its culture, its politics, its stories, even its metaphysics. Even if a god doesn't seem relevant for a PC to worship, it can still be useful for them to be detailed for the purposes of developing a setting. What are there cults like? What are their philosophies and their practices? What myths are they involved in? Did they shape any events in the setting? Answering these questions makes the gods a much deeper part of the world than something only interacted with for gameplay purposes, and it gives the world itself far more depth as a result. It can even be a source of some great drama and adventure hooks, and some interesting NPCs.
Here are three of the more obscure gods of my setting, ones that might not be worshiped by most PC clerics, but ones worth throwing into the background to liven things up regardless.
Camalos is the god of chivalry and knightly virtue. It is said that he devised the chivalric code to set out the rightful conduct and values of a noble warrior, and though all knights swear fealty to their liege, so too do they also swear an oath to Camalos, as the First Knight, to uphold his tenants. Usually, he is seen as the image of a perfect knight and the personification of chivalry, acknowledged by knights and paladins as a role model regardless of their patron deity; it is rarer for him to be worshiped in its own right - though the headquarters of every knightly order holds a shrine to Camalos, and he does have a small but devoted cult of his own.
The priests of Camalos take the chivalric virtues (such as valor in battle, honesty in all regards, respect for women, and deference to one's liege) as rules to live by, and often practice martial training. Curiously, although Camalos's monks and nuns are celibate, they are allowed (arguably encouraged) to pursue trysts with secret lovers, insofar as these feelings are not consummated, and insofar as no one else learns of such affairs - after all, chivalry holds that courtly love is the purest love of all.
- Camalos's holy symbol is a knight's helmet, sometimes displayed as a charge on a cleric's coat of arms.
- The leader of Camalos's cult is Patriarch Turias III, who presides over an abbey in the City-State of Lynnery. This monastery is built below a great cliff face, into which Camalos himself has carved the tenants of knighthood.
- Alignment: Lawful Neutral
- Domains: Order
- Oaths: Crown, Glory, Devotion
- Sacrifices: Rewards of knightly quests (beasts slain, treasures won, lances broken in a joust, etc.)
Gwennert is the god of dogs. All dogs worship him as their king, and he is considered the master of stray dogs who do not have a master of their own. As such, many cities have cults of stray dogs that gather in alleyways to pay homage to their patron. His cult preaches the values of absolute loyalty to one's master, something more valuable than life itself; a loyal follower must obey their master regardless of if it makes sense to do so, as the dog who waits for his master even after the master has died. Although his teachings make more sense to dogs, he nevertheless has a contingent of followers among other races, who see the relationship of a dog and its master as a reflection of that of a vassal to their lord.
As legend has it, Gwennert was once a mortal hound belonging to a knight, who was tasked with guarding his newborn son. One day, Gwennert's master found the hound covered in blood, and aghast at the sight that the dog had seemingly killed his child, slew him - only to find that the baby was alive in his crib, with a dead wolf laying at its feet. Mourning his dog's loyalty, the knight constructed a shrine where he was buried, and the other gods, it is said, elevated Gwennert's soul to the heavens to watch over all canine-kind (one heresy claims that the cult was started by that knight in order to memorialize the dog. If you speak dog, never claim as much when a dog can hear you). Because of this, Gwennert is sometimes worshiped as a protector god, and prayed to for safety of children or good luck in childbirth.
- Gwennert's holy symbol is the paw or nose of a dog, worn as an amulet.
- Gwennert's cult is led by a hound named Nosewise I. He resides at the shrine where the dog-god's body was buried, located in Vardessy outside the village of Harlesburg, and a shrine maiden named Reika acts as his interpreter. However, followers of the cult insist on the fact that the dog is the Patriarch, not the maiden, and she only delivers his revelations to the people.
- Alignment: Lawful Good
- Domains: Life, Peace, Nature. Or just play a Really Good Dog.
- Oaths: Redemption, Devotion
- Sacrifices: Bones
Usalia is the goddess of wrestling. She oversees all contests of grappling and is said to guide champions to victory, and it is common to open a wrestling match with a prayer to her. She favors those who have honest faith in their strength and show good sportsmanship to others. Most Pantheonists on the mainland consider Usalia to be the daughter of Kord, the god of strength, and she is largely revered within his cult. However, there is a particular mystery cult in Valossa that worships Usalia directly.
According to this cult, Usalia was actually born to a mortal family in the hills of northern Valossa, where she grew to become a champion wrestler, undefeated by any opponents. However, she would die suddenly of illness. Feeling her glory was yet unfinished, Usalia challenged Morthanos himself to a wrestling match for her soul; although he ultimately won, it was an epic battle, and one where she broke the reaper's leg. In response, she was granted a seat among the gods instead of being sent to the Land of the Dead. Valossan depictions often show Morthanos as walking with a limp for this reason.
The Valossan cult of Usalia is known for their practice of ritual combat, incorporating grand theatrics into mock bouts during rituals. Members of the cult wear elaborate masks and assume anonymous identities in public, only revealing their true face if bested in a match where they have wagered their mask; to unmask a follower in any other circumstance is one of the cult's gravest sins. Though these matches are largely staged, the members of the cult train in the arts of grappling, and it would be a mistake to underestimate one in battle. In fact, one of Usalia's most celebrated saints was a silver-masked paladin who performed many heroic deeds with his bare hands, including overcoming a coven of vampiresses and forcing a ferocious blue demon to do his bidding.
- Usalia's holy symbol is a laurel wreath, as would be given to a victorious wrestler (either an actual one or a depiction thereof). In Valossa, a wrestling mask is often used instead.
- Usalia's Patriarch is a masked half-orc known only by the name of Tiburon, who oversees a temple in the village believed to be her home as a mortal. He is revered as the strongest wrestler in Valossa and the champion of the cult. If one was to best him in the ring, he would grant his position to them.
- Alignment: Lawful Neutral
- Domains: Strength, or use a Monk or a Tavern Brawler Fighter to represent a cleric of Usalia.
- Oaths: Glory, Conquest
- Sacrifices: A portion of the winnings of a wrestling match, or the mask of a defeated opponent (these are hung in the temple).
Friday, November 10, 2023
Friday Encounter: The Fairy Feast
In the middle of nowhere, the PCs come upon some sort of relatively enclosed space - a cave, a room in a dungeon, or a cover of trees, for instance - in the shade of which is set a large banquet table laden with all sorts of fine foods, attended to by beautiful maidens and youths who are laughing and drinking merrily from jeweled cups. The smell of roasting meat, expertly seasoned with herbs and spices, and the sounds of laughter can be noticed from a distance leading up to the site of the banquet. Upon the arrival of the PCs, if none of them are obviously wearing or carrying weapons or armor made of iron, the banquet guests will invite them to join in the festivities - and, conveniently, there just so happens to be enough free space at the table to fit the entire party.
Many PCs may be wary of such an encounter, and not without reason. These revelers are of the fair folk, and the banquet is actually a pocket in which the realm of Faerie bleeds into reality. If any PCs sit at the banquet table, they may notice (DC 12 Perception check, made with Disadvantage if they have eaten, drank, or engaged in more than fleeting conversation while seated) that the area outside of the enclosure seems superficially different than it did before they sat down, but never in a way that couldn't potentially be explained as them overlooking certain details - for instance, there may be flowers sprouting from the branches of the trees, regardless of the season, or the cave walls may suddenly be covered in moss.
The fair folk are not liars, and they will answer truthfully any questions asked of them; although they will try to answer circuitously as much as they can get away with it to hide their true nature, they will not say anything that is not in some way a true statement. For instance, if asked if they have any intention of harming the party, they adamantly deny it and insist they only want to have a bit of fun. This is true, but the fairies have very different ideas of fun than mortals.
It is well known that mortals who eat the fairy food are subject to their magic, and this is no exception. If any PCs join in the feast, they will find the food, drink, and company to be among the best they've ever had, but the time is fleeting, and before they know it, the food has been eaten and the table is being cleared. The fairies thank any participating PCs for their company, and bid them their best wishes, but as soon as they leave the PCs' sight, they disappear without a trace; only the table, now bare of any plates, dishes, or cutlery, remains.
Furthermore, a random enchantment will be placed over any PCs who partook in the feast. Based on the results of some of these, you may wish to have the same effect apply to all participating PCs.
Fairy Food Enchantments (d20 or choose from the list):
1. Time passes differently in the fey realms, and what seemed like only a few moments to mortal eyes was years to the fairies. In that time, the affected PCs had many adventures that they have no memories of. They have all aged 1d10 years.
2. Any PCs that partook in the feast are transformed into woodland animals as soon as they return to the Mortal Realm. Roll 1d8 for all affected PCs: 1. rabbit; 2. deer; 3. squirrel; 4. boar; 5. bird; 6. hedgehog; 7. toad; 8. fox. A remove curse or similar spell, or convincing a fey being to lift the spell, is required to change them back.
3. Any PC that partook in the feast has their head transformed into that of an ass as soon as they return to the Mortal Realm. A remove curse or similar spell, or convincing a fey being to lift the spell, is required to change them back.
4. Leaving the table didn't return the affected PCs to the Mortal Realm at all. For each bite of food they consumed (roll 2d20), they are trapped for one day in the lands of Faerie. When the duration ends, they find themselves at the site of the table in the Mortal Realm at sunrise the next day.
5. For every PC who partook in the feast, a sprite has decided to tag along with the party to the Mortal Realm. The creature will sing loud songs (regardless of if it's safe to do so), pull pranks on its new "friends" when they aren't looking, hide their items in inconvenient places, and generally be a nuisance. If killed, the sprite will reappear perfectly healthy 1d12 hours later. An offering of food or clothing, or invoking the fairy's true name (which it will do anything in its power to not reveal) is needed to rid the party of their uninvited guest.
6. All food or other perishable items carried by the affected PCs has suddenly spoiled as soon as they return to the Mortal Realm.
7. Half of the treasure carried by the affected PCs, according to GP value rounded up, has suddenly vanished as soon as they return to the Mortal Realm. In its place, their coin purses contain seeds and pebbles.
8. The next time they take a long rest, each affected PC has a strange vision in which the fairies from the banquet appear to give them a quest. Until this quest is completed, they obtain the benefits of a short rest from any long rests they take.
9. Eating the fairy food signed over the affected PCs' souls, and the fairies have already promised them to Death for a hefty bargain. The next time any affected PC hits 0 HP, they have Disadvantage on all their death saves.
10. The affected PCs lose all their memories and don't remember who they or their companions are. A remove curse or similar spell, or convincing a fey being to lift the spell, is required to restore their memories.
11. Nothing seems to be amiss when the PCs return to the Mortal Realm, but take any players whose characters took part in the feast aside and tell them that their characters have been trapped in the Lands of Faerie and replaced with changelings. They are not allowed to share this information with the rest of the party, but they should be encouraged to have their characters betray the rest of the party when an opportunity presents itself. A journey into the Fey Realm, or bargaining with the fair folk, is required to free the trapped PCs.
12. The affected PCs' weapons have been replaced with sticks and branches (count as improvised weapons). Weapons made of iron will not be tampered with.
13. The affected PCs are stricken by a plague of bad luck. They have Disadvantage on all rolls until their next long rest.
14. The affected PCs are incapable of lying as soon as they return to the Mortal Realm. A remove curse or similar spell, or convincing a fey being to lift the spell, is required to lift this ailment.
15. Any footwear worn by the affected PCs has been switched around to sit on the wrong feet. Until this is fixed, they have Disadvantage on any rolls that require balance (such as crossing a rickety bridge) and must make a DC 9 Dexterity saving throw when moving in combat or fall prone.
16. The affected PCs experience a profound sense of longing for the Lands of Faerie as soon as they return to the Mortal Realm and will make any attempt to return. This effect wears off in 1d4 weeks.
17. Each PC that partook in the feast learn the languages of a different class of animals (roll 1d4: 1. birds; 2. mammals; 3. fish; 4. reptiles and amphibians) and can communicate with them at will. This effect is permanent.
18. Each of the affected PCs has befriended a fey spirit who will intervene on their behalf the next time they are threatened by the Fair Folk.
19. The affected PCs are granted good fortune. They have Advantage on all rolls until their next long rest.
20. The affected PCs have been granted the gift of prophecy. They can cast the divination spell without requiring a ritual once per day. This effect is permanent.
If the PCs refuse to join the feast, the fairies bid them on their way and wish them luck. The next time the party returns to this location, the table and all the revelers have vanished, with no sign they were ever there to begin with.
Tuesday, October 31, 2023
Samhain
I love Halloween. Does anyone not? It's this time of year where the celebration of the spooky spirit comes out in force. Between the changing of the leaves, the decorations going up, the crisp coolness in the air, and the flurry of horror-themed posts going around the blogging world, it's hard not to feel the atmosphere in your bones. I would be remiss, of course, to neglect making a Halloween post of my own. And there's no better time than the present to detail my setting's own take on the holiday of Samhain.
Samhain is one of the Cross-Quarter Days of the Wheel of the Year, taking place approximately halfway between the autumn equinox of Mabon and the winter solstice of Midwinter. It is at this point that the harvest season has passed, and the people must prepare for the winter ahead as the days keep growing shorter and shorter. But for many, the more mundane concerns of Samhain come second to what it represents in the movement of the celestial spheres, for it is on this day that the boundaries of the Mortal Realm and the Realms Beyond are at their weakest - particularly, the boundaries with the Land of the Dead.
On Samhain, it is easier than ever for the dead to cross over into the land of the living, and the living to cross into the land of the dead. For necromancers, Samhain is a favored date to perform rituals and to consult the spirits, who can most easily be reached - and controlled, if one is so inclined. But one must not forget that this phenomenon goes both ways. For many, the night of Samhain is one of fear, for it is when the dead may wander into the earthly world - and not all such spirits are friendly.
It is an important part of many folk customs that the spirits be placated - or, failing that, rebuffed - on Samhain to avoid garnering their wrath. Just about every settlement, from the smallest village to the grandest city, practices some sort of ritual on Samhain to protect its people from the dead, and to guide lost spirits home. These traditions vary from place to place, but many involve the use of lights to, alternately, scare away wrathful ghosts or lead them to where they may return to their eternal resting place. Some villages will set bonfires on hills to guide the spirits, or to mark out the boundaries of what lands will belong to the living and which are permitted to the dead on this day. Others will have townspeople symbolically take on the role of Morthanos, carrying lanterns along the roads, so that lost souls will follow them to their destination. On a smaller scale, many homes will set a light burning continuously through the night, be it a candle in their window or a lamp made from a root vegetable on their doorstep, to ensure the protection of their inhabitants.
Of course, such hoary traditions have also given rise to ones of merriment. In many areas, the processions of lantern-bearers have evolved into the tradition of guising, in which observers dress in masks and costumes imitating the spirits and go from house to house performing songs and dances. Traditionally, such an act must be rewarded with food and/or drink - if this is not provided, this grants the guisers free reign to inflict whatever mischief they choose.
With the dead being closer than ever to the living, for many, Samhain marks a time to remember ones' ancestors, and it is not uncommon for families to leave offerings to the dead, so that if their long-deceased relatives happen by their souls may go home happy. This is particularly popular in Valossa, in which Samhain and the days preceding and following it are a time of festivities honoring the dead, and paying homage to Death for guiding them to their eternal rest.
Owing to Samhain's connection to the Land of the Dead and the weakening of the boundaries between worlds, the gods most commonly invoked are Morthanos, in order to pray for protection of the dead, and Torvald, to make pleas for protection against spirits from the beyond. The cults of these gods often perform important services on this date in the hopes of maintaining the balance of life and death, and this reality and the next. That being said, many Samhain customs - particularly the more obscure and arcane local ones - have roots in the Old Faith, though for many this is somewhat of an open secret so as not to attract suspicion of witchcraft. But old habits die hard, and few are willing to abandon their traditions - especially when they need them to placate the dead...
Special Rules
Samhain takes place at sundown on the night before the First of Bloodmoon (analogous to October 31st, or the night before the eleventh new moon of the world's lunar calendar), and continues until the next sundown. On this occasion, all necromancy spells are made as though they were cast with a spell slot one level higher than what was actually used until the next sunrise (for example, a spell cast using a second-level spell slot behaves instead as if it was cast using a third-level spell slot).
Samhain Adventure Seeds (d20)
1. A troupe of thieves plan to sneak into the site planned for a heist by passing themselves off as guisers, allowing them to hide their faces while having a convenient excuse to be let in at the same time. Will the PCs stop them - or join them?
2. A village has sent out a lantern-bearer to lead the souls of the dead to their resting place, but it's been hours and they haven't returned. Did something happen to them? And if so, what can be done to appease the spirits, who now have no guide?
3. With the spirits of the dead closer than ever, a friend of the party invites them to participate in a seance to contact their ancestors. But the ancestors have greater secrets to share than anyone bargained for...
4. An overzealous priest has set out to a secluded village in an attempt to put a stop to their "foul and perverse" Samhain rituals. Turns out, though, those rituals served a very good purpose. Can the PCs intervene before the balance of life and death is disturbed?
5. The ghost of a long-dead ally or family member of one of the PCs seeks them out on Samhain, in search of one final favor from beyond the grave.
6. It turns out this town was built over an ancient burial mound - so when the spirits of the dead rise on Samhain, they do so right in the middle of the town square, and panic ensues!
7. Everyone knows that vampires can't enter a house without an invitation. But when one goes guising, they'll have the perfect opportunity to be let inside. And who will suspect that deathly pallor isn't just makeup?
8. Samhain is a perfect occasion for a masquerade ball, and this year, the party has been invited. But one when of the noble guests is murdered in the night, how can the culprit be brought to justice - especially when everyone's wearing masks?
9. They say that an old stone circle or a cave near town is located at an intersection between the Mortal Realm and the Land of the Dead. On Samhain, when this boundary is especially porous, a mortal just might be able to cross through to the other side. If the PCs need to bring back an ally from the grasp of Death, they'll only have until the sun rises - or they'll be trapped!
10. With necromantic energy thick in the air, many such rituals that manipulate the forces of life and death are especially potent - and a coven of necromancers is planning just such a ritual tonight. Are the PCs going to stop it - or perhaps join in?
11. The whole town is going guising tonight, and that means that the alchemists and magicians in town might have something useful to share. But will the PCs be able to get their hands on it before supplies run dry?
12. Rumors speak of a madman dwelling in a nearby squash field, awaiting the arrival of a strange deity prophesized to manifest on this date to reward its faithful with great riches. Can anyone talk some sense into him - or is he on to something?
13. The dead aren't the only ones who can cross the boundaries of reality on Samhain. When nearby farms are stricken with curdled milk and disobedient animals, it seems like the fair folk are restless. But now that babies are starting to go missing, it's growing clear that something must be done!
14. Samhain is supposed to be a time for celebrating one's ancestors, but as generations go by, some things can be lost and forgotten over the years. When one restless spirit decides it's tired of its descendants giving the wrong offerings and attributing its deeds to someone else, can the PCs figure out what's going on?
15. Someone was foolish enough to task the town drunk with setting the Samhain bonfires this year - and he lit them on the wrong hill, drawing the paths of the dead through town instead of around it!
16. An oracle warned a local lord that he would see great misfortune on Samhain this year, and he doesn't want to take any chances. He promises a handsome reward to anyone willing to ensure that such a fate doesn't come to pass. But fate has a habit of finding a way...
17. Many fear the wrath of the wandering dead on Samhain, but the dead have their own concerns to worry about. With the souls of the deceased lost and vulnerable in the Mortal Realm, opportunistic demons have decided this is their chance to snare the souls of the faithful and carry them to Hell by force. They must be stopped!
18. There's an emergency in the next town over that the PCs must attend to - they're the only ones around who might be able to help. But to get there, they'll have to pass through the route the dead are said to walk on Samhain - and it's growing closer and closer to sundown!
19. Only a fool would delve into a dungeon without a source of light. But what are the PCs to do when all the candles and lanterns around have been bought up by townspeople preparing to light the paths of the dead on Samhain?
20. On the road, the PCs encounter a cloaked figure bearing a lantern and carrying a scythe - but it's no mere impersonator, but Death himself. Is this an ill omen? Or does the reaper need their aid in retrieving lost souls?
Monday, October 16, 2023
Lunar Lands Cosmology
In a previous post, I mentioned that in keeping with my reluctance to slavishly abide by "canon" D&D lore, I don't presume that the cosmology of my setting follows the Great Wheel model of Planescape. I don't have a problem with Planescape or the Great Wheel - god only knows it's produced some of the most beloved and evocative settings in the history of the game - but it doesn't really fit with the more folkloric feel my setting has evolved to take on. To that end, I might as well elaborate on the details.
Although the precise shape of the universe - and even if such a thing can even be defined - is a subject that has been of much debate among scholars, philosophers, and theologists, the most popular model envisions the cosmos as an incomprehensibly massive sphere, inside which float four other spheres, each of which is a plane of existence unto itself. A common depiction shows this sphere as being balanced on the head of a vast cosmic goat, which stands upon an infinite pillar of rock. No one can speak of laying eyes upon such a creature except in the wildest of visions, and there have been arguments that it must only be a metaphorical statement, or that this being - if it exists - can scarcely be called a goat at all.
The four inner spheres consist of:
- The Mortal Realm, where men, beasts, and other such creatures dwell and the laws of reality govern day-to-day life. This is the reality that the common people inhabit and concern themselves with, though they may know the vague outline of other planes from folklore and religion. It contains the planet on which the Lunar Lands sits as well as its three moons, as well as the stars, planets, and all other celestial bodies.
- The Land of the Dead is the final destination for the vast majority of mortal souls. When a living thing dies, its spirit is guided by Morthanos, the god of death, across the Black Gates, where it joins the rest of those who have died for the rest of eternity. The Land of the Dead resembles an endless expanse, with its own geographic features - it too has forests, hills, mountains, and seas, though the vegetation is grey and withered and all is shrouded in mist. However, the shades of the dead largely live out the same existences they did in life (albeit usually more decayed and without the need for food or water) and form their own communities and cities, recognizing Morthanos as their king.
- The Heavens are the domains of the gods, from where they rule and cast their designs upon the Mortal Realm, and their celestial servants. If perceived by mortals, the Heavens resemble an impossibly perfect mirror of the Mortal Realm - the sun is always shining, the fields are continually in bloom, and the robust landscape is dotted with the massive golden palaces where the gods make their abodes. However, the gods are not ones to share such pleasures freely, and of the three afterlives, this is the rarest and most difficult for mortals to obtain. Generally, it is only those who become saints who are granted the company of the gods, and they live beside and serve their masters, though not without luxuries that far surpass any conceivable by mortals.
- Hell is the domain of demons - enemies of the gods in an age-old conflict, attested to stem from when the demons took the secrets of magic the gods held to themselves and shared them with mortals. There is no distinction between demons and devils in the Lunar Lands. One cannot be sent to Hell merely through a sinful life, and the only mortals who find themselves here after dying are those whose souls are the property of demons, usually through deceitful deals. However, the folly of man and the lust for power means that there are more mortals in Hell than in the Heavens, though not as many as in the Land of the Dead. All manner of nightmarish scenes can be found in Hell, as demons have no care for the plight of mortal souls and enjoy tormenting them eternally - one may burn forever in a lake of fire, or be eternally devoured and excreted by a bloated bird-faced creature, or be chased around labyrinthene trap-laden corridors by a headless axe-wielding ogre clad in the still-screaming skins of the damned, only to be resurrected every time they die. Demons, too, are vastly diverse in their shape and demeanor, and they have their own hierarchy - and scheme against each other as much as mortals do, if not more, given their predisposition toward malice.
Saturday, November 19, 2022
More Gods of the Lunar Lands
Following on my previous post, here are some more of the important deities in my setting. Refer to that post for general details.
Olmo is the god of the sea, and all that dwells within it. In keeping with the tempermental nature of seas and storms, he is the most tempestuous of the gods, and the quickest to anger, as well as being more likely than many to seek violent retribution for perceived wrongs. Many temples offer to Olmo in the hopes of keeping him appeased in order to ensure safe journeys by sea. His children are the merfolk, who he tends to show favor to over the earthbound.
- Olmo's symbol is that of a crashing wave, and his associated colors are blue and green.
- The center of Olmo's cult is a fabled city beneath the waves somewhere in the Great South Sea, which has never been glimpsed by human eyes. However, the Water-Witches of the City-State of Ziggara are said to commune with Olmo's children and impart their teachings to mortal man.
- Alignment: Chaotic Neutral
- Domains: Tempest, Nature
- Oaths: Open Sea, Ancients
- Sacrifices: Gold, libations
- Seidra's symbol is a pentacle, and her associated colors are green, white, and gold.
- The center of Seidra's cult is Kveshenholm in Kvesland, and is tended to by an all-female order of mystics. It is led by Matriarch Dagny III.
- Alignment: Chaotic Neutral
- Domains: Arcana, Knowledge, Twilight, or use a Diviner to represent a cleric of Seidra.
- Oaths: Ancients, Watchers
- Sacrifices: Incense, candles, goats
- Mimir's symbol is an equilateral triangle with an eye in the center, and his associated colors are blue and purple.
- The center of Mimir's cult is Maltherios in Golnir. It is led by Patriarch Ourias XIV.
- Alignment: Lawful Neutral
- Domains: Knowledge, Order
- Oaths: Crown, Devotion
- Sacrifices: Gold, candles, incense
- Weyland's symbol is a hammer upon an anvil. His associated colors are grey, black, and bronze.
- The center of Weyland's cult is Mezurdim, the largest of the dwarven cities, located in Kvesland. It is led by Patriarch Ral VI, a dwarf who claims to be old enough to have seen emperors rise and fall.
- Alignment: Lawful Neutral
- Domains: Forge, Order
- Oaths: Crown
- Sacrifices: Coals and embers, which Weyland is said to use for his forge. Those that were used when forging a masterwork are preferred.
- Nehalennia's symbol is a basket of loaves, and her associated colors are blue and white.
- The center of Nehalennia's cult is the city-state of Karkossen. It is led by Patriarch Roeland I.
- Alignment: True Neutral
- Domains: Forge, Peace, Order
- Oaths: Devotion, Open Sea
- Sacrifices: Gold, silver, bread
- Eostre's symbol is a cornucopia filled with the fruits of harvest. Her associated colors are white and green, along with pastel blue and pink.
- The center of Eostre's cult is the city of Meyhen in Vardessy. It is led by Patriarch Irnerius V.
- Alignment: Neutral Good
- Domains: Life, Nature, Peace
- Oaths: Redemption, Devotion
- Sacrifices: The first fruits of a harvest
- Fate's symbol is a loom, strung with threads in her sacred colors of red, green, and gold.
- The center of Fate's cult is Kobuz in Kvesland. It is led by Patriarch Daumantus II. However, there are many covens of witches, sometimes with their members sharing a single eye or tooth between them, who claim to know Fate's whims directly and can forsee the future.
- Alignment: Chaotic Neutral
- Domains: Knowledge, Order, Arcana, Grave
- Oaths: Watchers, Vengeance
- Sacrifices: Wheat, cattle, sheep
- Reynard has no established cult, no teachings, and no formal clergy (where's the fun in that?), though he has been prayed to by gamblers and the desperate. However, gambling dens are often euphemistically referred to as the temples of Reynard, and in many communities, the term "Patriarch (or Matriarch) of the Cult of Reynard" is used for a person who conducts business between a town and the Caravan People - or more surreptitiously, with thieves' guilds and criminal elements.
Friday, October 7, 2022
I'm Not Familiar
It's October, which means that spooky season is here! Alas, Hexennacht is long behind us - but it's still a fine time to talk about all things witchy, including familiars.
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| If my familiar can't be an elongated cow-headed dog, why bother? |
One way to address this is to make familiars distinct NPCs. After all, these aren't just pets for wizards, these are demons (or other spirits) that in many stories are responsible for teaching their master magic in the first place. A good DM can lean into this concept and treat the familiar as a character, interacting with their master and hopefully having some memorable traits that make summoning them enjoyable opportunities for roleplaying and storytelling - it's much easier to get invested in a familiar that has a personality and ties to a PC's backstory than just a random statblock. Treating the familiar as an NPC could even be a way to give out quests for its master - perhaps the familar decides it won't offer any further service until a ritual is completed, for example, and that ritual requires a particular resource or location to be performed.
Also, if you know anything about witch folklore, you'll know that D&D familiars are not nearly as wild as they should be.
In order to help you make interesting familiars, here's a set of tables to generate a magical spirit your table won't soon forget. Use it as a player when generating a character to create their familiar alongside them, or as a DM to create familiars for NPC casters! Though I'm working with 5e in mind, the content here should be system-neutral enough to work for any game.
Step 1. Base Form
Familiars most often take an animal shape, but this isn't the only option possible; after all, demons are creatures of infinite variety and strangeness. Roll 1d20 to determine what form the familiar takes. It uses the statblock of this creature (or the closest equivalent if no official stats exist).
Common Familiars
1. Bat
2. Bird (1d6: 1-2. owl; 3. hawk; 4. raven; 5. chicken; 6. goose)
3. Cat
4. Dog (1d6: 1. greyhound; 2. spaniel; 3. terrier; 4. poodle; 5. beagle; 6. mongrel)
5. Fox
6. Frog
7. Goat
8. Lizard
9. Monkey
10. Pig
11. Rabbit
12. Rat
13. Snail
14. Snake
15. Spider
16. Squirrel
17. Weasel
Exotic Familiars18-20. Roll 1d8 on Exotic Familiars table.
1. Imp
2. Quasit
3. Pseudodragon
4. Tiny Animate Object (1d6: 1. mannequin; 2. book; 3. skull; 4. helmet; 5. scarecrow; 6. chest)
5. Walking Fish (as Quipper but with a walk speed of 30 feet)
6. Tiny man (or woman) in the garb of a (1d6: 1. noble; 2. wild man; 3. knight; 4. monk/nun; 5. jester; 6. wizard). Use the stats of a Sprite, but without the fly speed and with a walk speed of 20 feet.
7. Ooze (use the stats of a Crab, but with the Amorphous trait from a Gray Ooze.)
8. Crawling Claw
Regardless of their statblock, all familiars can turn invisible at will until they attack or their concentration ends. They can also shapeshift at will between their true form and the guise of a mundane animal (use the base form without any unusual colors or features, or roll on the Common Familiar table for an Exotic Familiar), and they are capable of speaking and understanding the languages of their master.
Step 2. Color
Roll 1d6 to determine the color of the familiar:
1-3. As the base form's natural colors (roll 1d8 on the Familiar Colors table below if not applicable).
4-5. Roll 1d8 on the Familiar Colors table below.
6. The familiar is marked by patterns (stripes, spots, etc.). Roll 1d8 on the Familiar Colors table below twice.
Familiar Colors
1. Black
2. White
3. Red
4. Blue
5. Green
6. Yellow
7. Purple
8. Orange
Step 3. Unusual Features
In their true forms, familiars may have unusual, otherworldly features unlike those of a common animal. Roll 1d20 on this table 1d4-1 times.
1. The familiar has the wings of a (1d6: 1. bat; 2. bird; 3. butterfly/moth; 4. housefly; 5. dragonfly; 6. no wings but can levitate). If it already has wings, these may replace those of the base form or be in addition to them. It gains a fly speed of 30 feet if it does not already have one.
2. The familiar has the tail of a (1d8: 1. cat; 2. wolf; 3. fox; 4. lizard; 5. snake, including the head, a la the Chimera; 6. cow; 7. devil (thin with a spade at the end); 8. scorpion). If it already has a tail, this may replace that of the base form or be in addition to it.
3. 1d4 of the familiar's legs (1d8 if the familiar had a spider as its base form) are replaced by those of a (1d12: 1. dog; 2. goat; 3. horse; 4. lizard; 5. chicken; 6. goose; 7. spider; 8. frog; 9. human leg; 10. human arm; 11. the legs are missing; 12. roll again, but the leg is skeletal). If the result is higher than the number of legs for the familiar's base form, it has that many extra legs.
4. The familiar has 1d4 extra legs. Roll 1d6: on a 1-4, the extra legs are identical to those of the familiar's base form; on a 5-6 roll as for number 3 on this table.
5. The familiar's head is replaced by that of a (1d6: 1-4. roll on the Common Familiars table, rerolling on an 18-20; 5-6. roll 1d12: 1. ox; 2. horse; 3. donkey; 4. human; 5. dragon; 6. lion; 7. goblin; 8. wolf; 9. bear; 10. Man in the Moon; 11. missing; 12. skull, roll again to determine what kind). If you get this result twice, the head resembles a combination of the two creatures; for example, a snake's neck with an ox's head, or a cat's head with a spaniel's ears.
6. The familiar has 1d4-1 (minimum 1) extra heads. Roll 1d6: on a 1-4, the extra heads are identical to the familiar's main head; on a 5-6 roll as for number 5 on this table.
7. The familiar's eyes resemble those of a (1d4: 1. human; 2. goat; 3. cat; 4. pupilless). Roll 1d4: on a 1-3, roll 1d8 on the Familiar Colors table to determine their color. On a 4, the eyes are heterochromic; roll 1d8 twice on the Familiar Colors table.
8. The familiar has 1d4-1 (minimum 1) extra eyes.
9. The familiar is covered in coarse wool, like that of a sheep.
10. The familiar is covered in scales.
11. The familiar is covered in feathers.
12. The familiar is covered in thick slime; grapple checks made against it are made at disadvantage.
13. The familiar resembles an animated skeleton.
14. The familiar is wreathed in (harmless) fire. Roll 1d6: on a 1-4, the flames appear as typical flames; on a 5-6, roll 1d8 on the Familiar Colors table to determine the color of the flames.
15. The familiar appears to be made of stone.
16. The familiar has the horns of a (1d6: 1. ox; 2. sheep; 3. goat; 4. stag; 5. unicorn; 6. two sets; roll again).
17. The familiar has a mouth in its stomach or chest (or equivalent).
18. The familiar's (1d4: 1. neck; 2. body; 3. tail; 4. legs), if applicable, is unnaturally long.
19. The familiar wears a tiny crown on its head(s).
20. The familiar has a strange marking in the shape of a (1d6: 1. circle; 2. triangle; 3. star; 4. pentacle; 5. spiral; 6. runic inscription) on its (1d4: 1. forehead; 2. flank; 3. belly; 4. back). Roll 1d8 on the Familiar Colors table to determine its color.
Step 4. Personality
Roll 1d8 to determine the personality of the familiar.
1. Sarcastic, snide, likes to talk back. Prone to making passive-aggressive jabs at its master, but ultimately loyal always does as asked - it just won't always (or often) enjoy it.
2. Overly affectionate and enthusiastic, akin to a magical Golden Retriever.
3. Short-tempered, frustrates often, prone to outbursts of violence or profanity.
4. Emotionless and distant, with no sense of empathy for others. Often mistaken for malice, but it's more accurate to say that the familiar regards mortals the same way humans would regard an ant, with no attempt at understanding the thoughts
of something so far beneath it.
Wouldst thou live deliciously?
5. Smug, egotistical, easily taken by flattery. Knows that it's an immortal all-powerful demon and likes to rub this in peoples' faces. Very particular about how it's treated, and demands respect.
6. Trickster, speaks entirely in riddles and never gives a straight answer. May lead its master on odd errands to teach them lessons, the nature of which are never explained until afterward.
7. Bad influence, irresponsible, attempts to tempt its master into sin. It's already got the contract locked down and it might as well make the most of it.
8. Kind, soft-spoken, grandfatherly. Wise and sagacious, imparting its lessons to its master.
Step 5. Name
Choose a name for the familiar, or roll 1d20 each on the Familiar Name Prefixes and Familiar Name Suffixes tables.
Familiar Name Prefixes
1. [the color of the familiar]
2. Ache
3. Cod
4. Curdle
5. Greedy
6. Grizzle
7. Guzzle
8. Hack
9. Hog
10. Jar
11. Kip
12. Knock
13. Lick
14. Louse
15. Old
16. Peck
17. Pye
18. Sugar
19. Vinegar
20. [none]
Familiar Name Suffixes
1. Bay
2. Belly
3. Bones
4. Eye
5. Face
6. Gut
7. Head
8. Holt
9. Jenkin
10. Newes
11. Phillip
12. Sack
13. Scratch
14. Snout
15. Spittle
16. Tom
17. Wacket
18. Wallop
19. Wart
20. [none]
Example Familiars
- Blackwacket is a familiar who takes the form of an imp. As his name implies, he appears to be carved of pitch black onyx, and often disguises himself as a harmless statue when not needed; other times, he disguises himself as a snake. He shows no emotion, believing the affairs of mortals beneath his concern.
- Kipbelly is a familiar who looks like a book bound in red leather; the cover and pages appear to ripple with faint tongues of flame, flaring up when she speaks through the mouth in her front cover. She is sarcastic and enjoys making backhanded insults to her master, or anyone else who irritates her thin patience. When not in her guise as a book, she takes the form of a monkey.
- Curdle-Newes is a familiar resembling a bright red poison dart frog. He has a sharp temper and a sharper tongue, and is quick to anger, with a booming voice that dwarfs his tiny size.
- Old Eyes is a familar who takes the shape of a fox, only distinguishable from the common animal by her seven legs. She is a manipulator, attempting to lead her foolish master into damning their soul through seducing them with sinful desires.
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