Showing posts with label tables. Show all posts
Showing posts with label tables. Show all posts

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.

Friday, September 27, 2024

Friday Encounter: Follow That Mule!

This encounter is best suited to the road, but could work in a town as well. Its goal is to challenge the PCs to confront a situation that requires creative thinking and can't easily be solved by combat, but nonetheless offers some tense action. It is adapted from my previous Stampede! encounter, but with the twist that now, the PCs are doing the pursuing rather than being pursued.

While the PCs are traveling a road, they suddenly hear the beating of hooves coming from behind them. The next thing they know, a laden packmule gallops by, speeding into the distance - and right behind it is a stout man in fine clothes, his legs pumping at the air and his chest heaving as he pushes himself to run as fast as he can.

The man is Irakles Konstantinidos, an itinerant merchant who was traveling the road with his mule, Primrose, when she suddenly spooked and broke free of his control, taking off down the road. The mule is carrying a valuable load of merchandise, as well as the wealth Irakles has obtained from the last market he visited - a fact that is quite evident from the sounds of jangling coins coming from the beast's saddlebags. He implores the PCs to help him catch the mule, and retrieve the loot.

If the PCs decide to join the chase, enter Action Time. The party begins 90 feet away from Primrose, and she always makes the first turn of each round. She is in a panic, and will try to move as far away as she can from the party, taking a Dash action on each turn (moving 80 feet away) unless otherwise impeded. Irakles joins the initiative order as normal; he has the stats of a commoner. He emphasizes to the party that the mule is carrying valuable cargo, and he needs her for his profession. The PCs must catch up to the mule and slow her down without harming her or the treasure she carries.

The PCs may try to catch up to Primrose with their movements, or use items, magic, or other effects to try and slow her down. A PC may attempt an Animal Handling check opposed by a Wisdom save from the mule to try and calm her down. If this check succeeds, she does not move on her next turn, allowing the PCs to close the gap some. As usual, you should allow the PCs to come up with logical solutions to the problem and use your judgment in determining whether or not they would work, and the ramifications thereof.

At the beginning of each round, roll 1d20 for a complication that must be dealt with (by both Primrose and the party) that turn:

1. Poor visibility (such as dust clouds or wind). All creatures must make a DC 10 Perception check or have their speed halved for the round.

2. Obstacles block the path (such as logs, trees, or large rocks). All creatures must make a DC 13 Acrobatics or Athletics check to bypass the obstacle or have their speed halved for the round.

3. The ground becomes rocky and uneven, acting as difficult terrain. Creatures must move at half speed for the round unless they have some way of circumventing the terrain.

4. One creature determined at random must make a DC 13 Acrobatics check or trip and fall prone for the round.

5.  The path is straight ahead, and could easily be traversed in a sprint. Each creature may move two times their normal movement speed this round (four times if using a dash action!), but must make a DC 12 Constitution save if doing so or take one level of exhaustion.

6. One creature determined at random must make a DC 13 Acrobatics check or get their foot stuck in a hole. They gain the Restrained condition until they can make a DC 13 Acrobatics or Athletics check on a future turn.

7. The path takes a steep slope upward. All creatures must make a DC 13 Athletics check or have Disadvantage on all actions for this turn. Alternatively, they may take one level of exhaustion to bypass this effect.

8. A barrier blocks the path forward (such as a fallen tree, stone wall, or fence). All creatures must make a DC 12 Acrobatics or Athletics check to jump over the barrier or lose a turn as they waste time climbing over it.

9. A hazard of some sort (like falling rocks or brambles) is in the path. All creatures must make a saving throw appropriate to the actions they are taking to avoid it; on a 1-9, they take Dangerous damage; on a 10-14, they take Setback damage, and on a 15-20, they take no damage.

10-19. No complications arise this round.

20. The PCs are unusually lucky. Each PC may take an extra action this turn.

If the party manages to catch up to Primrose, they are able to grab hold of her and she grinds to a halt (optionally, the DM may require a PC make a successful Grapple check in order to do this). If more than 200 feet elapse between Primrose and any party member (including Irakles), she is lost and nowhere to be found. Optionally, there may be tracks left, which may lead the party on another adventure to find the beast.

Note that Irakles insists it is very important that Primrose be returned alive, and with the load intact. As he puts it, he would not be a very good merchant if he had neither wares to sell, nor a means to carry them. If the mule is harmed, or the merchandise lost, he will not be happy.

A less scrupulous party may realize they could obtain a mule and some treasure for themselves if they could find some way of dealing with Irakles! Primrose's saddlebags carry in total 4,110 GP's worth in coinage (1,000 copper coins, 8,000 silver, 2,100 gold, and 120 platinum), plus 14 rolls of textiles worth 50 GP each. The textiles will need to be taken to a market to trade with, and they are cumbersome to carry; each weighs 5 pounds.

If the PCs do recover the mule unharmed, Irakles will be thankful for their efforts. They may run into him again in another market; if so, he will sell them his goods at half price as a show of gratitude. He also may have knowledge of surrounding areas to share.

Wednesday, September 25, 2024

Islands of the Great South Sea

Golnir is known for its rugged coastline, and the Golniri people for their mastery of ships and sailing. They have charted many a route through the Great South Sea, and Golniri traders can be found in many foreign ports. Just about all of them know stories of strange and mysterious islands out in the Sea - places of wonder and mystery, and often great danger as well.

Here are a few islands that travelers on the Great South Sea might discover. The list is formatted as a d20 table so that it could be used to randomly determine encounters, but if any islands interest you, you can pick from the list to drop them into your campaign as well.

1. Zefira. The entire island serves as a convent, with a number of chapels and dormitories where nuns live their lives in seclusion, meditating on the divine. No men are allowed to set foot on the island.

2. Lythion. This island was settled by pirates as a hideout, thanks to its extensive cave systems for hiding treasure, and its name passed into maritime lore. Over time, as more and more pirates hid from the law here, it grew into a town in its own right - if a lawless and cutthroat one, where stolen goods flow freely in the market and no one will question it if someone disappears for angering the wrong person.

3. Dragonspine Island. This island is built upon the skeleton of a dragon that died among the rocks here millennia ago. Over time, sand and plant life built up around the skeleton, but bones still jut up from the ground - and it is said that one who rests within the cave formed by the dragon's eye socket may receive visions from the beast's memories.

4. Hawksfeather Pillar. A sea stack that rises sharply from the water, with caverns all along its cliffs. It is home to several nests of harpies, who prey upon ships that draw too close.

5. The Isle of the Dead. By day, this island seems to be nothing more than a lonely, deserted rock, but at night, it is populated by ghosts - spirits of those who died at sea and never received a proper burial, now having found a community in each other.

6. Kardemion. This island is not tethered to the seabed, but floats atop the water like a gigantic ship. When storms rock the waves, it drifts from place to place.

7. Chelonisia. This island is in fact the shell of a gigantic turtle, so huge and so old that grass and trees have grown on it. The creature is normally dormant, sleeping floating in the water, but woe betide anyone who wakes it.

8. Magazi. The only inhabitants of this island are a coven of three hags, who tend to an ever-bubbling cauldron in its center. The can see into the future, but their prophecies are always delivered in riddles, and they will only tell the fortunes of those who bring them an offering - usually one that requires a great undertaking to obtain (such as the egg of a dragon or the hair of a giant) to prove their worthiness.

9. The Isle of Splendors. This island sits in a space where the realm of Faerie bleeds into the mortal world. It appears constantly lush and bucolic, even in winter; its inhabitants are cheerful and eternally young and beautiful, and the trees are laden with fresh fruits. However, one who leaves the island after more than a day will find that many years have passed in the outside world, as time here flows faster than normal.

10. Phyteia. The inhabitants of this island are wise scholars and philosophers. They spurn outsiders, who they deem as foolish and short-sighted, unworthy of the enlightenment they enjoy.

11. Korbovos. The inhabitants of this island are fools; they are so stupid that any inhabitant would be considered the village idiot in any settlement on the mainland. Nevertheless, they consider themselves to be learned wise men, and that everyone else simply does not understand them.

12. The Island of Wise Beasts. On this island, animals can speak the languages of men, and rule over humans, who they use as livestock to plow their fields and carry their burdens.

13. Kolasis. This island is formed by a ring of cliffs surrounding a great pit, like a giant funnel. The people refuse to descend into the pit, which they believe leads straight to Hell. 

14. Trihendron. This island is wreathed in great vines on which grow grapes the size of melons, so potent that they can make a man drunk just by eating one. They are tended to by a giant named Athros, who will guard them fiercely.

15. Obria. On this island is built a tower that juts high into the sky. At the top floor, a rope hangs through the window, to which a castle in the clouds is tethered.

16. Khoremi. The inhabitants of this island revere a meteor that has fallen right at its center, believing it to be a holy treasure of the gods. They will direct any outsiders to it so that they may be blessed, but in truth, the meteor holds no special powers.

17. Psithrios. This island is home to a great volcano, and its lava is used as a forge by a community of dwarven smiths, who craft magical treasures.

18. Mesaria. Just off the coast of this island is a powerful whirlpool. The inhabitants fear it as an all-devouring demon, and throw captives and criminals into it to try and sate its wrath.

19. Prosipion. This island is inhabited by doppelgangers; everyone here seems to be a perfect copy of someone the PCs know...including themselves. They have no memories or knowledge of the PCs or the people they resemble, and insist that nothing is unusual.

20. Dolania. A genie lives on this island, and offers to grant wishes to those who can prove themselves worthy of his favor. In reality, he doesn't want to be bothered with mortals, and leads them along by sending them on great quests in the hopes of getting rid of them.

Monday, July 22, 2024

Outlaws of Sonderlund

In Sonderlunding culture, there are some crimes so severe, it is deemed that not even execution will suffice.. Murder of a kinsman, the breaking of an ancestral oath - there is no codified set of circumstances for when such punishments may apply, as they are often meted out in an ad hoc fashion as an individual ruler sees fit, particularly in the disorganized Highlands, where thanes and kings rule by tradition and force of arms. But everywhere in Sonderlund is the concept of an outlaw understood, and the threat of being outlawed known and feared.

In most lands, to be declared an outlaw means that one can expect no protection from the law of the land, and that any matter of crimes directed against them shall go unpunished. In Sonderlund, however, there is more to the idea than that. Because of Sonderlund's long tradition of ancestor worship, it is believed that if an outlaw cannot be forgiven in this life, they may at least do something worth remembering with their dying breath, so that their progeny may still look back on them with honor. To this end, the greatest honor for an outlawed Sonderlunding is to die valiantly in battle against a worthy foe.

Sonderlunding outlaws roam the roads in search of a glorious death - their sentence is not the executioner's axe, but the battlefield, and they may never know peace. To die of natural causes, in fact, is considered a grave dishonor, and a sign that the outlaw was too much of a coward to face their fate, or else that they lacked the drive to redeem themselves with a death that may live on in the annals of history. So too, it is dishonorable for an outlaw to meet death at their own hand. Their dying breath must be made with a heroic effort, against an opponent that they must give all their effort against. It is even more honorable if they die while inflicting mortal wounds on their foe, but this is not necessary - only dying in battle is.

The life of an outlaw is not an easy one. While in the domains of their kin, they can expect no mercy or hospitality, for to aid an outlaw is believed to bring ill fortune upon one's household - the outlaw must meet their destiny by their own efforts. This leads to them being rather itinerant, going from place to place to seek new challenges and to avoid persecution. All the same, outlaws often acquire somewhat of a fearsome reputation, both for the nature of their crimes as so severe as to warrant their punishment and for the rugged sensibilities that allow them to survive on the road. Many petty thieves and brigands have actually given outlaws a wide berth, either out of fear of retribution, or because they know that it would dishonor the outlaw to fall victim to such an ignoble fate.

The travels of an outlaw may even take them beyond the lands of their people, or even beyond Sonderlund, and many outlaws have become great heroes in other lands, whether as slayers of monsters or generals on the battlefield. Beyond their homelands, outlaws are not necessarily shunned, but it is rare for them to lie about their status as an outlaw if they believe they will not be recognized, as this is seen as incredibly dishonorable. The pursuit of a heroic death is a solemn and important one, and one that outlaws are wont to accept as their fate, grim as it may be.

A quirk of this practice is that an outlaw who has slain many foes and survived to tell the tale is, technically speaking, not very successful as an outlaw. It means they are a mighty warrior and warranting of respect, but also that they have not been able to find an enemy that will grant them the death they seek. If an outlaw manages to best a foe without dying in the process, they often set their sights on an even greater challenge, hoping this will be the one. After all, they do not merely want to die, but to die heroically, and there is not much heroic about dying to rabid rats when you have slain dragons in the past. Though Sonderlunding honor culture may seem primitive and barbaric to outsiders, they have a great reckoning of the merits of many deeds and how they should be ranked, and this is not to be taken lightly.

For an encounter with a Sonderlunding outlaw, see here.

Art by Roman Zawadzki
Background: Sonderlunding Outlaw

Skill Proficiencies: Athletics, Survival

Tool Proficiencies: One set of artisan's tools of your choice (your trade before being outlawed) and one musical instrument of your choice (a hobby you picked up to pass the time on the road).

Languages: Sonderlunding, one other language of your choice.

Equipment: A cloak with the tartan of your former clan, a dungeoneer's pack or an explorer's pack, a musical instrument of your choice, and a pouch containing 25 GP.

Feature: Worthy Foe. You seek a glorious death in battle, and you have an eye out for a foe worthy of doing the deed. You can issue a challenge with the effects of the compelled duel spell, so long as the target's challenge rating is equal to or higher than your level. If the target of this effect is a Sonderlunding, it has Disadvantage on the saving throw. If you drop to 0 HP during this duel, you have Disadvantage on all death saves made and cannot cheat Death.

Reasons for Being Outlawed (d12)

1. Committed murder against a member of your clan.

2. Broke an ancestral oath issued by one of your ancestors.

3. Partook in an affair with the spouse of your thane.

4. Toppled an important runestone.

5. Committed treason against your clan during a time of war.

6. Defiled a sacred grove.

7. Killed a sacred beast revered by your clan.

8. Lost an heirloom belonging to an important ancestor. 

9. Neglected a task entrusted to you by your thane. 

10. Killed a druid your clan was in service to.

11. Brought a fey curse upon your people.

12. Aided a necromancer.

Wednesday, July 10, 2024

The Old Faith

In ancient times - before the times of great kingdoms - much of the western part of the continent was settled by small and secluded tribal villages, and these people followed what is now known as the Old Faith. Over the centuries, owing to migrations from the east and chieftains realizing that claiming the favor of divine beings was good for politics, the traditions of Pantheonism steadily took hold. Yet, the Old Faith still persists, in lonely villages, distant islands, and among the rough hillfolk who maintain their old existence in the deep valleys where the trade routes do not reach. The Sonderlundings, too, honor the Old Faith, bound as they are to follow the wishes of their ancestors, though the closer one gets to Vardessy the more influence there can be found from their Pantheonist neighbors. In the Highlands, however, the Old Faith is at its strongest. Many a Highlander will scoff at the Pantheonist's ways as those of soft and cowardly folk who must rely on foreign gods to protect them - though Pantheonists, in turn, often regard those of the Old Faith as backwards, superstitious barbarians, if not outright demon worshipers.

To consider the Old Faith as its own religion is a bit of a misnomer. While the cults of the gods have defined holy texts and formal officials, the Old Faith does not. It is rather a collection of various folk traditions, and no two communities share exactly the same beliefs. There are, however, a few common features among Old Faith cults that define them as belonging to such traditions, often by means of setting them apart from Pantheonist customs.

While Pantheonist temples are staffed by priests, monks, and nuns, followers of the Old Faith look to druids as their spiritual leaders - those who can commune with the natural world; who know secrets that other mortals do not, and who can serve as a go-between to bridge the gap between the worldly concerns of mortals and the machinations of higher beings. Rather than belonging to a specific order or creed, druids are often those with particular skills to make them well-suited for the job, and they may be mentored by elder druids to prepare them to step into the role when their time comes. They know many spells and rituals passed down from one generation to the next, ones that help them communicate with the spirits of all things, or to call upon their aid in times of need. As a part of their initiation, an apprentice druid may be sent out into the world on a journey, such that they may come to know and understand the land and accept their place in life.

Followers of the Old Faith do not have temples in the way Pantheonists do. They recognize the concept of holy ground, but often this is not land that is so sanctified through rituals or divine acts; rather, sacredness is something inherent to the land itself. A given hill or lake or tree may house a particularly powerful spirit, for instance, and the power of that spirit becomes the subject of reverence. Rather than building structures to gather and perform rituals, those of the Old Faith tend to perform much of their worship in the open air at these sacred places. To build a temple there, it is said, would be an act of disrespect to the spirits, as it would be to attribute importance to the works of mortal hands rather than to the sacred place itself. They do, however, mark sacred places with altars, cairns, and stone circles, many of which have stood for millennia.

Lastly, not all followers of the Old Faith worship gods as discrete entities. All things in the Lunar Lands have some degree of life force to them - even rocks and plants down to the last blade of grass or grain of sand - and many Old Faith traditions direct their worship to these spirits of the land. Others, particularly in Sonderlund, worship their ancestors, and some cults recognize deities of their own, though these tend to be strange gods specific to a given locality, many taking the form of animals, that are regarded as belonging to the community, if with much greater powers. Pantheonist theologians argue that these are in fact manifestations of their own gods, but many Old Faith believers scoff at such allegations, insisting that their gods are closer than the distant gods of foreigners, who must surely have greater problems to concern themselves with and would never heed the word of a mortal. Other Old Faith traditions direct their veneration to the Fair Folk, though less out of admiration, and more to appease these capricious spirits with offerings and placatory rituals so that their mischief does not bring ruin upon them. And others still worship the elves, who are seen as being closer to nature and to their fey forebears - in fact, many Old Faith traditions grew out of elvish customs, and almost all elven communities practice some form of the Old Faith, though they regard the traditions of humans as embarrassing corruptions of the true way.

Though largely supplanted by Pantheonism in more settled lands, the relationship the Old Faith has with the Pantheonists is not one of adversity or persecution. Worship of the Old Faith is not considered immoral, and it is not as a whole held as a ruse by demons (though some individual cults may be demonic in nature) except by the most fanatical of Pantheonists; as Hell is the domain of demons, mortal souls can only be sent there by directly selling their souls, not by following the wrong creed. Most Pantheonists simply regard followers of the Old Faith as backwards and parochial, whereas the worship of the gods is the path of modernity and embracing the brotherhood of one's fellow man instead of clinging to insularism and tradition - their worship is something to be laughed at rather than hated and feared. Though many Pantheonist saints are celebrated for introducing worship of the gods to lands once held by the Old Faith, this is not a victory over evil, but merely an advancement of the divine plan.

Ironically, in many regions that have long since embraced Pantheonism, the legacy of the Old Faith is not forgotten. There are many local rituals that can be traced back to origins in the Old Faith, and many folk saints may well be ancestral or nature spirits that were subsumed into Pantheonist traditions. If one is used to practicing the rituals of the Old Faith, after all, it is easier to simply claim that one's god was in fact an aspect of one of the Pantheon or one of their saints than it is to adopt an entirely new philosophy and traditions. There are many small villages where the local shrine is built over or nearby a sacred place of the Old Faith, and the ways in which locals conduct worship there are hardly any different from those of their ancestors.

Old Faith Cult Generator

This cult worships... (d6)

1. a local god

2. the spirit of a long-dead leader

3. the land itself

4. the fairies

5. a nearby clan of elves

6. a demon in disguise; roll again to determine what it masquerades as

...and meets at... (d6)

1. a sacred tree

2. an ancient stone circle

3. the summit of a holy mountain

4. the shore of a sacred lake

5. the homes of the faithful

6. a sacred cave

...to practice rites involving... (d10)

1. dancing and chanting

2. the sacrifice of crops

3. the sacrifice of animals

4. the sacrifice of humans

5. offering libations

6. designating a member of the congregation to marry the spirit and live as a hermit

7. ritual combat

8. assuming the forms of animals

9. hunting game to offer to the spirits

10. entering trances to consult with the spirits

...in order to... (d8)

1. obtain good harvests

2. ensure favorable weather

3. have victory in battle

4. placate otherwise harmful spirits

5. be blessed with prophetic visions

6. heal the sick and wounded

7. inflict curses upon one's enemies

8. come closer to understanding their cosmic purpose

Wednesday, June 5, 2024

Brothers of the Sword

Art by ThaneBobo
Though often described as an organization, it would be just as accurate to call the Swordbrothers a philosophy, a movement, or even a fashion sense. There are a number of different mercenary companies - most based in the Freikantons, but some have established operations beyond there, some even beyond Vardessy - who define themselves as Swordbrothers, but not all are aligned with one another, and not all practice the same codes or traditions. There are, however, a number of common traits that help to define these warriors, and which all such organizations exhibit.

The Swordbrother way of life can be traced back to Adelbrecht von Bergschafen, a mercenary captain active in what is now the Canton of Hagen many centuries ago. He was known for his eccentric behavior, which he imparted to the men in his employ, and many other mercenaries began to follow his example, modeling themselves after him - whether in the hope of attracting attention, winning the same success he did, or merely being impressed with his swager. These sellswords, and their armies, were the first of what would become the Swordbrothers. Though a number of disagreements and divergences have broken out among the ranks over the years, some of them with corresponding armed conflicts, all Swordbrother companies to this day honor Adelbrecht von Bergschafen as their spiritual liege.

The most noticeable quality of the Swordbrothers is their outrageous fashion sense - by all regards, they dress more gaudily than even the most ostentatious of nobles, favoring big hats (often with large feathers), puffed-and-slashed sleeves and pantaloons, and elaborate codpieces. They are fond of using as many colors and patterns in their ensemble as possible, often leading to dazzling asymmetrical designs - and they wear these outfits into battle. The purpose of this is multifold. As dyes are expensive, the ability to wear so many vivid colors at once is a sign of a Swordbrother's wealth, and thus an advertisement of their success. In much of Vardessy, dyes are taxed; Swordbrothers have historically been exempt from this as their way of life ensured their lives would be short, and officials thus deemed them as not worth bothering with shaking down (the fact they carry zweihanders didn't make things any better, of course) - in turn, the Swordbrothers latched onto this exemption as a point of distinction and an assertion of their independence. The outfits are also a way for the Swordbrother to express themselves; owing to the individualistic spirit of the Swordbrothers, each chooses their own colors and patterns, and they are not bound by uniform or heraldry, using only badges to identify themselves as belonging to a specific company. Finally, to wear such conspicuous costumes into battle is a statement in and of itself - it is the means by which the Swordbrothers declare that they have enough faith in their sword arms to have no need for stealth, and no need to hide.

Art by drunkonishuten

The Swordbrothers are also well known for their weaponry. While their ranks make use of crossbowmen, spearmen, and halberdiers, their most iconic weapon - used as a symbol of their movement, borne by their members as a badge of office, and lending the group its name - is the zweihander (stats of a greatsword), an exceptionally long two-handed sword, long enough that it may be used as a polearm and carried over the shoulder as it is too long to fit in any scabbard. There are accounts of Swordbrothers using their swords to cut the tips off of enemy spears before they could get into range. Some are made with wavy blades to grant the swords an even more imposing appearance. As a sidearm, Swordbrothers also carry a katzbalger (stats of a longsword), a shorter sword that is traditionally worn hung from the belt by a single loop of cat skin, and with an open, S-shaped guard designed to catch and parry opposing blows.

Finally, the various Swordbrother companies are united by their fierce independence and love of freedom. The Freikantons were, after all, shaped by the Swordbrothers' desire to govern themselves free of Imperial oversight, and that is a value that has not been forgotten. Swordbrothers are taught to only hold loyalty to their masters, rather than to any kings or feudal overseers. In times of peace, they are expected to be loyal to their fellow Swordbrothers and drink, eat, and socialize with one another at their guild halls, but when on the job, they are to defer to their employers - and, should members of the same company be hired by opposing sides in a war (it happens more often than you'd think), Swordbrothers are usually expected to take up arms against one another. They do, however, maintain the right to revolt if they are not being paid. In keeping with this free spirit, the only requirement to become a Swordbrother is to submit onesself to a company for training, and they do not discriminate by race, societal class, or nationality. The majority are Vardessian, but many foreign swords have found themselves joining the ranks of the Swordbrothers, and some companies have even been started in other lands following the Vardessian example.

Swordbrothers form the elite class of the Freikantons. With no nobility and no knights, they are what serves as the ruling powers of these lands, with each canton being effectively controlled by a different company. Though the Freikantons are ostensibly democratic and every citizen has a voice, the Swordbrothers exert considerable authority by being both wealthy and heavily armed as well as forming the backbone of the region's defenses, leading many to rely on them against invasion. The voices of the Swordbrothers have weight that few would wish to contest.

Background: Swordbrother

Skill Proficiencies: Athletics, Intimidation

Tool Proficiencies: Karnoffel cards

Weapon Proficiencies: Martial weapons

Languages: Vardessian, one other language of your choice

Equipment: A set of ostentatious clothes (Disadvantage on Stealth checks when worn), a deck of Karnoffel cards, a zweihander, a katzbalger, a badge of your company, and a pouch containing 100 GP.

Feature: Swordbrother Training. You have all the benefits of the Great Weapon Master feat. In addition, you have a badge that marks you as belonging to a particular Swordbrother company; it is considered dishonorable to hide this badge. As long as you wear the badge, Swordbrothers of your company will recognize you as a fellow and will allow you to eat and sleep in their guild halls free of charge.

Swordbrother Traditions (d20)

Each Swordbrother company has its own rules and traditions. Roll 1d4 times on this table for whatever rules apply to this company.

1. Members must distribute all wealth won in battle (either as loot or payment by an employer) equally among all members.

2. In order to join the company, prospective members must defeat an existing member in a duel.

3. Several members of the company are doppelsoldners - they are obligated to be paid twice as much as regular members in exchange for going on more dangerous missions or being placed on the front lines of combat. 

4. Members of the company are sworn to secrecy and may not discuss what happens at any meetings under the penalty of expulsion.

5. Members are obligated to never surrender in combat unless magically compelled to.

6. This company is made up of swordsisters; only women may join.

7. Each time the company holds a banquet, a different member is selected to hunt a suitable animal for the main course.

8. Members add a feather to their cap for every campaign won.

9. The company holds a regular tournament that all members must partake in.

10. The company silvers all their weapons.

11. Members are not allowed to take orders or assignments directly from nobles.

12. Members must give half the wealth won in battle (either as loot or payment by an employer) to the poor.

13. The company conducts its meetings dressed as monks to mock the clergy.

14. The company conducts its meetings dressed as cultists to cultivate the rumor that they have demonic powers. 

15. Members are forbidden from using magic or magic items other than enchanted weapons or armor.

16. The company maintains a trophy hall, where artifacts won in past campaigns around the world are displayed.

17. Members are forbidden from harming other members, even if on opposite sides of a battle.

18. Members of the company use exclusively flame-bladed swords.

19. Members may not refuse a duel if offered.

20. Members are not allowed to have homes of their own and must stay with fellow Swordbrothers.

Friday, May 24, 2024

Friday Encounter: Gegard the Amazing's Emporium of Magic

A while ago, one of my players suggested that I do a blog post on so-called "common magic items."

My immediate response was "Mike, why in the world would I write something like that?" See, I've been quite outspoken about this. I don't think there's anything that better encapsulates the kind of fantasy I dislike the most than the concept of "common magic items." To me, a magic item should never be common or mundane. They shouldn't be conveniences, and they shouldn't be bought in stores. To do so would be to destroy anything that makes them magic. Magic items should be treasures and quest rewards. Getting one should be a goal in and of itself. They should be special.

What I do like, however, is magic items that aren't there to give pluses to rolls or have immediately useful benefits. I love a good item that can get the players thinking about how it could be applied and exploited to creatively solve problems. The best kinds of magic items, to me, are the ones that don't even have stats, just descriptions of what they do, and it's up to the players to determine how to best use them. The ones that make people think "now, how could I use this?"

And recently, I had the chance to read a couple of posts on "dungeon merchants" from Coins and Scrolls and Goblin Punch. Quirky little NPCs who have quirky little things to sell, thrown into a dungeon, or some other place you wouldn't normally expect a merchant. To me, these two concepts go together like peanut butter and jelly. The only way I can excuse a magic item being bought at a store is if that store is just as bizarre and inexplicable, and if you make sure the items being sold there aren't going to break the game, it shouldn't take away from the items that PCs do need to put in the work for. After doing some thinking on this...yes, Mike, you're going to get your post on common magic items after all.

Gegard the Amazing's Emporium of Magic

This encounter can be used anywhere. It can fit equally well along a road, in a town, or in a dungeon - Gegard the Amazing has a habit of turning up in the strangest of places, after all. It will probably be the most fun if you use this encounter multiple times, using Gegard as a recurring NPC, and ideally having him show up in multiple locations to help sell how he can show up anywhere. Alternatively, you can use the items described here as dungeon loot, or otherwise sprinkle them in wherever you give out magic items.

Gegard Matevosyan is a wayward Caravaneer merchant, and an eccentric even by the standards of the Caravan People. He plies the land in a wagon painted in gaudy colors, pulled by a donkey who he talks to to keep himself company on his long journeys (no one is quite sure whether or not he expects an answer), and can always be identified by the comically oversized turban perched atop his head. Unlike the usually communal Caravan People, he travels alone, but his journeys span far and wide, and he's been known to turn up where he's least expected.

Wherever Gegard goes, he brings his wares with him, selling his merchandise off the back of his wagon. Sometimes, he takes point at markets and fairs; other times, he peddles his stock along the road, going from village to village, and sometimes he turns up with no explanation in the middle of the wilderness or the bowels of the earth. Despite calling himself a purveyor of magic, Gegard buys and sells all sorts of things, showcasing what he has to offer on a carpet laid out over the ground.

Any item listed under Adventuring Gear in the Player's Handbook (or the equivalent in whatever system you're using) can be found in Gegard's inventory, but at ten times the listed price. However, Gegard doesn't actually expect anyone to pay that much for it, and in fact, regards anyone who does as a gullible fool. He will haggle with his customers (this is common practice in the Lunar Lands in general, but especially prevalent in Quel'Ahma), lowering the price if questioned, but never going too low; he insists that he can't give things away for such paltry sums, or his wife and children will starve and he will have no choice but to hang himself for failing his own family (no one has ever seen his wife or children). He is a fast talker and a keen salesman, insisting that his customers simply must have what he has for sale, and tends to refer to people as his friends, even complete strangers.

In addition to more mundane goods, however, Gegard always has 1d4-1 (minimum 1) specials (see below) for sale at a given time - rare and magical treasures encountered in his journeys. He will regale any visitors with their stories and explains any properties they have. Gegard will insist that he is no wizard himself; he only finds and sells these items.

He does have a reputation for trying to spin nonsense in order to con people out of their money - and it isn't unfounded. However, contrary to rumors, Gegard's specials are more commonly real than not. There is a 25% chance that any of Gegard's specials are in fact forgeries with no magical attributes whatsoever. If questioned about this, he will apologize profusely and insist that it was a freak accident that he didn't know about, and that it would never happen again.

If attacked, Gegard will retreat at the first opportunity, jumping on his donkey and taking off via the closest escape route possible, leaving his wares behind. If investigated, there will be no sign of him.

Gegard the Amazing's Special Offers (d20)
1. A miniature clay golem,  no more than four inches tall. It is currently dormant, but if an order is inscribed into its back, it will attempt to execute it. Due to the size of the golem, these orders can only consist of a single word, which the golem will interpret as literally and directly as possible. 500 GP.

2. A small copper tube hung from a chain, containing a scroll with an inscription in ancient Nuwapian script. The wearer is unaffected by disease or ageing and does not need to eat, drink, or sleep, but registers as undead to divine sense and similar effects. 700 GP.

3. A shriveled, mummified hand. "Think it came from a sorcerer. Wouldn't want to run into that fellow! Well, maybe he's not so bad without his hand." It points a finger toward any secret doors in the room. 300 GP.

4. A bottomless bag of salt. Good for repelling ghosts, at least. 150 GP.

5. A talisman in the shape of a hand with an eye in its palm. "The hamsa! Protects against the evil eye, it does!" Grants the wearer Advantage on saving throws against curses and other such effects. 200 GP.

6. A potion that causes one's blood to taste foul for 1d12 hours. Useful against vampires or mosquitoes. 200 GP.

7. A billy goat that can smell gold. "Think 'e used to be a dwarf, before that witch cursed the poor sod." As noisy, smelly, and ill-tempered as a normal goat. 300 GP.

8. An hourglass that remains perfectly balanced no matter what conditions it's under. 200 GP.

9. A 170-pound copper vat containing the pickled body of Emperor Gotthard II of Vardessy, who ruled 300 years ago. "See, 'e died in a war 'round these parts, and 'is men wanted to preserve 'is body for burial. Guess that didn't work out." 750 GP.

10. A skein that could be used to weave a flying carpet...if you can find anyone with the knowledge to do so. 400 GP.

11. A brass lamp with an inscription in Nuwapian script. "I hear that if you rub it while reading the inscription, it'll release the genie inside! Problem is, I've got no clue what it says...what're you looking at me for? I'm but a humble merchant!" 300 GP.

12. A compass that always points toward the nearest body of water. Useful for if you're in the desert. Not so much on a boat. 400 GP.

13. A bridle that will cause any animal who wears it to become obedient to the user as long as it is worn. "'Course, gettin' it on 'em is the hard part..." 600 GP.

14. A lucky platinum coin. Once per day, the user can reroll any roll, but must take the new result. 200 GP. "What do you mean, that's too much for one platinum coin? This one's lucky! Do you accuse an honest man?"

15.  A mummified human tongue that chants softly in an arcane language at night. "Honestly, I don't want this. Take it off me, please." 300 GP.

16. A bomb that reappears in the user's possession the next day after it explodes. 525 GP.

17. An 8-foot length of rope that knots itself on command. 400 GP.

18. A gold cage containing two parrots. They are telepathically linked to each other; one hears everything the other hears, and may repeat it if asked. It may also repeat it if not asked. They aren't the most obedient. 600 GP.

19. A goose-feather quill that can write out a single sentence on its own, if dictated to. 300 GP.

20. A knife that gives off a spark like a matchbook if another item is struck across it. "Got that one off a would-be enchantress who wanted to make a flaming dagger - didn't work so well." 250 GP.

Monday, May 20, 2024

The Covered Path

The way of Elementalism holds that in order to achieve harmony and alignment with the cosmic forces of the universe, each individual must strive in the pursuit of perfection, seeking purity in accordance with the elements and their associated traits as much as is possible for them. Conventional doctrine preaches that the way to do so is attained through governance in accordance with the Four Books of the Elements, under the guidances of the priests and temples who safeguard the purity of the elements and guide the people in homage to them. However, another path to perfection exists - the Covered Path.

There is some debate as to whether the Covered Path represents a particular school of thought within Elementalism, or another religion entirely. While it accepts the elements as the cosmic forces that sustain all things and holds the gods as imperfect and unworthy of worship, it also rejects temples, the priesthood, and the caste system. - which has made it appealing to the lower classes, and a target of persecution from officials who find it a threat to their authority. To those of the Covered Path - the dervishes - the pursuit of perfection is not a one-size-fits-all goal to be imparted to the masses from on high. Rather, it is a personal journey, one that must be discovered by each person in their own way.

The Covered Path was founded centuries ago by a human scholar named Amid al-Samad, and thus, its practitioners are also called Amidis. Where the name came from has puzzled scholars. Some believe it came from Amid's practice of disseminating his teachings in debates with other scholars held on a bench beneath a cover of palm fronds, while others posit a link to the woolen caps used by mystics to cover their heads. Whatever the case is, the Covered Path quickly took hold as a popular movement, and in the years since, it has given rise to a multitude of different schools and philosophies - all of which, however, claim a direct line of teaching that can be traced from student to master all the way back to Amid himself.

According to the Covered Path, Amid al-Samad was the perfect being - the first living thing created, but who lived in secret for milennia until the time came for him to reveal himself to the world. Although conventional Elementalism claims that humans are inherently imperfect beings due to being made up of all four elements in equal parts, and thus impure, devotees of the Covered Path argued that this balance of elements actually made one's existence more harmonious, as it ensured no one element overpowered the others. Nevertheless, the Covered Path is not a phenomenon exclusive to humans, and numbers genasi and even a few genies among its ranks. A core teaching of the philosophy is that everyone, regardless of their social standing or place of origin, is an equal in the balance of the universe, and that the only pursuit in life worth following is understanding this balance, not wealth, power, or personal gain.

Many Amidi dervishes thus follow an ascetic lifestyle, deliberately cutting themselves off from earthly desires to pursue spiritual enlightenment alone. Every school of the Covered Path approaches this differently, but they all hold that wealth and comfort is a distraction from perfection. For this reason, they are often compared to the monks of northern lands. Like monks, they devote their lives to study and meditation, with little communication with the outside world - in particular, they are well known for their rituals in which they gather to play music and whirl in place, allowing themselves to be moved only by instinct and the ecstasy of spiritual revelation.

Unlike monks, however, dervishes do not flock to monasteries. Every member of a given school considers themselves to be part of the same brotherhood, but, in keeping with the individualistic focus on perfection, dervishes of the Covered Path undergo spiritual training under a master, who sees to their personal instruction. Amidis maintain that it is not possible to achieve perfection through passively reading theory; they must actively be guided. They do congregate at their own schools and holy sites, however, many of which are the tombs of esteemed Amidi masters. Traditionally, they are buried in their homes, which become shrines tended to by their families and students. These shrines are often sought out as places of pilgrimage in a dervish's journey to spiritual understanding, and become hotspots of congregation where knowledge (and, informally, rumor) is shared, often providing housing for itinerant mystics, with shade and water to relieve themselves from the desert heat. Some masters, in fact, are so devoted to the cause that they choose to let their spirits linger at their tombs after death, forgoing rest in the Land of the Dead so that they may impart their wisdom to those who seek it.

To the dervishes of the Covered Path, adventure is not a means to gain power, fame, or wealth. It is an exercise in patience, understanding, and broadening one's horizons, often with functions that may make little sense to the initiate at the time. These mystics are tolerated by some authorities more than others, and they often find themselves as outsiders beyond their own communities. But they and their communities can be found all across Quel'Ahma.

Background: Amidi Dervish

Skill Proficiencies: History, Religion

Tool Proficiencies: One musical instrument of your choice

Languages: Quel'Ahman; one language used for mystical and poetic texts

Equipment: A set of common clothes, a begging bowl, a musical instrument of your choice, and a scholar's pack.

Feature: Path of Perfection. You have a master who personally instructs you in the journey to perfection, and they will offer you guidance if sought after. You are also welcome at any Amidi shrines or gatherings of the faithful.

Feature: Asceticism. Your school under the Covered Path requires that you pursue some form of voluntary asceticism to cut yourself off from worldly distractions and focus on the big picture. As long as you practice this restriction, you may cast Divination once per day by whirling in place for ten uninterrupted minutes until you recieve a vision. If you break your restriction, your master will give you a quest of penance to undergo before you may make use of this feature again; until then, other dervishes will recognize that you are out of balance with the universe and refuse to help you. Roll 1d8 on the following table to determine your restriction.

1. Cannot eat meat, legumes, or leavened bread.

2. Must spend one hour per day in meditation.

3. Must travel exclusively on foot (boats are fine if your destination can only be reached by water).

4. May only wear unadorned woolen robes.

5. May not use edged weapons to shed blood.

6. Must give all wealth attained to charity (your fellow dervishes will provide you with food, water, and other necessities). If using gold for EXP rules, consider money donated in this fashion to be worth EXP.

7. Cannot consume alcohol, caffiene, or other mind-altering substances.

8. Cannot willfully lie. 

Note: A PC may take up tutelage of a master of the Covered Path during play. If this happens, they gain the Path of Perfection and Asceticism features regardless of whatever background they already have. Consider having the PC undergo a personal quest to prove their dedication to the cause in order for them to obtain these features.

Thursday, March 28, 2024

A Grand Assembly

One of the tenets of the Golden Peace is that all nobles are equal, and all have opinions equally worthy of being weighed to influence the good of all Togarmah. To this end, it is a key part of the Togarman political process that the nobility gather in a system of Grand Assemblies, so that they may share their thoughts, allow their opinions to be heard, and present the reigning monarch with a statement of purpose that will guide their actions.

These Grand Assemblies, drawing voices from all corners of Togarmah, are held every two years, in the late fall when the harvest season is over and the nobility is not too busy with overseeing crop yields. Of course, these meetings are only the culmination of a number of local and regional assemblies held in the interim periods, in which nobles from a given area meet with one another to discuss matters that concern them all, and to nominate representatives who will go on to partake in the next largest assembly. For instance, these might start with all the knights of one lord's manor meeting to determine what their most pressing concerns are and what they wish to let the lord know, but at that meeting, one knight will be designated to represent the concerns of his fellows at the assembly for the barony that fief is a part of, which will elect a representative for the assembly for the county that barony is a part of, and so on. By the end of this process, each region will have a representative to send to the Grand Assembly, who will voice their region's concerns to the King.

The Grand Assemblies are always held at Castle Korogard in Venec, which holds both the residence of the royal family and a large assembly room built specifically to hold all the many representatives from throughout the kingdom. Bringing as it does nobles from all over Togarmah, these assemblies involve no shortage of pagentry as the different Togarman cities and duchies wish to put forth the best image for their people. Though a parade through the streets of Venec is not officially part of the assembly procedure, it has become customary, and has grown into a grand spectacle in its own right. For many Venecis, this is the only time they will see people from the far-flung corners of the Kingdom, and the streets are awash in a multitude of colors and textures to display the different fashions and cultures of the land. Myrov counts in doublets and hose may walk astride armored and winged Zelsky chieftains, Polavians in their diaphonous sleeves, Gundalian boyars in fur-lined brocade, and Leshic wise women in embroidered cloaks - and all of them enjoy equal status.

To account for the vast numbers of nobles and their entourages attending, the Grand Assembly lasts six weeks from when the delegates arrive to when they return home. In that time, they are free to mingle with one another, debate important matters, and explore Venec. Naturally, the capital's population swells during this period, so Venec (and the roads leading to and from it) has many large and prestigious inns that cater to visiting nobles. It is considered a mark of honor for one of these inns to have housed an important dignitary, and competition between inns to attract the most celebrated guests possible can be fierce during the assembly season.

By the end of each Grand Assembly, the delegates are expected to produce a document outlining the most pressing concerns that impact the entire Kingdom and what they desire be done about them. This is presented to the King and his Royal Council. Strictly speaking, nothing in this proposal is binding, and the King has the final say in what to do - though to overrule the concerns of the nobility is considered incredibly gauche, and given that the Golden Peace promises nobles the right to rebel, many kings defer to these guidelines as a practical matter to ensure stability as much as for the sake of politeness.

Though the Grand Assembly is held every two years, extraordinary matters - such as a crisis that threatens all of Togarmah - may lead to an additional assembly being called at any time. The most common reason for this is the death of a reigning monarch. In this instance, the high priest of the Cult of Solenna assumes the throne in the interim while a series of assemblies is called to first determine the dates for the election of the next monarch, who the candidates will be, and what laws the new monarch will have to abide by; then to conduct the election and the coronation.

In these assemblies, every noble in Togarmah is welcome to attend and vote; it is believed that everyone has a voice worthy of being heard. Because of this, the Castle often does not have enough room for all the visiting delegates, and a camp is made on the plains outside the city limits instead. Votes are cast publically, verbally, and openly. Because of this, and because of the many armed retainers present, it has not been unheard of for skirmishes to break out if the tide of the election seems to start going in a direction certain delegates dislike, but usually they get resolved fairly quickly.

The process of electing a new king dates back to the Kingdom of Polavia, which adopted the practice at times when a reigning monarch died without an heir. However, with the rising powers of the nobility over the monarchy, this has evolved into the standard practice every time a monarch dies - although often times the king's heir is named as a candidate at the election, and usually they end up getting voted in anyway, by virtue of being the heir. However, many times there has been a dark horse victor, often because ambitious nobles saw one of the candidates as an easy target for manipulation or as a weak ruler who would allow them to expand their reach untested.

The candidates for a royal election do not have to be Togarmans. In fact, often times, foreign candidates are sponsored by the nobility because their nature as outsiders means they will have little influence over the populace to keep the nobility in check with - or even by foreign powers who bribe the electorate to appoint them to the throne (or their rivals to the throne in order to destabilize their holdings if their attention is split between two realms). Because of the unique nature of Togarmah's government, such a personal union does not necessarily mean the monarch's powers will apply equally - such is the case of Ealdric of the Two Thrones, who was simultaneously King of Togarmah and Emperor of Vardessy. He hoped that he would be able to bring Togarmah into the Vardessian sphere of influence by doing so, only to find that the local nobles had enough sway to counteract many of his decisions, and when he died, the Togarmans held a new election rather than passing the throne to the next Emperor.

The current king is Marek III. He is a man of noble intentions who wants the best for Togarmah, but feels that his attempts to further his plans have been stifled at every turn by the machinations of the nobles. Though he finds this frustrating, he realizes that to overrule their decisions would be to risk upsetting powerful factions within the Kingdom, which could throw it into chaos, and he feels that doing so would cause more trouble than it would solve. However, should a crisis of sufficient magnitude to tie the nobles' hands arise, he would not be opposed to exerting his authority...

Grand Assembly Adventure Seeds (d20)

1. A noble patron of the party is attending a Grand Assembly, and has chosen the PCs as their entourage for protection during the journey to Venec.

2. The Grand Assembly has brought some of the most powerful and influential people in Togarmah together...which naturally presents security risks. Someone is looking to launch an attack - is it a display of power? An attempt to usurp a rival? Is it to obtain a ransom by holding the nobles hostage?

3. One of the nobles at the Castle has been found dead during a meeting of the Grand Assembly. Obviously, one of the other delegates must be responsible - but who?

4. With visiting nobles stopping in town on the way to the Grand Assembly, there's no room in any of the inns - what are some travelers passing through to do if they need a place to sleep?

5. While present at a meeting of the Grand Assembly, the PCs run into an old enemy of theirs who nonetheless holds a noble title. The Golden Peace prevents anything from being done about it, but surely they're up to no good. Or are they?

6. A procession en route to the Grand Assembly has been found dead on the side of the road - still carrying the noble's signet ring and important certificates. This could be the perfect opportunity to impersonate them, and perhaps gain great power by doing so - of course, at great risk.

7.  A disagreement during a Grand Assembly has gone south, and now rival factions are threatening to break out into civil war - with the PCs caught in the middle!

8. During a heated argument, one of the nobles has stormed out during a session of the Grand Assembly, which threatens to hold up the proceedings. Can the PCs talk some sense into them?

9. A great banquet is to be held for a delegation visiting on the way to a Grand Assembly, but the head of the party has expensive tastes, and the cooks don't have a rare ingredient necessary for the dish. Can the PCs find it? Obviously, disappointment is not an option.

10. When it's discovered that one delegate attending the Grand Assembly is carrying a map to great treasure, it's a race between several rival factions - potentially including the PCs - to get to it first!

11. With two rival innkeepers both trying to court the attention of an influential noble attending the Grand Assembly, one (or both!) of them decides to hire the PCs to sabotage the other so the noble will pick theirs instead.

12. Turns out one of the PCs looks a lot like someone who's supposed to be here for the Grand Assembly, and people got confused. How will they react to all the attention they're getting now?

13. Word has arrived to a noble patron of the PCs that the delegate they sent to the Grand Assembly has been assassinated and a forged decree is being sent instead that threatens to sabotage their efforts. It's up to the PCs to get to Venec before their patron can be compromised.

14. Obviously nobles can make great allies, and one passing through on the way to the Grand Assembly could prove a valuable asset to the party - but they need to earn their respect before they'll do anything to help the cause.

15. A magician has placed a spell over a delegate at the Grand Assembly that allows them to control their thoughts and actions. How can the PCs prove what's going on before it's too late? And what are the wizard's motives here?

16. Some way or another, the PCs have insulted the honor of an influential noble heading to the Grand Assembly. They'll need to clear their name if they want to go unharrassed in that noble's domain.

17. With the local lord away at the Grand Assembly, their fief seems ripe for the takeover. Can the PCs stop such a coup...or are they behind it?

18. There's no shortage of bandits on the road looking to threaten nobles on their way to the Grand Assembly to give up their wealth in exchange for protection. Something must be done about that!

19. Several nobles attending the Grand Assembly have parked their carriages here, and surely they have valuable belongings stowed within. Seems like the perfect setup for a heist.

20. A minstrel entertaining guests at the Grand Assembly is in need of new material - and thinks that the PCs could serve as inspiration for a heroic ballad if they perform a great quest in the area.