Friday, May 31, 2024

Friday Encounter: The Lotus Eaters

I don't know what it is, exactly, but it seems like half the people I've ever known can fondly recall that phase of their childhood where they were deeply into ancient mythology. I've seen enough posts and memes about it online to know this is far from an isolated phenomenon. And if I may come clean - yes, I was one of those kids.

A look at this blog is probably more than enough to tell you that already. From an early age, I was fascinated by myths, legends, and folklore from around the world, with all the stories, gods, and monsters they entailed, and it's no secret that this canon formed a fundamental part of my inspiration for the Lunar Lands. When thinking of the works that got me into fantasy and proved the most influential on my conception of the fantastic adventure, The Hobbit is definitely one of them, but equally important would be The Odyssey. In fact, in retrospect, it's some of the most OSR literature out there - the narrative is fairly episodic, showcasing a number of interesting locations and encounters, and the protagonist largely gets by through using his wits to exploit the situation to his advantage more so than brute strength. Odysseus would be very good at old-school RPGs! For this week's Friday Encounter, I've gone back to the source to bring one of the most iconic scenes from The Odyssey to the table.

Do note that if players are familiar with The Odyssey, they may be able to figure out how this encounter works. If this will be a problem, or if you believe such meta knowledge will make it harder for your players to meaningfully engage with this encounter, you may want to substitute a different plant for lotuses, or otherwise change the details accordingly.

The Lotus Eaters

This encounter is probably best suited to a wilderness locale - in order to best present the party with an interesting dilemma, I recommend using it somewhere desolate and inhospitable (such as an oasis in the middle of a desert, or on an isolated island) so that the PCs may mistake it for a spot to rest and resupply.

The party should come upon a community of strange people, who seem especially carefree - nothing seems to bother them or threaten them, and they have no worries, remaining blase about everything and showing little drive or any sense of urgency. Their relaxed demeanor may come across as lazy, but they take life slowly and don't worry about the future, nor do they have regrets for the past. Curiously, these people all seem to subsist entirely on a white lotus plant that grows abundantly in the area, and have no other source of food in sight. A DC 10 History check will note that the people appear to be unusually ethnically diverse and speak in a variety of accents - in fact, these people were all once travelers from distant lands who became enthralled by the lotus and lost sight of their goals, deciding to stay here. They do not remember anything about their past lives or even their names; all they know is that the lotus sustains them, it only grows here, and there is nothing worth worrying about beyond the grove. The lotus eaters know, and will explain, that the lotus leaves them feeling well-fed and peaceful, but are genuinely unaware of its other properties.

The lotus eaters ask the PCs what brings them to their land, but regardless of how they answer, they will insist that they are worrying themselves over silly things and that there is no use in holding onto their troubles. They encourage the party to stay a while and rest, offering them lotus to eat.

Should any PCs eat the lotus, they will find a single plant to be as filling and nutritious as a complete meal, and imparts all the benefits of a hero's feast; in addition, it removes all levels of exhaustion (and stress, for those using the rules from Van Richten's Guide to Ravenloft), as it leaves all who consume it feeling a profound sense of peace and calm. However, these properties are addictive. 24 hours after consuming the lotus, a creature must make a DC 15 Wisdom saving throw or be compelled to seek out more - without it, they discover, they cannot find the same sense of serenity no matter how hard they try. As the lotus only grows in one spot, affected PCs will have the urge to return to the grove of the lotus eaters, and will only move in that direction unless forced. You may wish to mark the hex or point this encounter was obtained on, if using such mapping schemes, to make this easier to track. Repeat this save after 24 hours; on a successful save, the creature manages to overcome their compulsion.

If the lotus is consumed multiple days in a row, the effects become more pronounced. Anyone consuming the lotus over a period of several consecutive days must make the Wisdom save every 24 hours, but the DC increases by 5 each day. Additionally, for every failed save after the first, the affected creature begins to lose its memories. Eventually, they will forget their name and what they came here for, and go back to live with the lotus eaters in perpetual bliss. This is best roleplayed, but magic-users affected by the lotus's memory loss will lose one spell slot per day while under the effects of the lotus. For each day a creature goes without consuming the lotus, their memories will return one at a time each day.

The lotus only grows in its grove; attempting to plant its seeds elsewhere will be unsuccessful. If the grove is destroyed, the lotus eaters will become infuriated that their source of sustenance is gone (they do not remember any food elsewhere and believe the lotus to be the only food in the world) and attack whoever is responsible, fighting to the death.

Sunday, May 26, 2024

The Sea of Uam

By strict definition, the Sea of Uam, in northern Al-Riyah, is not really a sea at all, but a large freshwater lake. Nevertheless, for many in the dry Quel'Ahman lands, it may as well be a sea. It stands as an oasis at the edge of the great deserts, and its fertile shores have been well settled, producing bountiful crop yields that sustain Quel'Ahma's people.

Fed by the Shamat River and by a system of underground springs, the Sea of Uam supplies a ring of marshy wetlands, which have been largely settled and given over to agriculture on its south shores. The waters are a hub of activity, with ferries going back and forth across the water to transfer supplies from one village to another, and the lake is well-known for its great bounties of fish, with many inhabitants of the region relying on fishing to sustain themselves.

Despite boasting a relatively large population for a place this far inland in Quel'Ahma, however, the Sea of Uam has no great cities; its people are spread out along a number of small villages along the shore that get by on fishing and farming, largely regarded as country bumpkins by the wealthier elite of the coast. In days long past, the Sea was much more important as a center of commerce, but with trade on the Great South Sea eclipsing the more limited routes through the desert, it began to decline, and many of the region's former cities now sit abandoned, their crumbling walls harvested to build new homes.

The largest settlements on the Sea are both found to its south. On the west shore is the town of Katsir (hex 012.021), which boasts a major market drawing in farmers who travel from miles away to sell their produce every week. As one of the Sea's major population centers, it is managed by an office of Genasi nobles who collect taxes and oversee trade for the Emir - which causes some friction with the largely human populace who are unused to such direct oversight. A nearby cave opens into a large subterranean spring - and a few shepherds who have sheltered their flocks there report seeing winding tunnels, dug by massive crabs and scorpions.

On the east shore is Salamah (hex 014.021), a town that grew around a trading post that stood as a center of exchange between the settlers on the lake and the Caravan People of the desert beyond. To this day, it has many inns and bathhouses, some of them centuries old, and the visiting caravans bring an influx of trade goods from across Quel'Ahma. One caravan has drawn plenty of attention, for one of its merchants, Aberkan Nersesian, has displayed a large carved scarab of blue stone, found in a Nuwapian ruin far to the east. He claims that it has given him great fortune and healed his family's illness, but he refuses to part with it - some have whispered he has even stabbed those who got too close to it, which seems uncharacteristic of the normally patient man...

To the north, the village of Al-Negba (hex 012.014) marks the end of a system of trade routes linking the Sea to the coastal cities, and thus sees its fair share of visitors. Despite this, the village has a reputation as a swampy backwater, and most travelers only seek its service for a ferry to the wealthier settlements on the south shore. Currently, the village is home to an Amidi mystic named Hayim al-Din, who is renowned for his ability to heal the sick and repel evil. He is, however, getting tired of all the attention this brings him, finding it disrupts his meditation, and he intends to leave soon - but how will the people who have become dependent on him to solve their problems cope?

The village of Rumanah (hex 011.017) sits in a fertile valley, but is largely isolated from the outside world, scarcely receiving any trade. It is built amidst the ruins of an older, and much larger, abandoned city, but its inhabitants are reluctant to explore the ruins further - they have everything they need where they are, and local lore tells of the lingering spirits and ancient curses that cling to the ancient graves. The ruins have not been fully charted, and perhaps there may be something of value there yet...

The village of Ahkbera (hex 012.020) isn't far from Katsir, but the people there have little interest in dealing with the town - they are suspicious of the Genasi and have little interest in being ruled by wealthy dilettantes who don't understand their hardships and ways of life. However, this has proven an issue when the village has of late seen a number of mysterious disappearances, with villagers going missing and their mangled bodies turning up days later bearing strange teeth marks. The elders blame these attacks on a ghul - a man-eating spirit that can take the form of whatever it eats. But can they deal with such a problem when they refuse to go to Katsir for help? And what if the ghul is closer than they think?

The village of Ibtan (hex 015.019) is one of the Sea's wealthier farming communties, owing to its location along the river. It is a center of trade, with many farmers from steadings in the area traveling here to sell their wares - and, as a result, a hotbed of rumor, where news from many nearby settlements can be heard and passed on, often growing in the telling. It is an open secret that many deals on the black market happen here too, with farmers and Caravaneers covertly smuggling goods without having to pay the taxes they might be subject to in larger markets - or that might attract inspection from those who might disapprove of what is sold.

Other points of interest that might be found on the shores of the Sea of Uam include the ruined city of Al-Abeytas (hex 010.016). The city has had a long history, first being built by the Nuwapians, briefly conquered by their Fedreline rivals, and later settled by Quel'Ahmans, before declining into ruin over the ages. As a result, the site consists of many ruins layered on top of one another, with older sites buried in the swamp. The Royal Archaeological Society has sent expeditions here to catalogue and examine artifacts - and many of these expeditions, for one reason or another, have been stricken by misfortune.

Also in the swamp is a long-abandoned and overgrown maqam found at hex 016.015. The old shrine has served as a landmark for travelers, but few are aware of its true significance as the burial place of the Amidi master Abdullah en-Nur. If a faithful devotee of the Covered Path spends the night here in meditation, his ghost may pay a vist and impart knowledge.

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.

Thursday, May 23, 2024

The Abbiyad Mountains

Though Quel'Ahma is known as a desert land, its terrain is more varied than many travelers would expect, particularly in the relatively fertile Al-Riyah. The Emirate of the Winds is home to the Abbiyad Mountains - the name of this great range is derived from a Quel'Ahman word for "white," for they are so tall that on their upper slopes they are covered in snow year-round. Shielded from the hotter climate of the lowlands, these mountains are home to a robust forest of cedar trees, and the sight of the Abbiyad Mountains breaking over the horizon has brought relief for many travelers lost in the desert - not only for being an easily recognizable landmark for navigation, but also because they hold the promise of cooler and more hospitable lands within sight.
The Abbiyad region is known for its cedars, and many of the communities that hug the slopes of the mountains rely on the export of timber - in Quel'Ahma, where trees are scarce, the Abbiyads have provided essential materials for Al-Riyah's robust fleet of merchant vessels, which both rely on the wood for construction and export it to other parts of the realm. Though the mountains are a rugged hill country, with little in the way of major cities, a number of villages have grown up around them.
Perhaps the largest of these is Misri (hex 013.034), located on the trade route that goes north to the great city of Hajar, a major stopping point for caravans. Although the people there largely live an independent life and have little want for the attention of outsiders, they nevertheless see much traffic from merchants, traders, and nomads, and they have found their own ways to take advantage of this. The village is built along a number of multi-leveled terraces in the hills, with the main road winding through a narrow valley, and the people there hold a great market along this street, with vividly colored banners flapping in the breeze as merchants hawk all sorts of goods from their stalls. During business hours, the amount of traffic can slow passage through the mountains - which is just as the people like it, since it means merchants have no choice but to stop and peruse the town's wares. Many merchants spin elaborate tales about what they have for sale in order to make it seem more exotic and appealing, and to fetch a higher price than what it is by all means worth. They have no regrets for their dishonesty - after all, it doesn't affect them if they con some gullible outsider who won't come that way again out of a few coins.

Further off the beaten path is Ain-Kinan (hex 013.036). A more rustic community of foresters, it - like any village in Al-Riyah - has its own maqam; that is, a small domed shrine, built on a high place and often associated with a long-dead master of the Covered Path, sometimes (but not always) marking the site of their burial. In rural Al-Riyah, many people, though ostensibly Elementalists, care little for the grand pagentry of official cults and temples and devote their prayers to saints and spirits; in fact, not all masters honored by maqams can be historically verified, and some may be vestiges of cults to forgotten gods. Ain-Kinan's patron saint is Aziz S'himi bin Amnon al-Qadir, said to have been a Genasi official who renounced his life of luxury to pursue the Covered Path. It is said that those who leave food inside the shrine overnight will find it miraculously multiplied the next day.

Finally, in the southern foothills of the Abbiyads is the village of Al-Mazrah, which stands at the foot of the Lahksa River. Its people largely subsist as farmers from the flooding of the river, though they do harvest some lumber as well. Located not far from the village is a strange inscription cut into the stone of the mountainside, in what appears to be Nuwapian script. Those who can decode it will find it promising to honor one who has proven themselves stronger than the king of all beasts of the land and air - a DC 15 History check will reveal this must be referring to a gryphon, many of which dwell on the slopes of the mountains. If one anoits the wall with the blood of a gryphon, it will open into a hidden chamber containing 4,500 GP in gold and jewels and a scroll of etherealness.

Despite the scarcity of trees in Quel'Ahma, much of the cedar forests of the Abbiyads remain untapped. This is for good reason - the deepest reaches of the forest are known as a land of monsters, and few have emerged from them alive. Perhaps the most infamous of them all is the gorgon Kombaba, a monstrous ogress with iron claws for hands and snakes for hair, whose flesh is like steel and whose gaze can petrify (stats of a medusa, but with 159 HP and Large size, with Resistance to slashing, piercing, and bludgeoning attacks from nonmagical sources); she dwells in a cave located at hex 014.037, but has been sighted roaming the mountains by those lucky enough to escape to tell the tale.

Other dwellers of the deep woods may be more helpful. At hex 015.034 is the tower of Khadul al-Ghazzawi, a noted scholar and astronomer who has made his home in the mountains to better study the motions of the stars, and chart the course of fate. He is a bitter recluse and will not tolerate those who waste his time, but he may be able to impart advice on what the future may bear. At hex 015.036, meanwhile, is a shrine where the Amidi mystic Jamilah ibnat Karim dwells atop a snowy mountain peak, living her life in meditation. She is a wise old woman who can guide those who seek her to the path of perfection, but her mountain may only be found by those who actively search for it, and to ascend it is a challenge in and of itself, fraught with dangerous conditions and powerful guardians. Jamilah will only instruct one who shows enough dedication to the cause to brave the threats its pursuit entails.

Lastly, beyond the mountains, in the desert, is a ruined Nuwapian tomb (hex 016.038), in which is buried an ancient priest, Pahemnetjer, who pursued the path of lichdom. Though this lich still remains dormant in his coffin, buried far below the earth, his undead servants still stand guard against would-be tomb robbers, and so do many traps and enchantments placed to safeguard the priest's phylactery. A band of Caravan People are camped in the ruins above ground; they know of the dangers within and will provide rumors and trade with those who wish to brave its depths, but will not think of setting foot inside themselves.

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.

Friday, May 17, 2024

Friday Encounter: Sandstorm

I have long maintained that adverse weather and environmental hazards are greatly underutilized in RPG encounters. They create realism and vesimilitude by showcasing the many difficulties real-world travelers may encounter and proving that such events don't have to be fantastic to be interesting, and often times present challenges for the players to overcome without having to fall back on combat. Here's an example of how weather can create an interesting encounter.

Sandstorm

This encounter is, obviously, most applicable when the PCs are traveling through a desert (such as those found in Quel'Ahma or Valossa). However, many mechanics presented here could easily be applied to a snowstorm if one wishes to use this encounter in a more wintery clime.

While traveling the desert, the PCs notice harsh winds whipping up sand over the horizon. Before long, their view into the distance is blocked by a great cloud of sand, swirling as high as the eye can see - and it's coming closer! Anyone familiar with the desert, whether PCs or NPC guides, will immediately recognize this as a sandstorm - and the party only has a few brief moments to prepare themselves before the storm is upon them!

There are a number of ways to address this encounter. The PCs might try to take cover or set up some form of shelter, such as a tent, if they have one. However, it may not be so easy to do so in time! Enter Action Time, using a flat d20 roll with no modifiers for the initiative of the sandstorm. The sandstorm starts 90 feet away from the party and moves 30 feet closer to the party on its turn. To set up a tent, the PCs must achieve three successes on a DC 15 Sleight of Hand check, assuming of course that they have the necessary materials. Alternatively, there may be rocks, walls, or other forms of cover that the PCs might try to run toward. It's best if these are placed such that the PCs might need to make multiple move actions to get there. Hopefully, they can get to safety before the storm overtakes them!

If the storm does catch up to the party, however, they aren't out of the woods. Once it catches up to the party, for each round on the sandstorm's turn, roll 1d20. On a roll of 10 or higher, the storm threatens to blow through whatever cover the PCs have. Any PC who attempts to brace the shelter must make a DC 12 Constitution save or the party is affected by the storm (see below) on all subsequent turns until a successful save to stabilize the shelter is made. PCs affected by the storm have Disadvantage on this save. If multiple PCs assist in this, the save is made with Advantage.

Alternatively, the PCs may choose to try and press onward through the storm, braving the danger. If so, they are automatically affected by the storm. Any PCs affected by the storm must make a DC 15 Constitution save or take 1d8 slashing damage from the sand abrading their skin and getting in their airways. Additionally, they gain the Blinded condition on a failed save until they are out of the storm. The sand is impossible to see through - melee attacks in the midst of the storm are made with Disadvantage (unless made by a creature with Blindsight or some form of protection), and ranged attacks automatically miss due to the heavy winds.

After three rounds, the sandstorm passes the PCs by and things proceed as normal. However, if the PCs attempted to move through the storm, they may find themselves lost, unable to guide themselves through the all-consuming sands! Have whoever is leading the party make a DC 20 Survival check; on a failure, they will find they moved in a direction other than what they intended (roll 1d8: 1. north; 2. northeast; 3. east; 4. southeast; 5. south; 6. southwest; 7. west; 8. northwest). If multiple PCs attempt to move through the storm independently, they may become separated this way...

There are, of course, a number of twists one can throw into this encounter. One could turn it into an interesting combat encounter by having the PCs attacked by enemies capable of withstanding the storm in its midst, thus forcing them to deal with opponents they can barely see or hit! Alternatively, one might decide that rather than merely a spell of wind, the sandstorm is actually the work of an angry air elemental or djinn, and it's up to the PCs to placate them in order to proceed safely.

Wednesday, May 15, 2024

The Ruins of the Nuwapians

The genies were not the first civilization to rule over the deserts of Quel'Ahma. Long before the rise of Vardessy, before the Way of the Four Elements held sway, Quel'Ahma was ruled by a great empire of a bygone age, one remembered only by the eldest of the genies of Tasshen. This was the age of the Nuwapian Empire - one of the greatest of its day, and one that saw rise to great advances in the mystic arts - and one that lives on, in its own ways.

There is much that remains still unknown about the Nuwapians. There are many ruins and artifacts yet to be unearthed, and many inscriptions that have yet to be decoded. The Royal Archaeological Society of Quel'Ahma has made it its mission to retrieve as many Nuwapian artifacts as they can to better understand these mysterious people. What is known is that the Nuwapians came from a land far over the sea, settling Quel'Ahma, and there they established a great empire that stretched across the desert sands and as far as into Golnir, ruled by an emperor who was perceived by the people to be a living god, and they held power over the lands for more than three milennia.

The emperors of the Nuwapians were esteemed sorcerers, always seeking to further their power and rise above the common men they governed. It was through their magical aptitude that they cemented the legitimacy of their reigns, and earned fear and admiration from the lower classes. Through magic, the Nuwapians sought to surpass the limits of mortal men; to become stronger and more enlightened. Their ultimate goal was to conquer death itself - and of the ruins that remain among the deserts, there are many great mausoleums where the bones of ancient kings are buried amidst their wealth and the bodies of their retainers, in the hopes that they may one day rise from the dead and make use of such riches.

But perhaps the greatest achievement of the Nuwapians came when finally they managed to unlock the secrets of immortality.

By all recorded accounts, it was the Nuwapians who were the first to discover the secrets of lichdom - the process by which the mortal soul could be separated from the body while still keeping the life force that sustained consciousness, allowing one to live forever. At the height of the empire, the Nuwapians' greatest emperors and nobles were liches, who underwent this process to transcend the very boundaries of mortality, and to become as gods, whose reigns could go untested by time or the sword. With this power, the Nuwapians sought to extend their reach even further, and realize their destiny as the masters of reality.

Ultimately, though, this would not come to pass. Over time, the once-great empire dwindled to a collection of warring city-states and petty kingdoms, before those too vanished. The downfall of the Nuwapian Empire is steeped in as much mystery as its rise. Some say that the emperors, in their pursuit of eternal life, overstretched themselves and lost sight of more earthly concerns, allowing their empires to fall into ruin right under their noses. Some say it was the people who rose up against their masters, tired of being at the whims of such powerful beings. Some even say that the fall of the Nuwapian Empire was an act of Morthanos himself, who sought to punish mortals for their hubris in evading his reach. In the end, the great cities and temples of the Nuwapians fell silent, and were buried beneath the desert sands.

Still, the influence of the Nuwapians was not lost. Their discoveries became a part of the canon of magic and mysticism, and many of their spells and rituals have been passed down and perfected over the ages. So too, the spirits of many great sorcerers of the Nuwapians live on, still standing guard over the ruins of the palaces they ruled from in life. Many Nuwapian ruins mark the burial places of ancient liches, resting in their sarcophaguses until the day comes that the Quel'Ahmans fall and they may once again reclaim their birthright. The traps, guardians, and mystic wards these magicians prepared to safeguard their phylacteries still stand against intruders to this day. And if any of these bygone emperors are released from their slumber, they are not likely to react well to the strange new worlds they discover...