Wednesday, 21 August 2024

The Midlands of Argosa (Shadowdark)

Grim Cities. Deadly Outlands. Dangerous Magic. Ancient Mysteries. Silent Gods. It is the 924th year of the Third Age, and Mankind faces her destiny.

Shadowdark Quickstart

Form fillable character sheet 

Character Creation - Shadowdark

Midlands PCs roll best 3 of 4d6 in order for Attributes. May reroll if net modifiers negative, or no score of 14+. If you don't like your rolls you can take 14 12 11 10 9 7, arrange as desired. Hit Points at 1st level are maximum (d4>4, d6>6, d8>8). After first level may optionally reroll all subsequent hit dice each level-up, keeping the new roll if higher.

Roll 2d6x5gp for starting gold, as normal. PCs may be Fighters, Thieves or Wizards. Players may choose their starting Background. Player may invoke the PC Background once per session to get Advantage on a check. PCs begin each session with at least one Luck Token

PCs may be Human, or Half-Skorn.

Midlands Humans - 1 extra Talent.

Midlanders Olive to fair skinned humans centred around Lake Argos, aka Argosans. They have a culture of feudal city states. They alone have mastered the forging of Plate armour, and other technological innovations. Midlanders have a varied pantheon of gods, their priests recognise the whole pantheon, but often take one god as patron. Midlander priests can call upon their faith to wield powerful magics in the name of their gods, though Nydissians claim this is merely another brand of sorcery.

Nydissians Dark skinned humans of the expansionist Southern Empire of Nydissia, aka Southerners. Nydissians are said to worship Logic, to have no Priests, and Wizards (Sorcerers) are burnt alive when discovered - renegade Nydissian Wizards often make their way north to the Midlands, where sorcery is feared but often tolerated.

Thuels Olive/tan skinned human barbarians (mostly nomads) of the Great Plains and the Argos Plateau.  Thuel are mostly animists, seeing gods and spirits in all things. Their Shaman Priests are said to have a special connection with the Earth.

Varnori Pale skinned humans of the northern kingdom of Varnor, aka Northerners. Many come south as Viking reavers. Varnori worship the Deep God. Varnori Godi (priests) are often powerful warriors too, likely found in the forefront of battle.

Karok Albino humans living in the mountain fortress Dol-Karok. 

Half-Skorn (These replace Half-Orcs in the setting) - Mighty, +1 to hit & damage in Melee. Half-Skorn are taller than most humans, invariably heavy set, with pinkish skin, wide jaws and small, misshapen ears. They are strong, but display poor memory and analytical ability. Half-skorn are prone to instincts for war, conquest and strife, making it difficult to maintain peaceful lives. They are usually found amongst other cultures, notably Thuel, and some backwoods Midlanders.

Skorn (NPC race) Primitive, cannibalistic halfmen, aka beastmen, that plague the wilds. 

House Rules 

A character in melee who takes an Action ends their turn and cannot move away, unless there are no adjacent enemies.

Wizards of the Midlands have access to all spells, including those listed as Priest spells. On a casting roll of 1 Wizards roll on the Midlands spell mishap table.

At level 4 a Fighter may swap Weapon Mastery bonuses for +1 extra attack. At Level 8 a Fighter may swap Weapon Mastery bonuses for +2 extra attacks. This may be used with melee or missile weapons, except crossbows.

Level 10 Characters

level 10 character can spend 100 XP for a new Talent roll. 

Cumulative Talent benefits to attacks or to spellcasting cap at +10 maximum

Cumulative Talent benefits to AC (eg Fighter Talent roll of 10-11) cap at +5 maximum

If the player does not like their roll result (eg it gives no benefit), they may take +1 hp instead.



PCs  Valrak & Lyssana were drinking buddies from way back, frequenting Vorngard’s popular Salty Strumpet tavern. Well known by the proprietor, Yinvild.

(Matt) Valrak the Wanderer [Fighter 1 Ancestry: Thuel STR 18 (+4) DEX 18 (+4) CON 12 (+1) INT 15 (+2) WIS 13 (+1) CHA 13 (+1)  AC 17 HP 9 Talents: +2 DEX, +2 DEX. Abilities: Hauler (19 slots), Weapon Mastery (Longsword), Grit (STR). Background: Barbarian Equipment: Leather, Shield, Longsword +5/d8+1, 2 Javelins +4/d4. Treasure: 0gp]

(Tony) Lyssana the Sorceress. [Class: Wizard 1 Ancestry: Varnori STR 11 DEX 9 (-1) CON 13 (+1) INT 17 (+3) WIS 8 (-1) CHA  18 (+4) AC 9 or 14 (MA), HP 5 Talents: +2 INT, advtg to cast Cure Wounds. Abilities: languages, spells. Background: Banished Equipment: dagger +0/d4, backpack, flint and steel, 2 torch,  3 rations, 10 iron spikes, grappling hook, 60' rope.  Treasure: 27gp  Spells: DC 11 Cure Wounds (advtg), Mage Armor (AC 14), Sleep]

(Rich) Valen Mor, Mercenary Sergeant. Class: Fighter 1 Ancestry: Midlander STR 17 (+3) DEX 10 (+0) CON 16 (+3) INT 7 (-2) WIS 10 (+0) CHA 12 (+1) AC 11/13 HP 11 Talents: +2 STR, +2 STR. Abilities: Hauler (20 slots), Weapon Mastery (Bastard sword), Grit (STR). Background: Soldier Equipment: leather, shield, bastard sword +4/d8+1 or 2h d10+1, longbow 2h +0/d8 & 20 arrows, backpack, flint and steel, 2 torch,  3 rations, 10 iron spikes, grappling hook, 60' rope. Treasure: 4gp

Timeline

M4-M5 924 TA: Valrak & Lyssana hunt for Lord Hargraves in the taverns of Crow's Keep, battle Shanksters in the sewers of Port Brax, flee from a Skorn caravan ambush on the Port Brax to Crow's Keep road, and deal with assassins at the Ruddy Rooster outside Port Brax. 



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Party Bonds

For those who prefer to establish party bonds prior to commencing play (or when a new PC joins the party), roll 1d20 or select an appropriate entry. The examples provided may be used as is or leveraged for inspiration.

1d20 BOND WITH PARTY MEMBER

1 Raiders, slaves or captives aboard the notorious Varnori longship Barator, under the command of Drar Sigvir, plying the waters of Lake Argos. 

2 Sailors, guides or guards for Master Garcilo, a Karok merchant who toured the lake cities.

3 Students or employees of the Royal College of Inquiry in Northgate, perhaps under the same tutor or boss. 

4 Indentured/free gladiators or pit sweepers of Melek’s dreaded Ogorien Fighting Pits.

5 Translators, etiquette aides or slaves for nomadic thuels of the Great Plains, travelling to a remote outpost to trade. 

6 Lone survivors of the Blackbrand Mercenary Company, destroyed in a recent engagement with their bitter rivals, the Wolfcrag Riders.

7 Conmen, muscle or other agents working closely with Torvir “the Vice”, best thief in all of Vorngard (even if he does say so himself). 

8 Ex-prisoners of Dol-Karok, working the mines under the whips of House Tergoza, or failed prospectors of the Lost Roads.

9 Bodyguards or other aides to Lady Hamil of Crow’s Keep, a prominent widow and noble of the city, of good standing in the Royal Court. 

10 Sentries, scouts or herbalists of Melek’s borderlands in the Trackless Moors.

11 Mercenaries, survivors or looters of the Argos Plateau Massacre, when three rival barbarian tribes decimated each other over a long standing blood feud. 

12 Siblings or cousins (adopted or otherwise). With a (roll 1d6): (1) evil, (ii) bankrupt, (iii) sick, (iv) missing, (5) interfering, or (6) filthy rich parent or other close relative.

13 Drinking buddies from way back, frequenting Vorngard’s popular Salty Strumpet tavern. Well known by the proprietor Yinvild

14 Current or ex-members of House Vorrox’s extensive spy network (see Dol-Karok).

15 Previously worked for, or indebted to, the same crime boss: Guildmaster Marakett (of the Red Hooks gang, in Port Brax). 

16 Vermin exterminators in Melek’s or Port Brax’s extensive sewer systems.

17 Prisoners of the Skull Drinkers thuel clan of the High Plains, before escaping together. 

18  Monster hunters who dispatched the much maligned ogre twins, Sorg & Grunkor, who had been terrorizing a city’s borderlands, remote outpost or thuel hunting grounds.

19 Partners in Rotgut’s Brewbarrel; a failed (or otherwise disappointing) ale and spirits business. Smuggling unrelated contraband may or may not have been part of the business model. 

20 Explorers, herbalists or surveyors of the Wistwood, Drelnor Forest or Suurat Jungle.



Midlander Pantheon
Midlanders venerate the Seven Ancients, most with established clerics and temples. Belief in the gods is well established and a fundamental part of Midlander life, incorporating common sayings, feast days, etc.

1. Argona
Argona is the goddess of health, wealth, happiness and hope. In addition, she is venerated as a fierce protector of families, especially children, elderly and other vulnerable. She is usually depicted as a beautiful, raven haired woman with a trail of stars in lieu of legs.
Related Activities: Weddings, births, carousing, trade deals, healing and illness recovery, defending kith and kin. Her feast day is Thanksgiving.
Common Phrases: Argona protects. Starmaiden keep you. Health, wealth and happiness.
Common Icons: A star or stars. Shield with a star motif.
Organisation: Argona’s temples and priestesses are the most common, found in all cities and most fortified outposts.

2. Baal
Baal is the god of decay, suffering, disease and death. His name is commonly uttered to ward off his unwanted attention. Baal is usually portrayed as a floating skull, a murder of crows or an animate ooze.
Related Activities: Funerals, executions, palliative care, ancestor worship, spreading or resisting disease, torture, managing or ending suffering. Baal’s feast day is the Day of Dust.
Common Phrases: No life without death. Bones and dust, blood and rust. All are equal before Baal. Baal’s Balls!
Common Icons: Skull chalice. Crow(s). Ooze.
Organisation: Baal’s cultists are few in number, often middle aged or elderly, and found in most settlements. Their shrines are small but respected (and/or feared, not wanting to draw his attention).

3. Fenrir
Fenrir is the god of skill, luck and fate. His name is invoked in times of contest, danger and blind fortune. He is most often depicted as a quicksilver wolf, a pair of dice with sixes on all sides, or a celestial comet.
Related Activities: Gambling, competitions and contests, risk taking, dangerous tomfoolery, turns of weal or woe, well wishing, curses of ill fortune. Fenrir has no feast day.
Common Phrases: Fenrir’s luck! The silver wolf is with ye. Fangs of fate!
Common Icons: Silver wolf. Animal Fang. Pair of dice. Comet.
Organisation: Fenrir has no organised clergy; the mercurial wolf comes and goes as he pleases. Shrines courting his favour appear in gambling dens and places of professional skill, such as barracks and guild halls.

4. Graxus
Graxus is the god of war, courage, struggle and glory. He is called upon in times of conflict and strife, either to rally strength or deflect his wrath. He is frequently depicted as a juggernaut of destruction; a towering half man, half iron fusing of steel and flesh.
Related Activities: Warfare, combat, fisticuffs, arm wrestling, exhortations of grit, bestowing of accolades. His feast day is Ironvow.
Common Phrases: By blood or blade! Victory and death! The Iron God cometh!
Common Icons: Anvil and skull. Iron fist. Crossed swords with a central eye.
Organisation: Graxus’ shrines and monuments are found in all cities and outposts, especially watch houses. True devotees however are very rare and commonly employed as soldiers, city guard, mercenaries, pit fighters, and so on.

5. Shennog
Shennog is the goddess of night, darkness, mystery, deceit and madness. She is whispered to in times of treachery, despair and clandestine activity. Most descriptions of Shennog suggest a formless shadow, a broken mirror or a giant spider.
Related Activities: Tending the mentally ill, false dealings, double crosses, stealth and infiltration, nocturnal affairs, subterranean exploration. Shennog has no known feast day (if there is one, it’s kept secret).
Common Phrases: The darkest corners conceal the greatest secrets. Reject the mundane and embrace revelation. Mystery is the font of wonder.
Common Icons: Slender crescent moon forming a circle. Giant spider or webs. Cracked mirror.
Organisation: Shennog’s temples and asylums are rare in outposts but present in cities. Her clergy are few in number and tend towards eccentricity and seclusion.

6. Soliri
Soliri is the goddess of the sun, weather, nature and creation. She is implored to bless harvests, encourage fertility, and to repel darkness or ferocious beasts. She is commonly depicted as a female faced sun, a swarm of leaves, or a giant world tree.
Related Activities: Planting, harvesting, breeding, weather ceremonies, hunting, camping, raising bonfires. Her feast day is Long Harvest.
Common Phrases: The World Tree provides. Man too is a force of nature. Burn back the shadow!
Common Icons: Flaring sun. Stylized leaf. Colossal tree with great roots.
Organisation: Her priests, the 'druids', are not as common as one might expect. They are likely to reside on fortified outskirts, making rare sojourns to nearby natural wonders such as ancient trees, ponds or clifftops (which serve as their “shrines”).

7. Wodon
Wodon is the god of knowledge, art, wisdom and justice, beseeched when seeking insight, inspiration or truth. He or she (sex uncertain and used interchangeably) is portrayed as a giant owl, or a wizened human with two heads, one male and one female, leaning on a runed staff or stack of tomes.
Related Activities: Seeking or giving advice, study, investigation, meditation, artistic endeavours, justice. Wodon’s feast day is Reverie.
Knowledge is power. One cannot hide from one’s self. Vengeance is a pit, justice a door.
Common Icons: Stack of tomes. Dual headed bust. Giant owl with a set of scales.
Organisation: Disciples of Wodon typically serve in cities as magisters, librarians or justicars, or fill the role of sages, artists and hermits. Libraries, workshops and court houses double as their temples and shrines.

The Deep One
Like many aspects of Varnori culture, religion centres on the cold and the sea, with a mixed bag of river and lake spirits lorded over by the Deep One; an all powerful tyrant god, said to have butchered its sibling deities before the dawn of time.
The Deep One is known by other, secret names, none of which may be uttered on pain of death. Sexless and colossal, the tyrant god slumbers in the inky depths, its great gills responsible for the rise and fall of the tides.

The Mountain
Karoks venerate the spirit of the Mountain, a symbol of the prosperity and indomitability of the Ironhull people. If there is another force truly worshipped by the mountain folk, it is the power of commerce. In Karok society, amassing one’s fortune enriches both coffers and soul.
Karoks believe that their ancestor spirits merge with the Mountain when they pass, imbuing the fortress city with their protection. When Karoks travel, they often take a piece of the Mountain with them (usually a precious stone) to ward off evil. Ornate tombs, mausoleums and burial chambers are common as enduring symbols of ancestral respect. Needless to say, tomb robbing is considered a particularly grave crime in Karok society.

Thuel Animism
Barbarian tribe beliefs are as varied as their number and homeland, but most tend towards animism, finding spirits in every rock, plant and living thing. Some adopt one or more totemic animals or elemental forces as their favoured patron.



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Crow’s Keep 

Political, Pious, Melek Conflict 
Culture: Midlander Languages: Argosan, Common Population: 11,000 Ruler: King Uldred 
Exports: Soldiers, Food, Fashion Climate: Moderate climate Holiday: King’s March 

Overview 
Crow’s Keep is the capital of Midlander society, situated on a high plinth of rock overlooking the Great Lake, Forest of Drelnor and the Trackless Moors. Within these fortified walls, the elderly King Uldred holds court, thwarting the schemes of rivals whilst struggling to fend off incursions from imperial Melek. The city is built in familiar western medieval style, architecture reminiscent of the Middle Ages, with a moderate to warm climate. As might be expected, the most powerful noble families are here in great numbers, manoeuvring for position before Uldred passes. The gods, and their mortal representatives, also wield great influence, with throngs of faithful attending the great temples, bolstered by the current tensions with Melek. Soldiers are prevalent, a necessity brought about by increased conflict with the Nydissian Empire to the south. Contrary to the twenty year truce, escalating border skirmishes and trade sanctions are a cause of great concern; many of the Royal Court consider Crow’s Keep on the brink of war. 

Factions & NPCs 
King Uldred (Fighter 5) King Uldred, Shield of Argos, the Southern Doom, Last of His Line, was one of the great generals of his generation. Now in his 70s, Uldred’s fighting days are long past, but the people recall his victories fondly. Most famously, he was the general responsible for the sacking of Kadimos thirty years earlier, curbing Nydissia’s northern expansion at the time. Uldred’s wife and children died in a horrific fire five years ago, leaving the throne vacant when he passes. The winter warrior now spends most of his time at Castle Greyloft, treating with highborn, fending off rivals and ferreting out usurpers who refuse to wait until his natural death. Uldred’s primary concern is Melek, with whom border skirmishes and trade sanctions are escalating. 
Lady Rinwolde Lady Rinwolde is the young matriarch of an old, wealthy and respected noble line with extensive alliances. Superficially subservient to her elderly husband Lord Egbert, she is rumoured to in fact control the family.
Lord Jaykin Hargraves (Fighter 3, 60’s, towering 6 ft 6”, heavy set with dark eyes and an impressive silver beard) came from a poor background. He built his wealth year by year, daring the wilds to lead trade caravans between the Argosan cities and beyond. Trading was lucrative but hard; Hargraves lost many friends in his travels and quickly found solace in the bottom of a bottle. Despite young Lady Eleanor Hargraves’ best endeavours, the old trader was never able to shake the habit, and is now an entrenched alcoholic. 
 
The Royal Court The King’s Court is filled with scheming nobles, powerful merchants, revered clergy, foreign ambassadors and other notable personages most days of the week. On occasion, commoners might also gain an audience if the issue is especially great. Presided over by King Uldred and/or his magisters (advisors), court politics are fluid at the best of times. Spies abound, and more than one poisoner and assassin stalk the corridors, waiting for the opportune moment. 
Order of the Iron God Recognised by their black and white tabards, the Knights of Graxus swear fealty to the Iron God first and King Uldred second. Lead by Sir Garrett (Fighter 8) from Ironhold (the Temple of Graxus), these sacred warriors sally forth into the wilds, thundering across the borderlands like death itself. The only heavy cavalry in the region, they are a force both terrifying and magnificent to behold. As the blessed scriptures profess, a knight of Iron God knows victory in every battle but the last, and in that one, he dies. 
The Priestesses of Argona In the domed Temple of the Starmaiden, the priestesses of Argona tend to the spiritual needs of the faithful. Renowned apothecaries, they treat the ill and physically stricken, mitigating suffering where they can. High Priestess Racea (50s, long silver hair, plump, joyful eyes) manages the church and clergy. In recent times, the support of the priestesses is more important than ever; many families having lost loved ones to Melek incursions.

Taverns & Inns 
Rumpletons Double storey, stone. Standard rooms with expensive food and cheap ale. The expansive common room is lined with shelves containing books, maps and curios from across the region. Most of the items are of little value. The owner is Rumpleton, a tall and dextrous barkeep with a flair for pouring drinks. Rumples (as the locals call him) loves a chat, especially about the wider world, and will invite travellers to donate a curio for a discount or free meal.
Silver Gallows Single storey, wooden. Small rooms with cheap food and quality ale. Steps lead down to an excavated ground floor, above which hangs an oversized, silver painted noose. The ceiling beams are inscribed with names, purportedly those executed by the king during his reign. Despite the sombre accoutrements, the staff are friendly, seats comfortable, and the bards pleasant. Jurric, the manager, is an ex-guard (Fighter 2), slim with a lazy eye. He often complains that his woeful profits bear a physical toll and have already turned one of his eyes bad.
Two Hounds Two storey, stone. Large rooms, standard food, excellent ale and spirits at good prices. The Hounds’ staff tend towards the attractive side (male and female), the common room always crowded. Twin statues of 4 ft armoured war hounds flank the entry. A favourite of the city guard, the proprietor Mendelson (40’s, stocky, quick to swear and curse) never worries about drunkards getting out of hand.
The Rat Trap is a squalid den of mostly cheerful inebriates.
Bunderstone’s is a large, airy inn with an enormous and very crowded common room. The clientele here are a mix of wealthy and less affluent folk, sprinkled with a handful of guards.
The Fox & Raven; hang out of the local Gilderfunk Girls, an all female gang, specialists in smuggling and fencing.
The Farmer’s Lament is a raucous, bellicose bar of yelling, laughing and back slapping.
The Horny Toad is well known for its regular fisticuffs between drunk and disorderly patrons.
Nobby’s Alehouse caters to the well to do professionals and merchants of the city.
Corner of Lowbrook is a charming, older pub decked out in quality woodwork and comfortable seating. A hand painted sign by the door declares “No Foreigners”.
The Gravy Barrel is known for its hard liquor and harder clientele. Favourite haunt of the Bloodnut Bandits.
Forkenspoon’s is famous for its food first and entertainers second (primarily bards, but prostitutes are not uncommon). Dice games are a feature.
At The Pickled Boar, one thing is first and foremost: boozing.
The Violent Vagrant has a decent sized common room surrounded by lots of intimate booths.
The Black Tankard is famous for two things; its cheap ale and the illegal card room out the back.

HISTORY

The history of the Midlands may be divided up into three broad ages. 

The First Age 
Almost nothing is known of the First Age, also known as the Age of Immortals, which predates the current era by at least 10,000 years. With no written records known to exist, legend and myth abound, offering precious little insight into primordial antiquity. Theologically speaking, the Midland cultures believe the gods fashioned the world during this time, imbued men with free will, and fought over their souls. Second Age scriptures suggest the wars that followed were cataclysmic, and that the gods agreed to withdraw and observe from beyond the Veil, rather than risk the complete destruction of their creation. 
The Second Age 
The Second Age, also known as the Age of Mortals, spans approximately 9,100 years, ruled by humans and non-humans in turn. Records are patchy at best; only the tip of the iceberg has been rediscovered and most centuries remain a mystery. Nevertheless, those few who study the remaining evidence have gleaned some insight into the distant past. At least two ancient human societies are known to have persisted for several hundred years; Ramoran slavers who buried their mummified dead in ornate underground tombs, and the Suun, a jungle kingdom abundant in gold, blood rituals and stepped pyramids. In other periods, monstrous dynasties prevailed. Cruel serpentmen enslaved the warmbloods until the world suddenly cooled, forcing a southern retreat to more humid climates. Warring cyclopes almost wiped men out entirely before a virulent plague drove them to the highest peaks to escape illness. Even the dwarves once ruled, using tempered iron against more primitive human societies, until men too unlocked the secret of steel. In the last centuries of the Second Age, skorn dominated, mercilessly razing rival settlements and feasting on nomads. At their peak, the skorn numbered more than all the other humanoids combined. Then Mount Rokan exploded.
The Third Age
Some 924 years ago Mount Rokan erupted in earth shattering fashion; searing the earth with fire and fume, blackening the sky with thick ash, and blasting the Midlands into the Third Age. Rokan
was an unparalleled natural disaster, wiping out most life in the region. Weeks later, when the skies finally cleared, desperate skorn and thuels fought for survival across the scorched plains, forests and mountains. Humans clinging to the inland sea took the opportunity to fortify and consolidate their defences, founding what would eventually become the enduring bastions of Northgate, Port Brax and Crow’s Keep. Approximately sixty years ago, the first Nydissian forces invaded from the south, establishing Melek as their northernmost city. Thirty years later, their second settlement of Kadimos, deep in the Trackless Moors, ended in ruin; sacked by waves of skorn, barbarian and Midlander forces. For the last twenty years, an informal truce with the Midlanders has prevailed, permitting trade and limited migration. The last score of years also consolidated the first Varnori city of the region; Vorngard, a wooden settlement expanding with more northerners every year. Heralding from Varnor, across the Boreal Sea, the raiders navigate the treacherous Siltwater to reach Lake Argos and the interior proper.







CITY MAPS

Saturday, 10 February 2024

Manganiello shares my views on 5e D&D

 Archive for safekeeping, from https://comicbook.com/gaming/news/joe-manganiello-compares-baldurs-gate-3-to-early-dungeons-dragons-fifth-edition/


Sunday, 28 January 2024

Running your first 5e D&D Game

 It's good to run a simple dungeon for your first D&D game. I've been talking about it with my son recently, he's planning to GM, the main thing that came up was that starting PCs at 1st level, you do need to pay attention to the D&D encounter building guidelines, because level 1 PCs are fragile. This is true even if running a published adventure, many if run as written are likely to wipe out new PCs, including the infamous goblin forest ambush at the beginning of the 5e 2014 Starter Set. A friendly NPC aiding the party can be a good idea too.


If it were me, I'd take an existing dungeon map eg from Dyson's website https://dysonlogos.blog/ and have a go keying it with some monster encounters, say 6-8, built by the DMG guidelines for 'easy' to 'moderate' encounters, eg one CR 1 monster or two CR 1/4 monsters. Maybe add one or two tricks & low damage traps (d6 is good, eg a 10' pit trap). Perhaps a friendly NPC or two, such as a prisoner, or non-hostile monster. Add one or two treasure hoards, again using the DMG or an online generator. Then come up with a hook for exploring the dungeon - rescue a prisoner, find a magic item, defeat a monster threatening the locality, or just seeking treasure.

Level 1 of Dyson's Delve - the start of a great campaign?


Tuesday, 12 December 2023

Dragonbane: HIGHFELL

 

Highfell


INTRODUCTION

HighFell, an ancient keep long abandoned and in decay, now drifts slowly across the landscape.

A millenia ago, black wizards founded the keep as a school of eldritch wizardry atop a remote mountain called the Dwimmerhorn. Only the most gifted students received instruction within its walls.

In time, HighFell was deserted and fell into ruin. Its towers, battlements, citadels, and catacombs became home to all manner of wandering monsters. Adventurers and dungeon explorers began making the dangerous trek up the mountain in search of arcane lore and magical treasures.

In recent months a strange green light was seen emanating from the ruins at midnight. The light slowly intensified until a great explosion rocked the Dwimmerhorn. HighFell pulled away from the mountain and now slowly drifts - and occasionally phases in and out of place - over the Great Steppe of The Northern Reaches.

Are you brave (or foolish) enough to explore the ruins of HighFell - The Drifting Dungeon?







DRAGONBANE EXPERIENCE (modified)

Life as an adventurer brings many challenges, and if you survive you are sure to change and maybe even learn a thing or two along the way.
Advancement Marks: When you have rolled a dragon or demon when using a skill, tick the check box
next to that skill. At the end of the game session, the GM asks you the following questions about the session you just completed. For each question that you can reply “yes” to, and justify your answer, you may place another advancement mark next to an unmarked skill of your choice. The GM has the final word, but should adopt a permissive attitude.
Did you acquire substantial treasure (magical or mundane)? (new)
Did you acquire secret knowledge? (new)
✦ Did you explore a significant new location?
✦ Did you defeat one or more dangerous adversaries (usually monsters)?
✦ Did you overcome an obstacle without using force?
✦ Did you follow your weakness?

Advancement Rolls: After placing your marks, roll a D20 for each of them – if the result exceeds your current skill level, it is increased by one, up to a maximum of 18. Once you have made your advancement rolls, erase the marks and start over in the next game session.

Teacher: A Shift of intense training with a teacher whose skill level is 15 or higher and exceeds your own gives you an additional advancement roll to improve the skill in question. Make the roll immediately, without waiting for
the session to end. However, a teacher can only raise a skill level by one – after that you must improve the skill through experience before you can get more help from a teacher. 
Teachers, especially those with high skill levels, are usually very expensive.
Magic: A school of magic that you already know can be improved like any other skill. However, learning new spells and new schools of magic requires special training. For more information, see chapter 5.
Heroic Abilities: You can earn new heroic abilities during play in two ways:
✦ When you increase a skill level to 18, you immediately gain a new heroic ability of your choice.
✦ After a grand heroic deed, the GM or the adventure can reward you with a heroic ability. This should be a
rare event, never more than once per standard-length adventure. To earn a new heroic ability, you must meet its skill requirement.


Principality of Brine


Thatchum


Thatchum (Village)
Population: 596 (in the year 824 AI)
Demographics: Human, with some Dwarves, Half-Elves and Halflings
Political Structure: Barony (Von Saulter)
Industry and Trade: Primarily Salt, in addition to Sheep, Honey Mead, and Lumber. 
Regional Trade Center with the Free City of Threshold.

1. The Spelltower of the Mystics of Matoowb

The Order of the Mystics (or simply the Mystics) are a small, but ancient, order of wizards founded by the Archmage Matoowb. Matoowb built the Spelltower and also founded the village of Thatchum. Although he died soon after the completion of the spire, his apprentices continued his instruction. The Mystic Order of Matoowb has grown slowly since. Through a secret election the order selects a new Archmage every ten years. 
Under Wannistol the Wondrous, the Mystics assumed the administration of civic duties prior to the
elevation of Derrick Von Saulter as the Baronet of Brine.
Membership Fee: 100gp. PC Mages may begin as members.

Wannistol



Wannistol the Wondrous is bald and thin with the slight hint of an aristocratic accent. He possesses a
very serious mind, and can be distant and brooding. He is impeccably groomed and has a small scar on
the left side of his lip. The people of Thatchum view Wannistol as a community leader, who, by and large, has overseen the administration of the region with his fellow mages in the absence of a central authority. He is considered lawful and just in his dealings with the townsfolk.

Serinx the White is next in the hierarchy to become the archmage of the Spelltower of the Mystics. He
looks the part of a wizard with a long beard, pointy hat, and thick bottle-like spectacles that distort his
eyes. Serinx is an older, but a very capable mage.

Allinbroch is a short, round man with a handsome face who says little and often replies skeptically with “Mmmhmm” to most queries. He is in charge of all logistical and supply issues related to the Spelltower and its mages. Allinbroch is also the “face” of the wizardly order in the Spelltower. Those who want to speak to anyone in the tower must first meet with Allinbroch.


2. Well and Marketplace
The village well provides a meeting point for many in Thatchum. Once a week villagers from across the Principality of Brine bring their carts and their tents and create a marketplace that includes local food, clothing, musicians, and entertainers (jugglers, fire-eaters, dancers, acrobats, etc.). The town also sponsors popular bear-baits and monster-baits.

3. Adderon’s Alchemy Shoppe
Adderon Moon-Shadow established his alchemy shoppe at the base of the spelltower to profit from
the presence of the mages and their apprentices. His shoppe is filled from floor to ceiling with shelves
of glass bottles, jars, and containers of various shapes and sizes. These vessels are filled with all
manner of colourful liquids – some stagnant and others bubbling with magical energy.

Adderon



Adderon Moon-Shadow or Adderon the Alchemist is fairly typical for a middle-aged elf. His centuries of existence have made him aloof, disinterested, and patient. He moves slowly and yawns constantly.
Adderon is extremely thin, even by elvish standards, and has dirty blonde hair and green eyes.
Adderon has an excellent relationship with the wizards of The Spelltower of the Mystics and
prioritizes their regular business over those who offer occasional patronage.

4. The Inn of the Wanton Wench
The Wanton Wench is a small but cozy inn with a large stone hearth and good local honey mead.
Truna “The Bearded Lady” DunDonnel owns and operates the bar and is a stout dwarven warrior in
her own right. The serving wenches Nuula and Reyna, as well as the serving boy Navig, are normally
busy serving tables.

Truna DunDonnel

Truna DunDonnel, a stout female dwarf known throughout the region as “The Beaded Lady” is the
proprietor and barkeeper at The Inn of the Wanton Wench in Thatchum. DunDonnel has a bright and
cheery personality for a dwarf. She is extroverted, friendly, and gregarious. The Beaded Lady is short
(3’8”) even by dwarven standards, with stubby arms and legs. She often strokes her beard when in
contemplation. DunDonnel constructed a ramp and platform behind the bar so she can view human
patrons in the eye.

Reyna
Reyna is a young woman with shoulder length red hair. She is quiet, but her shyness belies her strong
personality. Like Navig, Reyna was taken off the street by DunDonnel and raised as her own. She
has no memory of her family or her people. Her earliest recollections are begging for food outside
The Wanton Wench and DunDonnel’s kindness and charity. Reyna has a quick wit and will trade
compliments and insults with tavern patrons.

Nuula
Nuula is a short (5’1”), comely woman with short fair hair. She is quiet but friendly. She has a
tendency to roll her eyes at patrons, which she means in a playful way. Nuula is athletic and can
best some men in her favourite sport: wrestling. Instead of hello, she greets patrons with “Hiya!”

Navig
DunDonnel came upon Navig, a dirty street urchin, a few years ago and took him in. Navig is quiet and
shy. He wears a peasant cap that he often pulls down over his head to avoid eye contact with bar
patrons. Reyna, Nuula, and DunDonnel have raised him together. He may ignore Reyna and Nuula, but
never disrespects DunDonnel.

5. The Temple of the Blue Star
Maladar Stargazer, the High Priest of Arcantryl, oversees the worship of the Mother of Magic in
Thatchum. Stargazer works in concert with the Mystics to support and spread the faith in the region.
The temple overtook, in part, the administration of some civic duties, prior to the appointment of Derrick Von Saulter as the Baronet of Brine. The Temple of the Blue Star is a broad domed structure.
The sanctuary is not grand, nor does it possess a large library, but it still serves as a place of
enlightenment and religious study for the people of the region.
Membership Fee: 20gp. PC Mages may begin as members.
Maladar




6. The Briny Brothers Caravan Company
The Briny Brothers Caravan Company focuses primarily on the transport of pots of salt and
barrels of brine from Endtown to Thatchum.
Caravans run daily back and forth between the two locations. They also routinely run caravans
of similar cargo to Threshold and to the other villages within The Principality of Brine. Master
Zag is always looking to hire strong sword arms as caravans have occasionally been attacked by
wolfkin north of Thatchum and by frogfolk on the trail to Endtown. Normally there are multiple
caravans being loaded and unloaded at this location. There are also storage sheds with large clay
pots and barrels awaiting transport.
The Briny Brothers: Master Zag and George
Even though they are not blood relations, Master Zag and George are known as The Briny Brothers across the Principality of Brine. Zag is a small halfling with a keen intellect and mind for business. He is physically weak and suffers from a muscular disease.
George, on the other hand, is a mountain of a human warrior with the intellect of a child. Through
Zag’s mind and George’s brawn, the two created The Briny Brothers Caravan Company. The company
oversees the harvesting of salt and minerals from the flats and their transportation to Thatchum, Brine,
and Threshold. They also ensure the flow of raw materials and finished products between the towns
and villages of the region as a secondary business.

7. The Silver Nugget
Nyx Tumbledown
Nyx Tumbledown
, a jeweler and moneychanger, operates The Silver Nugget. The shop is a quaint
little two-story building. The shop is housed on the lower level. Nyx uses the upper level as his home.
His shop contains some interesting and rare treasure items that Nyx enjoys as conversation pieces as well as a large iron chest.
He appraises and exchanges jewels, treasures, and antiquities for profit (5% per transaction). He can
also lend money at an interest rate of 18% per month. Those interested can also make deposits at The Silver Nugget. The cost per deposit is 5% of the total gold piece value per month.



8. Main Gate and Guardhouse
Thatchum’s defensive structure is based largely on natural geography. The town is situated on a
low elevated ridge that is closed off by a stonewall (insufficiently repaired in places with wood). The
town’s defenses are a reflection of the absence of a central authority and the townspeople’s mistaken
belief that the Mystics and the priests of Arcantryl can repel any assault.
The guardhouse itself is still in construction but includes two towers opposite the main entrance.
Archers are normally positioned at the top of both towers and guards wearing the livery of Brine
question all those who enter. Town guards are armed with broadswords and longbows, and carry chainmail and shield.

9. The Manner-House of The Baronet of Brine
Von Saulter
The manor of the Von Saulter family is located at the highest point on “the hill” in order to command
the village and surrounding landscape. The manor is an impressive structure and the grounds are well groomed and maintained. A statue of Syldina, the demi-god and heroine of the northern wilderness,
stands in the center of the family’s grounds. Local townspeople are welcome to worship and leave
offerings by the statue, particularly during the celebration of Salmanay.
The Von Saulter family is one of the oldest in Thatchum. They established their wealth and
position through the salt trade in the Principality of Brine. The Von Saulter family was recently invested
as minor nobility by the court in Threshold with the advancement of Derrick Von Saulter as Baronet of Brine. Under the provision of their advancement, the Von Saulters have been charged with establishing a standing garrison and overseeing the creation of civic administration in the region.
PC Knights may begin as members of the Von Saulter family.




10. Traders’ Tent
Quinari Stol
Quinari Stol, a transient gypsy, travels between the villages of Brine buying and selling rare goods.
He erects a large tent and his presence in the marketplace creates excitement and stimulates local
trade. Quinari will normally use these opportunities for clandestine reconnaissance and to gather
information and intelligence he can sell for the right price. His tent carries all manner of things including (but not limited to) rare spices, clothing, antiquities, art, sculptures, books, and scrolls.




11. The Pine Grove
Praed Greenleaf, Human Druid of Silvanus (Animist)
The Pine Grove, as the locals call it, is nestled at the base of “the hill” below the town. The grove is a
holy site devoted to the faith of Silvanus. Numerous faces have been carved into the trees and the rocks
symbolic of the worship of Green Man. The grove also contains a fairy ring of stones with an
altar at its center. Beyond the altar a cave extends into the rock and connects to a labyrinth of passages
underneath the town. Some say the Pine Grove is the resting place of a powerful magical relic devoted to the faith of Green Man.




12. Statue of Bormanus
A great statue of Bormanus, the demi-god of salt and minerals, is the first face to greet visitors to
Thatchum. His statue looks like a roughhewn golem, with the alchemical symbol of salt set within the
symbol of earth upon his chest. The statue stands on a large dais with the inscription “No one shall sit below the salt” carved into the stone. There are normally effigies of Bormanus, bottles of brine, or salt chunks laid at the base of the statue.
As part of the celebration of Salmanay, the festival that marks the beginning of the New Year, locals
construct large balls of salt, tar, and thatch to light aflame beneath the statue and roll out the gatehouse
at midnight. Rolling the balls through the gatehouse symbolizes the “entrance” into the New Year.

Salmanay


13. Statue of Syldina, Demi-God of Winter
The statue of Syldina, the demi-god of the northern wilderness, stands majestic and proud on the lands
of the Von Saulter estate. Syldina, the Winter Warrior as she is called by the townsfolk, appears as a tall,
redheaded shield-maiden armed with a spear, shield, and a stoic gaze.
Like Herne the Hunter, Syldina was a worshipper and the chosen of Silvanus in life. She champions
the Northern Wilderness and its peoples. Archers and those who hunt and range across the far forests
of the Northern Reaches also worship Syldina. Her symbol is a spear with feathers or severed head
attached at the base. Valdghar and Syldina are allies.

14. The Gleaming Sword
Izog Hillside, a dwarf originally from Citadel Silver, is one of the most skilled weaponsmiths in the
Northern Reaches. Hillside normally has a small number of dwarven and human apprentices that
scurry about his workshop. His shop is highly organized and clean, a reflection of the perfectionism Hillside applies to his work. He specializes in traditional dwarven weaponry like the hammer, two-handed hammer, hand axe, and battle axe. He always has a selection of broadswords and spears, as they are the most popular weapons among human warriors in the Northern Reaches.
PC Artisans may begin as members.

15. Burgoyne’s Metalworks
The smithy known as Burgoyne’s Metalworks is a busy place. The blacksmith services Thatchum, but
also neighbouring villages who require his services. Malcon Burgoyne is a fourth generation blacksmith and is well respected amongst the townspeople. Malcon is a master craftsman and can forge unique dungeoneering items given time and coin.
PC Artisans may begin as members.

16. The Swords of Fortune Mercenary Barracks
Captain Tenneal
The Swords of Fortune, the mercenary guild in Thatchum, is based in an aging tower located
just west of the main gatehouse. The tower serves as their barracks and base of operations. The
guildmaster, Captain Tenneal, is a veteran warrior and serves as the instructor for new recruits.
Training activity normally takes place outside the tower during daylight hours. Tenneal recruits and
trains unskilled labourers to work as porters, guides, torch-bearers, and men-at-arms. Weapon training
emphasizes the broadsword, or spear, and shield. Ranged weapon training typically focuses on the
sling, light crossbow, or longbow for more advanced learners.
Membership Fee: 10gp. PC F may begin as members.


RUMOURS

1. Pomplemoouse the Prestidigitator, a newly apprenticed magic-user, has come to Thatchum to find a party and seek the magical treasure said to exist in HighFell. He can be found recruiting in The Wanton Wench.

2. Guldurn, a local sheep-herder, has been missing for three days. He was last seen near the Henge of
Lost Souls. 

3. Allinbroch, a wizard in the tower of the Mystics, is sponsoring an expedition to HighFell. He is offering gold and equipment to those who would brave the journey.

4. The salt harvesting station called Endtown was recently attacked by frogfolk from The Great Salt
Reach. The Briny Brothers Caravan Company has offered 50gp if they are hunted down and brought to justice.

5. Derrick Von Saulter is recruiting a small force of sword-arms to track and kill a raiding party of wolfkin that is harassing caravans between Thatchum and Woodvale. He can be found in his estate house in town.

6. A tribe of goblins is hiding and raiding from deep within the Timberland of Gheal. Praed Greenleaf,
the druid of Silvanus, is recruiting some stalwart adventurers to deal with the goblins.

7. A barrow mound was recently discovered in the Fargone Forest northeast of the Henge of Lost Souls.
Tales and legends say barrows are filled with grave goods and lost treasures.

Principality of Brine: Towns and Villages

Threshold (City)
Population: 25,021 (10,021 within the walls)
Demographics: Any (Primarily Human)
Political Structure: Hereditary Kingship (King Lothric IV Brightore)
Industry and Trade: Financial, Political, and Trade Capital of the Northern Reaches
King Lothric IV Brightore
Threshold is the capital of the Northern Reaches. Five years ago (819 AI), the city was attacked by a horde of monsters from the Black Peaks. The army included orcs, goblins, and hill giants who nearly leveled the city and destroyed the stone fortifications. The warriors of Threshold, alongside support from the high clerics and wizards, barely repulsed the horde. Currently, only half the city is habitable. The rest remains under construction.

Thatchum (Village)
Population: 596
Demographics: Human, with some Dwarves, Half-Elves and halflings
Political Structure: Baronetcy (Von Saulter)
Industry and Trade: Primarily Salt, in addition to Sheep, Honey Mead, and Lumber. Regional Trade
Center with the Free City of Threshold.

Woodvale (Hamlet)
Population: 435
Demographics: Human, half-elves, elves, and halflings
Political Structure: Von Saulter Reeve: Handel Bjornson (Human Fighter)
Industry and Trade: Lumber, Mead
Woodvale has a population that approaches the size of Thatchum. The hamlet is defended by a wooden
palisade and earthen embankments. The town survives primarily as a way-station between Thatchum and the northern villages of Inverbarren and Lyndisfar. Woodvale’s primary industry is lumber
logged from the Fargone Forest. The lumber is then forwarded to Thatchum and transported to the Free
City of Threshold. The hamlet of Woodvale has an ongoing feud with “The Black Teeth” a wolfkin
tribe that lives along the eastern edge of the forest. Lumberjacks and those foraging in the woods are
routinely ambushed.

Lindysfar (Hamlet)
Population: 327
Demographics: Humans and half-elves with some
elves and halflings
Political Structure: Council of Village Elders
Industry and Trade: Primarily Lumber with Fur Trapping (Beaver, Muskrat, Giant Ferret) and Livestock (Sheep) and Agriculture (Corn)
Lindysfar is one of the northernmost hamlets in the Northern Reaches. Just as Endtown represents the
western frontier, Lindysfar represents the northern edge of civilization – and the word civilization
is used loosely. The village has a rough mix of fur traders, trappers, hardy frontiersmen, rangers,
brigands, criminals-on-the-run, ruffians, and a few acclimatized barbarian families.

Inverbarren (Hamlet)
Population: 209
Demographics: Human with some half-elves and dwarves
Political Structure: Council of Village Elders
Industry and Trade: Mining (Iron, Silver, and Gold), Game (Deer, Elk), Livestock (Sheep)
Inverbarren is a small hamlet located on the edge of the Northern Reaches. Inverbarren, and its sister
village Lyndisfar, represent two of the northernmost villages and often serve as the point of first contact
with civilization for nomadic barbarian tribes (and the last point of contact for those seeking to hide).
The people of Inverbarren sustain themselves through small-scale metal panning and mining in the
streams at the base of the Skyfall Mountains and the Bluffs of Brine, as well as game and livestock.

Endtown (Thorp)
Population: 118
Demographics: Human
Political Structure: Briny Brothers Caravan Company
Industry and Trade: Salt
Endtown is little more than a series of shacks and huts that serve as a salt harvesting station. The
village was founded by the Briny Brothers Merchant Caravan Company to harvest and transport salt to
Thatchum. The industry has drawn a few hardy souls who eke out their existence in Endtown. With the
exception of the guards posted by the Briny Brothers there is no central authority. When attacked, the
villagers flee to Thatchum.




The Middenmark

The Prelacy of Middenmark
1. Eastdale 2. Kirkliston 3. Darkwood Forest 4. Westkeep 5. Citadel Silver (Silverhame)
6. The Spine 7. Dragon’s Teeth Henge 8. The Caverns of Archaia 9. The Forbidden Zone
10. Coal Hills 11. The Black Peaks 12. The Red Thicket 13. Raven’s Pass 14. River Isenduin
15. Threshold


Religion and the Gods
Old and New Gods: Anganach and Futurus in The Principality of Brine

The Ancient Ones, called the Anganach in The Northern Reaches, represent the elder gods.
Some believe they preexisted in the forests, swamps, and streams of the land – like Silvanus (Green Man), Cromm, Herne the Hunter, Valdghar, Malachai, Nergal, and Impurax. Others believe the first elves, or perhaps the first nomadic humans brought their gods with them. No one knows for certain.
With the founding and growth of the population of Threshold, new religions expanded into the Northern Reaches. These faiths are called the New Gods or the Futurus. The church of St. Ygg has been the most aggressive in establishing itself in Threshold and The Prelacy of Middenmark. The church has been less successful in more peripheral, and more traditional, regions like The Principality of Brine and The Duchy of Aerik. The clerics of St. Ygg are dismissive of the Ancient Ones and position them as backward and primitive. The folk of The Principality of Brine still consider it a good omen to wander across the face of the Green Man carved into a great tree or rockface in the wilderness.

Deities in The Principality of Brine

Arcantryl (Magus)
Goddess of Magic
Lawful Neutral
Symbol: A star within a star
Arcantryl derives her power from knowledge of the universe and existence. She believes in
understanding the structure of the cosmos and harnessing (and bending) that knowledge
to express magical energy. Instead of branching out immediately to the smaller
villages of the Northern Reaches, the clerics of Arcantryl focused on developing followers at larger
centers in select districts of the Reaches. These include the city of Threshold, Eastdale in The Prelacy
of Middenmark, Thatchum in The Principality of Brine, and Ironguard Motte in The Duchy of Aerik.
One might see a humble, or impromptu, shrine for prayer located in other villages.

Baracus (Irratus)
Demi-God of Wrestling and Athletics
Chaotic Good
Symbol: Two tattooed arms wrestling
Baracus appears as a large, very muscular athletic warrior with a jolly smile.
He is the demi-god of warrior-athletes, especially wrestlers. Warriors of all types and those who wish to
hone their bodies through personal discipline and exercise worship Baracus.
He is a gregarious and boisterous figure who lives large, drinks hard, and laughs harder. Baracus is
primarily worshipped in the northernmost expanses of the Northern Reaches where feats of strength are
common and wrestling is the sport of choice. He is closely associated with Crom.

Bormanus (Salus)
Demi-God of Salt and Minerals
Neutral
Symbol: The symbol of earth inside the symbol of salt 
Bormanus appears as a roughhewn golem made of salt with expressionless blue glowing eyes. His worshippers include prospectors, miners, diggers, panhandlers, and those in related mining industries.
Often his followers will carve small effigies from salt and leave them at his shrines and places of worship. The common people in Thatchum and Woodvale hold festivals of salt in his name.

Crom (Cromm Cruach)
God of Strength and Battle
Chaotic Good
Symbol: A silver crown over a mountain
Crom, or Cromm Cruach, is worshipped largely by warriors, mercenaries, and frontiersmen.
Crom is considered grim and gloomy. He prizes feats of strength, valour, and daring in battle. He rarely answers prayers. Instead, he prefers to watch resilient and resourceful warriors blaze their own path to glory. His followers use his name as a blessing, a curse, or in astonishment. Crom’s symbol is a crown atop a great mountain. The crown represents his position as the greatest of warriors. His followers, upon death, must climb Crom’s great mountain and stand in judgment before him. If they have been cowardly, or fled in the face of battle, Crom will laugh at them and cast them out. However, if a warrior has been stout of heart and died bravely he will be welcomed into the afterlife. Crom is often depicted as a barbarian with black hair and piercing blue eyes.

Denara (Pecuna)
Demi-Goddess of Wealth, Bureaucracy, Trade
Lawful Neutral
Symbol: Unbalanced scales of trade 
Denara’s sphere includes the areas of trade, wealth, and administration. Her followers include entrepreneurs, traders, merchants, bureaucrats, and the wealthy. Denara is not as fickle as Fortuna. She believes in judicious treatment  of wealth, the hierarchical distribution of capital, and lawful organization of trade and trade agreements.

Dogma (Illuminatus)
God of Knowledge, Scholars, Learning
Lawful Neutral
Symbol: A sunrise within a book 
Dogma appears as an old, thin, grey-bearded man in a monk’s habit carrying a great book under his arm. The Learned One is the patron of those who seek knowledge and those who create new knowledge, such as scholars, inventors, alchemists, and mages. Dogma embodies the notion of enlightenment through higher education.

Syldina (Timereach)
Demi-God (Heroine) of the Northern Wilderness
Neutral Good
Symbol: Spear with severed head of a man
Syldina appears as a tall, redheaded shield-maiden armed with a spear and a stoic gaze. Like Herne the Hunter, Syldina was a worshipper and the chosen of Silvanus in life. Upon sacrificing herself
in a great battle against overwhelming odds, she was called upon to serve the Green Man in the afterlife. She champions the Northern Wilderness and its peoples. Archers, and those who hunt and range across the far forests of the Northern Reaches, also worship Syldina. Her symbol is a spear
with feathers or the severed head of a man attached at the base.

Valdghar (Sangdro-Libidus)
Demi-God of the Valdghardt, Nomadic barbarians, Bloodlust
Chaotic Neutral
Symbol: A woolly mammoth
Sages are unclear as to whether Valdghar is a distinct demi-god, or an aspect of Crom acclimatized to
northern warrior tribes and barbarians. Valdghar appears as a brawny barbarian with black hair and cold blue eyes. He wields a broadbladed battle-axe and rides a woolly mammoth into combat. He values strength, courage, and feats of arms. Sages believe he instills his bravest and most loyal warriors with an inspiring bloodlust. The barbarian tribes of the Northern Reaches worship him, and his totems, exclusively.
The Valdghardt barbarians consist of a number of small distinct tribes, such as Cougar Claw, Black
Wolf, Green Griffon, Three-Eyed Raven, Horned Stag, Great Moose, Blood Moon, and others. They
have their own dialect, totems, worldviews, and spiritual beliefs. The tribes are fiercely independent
and will occasionally ally themselves with neighbouring clans for security or war.

Vol (Draco Frigidus)
God of Evil Dragons, Dracoliches, Dragon Cults, and Dragonmen
Lawful Evil
Symbol: A rampant dragon 
Vol is the god of evil dragons and their followers. He appears either as a draconian looking humanoid or as a great white dragon. Followers of Vol, called the Volsectum Draconis, are humans who support the machinations of evil dragons and their transition into undeath as dracoliches. Vol blesses his closest and most devout followers with transmutation into dragonmen, although very little is known about this process. Vol is dedicated to the destruction of human civilization in the Northern Reaches and, specifically, the Free City of Threshold.