Monday, March 9, 2009

Cave Quarry of the Chalk-Dwellers

Here is a quick sample adventure using the Chalk-Dweller Quarry I talked about below. You can download it here or just enlarge the image. I like the idea of a 1-page adventures, map included, and shall toy with more adventures as time goes on. The one-pagers have a a very OD&D feel since they are rules light and have plenty of room for sandbox DMing. Map + text took about 90 minutes to complete, so it is pretty easy to get several of these done.

Here is a clear version of the text

1 - A loathsome Ruhk Dwells here with 2 egg. It is thankfully deaf and has poor eye sight. The Skeleton of a huge tusked-snake makes up the border of the nest.
RUKH
(1): AC: 4 HD: 12 AT: bite +9 (6d8).
2 - Near the eggs a host of Chalk-Crabs click about, each the size of a fist. The entrance to the under quarry is easily visible.
3 - Blocks of chalk in perfect squares are strewn about. Six Chalk-Dwellers are tapping the stone.
CHALK-DWELLER (6): AC: 8 HD: 2 AT: weapon +2 (1d8) S: Dust cloud (Save vs Breath or -2 to all rolls for encounter).
4 - Skeletal remains of a large Rukh. Among the debris are the offerings from the Chalk-Dwellers including salt, bluish chalk, jade (85gp), lapis (55gp) and ten staves of chalk that burn blue light when lit (acts a torch).
5 - Lot of grinding here with Chalk-Dwellers smoothing their stone. The entire area is saturated with chalk dust.
CHALK-DWELLER (10): AC: 8 HD: 2 AT: weapon +2 (1d8) S: Dust cloud (Save vs Breath or -2 to all rolls for encounter).
6 - A pile of debris left over from the chalk. Silver ore is visable, well over a ton of it (value 2200gp), but only recognizable by a Dwarf or one skilled in mining or smelting.
7 - A Chalk-Dweller overseer is here conversing with Myconids about trade. A pile of smooth blue chalk lay in the chamber corner. The Myconids do not engage unless attacked or the chalk is molested. Should anyone go down the eastern side of the river it will head towards the great Chalk-Dweller city (DMs discretion).
CHALK-DWELLER Lord (1): AC: 6 HD: 4 AT: weapon +4 (1d8+2) S: Dust cloud (Save vs Breath or -2 to all rolls for encounter).
MYCONID (8): AC: 5 HD: 2 AT: weapon +1 (1d8) S: Hallucination (Save vs Poison or as Confusion spell).
8 - Barricades block off this area from the east. Three Chalk-Dweller corpses lay within, torn to shreds and a battle was clearly fought here.
9 - A half-dead Ruhk is here, newly hatched, sikly and wounded. An impromptu nest is here made from Chalk-Dweller corpses.
RUKH (1): AC: 6 HD: 12(24hp) AT: bite +9 (3d8).
10 - Two boats lay along side of a underground river. The boats are well kept with oars and poles. The river is slow moving. Crates of live chalk-crabs lay in the boats along with rope, sacks of salt and blue chalk sticks.
11 -
A natural pool ends on the western bank of the river where many fish live. A silver stave is driven into the western wall (Staff +1, Detects Magic on command). A Wraith of a long dead mage haunts this corner, a dreadful spirit of woe.
WRAITH (1): AC: 5 HD: 5 AT: touch +4 (1d6) S:Undead, Immune to non-magic weapons, Drains +1d10 hp on hit
12 - Natural crystals fill this cave like a geode, and chiming sounds can be heard. On the west side of the river a chalk bowl of offerings lays near the river. Silver ore, salt, chalk-crabs and a Dagger +2 lay within. A mated pair of Cave Fishers dwell in the upper reaches and will attack anything moving beyond the bowl.
CAVE FISHER (2): AC: 5 HD: 4 AT: bite +2 (2d8) S:Adhesion Line (Hit attached a line to PC and pulls them in at 30' per round).

Seed (lvls 3-4): My the grace of his Lordship Berhnel of the Fort Aspire you have been commanded to aid the Wizard in the Tower of Resting Leaves. Tournel, Elven Magic-User apprentice in the tower seeks your aid to locate his master, the Wizard Therdones. His master was last known to be collecting rare blue chalk in the chalk quarry. Returning his master, or his silver-staff if he is dead, would be his desire. Should his master be known to be dead, it would cause a dire vacuum of power with in the area of Fort Aspire. In return for your aid, the apprentice will give each Magic-User in the group a spell from his masters book (if he is dead), or 250 gold to other members. They are to seek the council of his Lordship Berhnel afterward.

Sunday, March 8, 2009

Ruhk Eggs of the Chalk Quarry

High cliff walls cascade down the western edge of the Plateau of Gnaeun into a reservoir of chalk quarries. These ancient quarries were once home to a benign race of albino chalk-caked dwellers whose name has long since been forgotten. These dwellers quarried lightly within the cliff walls and traded their fine chalk for amenities which they desired. They had unfortunately attracted a flock of Ruhks which took it upon themselves to nest in the quarry and feed upon the inhabitant who had no where to flee but deeper into their shallow caves.

The Ruhks found the chalk-dwellers to be a scrumptious meal and hunted them vigorously when they sought a delicacy. The dweller did strike back however, digging deeper caves and drawing the Ruhks into their domain, caking their feathers with chalk dusk as they feasted. Over a period of years the Ruhks were able to fly less and less because of the debilitating dust. Those Ruhks that remained eventually became non-fliers and tore out the majority of their feather so that they may more easily slip into the chalk caverns and hunt their favorite meals.



This battle continued for decades and descendants of the chalk dwellers carved out a marbled labyrinth of passages, huge and small behind the cliff face. They are no longer an easy meals for the featherless Ruhks which chase them clumsily through the quarry and into their caves. Both the dwellers and the Ruhks have adapted considerably and each picks up a new vicious tactic to deal with the other ever few years.

The chalk dwellers have large silvery eyes and a thin humanoid body which is perpetually caked with chalk dust. Their face has a small mouth and no ears or nose. They have carved large caverns over the years and they are now fearful creatures, timid and quick to beset upon interlopers. They raise chalk-crabs in the depths and consider food from elsewhere to be delicacies, including humanoids. They have a small city that clings onto a ceiling of a huge cavern like a barnacle. It is vaguely chandelier like and contains hundreds of the chalk dwellers.

The Ruhks are mostly featherless and appear diseased to some extent. Their flesh has cancerous sores, their eyes are heavily cataracted and they are a desiccated version of their former selves, although still huge at 40 feet or longer in length. The Ruhks nest in the open quarry and have circular patterns of large bones and skulls all over the area. The Ruhks are far from simple minded and have adopted the primitive customs of the chalk dwellers out of instinct. The Ruhks guttural crow even sounds like a tortured chalk dweller. There are around twenty Ruhks total which nest in the quarry and hunt within the cave and the surrounding area. They lumber awkwardly after prey and quickly tear it to pieces. There are few creatures they do not consider food and most beings in the surrounding area are adept at hiding from the loathsome things.

The Ruhks build nests in a mockery of the chalk dweller abodes. Layered like building with nodes that vaguely look like windows and doors. They lay their eggs in these nests which are usually sickly, thin and sopping with yellowish drippings. A layer of chalk-crabs quickly envelops the eggs to feed upon the nutrients but also hardens and protects the eggs. The chicks however are sickly and twisted things and few survive beyond a few days. Enough do survive to perpetuate the Ruhks of the chalk quarry however.

* Ruhk Egg is of course from MtG, and Rukh is the persian name and precursor to Roc. Those clever designers from Arabian Nights.. Rukh I will use as an apex predatory that perhaps only dragons would have a hope to take one down. I would surmise their great stature is from the fruit of the World Tree, so perhaps some races worship them as semi-divine. The ones above are twisted versions of their wholesome cousins and are greatly feared rather than worshipped.

Saturday, March 7, 2009

XP and the Solo Player

D&D never was a particularly elegant game for just one player/one DM. There is a word for PCs who take on daring heroics against impossible odds, and that word is dead. It is pretty reliant on the DM to cater heavily towards encounters that have some sort of back door, a lot of diplomacy, allow for stealth, and the like. Otherwise a bad series of die rolling will end the campaign and its back to square one. The one player party take a lot of punishment when luck does not go their way as opposed to a large party which as a whole is nigh indestructible.

Anyhow, there is no single solution so I am taking a multitude of smaller changes as opposed to making huge changes that would not longer make the game D&D. These include a slight buffs for PCs, removal of save or die scenarios, ease of npc inclusion (including animals), and in general a campaign leaning towards story-driven scenarios rather than hack n slash. XP is also included since the default B/X xp will have wonky results with little xp in fair fight but huge boosts for treasure hauls.

For XP I've always liked a method described in 3.0, which is a level gained every 14 encounters. In my 3.x campaigns I use this method purely since it simplifies things. 'Encounter' is not necessarily combat, it could be any relevant scene that has a chance of success, failure or moving the plot along in a major way. I think I will use something similar for Valley of Blue Snails since it should work with one player just as well as a group. Also it won't overly emphasis combat, since a solo player should be pretty damn cautious about unneeded battles. To cater to the B/X curve I will tweak the by-encounter xp gain:

Level 1 - 8 encounters
Level 2 - 10 encounters
Level 3 - 12 encounters
Level 4 - 14 encounters
+1 encounter per-level beyond that


General role-playing and trying wonky stuff will qualify as a encounter. If we happen to spend 4 pages of a thread to buy a bronze-longsword from a particularly hagglesome merchant, so be it. That shall count as an encounter so long as I am rolling for something. As for how this method compares to normal XP gains, I suppose it depends on the DM. I would say this is roughly about right in the games I had - but then again I tend to avoid the sprawling dungeon crawls and opted for more scenario driven games. Ala, Assassin's Knot as opposed to Keep on the Borderlands.

So lets say about 2 pages on a thread per 'encounter' give or take, by the above method to get to level 10 that is around 260 pages. I would say that is about right actually and definitely doable in a years time. If we are ambitious and double that, that would be around the level 'limit' of 15 (not counting dual classing). I doubt that would happen but you never know. This assumes we do a bulletin board thread type of play (I am leaning towards this now).

As a side note, I'm a big fan of crpgs, old and new, so it is a bit odd that I will kill 10,000 Furbogs in WoW over and over and over, yet repetitious combat in a table top is dull for me. Who knows. One mmo that rewarded things by encounter, similar to above is Age of Conan. The start of the game is heavily story driven and differs quite a bit between the classes you play. An assassin likes to stealth, barbarians like to kick in the door, mages like to .. do magic, and so forth. Also you get plenty of xp from replacing the virgin blood with whores blood during a dark ritual as you would from any major combat quest. Nothing wrong with either element, apples and oranges. Too bad Age of Conan went seriously down hill after the starter Tortage story.

edit: speaking of solo adventures.. http://www.kenzerco.com/free_files/KODT_solo_adventure01.pdf

Thursday, March 5, 2009

Ability Checks and Save Throws

Something that is not explicitly in B/X are ability checks and Save Throws for mundane things. I am just noting it down here so I remember to put in the rules specifically, as I have a habit of just making assumptions that folks would know these things. I use both prolifically and plan to do in Valley of Blue Snails.

Ability Checks will cover actions which the PC intitated. Save Throws will cover events that occur to the PCs that are out of their control.

Abilities checks will be used for actions which have a moderate chance of failure. These are usually actions the PCs have initiated intentionally in most cases. Want to mop your floor? no check needed. Want to climb a fence before the guard dogs get you? check needed. This will cover the crazy things PCs try to do, as well skills that the PC may know. I see no need for alist of skills in the game since ability checks and PCs background should cover it all. Probably anyone who is reading this will know how to perform an ability check but let me spell it out just in case.

Roll 1d20. If the number is equal too or less than the abilities that is being tested, the action is considered a success. For example, lifting a iron gate would require a strength check. Recalling the linage of a local lord would require a Intelligence check. Charming a reeve who is questioning you about a weapon that is not peace-bonded will require a Charisma check (and role-playing of couse). And so on and so forth.

These can rolls can be modified based on the difficulty, or the roll will simply not be allowed if the DM deems it impossible. Modifiers would not go beyond +4 to -4, and honestly I don't bother to use them much. A natural 1 or natural 20 I deem as dismal failure or great success.

Save Throws I use for mundane things that are usually out of the PCs control. If they are tossed in freezing water I may allow a Save vs Petrification to see how well they react. If a bar tender tosses a PC out of a window, I may allow a Save vs Wands to avoid damage. Attempting to out drink the town drunk would require a Save vs Poison, etc. Really its just another random event to see how the PCs luck is going. I like it because unexpected things can happen and the story is not so driven by the DM and fate get a hand in there too.

Save Throws can likewise be modified to +4 to -4. Save throws are more difficult to succeed, especially at the early levels. So it is important to keep in mind of the reprecutions of failing a saves, because it will probably happen. If this mechanic is used routinely the PC should notice they are noticeable getting more 'heroic' as they level up.

Otter mentioned in Tunnels and Trolls that PCs get experience when they make a succesful Ability Check or Save Thrown. I like this idea and will probably use it since it promotes trying stuff. I will talk about that more tomorrow however when I devote some time to XP.

Wednesday, March 4, 2009

The Fey Triumvirate

As related to the article below, this is group of three races I shall be using as highly misunderstood do-gooders. For one reason or another they think that the four core PC races are antithesis of all things they hold dear. While normally peaceful, they will ultimately go well out of their way to thwart the plans and machinations of what they perceive are greatly evil acts – ie, anything the Elves, Dwarves, Halfling and Humans are up too.

The Fey Triumvirate

The Fey Triumvirate is highly attuned to with the spirits that inhabit the deep wilds. They co-exist with them as an every day part of life as opposed to mere superstition and fear of other humanoids. Most of their realms are in the distant northwest, far beyond the border of Kabdoria. This area is passed the Sands of Shells, a desert that was once an old sea bed. The Sands of Shells is high dangerous will high fluxuations of temperate between day and night, and loathsome creatures that dwell in the fossilized shells; dessicated slugs, enormous dried sea sponges, giant brine-fleas, land urchins, and coral morays to name a few.

The Elves speak of time when the Fey were far more numerous and reach further south, but they were pushed back in a series of brutal culling by Elves, Dwarves, Men and Halflings alike. This occurred mostly as a reaction to misunderstanding, but it is a common belief that these creatures are primitive, evil and generally up to no good. They are usually attacked on sight for said reasons, and they often respond in kind after years of butchery.

The Fey Triumvirate once held as many as nine races but only three remain; Marggots, Gnomes and Fionn. The three races do not dwell together, but they do work towards a common good. It would not be uncommon for the three races to band together to thwart a common threat. Any intruders passing beyond the Sands of Shells would be likely to see The Fey Triumvirate working in intelligent and highly organized warfare.

The Fey Triumvirate sees the ways of the humanoids as unnatural. They view them and fearful creatures that do not understand the spirits and inadvertently create malefic spirits. This is correct in some respects, although some ignorance on the part of The Fey Triumvirate fails to understand some of the greater good that the humanoids accomplish. The Fey Triumvirate merely sees the humanoids to south as an scourge upon the world, causing woe where every tread. Furthermore they are well aware that their territory has slowly diminished over the centuries and are now in desperation to seek a reprisal. Who can say what this is, but it is sure that they seek a way to harm their enemies.

Marggot (AC 3 or 10, shell HD 1 Att 1, weapon Save F1 Moral 4)

Marggots are hunched and diminutive humanoids that live in large shells that they find. They have slick olive skin, goat ears, large eyes and a parrot-like beak. Marggot shells usually originate from the Sands of Shells but any large shell would do. Turtle shells, hard gourds, a bronze helmet, and so forth. Marggots instinctively hide inside their shell when fearful, even if they know it does them no good. They are a skittish and fearful creatures out of years of being brutalized. Their years of torments have made them vicious when over powering an enemy, biting with sharp beaks and stabbing with thin stilettos.

Gnome (AC 8 HD 1 Att 1, weapon Save F1 Moral 11)

Commonly called Shrub Gnomes, these diminutive humanoids dwell in lowland shrubs in dwellings of moss, lichens and field stones. They are playful pranksters and full of mirth when in their own communities. Their peaceful demeanor is very different in unwelcome encounters however. Shrub Gnomes will amass in a group of rabid frothing limbs and mouths and over run their foes. This berserking rage consumes their consciousness until they utterly slay their foes. Afterward they seem to have little recollection as to what transpired. Shrub Gnomes worship a being known as 'The Toad that Nods'.

Fionn (AC 6 HD 1hp Att 1, weapon Save F1 Moral 9)

Fionn are sometimes known as a ‘quarterling’ due to their slight resemblance to Halflings and small size. This is misleading since they are quite different up close. Fionn are roughly the size of a large doll, hairy and rarely wear clothing. They use hands and feet equally well when manipulating objects and communicate by tapping on surfaces with their hard nails. Fionn are arboreal creatures and find themselves more at home in the heights than on the ground. Fionn are known to use toucans and other large-beaked birds as mounts. The female of their species is very slight, have hairless bodies and delicate wings. The females are very rare and are known as queens.

Tuesday, March 3, 2009

Unintentional Chaos?

One of my favorite settings is WFRP. It is such a grim place with great enemies, we have used the setting and rules several times for several campaigns. In fact right now I am playing in a good Dark Heresy game, which is pretty much WFRP with bolters. One of the reoccurring themes in the setting is the 'great enemy' which is Chaos. The four primal chaos powers are ruinous forces, destructive and unrelenting things that threaten all things civilized. The only thing that holds them in check is their internal fighting. On occasion they unite for a short while to cause a potential cataclysm.

When I wrote the article this morning about Loksos, I noticed some similarities between the four PC races in Valley of Blue Snails and Chaos. An excerpt:

Many nobles bring men at arms to the event, although it is generally frowned upon. Luckily no overt warfare has occurred in Nifflaer but it is not uncommon for the Prince of Loksos to dismiss troupes who are overly heated. Jests, wagers and contests can lead to heated arguments and these are usually solved in melee, or simply resolve the matter elsewhere. In one such occasion the Dwarf white-beard Fisiul boasted that the Dwarves in his workshop thwarted a Marggot attack and claimed over one thousand Marggot ears in one night, an act impossible to overcome. Not be outdone, the Halfling Sheriff Tibil rallied his men along with the great Bohtan lords and the Elfish Village of Three Winds¹, and sacked the Margott realm of Cvefler. They utterly decimated its population. Over ten thousand ears were collected in one night and it is said to this day that Margott’s are mostly an earless race now, and a damn skittish one at that.

It can indeed be frighteningly powerful what can occur when the four races act as one, and few things could ultimately challenge them united. Such unity soon breaks apart when cultural, moral and ethical divisions begin to make their appearance. Eventually they would war among each other if they stayed in such close proximity, but thankfully each race desires distance from the others.


If perchance the poor sods known as Margotts are actually good creatures, simply misunderstood most of the time, then the four PC races are acting pretty damn near in the same way Chaos would. Thinking about it more I took a look at the races as compaired to the four ruinous powers:

Slanessh - Inverted god seeking pleasure.
Fairly similar to reveling Elves.
Khorn - Extroverted god, seeking violence.
Humans Obviously.
Tzeech - God of change, plans and evolving.
Halflings are a close fit, definitely seeking change with their own agenda.
Nurgle - God of plague and diseases and decay.
Okay, Dwarves are not very similar here other than being a decedant decaying race.

Purely unintentional I assure you, and I thought it was just humorous that my subconscious perhaps put things into that light. Anyhow I may actively cultivate the setting so that the four primary races may be thought of as the 'great enemies' by some smaller, weaker and misunderstood races. I think it would be an interesting twist, and if nothing else a nod to WFRP.

The Lightless Day of Loksos

The Lightless Day of Loksos occurs once every two or three years in the middle of summer. The name derived from the ancient term Lok’aosis which means ‘the day without season’. It occurs regularly every two years for six years then every three years for a two year period. This day is easily recognizable as it occurs in the middle of summer but has the rain of spring, the chill of winter, and the gale of autumn. It is also usually accompanied by an eclipse that last for the entire day.

Most races in Valley of Blue Snails have some sort of traditional rituals to perform on this day. For the likes of the civilized races it is a great conglomeration to meet in the highlands of Nifflaer. It is here where the great nobles of all the races meet in fellowship, tournament, and diplomacy. This is where they attempt to work passed racial conflicts, diplomacy and some sort of unity of civilization. It rarely achieves such lofty heights, but in truth it is one of the rare times that the great powers of the four races meet and speak with one another.

Commoners are usually not permitted unless they have a special merit to make an appearance. Nobles are invited but are warned not to bring men at arm (most do anyhow). The location is Nifflaer, just north of Kabdoria and it is said to be the navel of the world. Spirits and foul powers indeed avoid the place and a general serenity can also be felt here. No race or realm can claim the place as its own, as it is universally named neutral ground.

Once every few decades a fifth or sixth race will make an appearance Loksos. During the Great Rot, it was the Myconids who came, made circular rings of fungus, and then simply left. Before that, the palm-sized cricket men of Yithnai made an appearance but seemed distinctly out of place, and did not return the follow Loksos. Elves record all Loksos events and speak of days where long forgotten races joined in the festivities regularly.

In the heyday of the Ladoga Empire the Emperor himself attended it was a grand event rife with tournaments of melee, livestock, jousting, archery, craftsmanship and just about anything else that nobles entertain. It has lost is glory in recent years but is still the premier tournament for Ladoga nobles. Halfling, Dwarf and Elf are also obligated to steady their hand at such events although they mostly prefer dance, food and hole-digging contests. The best trained animals are also brought to these events and they compete with one another and exchanged among the races. Some trade is prevalent but strict merchants are generally not welcome.

The Lord of the Loksos shifts by race every time it occurs. The individual race then chooses a master of ceremony who will carry out the rituals of the event. This person is usually named simply ‘Prince of Loksos’ which is a great honor but at a great cost of wealth to themselves personally. The Emperor of Ladoga sponsored it on more than one occasion but recently a mishmash of Lords have taken the honor. Any arbitration of disputes will fall upon their shoulders, and that need rises often. Loksos itself is only one day, but the festivities usually last five days, two before and two after. Some will stay longer but are generally advised not to do so and any events are not sanctioned afterward.

Many nobles bring men at arms to the event, although it is generally frowned upon. Luckily no overt warfare has occurred in Nifflaer but it is not uncommon for the Prince of Loksos to dismiss troupes who are overly heated. Jests, wagers and contests can lead to heated arguments and these are usually solved in melee, or simply resolve the matter elsewhere. In one such occasion the Dwarf white-beard Fisiul boasted that the Dwarves in his workshop thwarted a Marggot attack and claimed over one thousand Marggot ears in one night, an act impossible to overcome. Not be outdone, the Halfling Sheriff Tibil rallied his men along with the great Bohtan lords and the Elfish Village of Three Winds¹, and sacked the Margott realm of Cvefler. They utterly decimated its population. Over ten thousand ears were collected in one night and it is said to this day that Margott’s are mostly an earless race now, and a damn skittish one at that.

It can indeed be frighteningly powerful what can occur when the four races act as one, and few things could ultimately challenge them united. Such unity soon breaks apart when cultural, moral and ethical divisions begin to make their appearance. Eventually they would war among each other if they stayed in such close proximity, but thankfully each race desires distance from the others.

Notable Loksos events:

Loksos 18’s90, Seleuicid, Emperor of Ladoga, slew the Elven Lord Thyraes in a duel carried out well outside of Nifflaer. The gaunt and sadistic Elf was as old as memory and was known to be one of the best swordsmen of his day. How the young Emperor defeated him or why the duel occurred in the first place is speculation. Many Elves were greatful of the demise of Thyraes but grew wary of the Emperor who bested him.

Loksos 20’s89, Lucor, Champion of the Infallible, won the joust and melee riding a Tapir given to him by the Elf Lord Chaesmael as a jest. The Tapir could not handle the weight of armor so Lucor wore none and used a bamboo lance. To honor him the Elf Lord Chaesmael uses a Tapir as a mount to this day.

Loksos 06’s87, Vaersis the Younger, a genius Elf who studied with the Dwarven engineers of Presamaesto, moved an island. She managed to move the island of Yuenil off of the coast of Kabdoria to a more suitable location several miles away. She did this to impress a prospective mate, a minor noble Elf Paeniv, who did not even bother to attend her demonstration. Vaersis is alive today, and still pining for the apathetic man who barely notices her attentions.

Loksos 12’s73, an Elf raised among men calling himself ‘The Grinning Knight’ challenged and slew the Emperor of Ladoga, Fevabemaer in a joust. He fled shortly thereafter disappearing into lore, and it is said he went mad in the deep wilds. Since this time jousts were carried out with heavily blunted lanced with thick armor.

Loksos 08’s70, the ancient white-beard smith Kebia and his prodigal Halfling student Shindo wrought 15 weapons during the Loksos. The weapon were forged from old stone, metals that fell from the sky, and cooled in the waters during the Sinchola, the life-water during the endless season of spring. The weapons were given out to the victors of the tournaments and are among the most legendary items known, each imbued with the might to steal the experiences of those they smite.

Loksos 15’s62, the Walking Stone decimated the race of water Nerieds. Only those who attended the Loksos survived.


¹ The Village of Three Winds is widely known to be a band of Elves to be best avoided. Other Elves even avoid them, hesitantly naming them killers of the unseen shadows. Other races know them as psychopathic killers who revel in delight at the suffering of others.