Maciste in Hell

I have a ton of old movies queued up on Youtube, and I finally decided to start watching a few of them, bit by bit, before nodding off at night. This week, I chewed through a 1925 Italian picture called Maciste in Hell. It’s not just a clever title, as it really does concern Maciste, a long-standing character in Italian movies, a sort of Herules-type, going to Hell and giving the infernal hosts a bit of trouble.

If you have an hour to spare, and especially if you dig weird fantasy and/or Dungeons & Dragons, I suggest you check this baby out. The story is simple and the acting is fine. It’s the sequences in Hell that make this movie worth a watch. Awesome design of sets and costumes, with intrigue, betrayal and a battle between armies of devils – just really good stuff. You even get a shot of Dante’s concept of Satan at the lowest level of Hell committed to film. So groovy.

The movie also offers a neat concept that DM’s might want to steal for their own depictions of Hell – the effects of kissing a daughter of Hell. I won’t say more, as it might be considered a spoiler – just watch the darn movie already.

Happy Anniversary to Nod

We have had a beautiful weekend here in Las Vegas. Perfect temperatures, sunny skies, singing birds – the works! We usually get a few weeks of this in Vegas until the Summer heat hits us full force.

Besides being a beautiful weekend, this weekend also marks – more or less – the 11th anniversary of the Land of Nod blog. Eleven years! I certainly didn’t forsee that when I started, and I guess I’ll have to aim at 20 years as the next milestone.

I’ve had a bunch of “looking back” going on over the last week, as I was recently going through some boxes from my dad’s garage that contain some artifacts of my past. I’ll share some of those soon enough. In the meantime, here are a few milestones of the blog, in case anyone is interested:

THE FIRST POST

The first post was actually made on the original Blogger blog, but it has been preserved here as well. It wasn’t much, but it was a start. If you go to that first post and start reading, you’ll find my initial forays into setting up the Nod campaign setting within the Swords & Wizardry rules, my decision to try collecting the blog posts into a downloadable magazine, and on to creating Pars Fortuna, Space Princess, Mystery Men! and so on.

THE FIRST BIG NUMBERS

So, what post got me my largest audience ever? I wish it was something insightful or creative that I wrote, but alas, it was not. You can find the post HERE. I’ll take it over recent fare in that series any day.

THE FIRST BIG DRAW

If that post got me lots of views, THIS POST used to be the champion for bringing people in from search engines. I used to do a weekly post showing off art from artists on DeviantArt – it was first called the Deviant Friday Five, and then just Deviant Friday. I’ve cleaned up many of those old posts to remove missing art, or in some cases removing posts when the artist is no longer on DeviantArt. Mahmud Asrar’s depiction of Dejah Thoris was a hit, so I always made sure to include a Dejah Thoris if an artist had done one. I’ll note that the images no longer come up properly in the post, but if you click on where they should be, they still link to the images at DeviantArt.

THE CURRENT FAVES

The two current favorite posts at the site are The World of Star Command, which I think got a link at Reddit, and an old favorite The Mother of All Size Charts.

And that’s it for the Land of Nod’s 11th birthday. I should have NOD 36 up for sale by the end of the day, and work continues on more goodies and more posts.

Have fun folks, enjoy your day, and please be kind to one another.

Hex Map Redesign

I spent most of Mother’s Day 2020 celebrating my wife, the mother of my daughter, who is just plain awesome. My best friend in the world and the best thing that ever happened to me!

But while I was waiting for her to get ready to go out and celebrate the re-opening of one of favorite shops in Vegas, I had time to play around with a new way of doing my hex maps. I thought I’d provide a sneak preview to what I’d currently call a rought draft.

I’ve been using Hexographer for about a decade now to produce my hex maps, and I really like it. The maps it creates look great, but they do present a few small problems for me. First, I just recently switched to using a new computer, and last night had to do some digging to find my license key. If I hadn’t found it, I might have been in a sticky situation, so bringing the map creation completely “in house” would be safer for me, and give me more control over my product.

The second problem is that the hex maps I have been creating do not reproduce well in the PDF format. I’ve done just about everything I can think of to improve them, but I just cannot get them to look right. That’s why I provide the hex maps as downloads on the site … but if the site ever went away, the maps would go with it, and that wouldn’t be good at all. In addition, having the maps more at hand for GM’s would be a big bonus. I really want to include the maps in the books.

The final problem has to do with the format of numbered hexes. When you are looking at a map, you can see right away where cities, towns and villages are located, but you cannot see where all of the other enounters are located. As a GM, you have to reference every hex the party travels through to see if there is something in it, which is a pain in the rear and makes it really easy to miss something.

Thus, the new design:

My idea is to include with each hex crawl an overview map without hexes to give the GM a general overview of the region being described. This map is then subdivided into smaller sub-maps. The sub-maps look like the one above. Descriptions of the settlements and numbered encounter areas would be located after the sub-map in the hex crawl.

Each sub-map is labeled A, B, C, D, etc., to allow encounters on one sub-map to be referenced in the encounters for another sub-map, something like [A3] or [F4], rather than the current [0122].

I won’t use this new style on the next hex crawl – that map is already created in Hexographer. They will probably premiere in the next crawl, and in the compilation books I’m hoping to start publishing in 2021 under the title The Nodian Cosmography. These will collect the old hex crawls, starting with the Wyvern Coast and Nabu – and the city-states of Ophir and Ibis – published in the first issues of NOD. The new books will update the hex crawls to the 2nd edition Blood & Treasure rules, fix errors, and include some new material where appropriate.

Abbeys and Armorials

Hey all – just a quick tidbit today. Work has been hectic and I’ve been writing a bunch and playing with heraldry for the upcoming halfling hexcrawl – fun, but boy am I tired.

Anyhow – I was working on making simple schematics of a halfling abbey (or klaster) and cathedral (or kotella). As alluded to in an earlier post on the halfling saints, I am doing a faux-medical Catholic church vibe for the halflings, but using a mother goddess and her “kitchen saints”. The design, though, is pretty much the same – I copied these from Canterbury Cathedral and … well, I don’t remember the name of the abbey. I figured these might come in handy for other folks looking for a simple representation – just ignore the stuff about pantries and holy kitchens – it’s a halfling thing – and sub in a more traditional altar and such.

Halfling Abbey

Halfling Cathedral

They’re both a bit crude, but they’re good enough for now.

And just for the heck of it – here are some sneak previews of halfling heraldry I’m working on for the hex crawl.

Bagno

Grumsk

Jabilka

City of Jablona

Mark of Kamostya

Kopek

Malthy

Misha

City of Mook

Notska

City of Nunc

Rumzi

Yore

Zelenia

Just an FYI – I built all of these in Excel. So help me, it’s the best graphics program in the world for non-graphic artists.

Saints Come in All Sizes

Well, I finally missed a weekend post. In my defense, though … I thought I had remembered to post. Not much a defense, really, but what the heck!

Among other things I’m working on, NOD 36 is going to have a hexcrawl somewhat dominated by a country of halflings. These halflings have a faith modeled loosely on Medieval Christianity (very loosely), and thus they honor numerous saints as well as a supreme goddess. Here’s a sneak preview on this halfling faith:

Nertha
Mother Goddess

Nertha is the mother goddess of the halflings. She is believed to be the creator, teacher, and nourisher of the people. In this capacity, she is worshiped as a supreme deity by her cult. The cult is made up of an aristocratic priesthood who holds a great deal of secular power in the valley of the Yore. This is due to the relationships between the priesthood, which is drawn from the younger sons and daughters of the aristocracy, and the landed gentry of Yore, as well as from the vast land holdings of the cult.
The Yorrish liken the universe to a steaming vat of soup, stirred and tended by Nertha in her kitchen, aided by her kitchen saints. The other saints protect her kitchen, and the cosmic soup, from demons who wish to sample (and taint) the soup, or even spill it, destroying the universe and putting out Nertha’s eternal hearth, plunging all creation into blackness.

Saint Amalthy
Patron Saint of Learning and Childbirth

St. Amalthy was a teacher of the Lady who lived 200 years ago in the Southlands. Her cult is based in the Midlands, specifically at St. Amalthy’s Cathedral in Mook.
St. Amalthy was a midwife and strict disciplinarian who tend-ed her flock for fifty-eight summers. She was credited with several miracles associated with healings and divinations about children, and thus became a patron saint of childbirth and medicine. A learned woman, she wrote the much-copied Yorrish Herbal, the standard reference for Yorrish healers.

St. Amalthy’s feast day is Wind Month the 4th. It is observed with much singing and merriment, followed by a week spent in quiet devotion at her shrines. The faithful burn candles and leave newly harvested fruits, which are then dispersed to the hungry. Her followers are called Amalthyeans.

Saint Anka
Patron Saint of Resolve

St. Anka’s life is the source of an oft performed morality play. It is the story of a young girl, dedicated to the Lady, whose father was both a heretic and blasphemer. Although a respected farmer, he refused the Lady and continued in the worship of forest spirits. When he attempted to arrange a marriage between his daughter and an elf of the woodlands, Anka calmly refused. The elf carried her away, but she would neither consummate the marriage nor take food while so imprisoned. She kept the elf’s house and cooked his meals, but would in no way consent to his wooing. He tried music, fine foods, and delicate ballads, but nothing could change the girl’s mind. Eventually, the elf, who was much smitten by her beauty and dignity, pleaded with her father to convert to Mother Church and annul her marriage.

Wracked with guilt, Anka’s father consented. He rode straight away to the elf’s home in the woods, but was greeted with no sign of Anka. Instead, they discovered her bloodied garments, and the foot prints of a pack of wolves. Anka was canonized by Mother Church for her resolve and is considered a patron saint of resolve, especially against the temptations of sin.

The true story of Anka bears only a superficial resemblance to the passion plays and church teachings.

Anka was a beautiful and headstrong girl of the Northlands. Her father was a successful farmer, a country gentleman, who desired that his daughter take a husband. A terrible flirt, Anka had on many occasions consented to the pleadings of the country lads who formed her ever-present entourage.

Anka was taken with wooing and gift-giving, so she had no intention of taking a husband. Many candidates came forward, and always she refused their proposals, but accepted their gifts. One gift in particular, the giver she could never remember, was a silver chain into which were set a multitude of black gems. They seemed to swallow the light and at the same time shimmer gloriously. Anka would spend many hours lying in the meadows about her home, studying the strange (and cursed!) necklace in the sunlight and moonlight.

Eventually, a candidate for her hand came forward from the woodlands. An elf lord of great wit and wealth sought her hand in marriage. The marriage ceremony took place amidst much celebration, but Anka refused her husband’s wedding cake (the exchange of fairy-cakes is integral to the Yorrish wedding ceremony) on well-known religious grounds, and so began a hunger strike in his home in the woods.

Anka refused all food offered her, for how could she tell anyone that under her curse her only sustenance could be the fresh blood and flesh of humanoids; all other foodstuffs made her violently ill. She was visited by monks and nuns to lend her moral support, but the young men and women of her village knew of her dark side. Anka would lead them into the woods for wild reveries, initiating many of them into her intimacy and confidence. In truth, many of the monks and nuns who visited her were also initiated. It was on midsummer night that Anka, now a dedicated servant of evil, led her band into the forest for a final reverie in which a young and amorous halfling boy was sacrificed, his head kept as a shrunken token of his devotion.

Anka’s followers waited for her husband to arrive home from his hunting in the mountains. He was waylaid and sacrificed as well. Weeks later, Anka’s father also disappeared after a bloody struggle in his own home. Most people blamed brig-ands or wolves for the atrocities committed.

Anka and her band still lurk in the northern woods, where they lead black rites for the many monks and nuns who have fallen under her sway. Some clerics in the south are aware of the truth of Anka’s story and seek out her followers without rest, hoping to rid Mother Church of its most shameful secret.

Saint Benn
Patron Saint of Travel, Water and Bravery

St. Benn went to “sea” (the River Og) to convert the heathens that lived outside of Yore’s borders. Needless to say, it didn’t go well for a mouthy, preachy halfling with a habit of wagging his finger under people’s noses. Benn was martyred and has become a patron saint of travel, water and bravery.

Some sages believe that Benn is merely the Yorrish name for the River Og, and that rather than being a missionary he was really the presiding spirit of the river.
Bennites are known for their beautiful waterborne funerals, favored by southern merchants, and for their hospices, which cater to sailors and their families.

Saint Droppo
Patron Saint of Nervous Fidgeting

Droppo is the patron saint of nervous fidgeting, for it is said that whenever a false knave was in his presence he was unable to sit or stand still. The folk of his village attributed this to an inborn celestial character that made deceit anathema to him. He was duly sainted, a cathedral being built in the town of Skalagord where he lived and died. In religious iconography he is depicted in rough clothing and sandals holding a feather. His feast day is on the seventh day of Hay Month.

Church officials have since learned that Droppo was really a clod, often in on the schemes of charlatans who thought him a perfect stooge until he began accidentally giving away their schemes. They have chosen to believe he did this on purpose, and thus allow him to remain a recognized saint.

Saint Dunstan
Patron Saint of Goldsmiths

St. Dunstan is the patron saint of goldsmiths, he himself being a noted goldsmith in life. He is represented in clerical robes carrying a pair of pincers in his right hand. The robes refer to his office as Bishop of Nunc, and the pincers to the legend of his holding the Devil by the nose until he promised never to tempt him again.

Dunstan was a painter, jeweler and smith. Expelled from the royal court, he built a cell near Umpleby church, and there he worked at his handicrafts. It was in his cell that tradition says the Devil gossiped with the saint through the lattice window. Dunstan calmly talked until his tongs were red hot, when he turned round suddenly and caught the Devil by the nose.

Saint Dymphna
Patron Saint of the Stricken

St. Dymphna is the saint of those who are stricken in spirit. She was a native of the Midlands and a woman of high rank. It is said that she was murdered at Zeletor in the south by bandits because she resisted their advanced. Zeletor has long been a famous colony for the insane.

Saint Gabbar
Patron Saint of Tailors
Founder of the Gabbardine Order

St. Gabbar is revered in Yore for his defeat of a bevy of ogres that plagued the country long ago. While there is no doubt that he was a tailor, his race, whether a halfling from Yore or a half-elf from Mab, is disputed. Mother Church claims he was a halfling and will hear nothing more about it. The symbol of the Gabbardine Order is a needle and bobbin, and the monks engage in the garment trade. It has made the order wealthy, for they are the official tailors of the Mother Church, producing all official religious trappings therein. They are also noted as the preeminent giant killers of Yore.

Saint Grumm
Patron Saint of Warfare and Protection

St. Grumm is a popular Yorrish saint credited with the defense of the faithful in the Midlands against incursions of monsters and barbarian hordes. In Ikrod’s Lives of the Saints he is identified with Grumm Steadylegs, a warrior-monk who led a company of riders in the Wars of Redemption, in which Mother Church gradually converted the Midlands and Northlands. Grumm was a sedate and somber halfling, but given to passionate defenses of Nertha and her religious law.

Heretical halfling scholars claim that Grumm was an ancient deity of boundaries. He was consort to Nertha in some legends, and her son in others. Grumm was worshipped at the borders between holdings and between civilization and the wild.
Monasteries dedicated to St. Grumm are concentrated on the frontiers. They are outwardly militant. Monks especially dedi-cated to St. Grumm wear black robes with pointed hoods over their armor. They carry flanged maces in combat and are usually trained riders. They are called Grumblers. St Grumm’s churches have stout, stone walls and heavy doors. They are designed as places of refuge for the halflings in times of war. Almost all halfling hobbles have a small statue of St. Grumm near the door where he can guard against intruders.

St. Grumm’s feast day is Wild Month the 21st, celebrated as “Pie Week” amongst the Yorrish. During Pie Week, one day is set aside for St. Grumm and called Boys’ Day. All halfling boys and men are honored on Boys’ Day with gifts (usually martial in quality like slings and knives) and a parade.

The Boys’ Day parade concludes with a mock Battle against the Big Folk, wherein the parade leader must fight a duel with his enemy, the Big Man. The Big Man is represented in pantomime by two halflings, one sitting atop the other’s shoulders. The Big Man first runs into the street, disrupting the parade and scattering all the participants. He then steals a pie, knocks down a mock-hobble, and attempts to carry off a sheep. The parade leader chases the Big Man around the village square, sometimes losing his spear in the process. Finally, he either strikes the Big Man down with his spear or runs the Big Man out of town with the help of the militia by throwing pies at him. Once the Big Man is dead or driven off, the Battle ends and the halflings triumphantly carry the parade leader around the village on a shield or large platter, ending up at the Feast. Then they eat until they keel over.

Halfling clerics of St. Grumm are almost always Lawful. They always carry a buckler with St. Grumm’s badger symbol on the boss. The lay members of St. Grumm’s cult include gamekeepers, herdsman, militiaman, road wardens, soldiers, watch-men, and woodsmen.

The Order of St. Grumm is a branch of knighthood open to all free men and boys who can pass their tests with sling and bow. The Order’s membership boasts some of the greatest living halflings of Yore. The society is martial in name only, being more a hunting fraternity than anything else.

Saint Mathurin
Patron Saint of Fools

The patron saint of fools, St. Mathurin was in life a pedagogue who labored the whole of his life to preach to chil-dren, adults and even the animals. Yorrish legend says that it is St. Mathurin who first taught animals to speak, thus they are referred to as “Mathurin’s pupils”.

Saint Mommo
Patron Saint of Dance, Music and Poetry

St. Mommo is a very ancient halfling recollection of Tut, the kabir of natural rhythms, and thus of dance, music and poetry. The followers of St. Mommo are distinguished by their brightly colored clothes and their masks. They are portrayers of religious plays and singers of religious ballads. They are, essentially, the entertainers of Mother Church. They exist in their own troupes, and rarely mix with the uninitiated.

Saint Swithun
Patron Saint of Builders

The chroniclers say St. Swithun was a diligent builder of churches in places where there were none, and a repairer of churches destroyed or ruined. He also built a bridge on the east side of the city of Yorld. During the work, he made a practice of sitting there to watch the workmen so that his presence might stimulate their industry. One of his most edifying miracles is said to have been performed at this bridge when he restored an old woman’s basket of eggs which the workmen had maliciously broken.

The Kitchen Saints
Patron Saints of Home and Hearth

As any visitor to Yore knows, the kitchen is the center of halfling life and halfling worship. Three minor saints who enjoy considerable good will and devotion throughout Yore are Praseeda, Landrani and Bertha. Collectively, they are referred to as the Kitchen Saints. They lived long ago and are portrayed as ancient healers associated with both herbal healing and cookery. Heretical sages claim that they are remnants of the pre-Mother Church beliefs of Yore, which was based around a loose pantheon of nature divinities.

Each Kitchen Saint has her own feast day. St. Landrani, the patron saint of beer and cider, is feted on Wood Month the 5th. St. Praseeda, Our Lady of Herbs & Spices, is feted on Hay Month the 3rd. St. Bertha, patron saint of deserts, is celebrated on Pasture Month the 12th.

Mendicant halfling friars dedicate themselves to the Kitchen Saints. These wandering friars are renowned for their jollity and common sense preaching. They are like kindly gaffers and gammers, from whom the youth seek advice. More reserved members of the priesthood fault them for their inattention to canon law and church taboo, but really they resent them for being so much more popular than they.

St Landrani is immensely proud of the plethora of alcoholic beverages she has created for the halflings, and is always busy in the cellar creating (and extensively testing) her latest brew. She is always happy and usually a bit tipsy. St. Praseeda works with her on occasion to create spiced ciders. St. Landrani is depicted as a plump halfling woman with a wide grin and short blonde hair, holding a tankard and bottle of cider. Her symbol is a tankard.

St. Praseeda is the most rugged of her sisters, and spends hours hunting for rare herbs and mushrooms. As busy as this keeps her, she still finds time to potter around in the kitchen, helping her sisters spice up their creations. St. Praseeda is quiet, reserved and friendly. She is depicted as a slender halfling woman with long, tussled blonde hair, a green hood, and a sling bag. Her symbol is the sling-bag of herbs.

Have you ever wondered how halfling children can fall out of trees and walk away with only a little bruise, or why halfling relationships are nearly trouble free? St. Bertha is the answer.

St. Bertha is the most ‘homey’ of the Kitchen Saints, soothing hurt feelings and looking after halfing children while they play. In her spare time, she works in the kitchen with Nertha, cooking up the sweet treats of which halflings are so fond. St. Bertha is depicted as a plump halfling woman with curly blonde hair, freckled skin, and a concerned expression. She carries a spoon and lollipop, and her symbol is the lollipop.

The Kitchen Saints really are the last remnants of the halfling’s old religion. The three sisters remain the matrons of halfling druids – the aforementioned friars. These friars are few and far between, but they can be found wandering the countryside as teachers and guides. The friars are more colorful than most halfling priests, weaving flowers in their hair and wearing green robes. They gather in fields on nights of the full moon to worship the Kitchen Saints and Nertha. There, they throw seeds into the wind, watching them scatter and divining portents from the patterns they make.

Other than the friars, the Kitchen Saints have no official cults. Their worship is carried out by druids, brewers, cooks, nan-nies and peasants. While small shrines to the three sisters are maintained in most churches, most of their worship is con-ducted on small stone altars found in fields, kitchens, brewer-ies, and nurseries. Some of these altars are very ancient. At harvest time, first fruits are offered to the three sisters. Their followers are called either Kitcheners or Pantryeans.

Mars, Venus and Beyond

If you have read Blood & Treasure Second Edition, you might already know that I had a sample planar system that resembles the old geocentric model of the universe combined with Gygax’s idea of the outer and inner planes. At some point, I’m going to expand on these ideas and write a book called The Outre’ Dark – sort of my version of the Manual of the Planes.

To that end, I’ve already written an article in NOD on the planet Pluto, which stands in for the negative energy plane in Nod’s cosmos. This week, I’ve been playing with maps of Mars and Venus (or Martis and Veneris) for the Nod setting, and thought I’d show them off here, along with a few notes on the settings.

MARTIS, PLANE OF WAR

In the Nod cosmology, Mars is a planet of Neutrality, over which the forces of Lawful Neutrality and Chaotic Neutrality fight a never-ending war.

Mars3
  • The humanoid Martians come in a multitude of colors, from purple to amber to burnt sienna (and even some maroons living below the surface). They spawn via spores and do not nurse their young. They may have been engineered by a Zetan civilization that destroyed the plane with atomic weaponry before leaving Martis for Nod, where they were involved in founding the Nabu civilization (destroyed in a similar cataclysm).
  • They are joined on Martis by green mutants in the wastelands and bat people in the mountains.
  • The purple Martians are the most civilized (LN). They dwell in hive cities connected by canals.
  • The amber Martians dwell in the north, and might be considered pragmatic Neutrals.
  • The burnt sienna Martians are nomads (and former seafarers).
  • Atop Olympus Mons there is a monastery of weird Zen Neutral monks.
  • Martians wear little armor (or clothing) and arm themselves with swords, whip-swords, daggers, darts, jezzails and pistols.
  • The Martians also use flying ships (skyremes) levitated by weird rays.
  • There is a plant in the Martian deserts that oozes plastic nodules, which the Martians melt down and use to make a variety of objects.
  • The moons of Martis (those little specs underneath the planet) are home to ghouls, who launch themselves into space when astral ships approach too close.

VENERIS, PLANE OF LIFE

Veneris is the positive energy plane in Nod’s cosmos. I mixed the idea of positive energy = life with the old ideas of Venus as a jungle world. The map is still in the “rough draft” stage. It is partly inspired by this post at Malevolent and Benign.

VenusMap
  • Humanoid Venusians come in two varieties – the cyan-skinned cave dwellers and the jade-skinned tree dwellers. They are beset by many evils on the planet, for it is populated by numerous beastmen.
  • Venus has very little technology, and all of it in the hands of the gold amazons, who dwell in flying cities. Their sons, the myrmidons, are seafarers and defenders of humanity.
  • Most of the peoples of Veneris have neo-stone age technology, maybe some in the chalcolithic age – giant stone cities, simple weapons, etc. Very Flintstones.
  • There are dinosaurs (though not of the earthly varieties) and other prehistoric animals.
  • Beneath the surface of Veneris is a core of positive energy, which erupts from time to time from volcanoes.
  • The plant life of Veneris is a riot of color. It grows very quickly – a trail cut with machetes would disappear in mere minutes.
  • There are massive oozes on the planet that rise from the seas and cause ecological havoc.
  • The mountains are made of solid gemstone.

MERCURIUS, PLANE OF ELEMENTAL EARTH

I’m adding this one after the fact, having just finished the map. I’m picturing a world almost devoid of plant life with a thin atmosphere where all the real action is under the surface, where the powerful elementals dwell. On the surface, where adventurers are likely to spend their time, there are cities of crystal people who dominate their fellows by dominating the mineral springs they must bathe in to survive, and plundering metallic men who serve the greedy shaitan. I’m using the old idea that Mercury always had one side facing the Sun and the other in perpetual darkness – in this case, the cities of Parahelios and Nyx mark those spots.

MercuryMap2-1

Dread Kisthenes – Hawk Men and Pits of Despair

Well, it is time to get back into the swing of things here at NOD after an unfortunately and unavoidable absence. Though I haven’t been as active online these last few weeks, I have been writing in what spare time I had, so I thought the easiest way to get back into blogging would be to share some of that material.

The Kisthenes hex crawl is proceeding apace – I can wrap up the basic writing in another 12 days – and then comes the editing and the writing of supplemental NOD articles. I need to commission art here really soon as well, but I think I can get the next NOD issue out by early May without too much trouble. This weekend I’m going to finally find time to get the paperbacks of the last issue of NOD and Barbarians & Basilisks up on Lulu, in case anyone has been waiting.

Without further ado … a few tidbits from the (unedited) Kisthenes hex crawl, which is based loosely on Mesopotamia and features a mad conqueror attempting to bring Tiamat (not exactly the copyrighted version from you-know-who, but something bigger and more Lovecraftian) bodily into the material plane, and other city-states competing to bring their own super-beasts into the world to oppose him. So a little Mesopotamian kaiju action for the adventurers to either stop or run away from.

(Note – the outlined areas in the map are the bits I have left to do. I usually write one chunk per weeknight, or two on weekends.)

Kisthenes map, plus a bit of the Nomo hex crawl to the left and Motherlands hex crawl at the bottom

0104. Damisu the Damned | Stronghold

Damisu is a necromancer whose ill-repute extends well beyond the grasslands of Kisthenes and the sands of the Crimson Waste. A waxy-skinned wastrel, he speaks in a timid soprano, pausing here and there to apply an unguent made of tallow to his dry, cracked lips. He dresses in a silk loincloth which, thankfully, he hides beneath a robe of crow feathers. Upon his head is the skull of his former master, the Mistress Utena. Her remains went to making one of several patchwork women who now serve in his manse, a decrepit old sandstone structure in a low spot on the grasslands that is soggy from a natural spring and littered with bones. The hex is patrolled by a dozen grey gnolls (encounter on a roll of 1-3 on 1d6) armed with composite bows and falchions.

Damisu is a petty man, very competitive with other magic-users (sorcerers are beneath his contempt). He is an obsequious man when presented with a possible challenge, offering hospitality in his shady domicile. In the night, the patchwork women set upon the magic-using guest and drag them through the dungeon into what Damisu calls “his arena”.

In the arena, dozens of zombies gather around two stone pillars, each pillar being about 6′ in diameter and raised 10′ off the ground. Damisu stands atop one pillar, his foe on the other. Whoever falls to the zombies is torn apart (unless it is Damisu, for they are his zombies and thus under his control.

If presented with a halfling girl with rosy cheeks and ebon locks, Damisu’s heart will stir and his mind flash back to a time long ago and a love long ago departed. How he reacts to this stimulus is up to the TK.

0540. Hawk Men | Monster

A tribe of hawk men has taken up residence in an old Chimerian citadel, a basalt nightmare stretched around a narrow peak and overlooking three valleys thick with fungal monsters. The hawk men have been raiding the surrounding settlements and then selling their plunder in Galardis. Their prince, Voltaro, has in his possession the adamantine sword of a Chimerian brave. The brave, Ull, is on the trail, and may be seen climbing the mountain and being harassed by the hawk men by adventurers moving through the hex.

0803. Pit of Despair | Monster

This hex of grassland is always strangely calm, and yet those who enter the hex feel a vague unease. Animals will not willingly enter the hex, and so the hex has mostly been left alone.

Towards the center of the hex there is a 10′ wide pit ringed with ancient stone slick with slime. The pit looks endless, and perhaps it is. It is inhabited by a caller in darkness who is summoned by tapping some-thing metal on the stone that rings the pit.

When summoned, the monster erupts suddenly from the pit, attacking all it can reach. If presented with a holy symbol of Ishtar it recoils and then one of the faces within the monster comes to the fore, a priestess of Ishtar who fled here when Ishkabibel was taken.

The priestess, while in control, will say something to the effect of, “The Mother of Chaos is coming, fed on the milk of human suffering, and with her coming the gods will again walk the earth, bringing destruction in their wake! Stop her coming, or flee this world.”

1735. Zephos | Village

Zephos is a large village (pop. 320 urban, 2,560 rural) of farmers who want nothing more than to be left alone. About 5% of the population are halflings, who work as scouts and swineherds in the village, and who help their kin from the Golden Steppe make their way to Blackpoort and other points south. The village has two competing taverns, the Sneering Pony and the Hole-in-the-Wall.

The Sneering Pony is mostly frequented by humans, the farmers gathering in the large room to drink golden ale and mead and eat roast lamb while listening to a woman bard, Hannah, past her prime but with a fantastic voice – perfect for laments. They sit, drink, eat and cry. In the room above, the merchant and artisans gather to drink spiced wine and eat pungent stews while gambling or watching bare-knuckle boxing.

The Hole-in-the-Wall is a tiny bar for halflings that is literally accessed via a hole in the wall of the Sneering Pony. It is a cozy place with many chairs with thick cushions, root beer par excellence, food not to be beat and some of the finest storytellers in the region, who weave the legends of old with fragrant pipe smoke.

2231. Monastery of Valor | Stronghold

A monastery of monks dedicated to Ninurta, the god of heroes, occupies a high ridge in this hex. The ridge is surrounded by an acacia forest populated by numerous wild goats, which are held as sacred to the deity.

The monastery is a mud-brick fort consisting of a small citadel (wherein dwell the monks) and a court-yard for their training. Several small outbuildings permit monks solitude for their meditations.

The monastery enjoys occasional visits from the knights of Lyonesse. Many young knights journey to the monastery for training, especially in the areas of courage and fortitude.

The 20 lesser monks of Ninurta fight with forked weapons used for disarming and bludgeoning foes. They pray to a white crystal formation beneath the monastery that is reached by crawling through a narrow, twisting tunnel. The cavern of the crystal is filled with warm, salty water and the walls are encrusted with smaller crystals which the monks chip off and turn into charms worn around their neck as proof they have seen the crystal.

Ninurta’s monks go bare-chested and wrap white cloth around their legs and abdomens. They paint a grey triangle on their faces and are permitted a crystal charm and leather bracers, but no other costume. Their leader is Shursab, a tall, stately woman with an abrasive personality. Only perfection is good enough for Shursab. If she meets a “perfect specimen”, there is a percentage chance equal to his or her charisma score that she falls in love with them. Shursab’s badge of office is a pair of opals on her bracers.

2844. Bacchanalia | Monster

Cultists of Bacchus have a gathering place here in the woods around a bloodstained stone table. The table sits on a low hill, the base of which is overgrown with red wild roses, a narrow stair of white stones leading up to it from a mucky gully. On new moons, a procession of fey and elven women moves through the woods lighting their way with torches and drinking from silver goblets of mind-altering wine. They become drunker as they approach the stone table, two or three men they have charmed in tow, and when they reach the top of the hill, they are joined by a trio of maenads. Under their direction they lash the men to the table and ply them with wine until they are blitzed out of their minds, before finally plunging knives into them. Satyrs watch from the woods, and gather the bodies when they have left, giving them a proper burial in the woods.

3348. Count Down to Pudding | Monster

A strange tan globe hangs from the bough of an oak. The sphere is one of force, and holds a dun pudding. The leaves of the woodland floor hide a steel box that, when the center is stepped on, forms a cube, the roof enclosing the victims of the trap and the pudding. Immediately, the force bubble begins to dissipate from the top down – it will take 30 minutes before the pud-ding can escape.

In the floor of the steel box there is a key hole which, if picked (or unlocked with the key inside the pudding), grants entry into a quasi-dimensions where the gnome thief Braba hid his treasure. The opening of the floor reveals stairs leading down into a weird cavern lit by the walls, which glow in shades of red and yellow. It will take 10 minutes to get to the treasure cavern, and another 10 to get back (though you might want to roll 3d6 to determine how many minutes it takes to get there and back). Among the treasure items is a tuning fork of no value, but which can cause the cube to unfold, allowing people to escape unharmed if the dun pudding remains contained in its force bubble.

Nomo – Strongholds and Settlements

Yes, it’s another pseudo-lazy blog post. I’ve been busy as a beaver writing the latest hex crawl (and you have to assume a beaver would be incredibly busy trying to write a hex crawl, what with their lack of opposable thumbs – dams and hex crawls require completely different skill sets), and haven’t had time to do much non-hex crawl writing. I’m doing pretty good at this point – about 45 more entries to go. This time around, I’m trying to do an entire map in one issue. In the old days (I’ve been writing long enough I think I can call them “old days”) I broke the maps in two, east and west, and handled each in a different issue, sometimes with an issue focusing on cities in between. If I had done the Nomo hex crawl the old way, I would have been done writing a few weeks ago for NOD 31.

The reason behind this move was not a burning desire to work harder, but rather that I had a request for a Mesopotamia hex crawl, and in preparing to write that, I realized that my version of Mesopotamia, the dread plain of Kisthenes, was next door to my Rome, and that the one would actually make more sense if I did the other first, since there’s some cross-pollination in terms of campaign themes stuff.

Which is a long winded way of saying that this blog post will also feature some material from the next hex crawl. In this case, I wanted to highlight a few of the heraldic designs I’ve made using good old Excel, with the hex entries that go along with them.

Talabar | Stronghold

(I mostly liked this design because it involved making up a silly phrase and badly translating it into an Aramaic font. The final came out pretty nice.)

Atop a dusty, rocky plateau rests a grand castle, a large con-struction with outer and inner walls and towers, brilliant white in the blazing sun and quite noticeable against the reddish backdrop of the desert sands.

The castle is held by the Amirah Marusha zal-Sifi and her small force of 24 archers and 48 light cavalry. The Amira is a lusty woman, seemingly as delicate as a desert rose, but with iron sinews and a blaze to rival Iblis in her belly. An adven-turess, she fought her way across the Crimson Waste and Kisthenes and deep into the Golden Steppe to get where she is now.

The castle is surrounded by a collection of rock-and-hide hovels occupied by 540 goatherds, farmers and artisans. The people are a superstitious lot, and easily spooked. Their ex-istence here is tenuous at best, and the Warudi tribesmen, who resent her intrusion here, have left many frightening warnings of what will happen if she does not quit this place.

The castle holds a chapel dedicated to the goddess Allat. It is overseen by Marusha’s boon companion Uvart (LN human druid 3), a stony-faced woman of Kisthenes, with black ring-lets cascading down her back and a cherubic face with bright, darting eyes.

Rama | Settlement

Rama is a large oasis town (pop. 5,250) situated between two long ridges of red sandstone on a wadi that extends from the badlands out into the Crimson Waste. The oasis has rich soil and many springs, and supports the growing of date palms and herds of sheep, goats and horses. The oasis beyond the town walls is inhabited by 42,000 peasants. The peasants grow dates, figs, pistachios and barley using a net-work of canals first built by the Warudi and improved by Nomo.

The town was controlled by the Nomo Empire for many years and served as the capital of their Varudia province. With the disappearance of the empire, Queen Zabbai has declared her independence from Nomo and her suzerainty over all the Crimson Waste, a claim it is doubtful she can support.

The city has an outer wall of white stone that gleams for miles out into the desert air and five gates, each named for an ancient god of the Iremites, but commonly named for the color of the stone facings – i.e. the Red Gate (sandstone), the Blue Gate (lapis lazuli), Green Gate (malachite), Purple Gate (porphyry) and White Gate (marble). The outer portions of the town are given over to the adobe dwellings of the peas-ants and artisans, while the inner town, surrounded by a second wall (decorative, not defensive) is home to the royal family, government officials, priests and wealthy merchants in service to the queen.

The outer town is divided into four sections, each for one of the clans native to Rama, namely the Katare, Mabor, Malbizu and Mandilar. The clans can be identified by the color and style of their headdress and numerous other signs obvious to the locals. They are antagonistic towards one another, but not openly hostile.

The inner town is divided by a grand boulevard 30 feet wide and lined with 30-ft tall columns of white marble. The street runs from the Temple of Baal (dedicated to Jove by the Nomoi) on the east to the Temple of Nergal (dedicated to Pluto) on the west. At the center of the boulevard there is a great marble victory arch. On the north side of the street are the town’s baths, the Queen’s citadel and temples of Nabu (Mercury) and Allat (Venus). On the south side of the street one finds the building of the council of elders and the great Court of Tariffs, where tax collectors levy taxes and tariffs on visiting and local merchants.

Just outside the town proper there is a tall hill on which is built a fortified shrine of Moloch, who the Nomo had re-dedicated to Saturn while they held the town. The shrine is within a defensive tower manned by Moloch’s six priests.

Located outside the town in the desert is the Valley of the Dead, where the locals bury their dead in tombs. Some are simple caves while others are tower tombs or large under-ground sepulchers. The dead of the poor are cremated in the Temple of Moloch and placed in caves in terracotta urns. The wealthy are mummified by the priests of Nergal and placed in sarcophagi, dressed in their bejeweled finery.

Now that the Nomo have quit Rama, the locals have become fairly xenophobic. Foreign merchants with items to trade are permitted in the city, but not welcomed with open arms, and adventurers and other vagrants are kept outside, staying in one of the small roadhouses established for them.

Rama’s army consists of 9 squadrons of town guards, armed and armored as heavy infantry, under the direct command of Queen Zabbai, and 9 companies of soldiers under the command of Queen’s captain, her cousin Thamaba. The town’s cavalry operate outside the oasis, pa-trolling the desert sands and intercepting caravans to give them the once over before they come closer to Rama.

Ursa | Stronghold

(Some of the locales in these hex crawls are based on real places, and some are based on some idea I had. Many are as simple as “a tower keep of a 9th level paladin”, which require me to make up something to make this paladin’s keep different than the others I’ve already written. In this case, it was boring until I started designing the shield, which was going to have a bear on it – Ursa – but ended up with the double-headed eagle because I accidentally double-clicked it. The double-headed eagle made me think of the Holy Roman Empire, which brought me to the Holy Nomo Empire, etc.)

Pixta Adamia Ursa is a paladin of Minerva who commands a tower keep in this hex. She is gathering together a mercenary army of retired legionnaires and other warriors dedicated to the task of saving the empire by leading an army of loyalists into Nomo and dislodging the emperor’s shade from the throne that an angel of Jove might be placed there in its stead. Ursa is assisted in this task by an ex-Vestal virgin named Caia Spadaea Artia, a veritable she-devil with a sword.

So far, Ursa has assembled 25 veteran legionnaires (HD 1+1) and eight elite cataphracts (3 HD) whom she leads personally into battle. They have sharpened their skills against raiding Warudi, but know their toughest challenges lie ahead.

Ursa is now assembling the elements she needs to conjure a powerful angel. The ceremony requires a set of golden plates that are scattered around the region. These plates, when placed together, reveal the true name of Sabrathan, a plane-tar who they believe can become the emperor of a new Holy Nomo Empire dedicated to all the gods of Law.

Horologium | Settlement

(This is one of the “hex crawl jambalaya” sorts of entries, where I start with mechanical men, and then start throwing in all sorts of stuff from the ancient world that involved mechanical men and try to make something fun to visit. So you get Vulcan’s clockworks, and Talos and then Archimede’s laser rays for good measure. I particularly liked the name Artifex Maximus.)

Horologium is an island and city-state left of Vulcan’s creations, just doing their best to avoid corroding in the salty air. The island has a variety of coastlines, including beaches, harbors and cliffs, and many natural springs.

The city-state is contained in a dormant caldera that still has enough geothermal energy to power the creations of the clockworks. The rim of the caldera is fashioned into ram-parts, with nine towers, each equipped with one of Archimedes’ burning mirrors (i.e. laser ray, deals 2d6 points of fire damage each round it is held on the target; small targets require a hit roll each round).

The automata (pop. 168) are metalworkers mostly, mining metals from the slopes of the old volcano and fashioning it into fine weapons, armor and clockworks for sale. They have a fortified harbor on the north side of the island where they permit non-automatons to dock and take on cargo.

At the center of the city-state is the palace of King Talos, a giant bronze man. Talos is attended by 20 golden keledones, maidens of gold who sing and, when their king is threatened, turn into flailing death bots. Silver and gold watchdogs patrol the palace grounds. The captain of the city guard is called Incubito, a man of steel fashioned in the image of a gladiator, with interchangeable weapon arms!

The automatons worship Primus of the polyhedroids as Artifex Maximus. His high priest is the high scientist Excogitatoris, who fashioned the blazing mirrors and guard dogs.

Mantu | City-State

Mantu is the chief port of Nomo. Few vessels are permitted to pass by Mantu towards Nomo, mostly just imperial war-ships or the pleasure boats of senators and such.

The city is enclosed by a great wall on land, and a smaller sea wall. The walls of the city are greyish green, and embossed every 120 feet by the city’s arms. The city is built on a ring of hills that gradually descend towards the sea. The manses of the wealthy and the city offices are on the high hills, with the middle classes living below them and the lowlands, which sometimes flood, occupied by warehouses, tabernas, flop-houses and tiny shrines to a multitude of foreign gods. The buildings of Mantu have rooves of scarlet tiles, and many feature trellises climbed by vines of wild roses. The city is known for its cuisine, which includes roasted mutton, stews of garlic and fennel and lamb, fried fish, barley soup with fish sauce.

Temples are distributed throughout the city, with the Basilica of Neptune located in the high city. Other temples are dedicated to Salacia, goddess of sea water and wife of Nep-tune, Mater Matuta, protector of mariners, Angerona, reliev-er of pain and sorrow, Dispater in his role as god of wealth, the Aurae (breezes), the Venti (winds), Averruncus, propiti-ated to avert calamity, Hercules and Juno.

Mantu is known for its mines and those occupations related to mining, processing minerals and crafting with them. The traders of Mantu specialize in rare spices from the south. The hinterlands of Mantu are dotted with 49 villa rustica where people herd sheep and miners quarry granite, porphyry, copper and chrysoberyls. Chrysoberyls decorate the staff of office of the legate, who also wears sea blue robes of silk decorated with embroidered white roses.

With Nomo descending into chaos, many powerful families have fled to Mantu. The city-state has hardened its defenses, and there is talk of declaring the city-state independent of Nomo and preparing for war.

The city is protected by cohors I Mantu Nautae, which con-sists of 23 companies of legionnaires, many of them trained as marines, and 5 squadrons of equites. The cohort is commanded by Dux Ailio Cynon Gonzorgo, a veteran of many campaigns against pirates and a key conspirator with the nobles in declaring independence from Nomo (and he’s angling to be named Princeps). The cohort is responsible for protecting the city, patrolling the waterways and protecting the road that connects Mantu to Nomo. The Mantu city guard consists of 9 squadrons of guardsmen.

Nomo – Lakes, Snakes and Sea Phantoms

Thomas Cole’s Destruction (1836) from Course of Empire

I’m deep into writing the Nomo hex crawl and thought I’d share a few of the encounters with you. I’m having fun writing it, combining a bit of the late Roman Empire + Byzantium about to fall, and running my Latin through a Gaulish filter to make it familiar and strange at the same time. Just north of Nomo’s heartland is the Crimson Waste, a desert that used to be a green and pleasant empire called Irem. The Iremites got into a devil worship and ultimately were destroyed in a war with the Nabu Empire (which you might have met in my Wyvern Coast/Nabu hex crawl from way back in NOD 1 to 3). Now that land is roamed by their descendants, the Warudi nomads, with a few monasteries and settlements that were spared in the cataclysm.

Lots of casual research goes into these things, so I always learn a few things. At the moment, I’m agonizing over Nomo’s legions and their emblems, mottoes and cohorts and such.

Anyhow … on with the show:

0411 Glassy Lake | Monster

This hex holds a vast, pristine lake with a glassy surface that seems unaffected by the wind. The banks are thick with acacias and great clouds of butterflies. At the center of the island there is a small, rocky island topped by a pretty little stronghold of lavender stone, with latticed windows and crenelations topped by golden pyramids. Splashing around the base of the island are pretty children – nixies – who sometimes climb the steps of the stronghold, which descend into the water, and slide through the doors.

Within the stronghold, a tower keep, which the nixies are pledged to defend, there is a throne of crushed shell, tall and fine, on which sits a woman composed of living glass. Princess Vyrna is the spirit of the lake, which was once much larger and much beloved by the Iremites. She was once a nixie queen, but took on her present form when she made a deal with the devil (literally) to save what remains of her home from the cataclysm. At night, the nixies of the lake take on a demonic aspect, and commit horrors upon any foolish enough to be found in the stronghold.

0512 The Snake Women Cometh | Monster

The desert sands here funnel into a deep cave of basalt. As one proceeds into the earth, about 500 feet, the air becomes warm and damp, and pools form on the floor. This opens into several interlocked caverns that are very wet and warm, with opalescent slime growing on the walls in great furry strands. These caves are inhabited by a trio of giant vipers that are controlled by the true masters of the cave complex.

Hidden behind one of these curtains there is a stair that proceeds another 400 feet into the earth. This passage is blocked by an adamantine gate with a complex, electrified lock.

At the base of this winding stair is a complex of ophidian amazons. Tall, statuesque women, they have pale scales that darken to rust on their lower arms and legs and carmine on their fingers and toes. This tribe of warrior-scientists consists of 85 females (lesser ophidians) and 27 smaller males who are left behind to tend the eggs and the machinery that pro-duces the warm, wet air that fills the cave.

In these caves, they work night and day on developing a method to clone themselves using concentrated quintessence, blood and whatever humanoid remains they can recover from their vipers. They have not yet struck upon the proper formula, but when they do, they have plans for Nod.

0610 Dirhab | Stronghold

Dirhab is a dervish abbey from olden times. The abbey is constructed of white marble, pock marked after a thousand years of windblown sand. The walls are 40 feet high, and there is a 50-foot tall tower at each corner. The gates of the abbey are composed of ebony, and are 1 foot thick, 10 feet tall and can only be opened using a winch found on the inside.

Within the front gate there is a broad courtyard, rectangular, that supports numerous flowering bushes. The courtyard is floored in reddish tiles decorated with white lilies. On the walls are mosaics of Marduk’s battle with Tiamat and Kingu, and his creation of humanity.

From the courtyard, one can pass into the living quarters and temple of the order. The buildings that surround the courtyard are three stories tall. The halls are hung with rich tapestries depicting the destruction of Irem by avenging angels raining down fire and the scattering of the Warudi across the Crimson Waste. In each of the towers is a large bell of meteoric iron, the dervishes striking them at noon and midnight to call the order and their families to prayer.

In a second courtyard, well-protected, are kept dozens of small white goats with pearly horns. These goats are kept as sacred animals, and are feted on Marduk’s holy day from silver bowls while the priests dance and play flutes carved from lapis lazuli.

The patriarch of the order is old Gazim (NG human cleric 10), whose body has twisted as he has grown older. He has lived through 500 summers, as all of the dervishes are extremely long-lived due to the blessing of Marduk.

The abbey houses 18 dervish priests, 40 dervishes and 180 noncombatants. The dervishes are mostly armed with shields and kaskaras, though 20 of them carry light crossbows and wear leather armor. They all fight like berserkers.

0927 The Sea Phantoms | City-State

Deep beneath the waves of this hex there stands a tall spire, raised from the sea floor, 40 feet thick at the base and 200 feet tall, rounded at the top and carved from top to bottom with skulls in an alien, geometric design.

Around this spire is a town of 1,500 sea phantoms, men and women of the Ethereal Plane with only the merest presence on the Material Plane. These people are not undead, but they are insubstantial and appear indistinct to people who dwell wholly on the Material.

These sea phantoms survive on the dying screams and lamentations of doomed sailors, though they are never the cause of these dooms. They merely float to the surface when they detect fear, and holding out their hazy hands collect these collected sufferings in the form of a black nodule that is not unlike a large, black pearl. They place these pearls, which exist on both the Material and Ethereal Planes, in the eye sockets of those aforementioned skulls. These pearls bathe the Ethereal Plane in a strange radiation which nourishes and sustains the enigmatic sea phantoms.

On the Ethereal, the sea phantoms appear as normal human beings with pallid skin, silvery hair and slate grey eyes. They dress in gauzy robes and carry thin silver swords and daggers at their sides to fend off ethereal marauders and other such dangers of their plane. On the Material Plane, they appear as vague, shimmering outlines of human beings, with eyes like faint lights gleaming through a thick fog, and their voices, normally quite distinct, sound hollow and wispy. Their buildings and houses look like white shapes seen through a thick fog bank, and feel to those on the Material Plane like cold, slushy water.

The sea phantoms are not evil, nor are they good. They want nothing from the Material Plane beyond the desperation of doomed men and women. They seek no agency over the material world, but are willing to communicate the secrets they have gathered to people if they are willing to pass through to the Ethereal Plane with rich gifts.

1719 Natanos | Stronghold

Natanos is a small fishing hamlet (pop. 50) on the shores of the Green Sea. The hamlet consists of several stone cottages on a gentle rise overlooking the beach. Within the hamlet on will find a mysterious staircase between two buildings. The stairs are painted many colors and seem to climb nowhere. Numerous orange cats sit on the stairs.

The cats are intelligent, and live with the sorceress Philia. The stairs head up to her tower, which is tucked between dimensions. The tower, if one could see it, is about 60 feet tall and pure white, topped with a conical azure roof. The interior is elegant and simple, with many bookshelves, blue carpets and furniture that is best described as “Danish modern”.

One chamber holds a small gallery of abstract art, all of it carved from blue stone, ranging from light to very dark blue. Another holds a pool of sea water and an elegant white boat – the pool serves as a portal to the sea, and is activated by pouring wine mixed with a drop of blood into the pool. All of the chambers equipped with floor to ceiling mirrors, for the only thing Philia loves more than her cats is her own face.

Philia is in the middle of the process of forging a magic staff, and she is using the pounding surf and sea winds to do it. The staff is being held by a living statue that she has sent out into the waves – only its forearm and hand, and the staff, are visible to those on the beach, and one might guess it is nothing but a bit of driftwood.

Og – Shadow Horses and Sad Giants

Just a lazy Saturday post today with a few preview locations from the next Og hex crawl in NOD 29. Pour yourself a drink and enjoy!

2913 Morgor | Settlement

Morgor is a mining village of 400 lanky hill dwarves and flinty gnomes. The dwarves of Morgor are more lively than most due to the positive influence of the gnomes and their hand organs. The warriors of the village, 20 dwarves and gnomes, wear bulbous helms and coats of mail and carry military picks and light crossbows.

The village currently looks abandoned, for the people have had to withdraw into their mine. They have been terrorized for more than a week by a weird sorcerer called Tall Darrow. The countryside around the main village is populated by 3,200 dwarf and gnome farmers. Many of them have fled the area and are on their way as refugees to Azsor. Many others are hiding in cellars or caves in the wilderness.

Tall Darrow has pale, waxy skin spread over his tall, thin form. He is capable of replacing his head with one of six others, all of them being the preserved heads of ancient sorcerers, and each having their own set of magic spells that they know. Each morning, the sorcerer can remove one head and then attach a new one – this can only be done in the first rays of dawn, and the process takes 10 minutes during which the sorcerer can do nothing.

Morgor’s ruler is the Lady Ymarr, a rough and tumble hill dwarf war-maiden with a pet winter wolf she rescued as a cub. The wolf is growing impatient in the mine, and is threat-ening to return to its naturally evil form.

Village Treasure: 850 gp, 2,500 sp, 13,000 cp, 2 fancy stones

3023 Gloomy Storm Giantess | Monster

There exists in this hex a pleasant hollow surrounded by tulip trees. In the midst of this grove there is a silver tube that juts up from the ground. Should anyone drop a gemstone down this tube, they will hear a hollow, echoing voice ask “What need thou know, friend?”

At the moment, a storm giantess by the name of Avnell is consulting the subterranean oracle about whether her lover will ever return from Utt, the City of Giants located far to the north in the White Mountains. She is quite distraught, which explains the gloomy clouds and temperamental rains that plague this hex at the moment.

If adventurers will promise to journey north and find her lover, the erudite storm giant Jondr, she will promise them the moon and the stars.

3109 Shadow Horses | Monster

A herd of shadow horses sweeps down from the hills at eventide, leaving crystal growths to grow behind them. These crystals last for 1d4 hours before they explode into a mist of negative energy that chokes and drains. The mist persists for 1d6 hours (or 1d6 turns if there is a strong wind, 10% chance). The crystals can be harvested and used to create magic items, but they drain 1 hit point (permanent) per day from any within 10 feet of them. The horses are heading towards the City of Sand and Stone [3403].

3429 Temple of Mental Fortitude | Stronghold

The Temple of Mental Fortitude is a strange place indeed. The “temple” consists of a thousand stone pillars of unknown height, emerging from a valley shrouded in chill mists. In the surrounding mountains dwell a flock of giant eagles. Seekers of enlightenment come to the lip of the valley and meditate for three days before holding up a golden offering to the giant eagles. If they are judged worthy, an eagle swoops down, grabs the monk with its talons (inflicting damage) and deposits them atop one of the icy pillars.

The pillars are about 10’ in diameter. There, the monk con-tinues his meditations for 14 days, eating nothing and hydrating himself on the ice that gathers on his pillar. This mortification of the flesh is intended to bring about enlightenment and mental fortitude. If they survive, they increase their Wisdom by 1d4, and reduce their Constitution by the same.

When a monk has finished his time on the pillar, he crawls to the edge of the pillar and leaps off. A giant eagle will either catch him and carry him back to the edge of the cliffs that ring the valley, or he plunges into the mists and is never seen or heard from again.

3631 Temple of the Fox | Monster

A crevice in this hex, narrow and spooky, hides a small temple dedicated to Ruch, the Fox Spirit of the Qum’al. The temple is carved into the red walls of the crevice, with a single small door flanked by bas-reliefs of fox women. The door opens to a tunnel entrance that goes back about 30’ into the cliffs, ending in a chamber 20’ in diameter with a 30’ domed ceiling.

The temple room is completely dark – magically dark – with a number of motes of light that resemble stars. These motes orbit the dome, moving slowly unless somebody attempts to grab one or interfere with one – then they scramble and swarm around the room at full speed.

Grabbing a mote (treat them as AC 25) causes a terrible burn (1d6 damage) and leaves a key-shaped imprint on their palms. If the key is made and one returns to the temple they will find it guarded by seven foxweres, lithe women wrapped in poly-chromatic veils that hide mithral mail shirts. They are armed two scimitars and can cast spells as 4th level druids.

In the floor of the temple there is a tiny hole, just big enough for a key. When a key created from an impression left by a mote is put in the hole and it is turned, the corresponding mote becomes larger as the key is turned, and becomes a portal into a vault buried deep beneath the ground.

These vaults belong to some of the greatest thieves in the world, and are guarded by death traps of their own devising. Here, they hid away their greatest treasure – their memories and true identities.

Have a groovy weekend. I’ll be back tomorrow with a Dragon review (I hope).