Venatia – Raldo’s Head and Terribles Visages

Six more wilderness encounters for you to enjoy. Also – if you’ll peruse the Sept 30 news at Frog God Games, you will see that yours truly has been tasked with writing some hexcrawl modules. The modules are not set in Nod, and are meant to be usable in just about any fantasy campaign. The first module is written, and is now in the process of illumination and editing.

Part One | Part Two | Part Three | Part Four

0603. Here lies the head of Raldo. Raldo’s head measures 8 feet in diameter. It lies in a gully thick with ferns and rotting vegetation and itself is in a state of advanced decay. Despite the presence of dozens of giant centipedes consuming the head and crawling through it, Raldo thinks and speaks and can be consulted as though a sage. Raldo does seem to feel pain, but it doesn’t appear to consume him.

0620. A pack of four dragonnes roams these valleys, preying on the pale, gibbering things that scurry from boulder to boulder and cave to cave. Encounters with them occur on a roll of 1-3 on 1d6.

0628. A terrible image is carved into a mountain here. It depicts a squatting, vaguely humanoid shape. The thing’s head is a mass of tentacles that spread out over the mountain side and its stunted arms end in taloned hands. From beneath the squatting horror, which is at least 100-ft in height, a stream of water rushes out of the side of the mountain to fall into a deep, dark pool. The water has an oily sheen, and smells foul, but is otherwise safe enough to drink. The ground around the pool is often visited, and at night, random encounters with hags occur on a roll of 1-3.

0638. On a pleasant hill overlooking the river valley the gnomes of the hills have constructed a small, stone chapel dedicated to the goddess Minerva in her aspect as the goddess of crafts. The chapel is overseen by a lone priestess, a woman named Kothilda. Kothilda is a woman deformed by disease and abandoned as a child on the coast. Discovered by gnomes, she was raised among them and showed an astounding capacity at their crafts. As she grew to womanhood, they constructed this chapel and dedicated it to the human goddess they believed had blessed the child with her skill at woodworking. She now lives here along, often entertaining the good folk of the forest. The chapel has a single room furnished with an ornate kneeling bench and idol of Minerva that were carved by Kothilda’s own hands, and a simple wooden bowl for donations (she prefers items rather than coins, and people who leave items they have crafted themselves are Blessed by Minerva for 24 hours. Behind the chapel is a gnome-style burrow built on a human scale. This is where Kothilda lives her simple life. It is equipped with a hearth, woven rugs, comfortable chairs and has a small bedroom and a root cellar.

| Kothilda, Cleric Lvl 10: HP 47; AC 9 [10]; Save 6 (4 vs. paralysis and poison); CL/XP 13/2300; Special: Cleric spells (5th), turn undead.

0707. This hex is notable for its large, rolling meadow of tender grass and fragrant blooms. A large fairy circle is evident on the meadow, and it is visited on each full moon by a gaggle (4d6) dancing, fiddling grigs and other fey creatures. In the daytime, it is thick with game and the occasional hunting party of centaurs.

0809. A retired trader from Pfeife has repaired and rebuilt an old stone fort here and turned it into a coaching inn. The inn has a 15-ft tall curtain wall surrounding an oval courtyard with a well. Blending into the wall is a three-story tall round tower topped with crenelations and a tall, conical bell tower. The trader, Androse, lives with his wife and three children on the top floor, beneath the belfry. The second level is a common room for sleeping and the ground floor is a taproom in the day and common room at night. The taproom has two curtained booths which turn into semi-private sleeping berths at night. Androse and his goodwife put out a bountiful spread for their customers, with steaming trays of spiced meats (mutton and game mostly), crocks of soft cheese, wheels of sharp cheddar, round loaves of black bread and fruit cake and leather mugs of pale, sweet ale. Expensive wines are available on request. All of the food is stored in the cellar, which used to hold instruments of torture but now has cages full of wine casks and barrels of flour.

Illustration by Sidney Sime

Venatia – Seaxel, Nimroth and Walgirth

Six more encounters from Western Venatia.

Part One | Part Two | Part Three

0432. The river here meets strong, ancient rocks and divides into hundreds of little waterfalls, playful streams and pleasant pools before re-combining into the river that flows into [0333]. Ample evidence around these pools suggests that the area was once visited often by the ancient elves and gnomes – wooden gazebos so delicately carved that they could only have come from a fey hand, discarded goblets, tattered scarves of spider silk, etc. The area is now infested by giant water wasps, who perhaps caused the olden folk to quit the area in the first place. Encounters with water wasps occur with groups of 1d6 insects on a roll of 1-4 on 1d6.

| Giant Wasp: HD 4; AC 4 [15]; Atk 1 sting (1d4 + poison), bite (1d6); Move 1 (Swim 12, Fly 20); Save 13; CL/XP 6/400; Special: Paralyzing poison, larvae.

0433. Seaxel is a small farming village on the banks of the river. Its sister village and rival, Nimroth, is on the other bank in [0434]. The Seaxels and Nimroths are descended from the serfs who served the elven families of the same names, families that despised one another and competed in all things for the attention of the Emperor Finrix. Whether hunting, racing, poetry or war, the Seaxels and Nimroths were always out to best one another. The lords of the manors, who only took residence in them when the Emperor was summering in Amvianda, accompanied Finrix to his war in the west and were never heard from again. With the emperor gone and the great families gradually dispossessed, the serfs eventually came to rule them-selves, putting decisions to a vote or following the wise counsel of one or another elder. But even though they were rid of their masters, the old enmity has gone on unabated. The Seaxels raise gourds, grapes and fields of barley. The 15 soldiers of the village dress in old-fashioned mail hauberks and carry the tall, Norman-style shields of the old elven legions. They arm themselves with spears and thick daggers.

0439. Nimroth is a small village of woodsmen, lusty rascals with a mean streak when gold and silver are up for grabs. They loath the people of Seaxel (see 0433 above). Nimroth’s warriors wear leather armor and carry long bows and battle axes. They have the services of a healing woman called Hallya, a freckled woman of thirty-three summers.

0502. A misplaced foot might send a character (1 in 6 chance) through a 20-ft deep hole into ancient elfen catacombs. The catacombs are crudely fashioned, and in fact any dwarf will declare them to be the work of goblins, the usage by elfs coming sometime after they were first dug. Within the maze-like catacombs are dozens of bricked up alcoves containing the remains of elf and human legionnaires from Nomo. While three of the alcoves contain but a single elf corpse, the others are stacked high with human skulls. Apparently, the catacombs were a goblin redoubt taken with much loss of life. The three elf burials are as follows:

Walgirth, an elf baronet interred with his family armor (mail hauberk, winged nasal helm, Norman-style shield) and his long sword (+1 weapon, growls in the presence of goblins and forces the owner to pass a saving throw in the presence of goblins, hobgoblins and bugbears or attack until he or the goblins all lie dead). Walgirth’s alcove is trapped with a flurry of darts (2d6 damage, save for half).

Inidubrid, a warrior-maiden (possibly a paladin) interred in her gleaming plate armor (un-rusted) and her crescent shield bearing intertwined doves. Her spear is a +2 weapon and is lodged through her rib cage and can only be drawn from the stone by a chivalrous character. The spear is haunted by her spirit, and will scold the bearer of the spear with electrical shocks (1d6 damage) when they behave un-chivalrously. Despoilers of this tomb will be marked for destruction by servants of Law until they make penance at the temple of a high priest of Law.

Galaddus, captain of archers. Galaddus was a drinking man in life, and in death he still holds court with a dozen shades of his former comrades. Galaddus’ mouldering corpse, still wearing the remains of his ring armor, his yew longbow close at hand, sits atop a barrel of spirits, shadows flitting about him, their umbral goblets raised to receive a splash of “the wine of ages” from a dusty bottle. Visitors are invited to have a drink, or chased away if troublesome.

0531. The burnt remnants of a stockade lie here, about one mile east of the river. Broken hobgoblin arrows are plentiful, but not a single body remains in the place. The walls of the stockade are in good enough shape that, if the gate is repaired, it can provide a fairly safe camp.

0539. A tiny cave overlooking the river serves as the sepulcher of a small gnome child, perhaps a prince. The cave is natural save for a single circle on one wall that has been ground smooth and painted with loving portrait of the large-eyed child. A small, soapstone altar rests beneath this portrait, covered by the stubs of candles and dried flowers. There is no treasure here, and the body is well buried, but the sepulcher remains a holy spot and a refuge from evil. Characters of a wicked bent find themselves unwilling to enter into the place without first throwing themselves to their knees and shedding a tear of remorse.

Venatia – Ubues and Allips

Six more encounters from Western Venatia.

Part One | Part Two

0303. A clan of fourteen ubue dwell here herding ill-tempered sheep with onyx horns. The ubue dwell in a large, dry cavern, trapping the entrance with falling stones (save or 3d6 damage). The ubue sleep with their sheep in the main cavern, with a smaller, higher cavern serving as the lair of their chief, a robust figure of abject savagery called Kin-Toka-Rok. The ubue have visited the Gallery of Bones in [0308], losing two of their number there and re-sealing the cave.

Treasure: 1,600 sp, 1,350 gp, a brass locket worth 100 gp (hold a rolled up piece of paper with the word “ZAMAX” written in elven) and 2 casks of olive oil (12 gal., 100 lb each, worth 60 gp each).

| Ubue: HD 3; AC 6 [13]; Atk 3 slams (1d6); Move 9; Save 14; CL/XP 3/60; Special: Argue.

| Kin-Toka-Rok: HD 5; AC 5 [14]; Atk 3 slams (1d8); Move 9; Save 12; CL/XP 5/240; Special: Argue.

0308. The Gallery of Bones is a large, low-ceilinged cavern sealed by massive boulders. Centuries ago, when the legions of Nomo were marching into the Rooky Wood, they encountered a plague that there physics and priests could not counter. As company after company of men succumbed, their commander, Valbestos, made a decision. He gathered the afflicted in this cavern and sealed it with a landslide as he listened to the dying men screaming for mercy. The cavern is now filled with bones, old military equipment (shorts swords, darts, spears, shields, chainmail and leather armor) and four allips, the tormented, undead souls of the lead legionnaires.

| Allip: HD 4 (20, 20, 18, 16 hp); AC 5 [14]; Atk 1 strike (no damage, 1d4 points of wisdom lost); Move Fly 6; Save 13; CL/XP 7/600; Special: Drains wisdom, hypnosis.

0313. Ystam is a tiny village of trappers constructed atop a granite dun at the intersection of two rushing streams flanked by wolfberry bushes. The trappers have carved a rugged little stair from their village to the canyons below. The village is surrounded by a little stone wall patrolled by a garrison of elves from the tower of Elbernulph [0113]. The garrison numbers 20 elf warriors in chainmail and armed with claymores. The village is ruled by Elbernulph’s reeve Cirioch. The villagers are supported by a blue eyed armorer named Arthaa. Cirioch dwells in a short, stone tower attached to a more traditional wattle-and-daub, two-story cottage. His house is protected by ten skeletons that he controls using a gold medallion. The villagers live in little huts and are often visited by a druid called Talotam, who leads them in secret worship of Diana. The Chimereans demand the worship of Vulcanus of the Mailed Fist, the patron deity of Galardis. A work gang of Azer are presently constructing a fortified chapel of Vulcanus. The villagers resent the elves and the arrival of their “foreign” deity.

| Cirioch, Elf Lvl 2: HP 12/7; AC 4 [15]; Save 13/14; CL/XP 3/60; Special: Elven chainmail, two-handed sword, dagger, spellbook, medallion allows him to command undead.

0326. A carcolh dwells in a lofty cave in this hex, sending its tendrils far into the countryside in search of prey. The carcohl is described in more detail in NOD #4 or on the Land of Nod blog. Treasure is pushed to the fringes of the cave, the refuse of past meals.

Treasure: 310 ep, 430 gp, a little limestone idol of the arch-demon Furfur worth 165 gp, a brass urn worth 1,000 gp and dust of sneezing and choking in a leather pouch.

| Carcolh: HD 9 (49 hp); AC 4 [15]; Atk 1 or more tentacles (1d4 + grapple) or 1 bite (2d6); Move 9; Save 6; CL/XP 11/1700; Special: Tentacles, swallow whole.

0335. A waterfall of reddish water pours from a cliff into a wide, shallow pool. The pool is inhabited by a fossergrim, the spirit of the waterfall. Behind the waterfall is a large, conical cave that leads into a damp, slimy tunnel (saving throw to avoid falling and sliding down the tunnel). This tunnel empties into a muddy cave with two exits. The left-hand exit leads upward to a series of caverns that eventually open to the top of the cliff above, and show signs of having once been well traveled by animal caravans. The right-hand exit leads to a winding tunnel and the cavern of Harzh, a youngish green dragon just beginning to build her horde and roosting on three large, beryl eggs. Harzh can neither speak or cast spells.

Treasure: 2,820 gp, a large rock crystal worth 900 gp and 3 pounds of zedoary in a wooden box (worth 320 gp per pound).

| Harzh: HD 8 (32 hp); AC 2 [17]; Atk 2 claws (1d6), bite (2d10); Move 9 (Fly 24); Save 8; CL/XP 10/1400; Special: Breathes poison.

0346. A cove here holds a pool of water. A rusty iron door blocks access to another cavern holding the remains of Grindir, a pirate lord from Tremayne who passed away almost 80 years ago. The door is trapped but not locked, and is cold to the touch. If opened, three spears in a triangular formation springing up from the ground to skewer thieves. The skeleton of a thief lies before the door. The actual tomb holds the body of Grindir in a black, silk coat and still adorned with jewelry. The corpse and most of the cavern are covered in yellow mold. A moonstone worth 35 gp is lodged in the corpse’s eye socket.

Treasure: 2,000 sp, 640 ep, 640 gp and a turquoise worth 155 gp.

| Yellow Mold: HD n/a; AC n/a; Atk 1d6 damage + spore cloud; Move 0; Save n/a; CL/XP 3/60; Special: Poisonous spore cloud, killed by fire.

Venatia – Cavemen and Blink Dogs

Here are six encounters for Western Venatia – hot off the presses – and the accompanying map.

0110. A crooked little stream flows from a high cave, forming a noisy little waterfall. The banks of the stream are bare of life because the stream is quite poisonous. The stream flows from a grotto, the walls and ceilings of which drip with poison. Well worn steps in the living stone protected by a large cave eel lead from the grotto to a little cavern, wherein dwells Eiois. Eiois is a bitter elven woman with eyes that stare like death and a once-pretty mouth whose corners have become down-turned. Eiois is a priestess of Eris, goddess of discord. Eiois worships at a jade altar that holds a crystal ball, through which she randomly curses powerful men in the region. She recently became infatuated with Fortunato, the Prince of Antigoon, and her fascination has caused her to plot against his enemies. She is now in a rage since the ball was stolen by a sneak thief (now deceased), who dropped his treasure in [0122].

Treasure: 2,000 sp, 230 gp, banded agate worth 900 gp and jasper worth 800 gp.

| Eiois, Cleric Lvl 6. HP 21; AC 9 [10]; Save 10 (8); CL/XP 8/800; Special: Spells (4th), rebuke undead. Threadbare silk gown, silver dagger, crooked wand that poisons with a touch. Eiois has an aquiline nose and noble bearing, deepy bitter.

0138. Vhalla is a small village of common farmers living in wattle & daub cottages surrounded by a bulwark of packed earth. Four wooden watch towers overlook the fields as far as the woods. The farmers are thickset, with nut-brown skin and aquiline noses. The men of Vhalla keep nimble forest cattle and grow cabbages and chanterelle mushrooms. They are an athletic people, holding games each summer to honor the gods, and are fine archers. Vhalla is ruled by the Lady Reana, who traces her line back to the elfs of old. Vhalla has the services of Ancho the Bowyer. The villages militia are armed with farm implements, and Reana employs four ogres from the mountains as her personal guard. In their off hours, the ogres challenge all comers to fights in a deep, brick pit near the village square and in sight of the gallows.
| Reana: HD 5 (19 hp); AC 3 [16] armored; Atk 1 sword (1d8); Move 12; Save 12; CL/XP 5/240. Elven chainmail, shield, longsword. Sharp featured but less so due to her girth, pallid skin, black hair and amber eyes. Precise mind, but a tad eccentric. Fancies herself a natural philosopher.

0147. A herd of 20 hippocampi graze the seaweed here. The leader of the herd is a stallion that once served as a paladin’s steed. Though his master is dead, the stallion still serves the cause of chivalry.

0233. One might find an ancient plaza here, now overgrown with saplings and ferns. In the center if the plaza is a large, malachite fountain decorated with tarnished brass hinds. The fountain is cracked and dry, and all that remains of the ruined town surrounding the fountain and plaza are crumbling foundations, a few shards of pottery and rusted utensils and tools. Should someone polish the brass sculptures and whisper a prayer to Diana, the fountain will come alive and a large falcon will soon appear in the sky, spiraling down until it lands on the edge of the fountain. This wise bird will answer a three questions (per Contact Other Plane) for the person who prayed.

0301. Cavemen of the lion clan live here in a large complex of caves. The 70 cavemen and their families are exceedingly primitive, arming themselves with clubs. Their lair contains a crude idol of a cave lion adorned with a cave lion pelt worth 150 gp. The cavemen are led by a boisterous man called Yok and his four brothers, Pudo, Kord, Gontor and Joro.

| Yok, Barbarian Lvl 5: HP 30; AC 7 [12]; Save 11; CL/XP 5/240; Wears a gold ring worth 1,000 gp given to him by Cadfani to seal a pact of friendship.

| Yok’s Brothers: HD 3 (17, 12, 8, 5); AC 7 [12]; Atk 1 club (1d6); Move 12; Save 14; CL/XP 3/60.

0339. A pack of 10 blink dogs hunts these woods. They detect the presence of intruders into their territory on a roll of 1-4 on 1d6, and will track intruders to make sure they mean no harm.

The Gods of the Motherlands – Part Three

Mithras
Michael
Lawful god of valor, honor, chivalry and soldiers
Wields a lance
Served by angels
Symbolized by a bull or cross
Mithras’ clerics enjoy a +1 bonus to hit and damage the undead

Mithras is a demigod associated with Minerva. His cult originated with the dervishes, who cast him as the prophesied slayer of Tiamat. Mithras is a patron of chivalry and is worshiped by soldiers and the nobility.

Mithras is depicted as a handsome young warrior wearing a Phyrigian cap and a crimson cape. His temples, called mithraeum, are constructed in caves and kept secret, for his is a mystery cult that is spread from initiate to initiate. A place of honor in his temples is reserved for an idol of the god slaying a bull, a serpent and dog drinking from the animal’s bleeding wound. Other symbols that may appear with the idol are a goblet, small lion, raven and scorpion. Twin celestial torchbearers stand on either side of the idol with their legs crossed. Above Mithras, the symbols for Sol Invictus and Luna are present in the starry night sky. New initiates to the cult are brought to such a temple where a mystagogue explains the symbolism and theology. A rite is then performed to re-enact the Water Miracle, in which a bolt is fired into a rock, causing water to spout from it.

The Mithras cult has seven ranks, which are in order: Raven, Bridegroom, Soldier, Lion, Perseus, Sun-Courier and Father.

Mithras is celebrated September 29.

Neptunus
Nethuns, Poseidon
Neutral god of the sea, storms and earthquakes
Wields a trident
Patron deity of Dominions
Served by fey, water elementals
Symbolized by a trident or dolphin
Sacred animals are the dolphin, horse and bull
Neptunus’ druids can cast Water Breathing as a 2nd level spell

Neptunus is the god of the seas, oceans, rivers, lakes, and earthquakes. He has the power to create new life forms and is the creator of bulls and horses. He can also summon and control non-divine forms of sea life and change his own shape into that of any living being at will. In his true form, he is a man standing a hundred feet tall holding a trident and wearing a crown.

Neptunus is capable of raising islands up from the sea or shattering them with earthquakes. He can bring fair weather to sailors or strike them with a terrible storm, necessitating sacrifices in the form of drowning horses.

Neptunus is the son of Saturnus and Rhea, and the brother of Jove, Juno, Pluto and Vesta. His consort is Amphitrite. He has fathered many heroes, including Theseus and Orion. He is the father of Arion the talking horse by Ceres and the father of Pegasus by Medusa. Other monstrous children are the tritons, mermaids, cyclops and giants.

Neptunalia (July 23-24): Games are held during this festival, including a knightly tournament and boat races. People erect colorful pavilions and use them for feasting and entertaining friends.

Pluto
Aidoneus, Dispater, Hades, the Silent One
Neutral god of the underworld and its treasures
Wields a mace
Served by earth elementals and the undead
Symbolized by a ram’s head
Sacred animals are the ram, raven and serpent
Pluto’s druids can rebuke undead as a cleric 3 levels lower

Pluto is the King of the Underworld and lord over all it contains, from the souls of the dead to the precious metals and gems locked inside it. Pluto is also the god of wine under the name Dionysus Cthonios. He also has a measure of control over the creatures that dwell underground, especially the treasure hording dragons. Although not evil, Pluto is grim and morbid, and thus not popular among gods or mortals. In fact, mortals fear him enough that they rarely utter his name, lest they draw his attention. Although Pluto rules the Underworld, he is not death itself. That entity is called Thanatos.

Pluto’s kingdom is called Erebus and contains such places as the Asphodel Meadows, Elysium and Tarterus, the abode of the Titans and devils. The five rivers of Erebus are Acheron (Woe), Cocytus (Lamentation), Phlegethon (Fire), Lethe (Oblivion) and Styx (Hate).

Pluto is the brother of Neptunus and Jove, and with them defeated the Titans and claimed rulership over the cosmos. His wife is Persephone, daughter of Ceres.

Secular Games (May 31 – June 3): Every hundred years (a saeculum) the Secular Games are held in Pluto’s honor. The games include all manner of athletic endeavors, with nightly sacrifices of lambs, she-goats, bulls, sacrificial cakes, cows and sows.

Prometheus
Theuth
Lawful god of learning, writing and magic
Wields a staff
Patron deity of Ibis (as Thoth)
Served by elohim
Symbolized by a quill or book
Prometheus’ clerics can learn one 1st level magic-user spell at each odd level, and cast them in place of cleric spells

Prometheus is the god of magic, philosophy, science and learning. He is the patron of scholars, illusionists, scientists, wizards and potters (since he created man from clay). Prometheus’ temples are gathering places for philosophers and scholars to debate and learn; they are often connected to universities and colleges. Promethean clerics are dedicated to the protection of their deity’s worshipers, and the enlightenment of human and demi-humankind.

Prometheus is the brother of Epimetheus (“Afterthought”), Atlas (“Enduring”) and Menoetius (“Ruined Strength”). His parents are the titans Japetus and Clymene. Prometheus’ gift of fire to mortals earned him the enmity of Jove, who had him bound to a rock while an eagle ate his liver every day, only for it to grow back. Prometheus was eventually freed by Hercules.

Venus
Aphrodite, Astarte, Turan
Lawful goddess of love and beauty
Wields a mace
Patron deity of Ishkabibel
Served by elohim and nymphs
Symbolized by a mirror or crown
Venus’ clerics enjoy a +1 bonus to reaction checks

Venus is the goddess of beauty, love and gardens. As befits her position, she is an enthusiastic companion of the male gods. She is married to Vulcanus, but this did not stop her from consorting with Mars, Neptunus, Pluto and others. Venus can charm any male, god or mortal, and can generate strong emotions (love, hate, anger, sorrow, etc.) in any intelligent being. The myrtle, dove, sparrow and swan are sacred to her.

Although she can assume any form (all of them beautiful), in her true form she is a woman of astonishing beauty with golden hair. She also has a more martial aspect, sometimes appearing armored and carrying a mace.

Venus was created when Cronus castrated his father, Saturnus, and cast his testicles into the sea. She is married to Vulcanus, but has had notable affairs with Mars, Mercurius, Pluto and Adonis. Her children include Cupid, Phobos, Deimos, Harmonia and Fortuna.

May Day (May 1): The day is celebrated by the gathering of herbs and wild water (from which holy water is made), the blessing of houses, ‘beating the bounds’, greenwood marriages, and dancing around May Poles.

Volcanus
Hephaestos, Mulciber, Weyland
Neutral god of fire, volcanos, smiths and invention
Wields a battle axe
Patron deity of Galardis
Served by fire elementals
Symbolized by a hammer and anvil
Druid totems are the bull, boar and serpent
Volcanus’ druids enjoy a +1 bonus to save vs. fire and heat

Volcanus is the god of fire, earth, and the forge. He is the smith of the gods, creating their weapons, armor and thrones. Volcanus is also a patron of engineers and an expert trap maker. Temples of Volcanus are decorated with precious stones and metals and are usually supported by the local guild of smiths.

Volcanus is depicted as a dour, ugly man with a twisted leg. He carries the tools of a smith and his skin is blackened from soot and exposure to fire.

Volcanus is the son of Juno, created by her alone as Jove created Minerva. Hurled from heaven for his ugliness, he was found by the sea nymph Thetis and raised as her son. His wife is Venus, though they are estranged due to her indiscretions. He is the creator of Pandora from clay and the father of Periphetes, the demi-god of bandits.

Vulcanalia (August 23): Bonfires are created in honor of the god. The bonfires are used to roast fish and small animals and a red bull-calf and a red boar are sacrificed at the god’s temple to ward away destructive fires.

Venatia – Introduction

I’m juggling four projects right now, but I finally finished the intro to Western Venatia, the sandbox slated for NOD #6 in December.

I. Overview
Venatia is a region of woodlands and hills nestled between the Klarkash Mountains in the west and the Great Yamas in the east. Once dominated by the Nomo Empire, it is now home to several competing city-states, the largest being Lyonesse of the Gleaming Towers, heir apparent to Nomo. Other city-states in the region include Antigoon, heart of a mercantile network that stretches across NOD, and Blackpoort, a city of ne’er-do-wells on the shores of Blackmere.

Pandiluvian Age
During the Pandiluvian Age, Blackmere was connected to the Tepid Sea via a narrow, rocky channel. The Klarkash Mountains constituted the major landmass of the region and supported dozens of ophidian citadels, while the remainder of Western Venatia consisted of swampy, mosquito-ridden islands. The elder races constructed cities beneath the Tepid Sea while one tribe of aboleth constructed a maze-like fortress in the depths of Blackmere.

When the waters receded from the landscape, Western Venatia took on its modern appearance. The aboleth were trapped in Blackmere and very few still survive, while the heights of many a submerged city in the Tepid Sea were exposed. Lizard men moved into the swampy valleys and canyons and constructed cliff cities and magnificent ziggurats to Tiamat, the Mother of Monsters. Unlike the eastern lizard men, who formed the kingdom of Karzak, the western lizard men maintained small, feudal towns that warred incessantly. The ophidians were forced to seek shelter deep beneath the earth near volcanic vents as the Klarkash Mountains cooled.

Golden Age
As in Eastern Venatia (see NOD #4), the human slaves of the lizard men rose up and destroyed their masters, founding a number of farming and fishing villages. Where the lizard men preferred the valleys, the humans constructed their lairs on hilltops and worshiped the sky (i.e. Jove) rather than the sea. Many humans lived in the woodlands as hunter-gatherers, and persist to this day as wild men of the woods.

The human villages never amounted to much, and thus dozens of humanoid tribes (orcs, gnolls, goblins and hobgoblins) were able to establish themselves in Western Venatia.

Modern Age
The Modern Age was initiated with the coming of the legions of Nomo. Legion XXXI descended into the Rooky Wood from Chimeria in the Klarkash Mountains and established the forts that would become Morrow and Pfeife. Legion XXXI became bogged down fighting the goblins and spiders of the woods, and went no further. In the meantime, Legion XIV arrived from the south (after securing Brigandy’s tribute via a marriage between the son of Corundus, legion commander and the niece of Queen Gloriana, who reigns to this day), constructing the old fort at Antigoon and then moving up the Swiven River. Legion XIV would found Blackpoort and Lyonesse on their way to carving out what become known as the Westerling Empire, subservient to Nomo but always threatening revolt.

With the fall of Nomo, the city-states of Western Venatia enjoy independence. Tristram, the king of Lyonesse, fancies himself a contender for the imperial crown, and would very much like his agents to find the lost relic that he may claim the title. Antigoon and Blackpoort, meanwhile, arm themselves for the eventual struggle with Lyonesse, for they wish to remain independent.

II. Regions

Blackmere
Blackmere is a large, fresh water lake that empties into the Tepid Sea via the Swiven River. Blackmere is a shallow lake with crystal clear water; passing ships have no trouble spotting the ruins that lie beneath the water, though the predators of the lake have adapted camouflage in the form of black skin or scales. The eastern shore of Blackmere is treeless and interrupted by rocky gullies the pour in frothing, freezing water that originates in the Klarkash Mountains and rushes through the wooded canyons of the Rooky Wood. The western shore is choked with massive, black oaks and willows. The bottom of the lake is covered in smooth, black stones and large forests of bright, green kelp that hide the stone houses of the lake goblins.

Dreadful Forest
The Dreadful Forest is thick and dark, consisting mostly of evergreens (spruce, pine) and brambles. More information on the Dreadful Forest can be found in NOD #4.

Forest Perilous
The Forest Perilous is an ancient woodland of oaks, hawthorns, and willows. The trees here are gnarled and twisted and prove very difficult to traverse. Many small, quick streams flow through the woodland. Forest paths are almost always twisted and useless; most end in traps set by ogres or pixies. Light in the woodland is never better than twilight.

The Forest Perlous surrounds the city-state of Lyonesse. Some suggest that only the devotion of the Lyones to Ceres keeps the forest monsters at bay.

Gaestly Hills
The Gaestly Hills are an expanse of rough highlands studded with ancient barrows and burial chambers. Most of these burial sites were cleared by adventurers over the last 100 years, their treasures plundered and their secrets revealed, but a few remain untouched. The Gaestly Hills are rich with iron and silver deposits. They also support a good deal of game, and make adequate pasture for sheep and goats.

The hills are dominated (if anything can be said to dominate the bleak, mossy landscape) by the city-state of Blackpoort. Blackpoort is the main southern port on Blackmere, and handles goods coming from exotic Mu-Pan by the Jade Road via the Venatian League in the north.

Grete Myre
The Grete Myre is a thick, wooded swamp stalked by reptilian savages. A few bold human renegades dwell in the swamp, often hiding from the authorities of Antigoon. These “myrefolk” supply the alchemists of Antigoon with rare herbs and animal specimens.

The myre is bordered to the north by the Gaestly Hills, to the east by the Dreadful Forest, to the west by the Nybling Hills and the the south by Biscotti Bay, an arm of the Tepid Sea. The principal settlement of the Grete Myre is Antigoon, which dominated the moors that rise on the border between the myre and the hills.

Klarkash Mountains
Ancient and wicked, the Klarkash Mountains separate Venatia from Umbriago, the cradle of Nomo. The mountains are tall and have molded by the wind into great lumps of limestone divided by deep, lightless canyons. These canyons are home to fungal horrors and depraved fairy folk, as well as a few rugged clans of wild men and several hordes of hobgoblins.

The western mountains that border Venatia are a bit less severe than the eastern reaches, and even support stands of silvery beeches and coppery grass on their ledges.

Nybling Hills
The Nyblings are wooded hills that extend from the Tepid Sea to the Klarkash Mts. They have a pleasant climate and are mostly covered with oak trees. The local “barbarians” include gnomes, kobolds, svarts and bugbears. The northern portion of the hills is settled by Antigooners and has many trails connecting manors and strongholds. The remainder of the woodland is quite wild, with the southern reaches dominated by trolls.

The hills were once the hunting preserve of the Nomo’s Emperor and his clan. He constructed his summer palace, Amvianda, in the hills and each year hosted a glorious bardic college. Amvianda is now a lonely beacon of civilization in the midst of the wilds. Patrols of rangers do their best to keep the town safe and maintain communication with the outside world, but they are hard pressed. Since the fall of the Emperor, the chamberlain of the palace has been the defacto ruler of Amvianda, and he has proven to be less than capable in the role.

Rooky Wood
The Rooky Wood was the last portion of Venatia brought under (loose) control by the legions of Nomo. It consists of a number of narrow, winding canyons shot through by fast, icy streams that empty into Blackmere. The badlands support hardy, evergreen trees and brambles and are haunted by arachnids and goblins. The forest was once home to demon worshipers, who summoned many fiends in the days of old. Shrines to demon princes can be found in the woods, and often they bear signs of recent use.

Tepid SeaThe Tepid Sea is thoroughly described in NOD #1. We will note here that it is a shallow, blue-green sea and home to mermaids, sahuagin, tritons and undines. A good deal of commerce goes through the Tepid Sea to Mother Ocean, much of it to or from the city-state of Antigoon. The two other major ports on the Tepid Sea are Tremayne and Ophir (which appears in NOD #2).

III. Random EncountersRandom encounters should be diced for twice each day, once in the daytime and once at night, with dangerous encounters occurring on the roll of 1 on 1d6 and traveler encounters on the roll of a 6 (see below).

Travelers
1-2 Men-at-Arms (6d6)
3 Pilgrims (3d6)
4 Refugees (9d6)
5-6 Traders (2d6)

Blackmere
1 Aquatic Hobgoblins (6d6)
2 Aboleth Thralls (6d6)
3 Nixie (6d6)
4 Privateer (6d6)
5 Raven, Giant (3d6)
6 Kelpie (2d6)
7 Cathbad (1d8)
8 Scrag (1d8)
9 Ghost (1d4)
10 Afanc (1)

Dreadful Forest
1 Carnivorous Flying Squirrel (6d6)
2 Wild Man (6d6)
3 Lizardman (5d6)
4 Giant Lizard (4d6)
5 Black Bear (3d6)
6 Noroob (3d6)
7 Ogre (3d6)
8 Baccae (2d6)
9 Firedrake (2d6)
10 Pseudo-Dragon (2d6)
11 Woodwose (1d8)
12 Hill Giant (1d6)

Forest Perilous
1 Brownie (6d6)
2 Elf (6d6)
3 Wolf (5d6)
4 Ogre (3d6)
5 Dryad (2d6) or Nymph (2d6)
6 Satyr (2d6)
7 Wraith (2d6)
8 Actaeon (1d8)
9 Treant – 7 HD (1d8)
10 Dragon – Green, Adult, 7 HD (1d6)
11 Leopard (1d6, attack with surprise)
12 Unicorn (1d6)

Gaestly Hills
1 Bandit (6d6)
2 Orc (6d6)
3 Wolf (5d6)
4 Ghoul (4d6) or Ghast (2d6) or Ghost (1d6)
5 Falcon, Giant (3d6)
6 Lycanthrope – Were-rat (3d6)
7 Ogre (3d6)
8 Vierd (3d6) or Wight (2d6)
9 Bat, Giant (2d6)
10 Owlbear (2d6)
11 Cockatrice (1d8)
12 Hill Giant (1d6)

Grete Myre
1 Giant Leech (5d6)
2 Lizardman (5d6)
3 Thugtoad (5d6)
4 Crocodile (4d6)
5 Zombie, Leper (4d6)
6 Giant Frog – Large (3d6)
7 Harpy (3d6)
8 Noroob (3d6)
9 Giant Dragonfly (1d6)
10 Hydra (1d4; roll heads randomly for each)
11 Shambling Mound – 9 HD (1d3)
12 Froghemoth (1)

Nybling Hills
1 Badger – Giant (4d6)
2 Black Bear (3d6)
3 Bugbear (4d6)
4 Bulette (1d4)
5 Giant Owl (2d6)
6 Giant Weasel (2d6) or Wereweasel (2d6)
7 Gnome (6d6)
8 Highwayman (3d6)
9 Kill-Bunny (5d6)
10 Kobold (6d6)
11 Troll (1d8)
12 Wolf (5d6)

Rooky Wood
1 Aranea (1d8)
2 Bugbear (4d6)
3 Cave Bear (1d8)
4 Drider (1d6)
5 Ettercap (2d6)
6 Forlarren (2d6)
7 Forester’s Bane (2d6)
8 Giant Spider – 4 ft (2d6) or Phase Spider (2d6)
9 Goblin (6d6)
10 Hobgoblin (6d6)
11 Imp (1d8) or Quasit (1d8)
12 Quickling (1d8)

Tepid Sea
1 Locathah (6d6)
2 Pirate (6d6)
3 Mermaid (3d6)
4 Scrag (2d6)
5 Harpy (1d6)
6 Sea Serpent – Gilded (1d6)
7 Shark, Large (1d6)
8 Sea Serpent – Fanged (1d4)
9 Giant Octopus (1d3)
10 Roc (1d3)
11 Sea Serpent – Briny (1d3) or Spitting (1d3)
12 Aspidochelone (1)

The Gods of the Motherlands – Part Two

Continuing the Gods of the Motherlands with Hercules through Minerva.

Also – For those that purchased an electronic copy of NOD #4, I have attached the missing cover. You should be able to download it again with the cover – if not, let me know and I’ll send it to you as a PDF.

Hercules
Donar, Heracles
Lawful god of strength, adventure, heroism and rebirth
Wields a club
Patron deity of Guelph
Served by elohim and cherubim
Symbolized by a lion
Clerics can cast the magic-user spell Strength

Hercules is strength personified. While still an infant, he strangled two huge snakes with his bare hands. Hercules is a fearless adventurer whose many escapades are the stuff of legend. A robust, cheerful man, he has an appetite for food and women that almost equals that of his father.

Hercules appears as a stout man with a long beard, usually wearing a lion’s skin or leather armor, brandishing a large, wooden club. Hercules is the son of Jove by the mortal woman Alcmene. Being born by Jove from an extra-marital tryst has earned Hercules the enmity of Juno, protector of marriage and sister-wife of Jove.

Hercules is best known for his Twelve Labors, quests he had to complete to atone for killing his own children when he was driven insane by vengeful Juno. The labors included killing a giant lion, hydra, giant deer, giant boar, cleaning stables, killing the Stymphalian birds (giant cranes with metal beaks), capturing a giant bull, rounding up carnivorous horses, stealing the girdle of Hippolyte, queen of the amazons, herding the cattle of Geryon, fetching the Apples of Hesperides and capturing Cerberus, guard dog of Hades. Because many of these labors included slaying giant beasts, Hercules is often taken as a patron by rangers.

Grande Tourney (July 22 – August 7): During the Hercules’ tournament, people compete at various athletic and musical contests. Brass tripods are awarded to the victors.

Jove
God, Jupiter, Zeus
Lawful god of the upper sky and royalty
Wields a lightning bolt
Patron deity of Nomo
Served by angels and air elementals
Symbolized by a lightning bolt
Clerics can cast the magic-user spell Lightning Bolt as a 5th level spell, dealing damage as though 2 levels lower.

Jove is the king of the gods, though his command over them is far from absolute and his decisions are often challenged. Jove is the god of the sky, the ruler of all high things, including the clouds, rain, wind, thunder, and mountain summits. He is the protector of laws, friend of the weak, and dispenser of justice. Jove is also worshiped as Father Oak, or the Green Man, the masculine force of procreation.

Although Jove can take any form he wishes, he often assumes the form of a powerful, bearded man with regal bearing when he visits the mortal world. His true form is that of a ball of fiery light so intense that no mortal can look upon him without bursting into flames.

Jove is the husband of Juno, queen of the gods. He is the father of Minerva, Apollo Helios and Hercules. His brothers are Neptunus, ruler of the oceans, and Plutus, ruler of the Underworld. Jove’s father was Saturn, king of the titans.

Gulestide (December 22-28): Gulestide is not only a time of feasting and merriment, but also a time when the world is turned upside down; masters and slaves, teachers and students and nobles and peasants switch places for a time, with the proceedings led by an elected Lord of Misrule.

Juno Regina
Hera, Saturnia
Lawful goddess of women, marriage and cattle
Wields a spear
Served by angels and erinyes
Symbolized by the cow, peacock or pomegranate
Clerics of Juno can, at 5th level, summon an erinyes once per month to punish an oath breaker

Juno is the goddess who protects women and the sanctity of marriage. She is known for her vengeful nature, especially toward the paramours of her husband Jove. She is the queen of the gods, often depicted enthroned and wearing a diadem and veil. Poets usually describe her as cow-eyed, indicating large, beautiful eyes.

Offerings to Juno take the form of pomegranates and poppy seeds, or ivory ornaments in the shape of pomegranates and poppy seeds.

Juno is the wife and elder sister of Jove and the daughter of Rhea and Saturnus. Her children by Jove are Mars, Juventas, Discordia and Ilithyia, goddess of childbirth. She reputedly created Vulcan without the aid of her husband in response to his creation of Minerva.

Matronalia (June 1): On this day, women perform rites in the temple of Juno. They are permitted to wear their hair down and not permitted to wear belts or any knots in their clothing. Husbands are expected to say prayer for their wives and children give presents to their mothers.

Mars
Ares, Camulus
Chaotic god of war
Wields a spear
Patron deity of Azsor
Served by demons
Symbolized by a spear and shield
Clerics of Mars are permitted the use of swords, though they must be cleaned of blood after use and anointed with expensive oils (worth 10 gp with each use)

Mars is the god of blood lust and slaughter. He is fond of strife, anger, and unrestrained blood-letting. As such, he is not a very popular god and is only worshiped by a large numbers of people in the city-states of Guelph and Nomo. Vultures and dogs are sacred to him.

Mars usually appears as a large man with burning, hateful eyes and a permanent scowl etched across his mouth. He wears ornate platemail armor and carries a flaming sword.

Mars is the son of Jove and Juno, the husband of Bellona and the lover of Venus. He is attended by Deimos (terror) and Phobos (fear) in battle, his sons by Venus, and by Adrestia, his daughter by his sister Discordia. Other members of his retinue are Nike, the deathless spirit of victory, Kydoimos, the demon of the din of battle, the Makhai (battles), the Hysminai (man-slaughters) and Alala, personification of the war cry. Mars’ other children by Venus are Cupid and Harmonia.

Armilustrium (November 12): On this day weapons of the army are purified and stored for the winter. The army is assembled and reviewed and garlanded with flowers. Trumpets blare and citizens gathered with their arms and armor take part in a procession with torches and sacrificial animals. Young noblemen dressed as ancient warriors with red capes take part in ritual dances.

Mercurius
Hermes, Lugus, Psychopompos
Lawful god of trade, gambling, thieves
Wields a club
Patron deity of Blackpoort
Served by elohim
Symbolized by a cadeuceus, tortoise, cock or winged sandals
Clerics can cast the magic-user spell Charm Person

Mercurius is the god of travelers, merchants, thieves, gamblers, athletes and eloquent speech. He also serves the gods as a messenger and an arbitrator of disputes. As a god of travelers and a slayer of giants (Argos, in particular), some rangers choose to worship Mercurius as their patron.

Mercurius is depicted as a handsome, athletic youth wearing a broad-brimmed traveler’s hat and carrying a white caduceus (winged rod entwined by two serpents).

Mercurius is the son of Jove and Maia, a daughter of Atlas. His children include Faunus, the god of satyrs, Hermaphroditus, a man merged with the nymph Salmacis, Fortuna, goddess of fortune, and Autolycus, prince of thieves and grandfather of Ulysses.

Shrovetide (April 1): Merchants sprinkle their heads, ships, wagons and merchandise with holy water. Shrovetide is a day of raucous celebrations with a carnival atmosphere.

Minerva
Athena
Lawful goddess of wisdom, crafts, strategy and war
Wields a long sword
Patron deity of Gwenth
Served by angels
Symbolized by an owl
Clerics can cast the magic-user spell Shield (see below)

Minerva is Jove’s favorite daughter and the virgin goddess of strategy, architecture, sculpture, spinning, weaving, horses, ox olives, prudence, and wise counsel. Though she is a warrior goddess, she is no less skilled in the arts of peace, inventing the potter’s wheel, teaching men to tame horses and helping them to build great ships. Minerva is also a patron of chivalry and knighthood.

Minerva is depicted as a statuesque woman of great beauty attended by an owl. She wears the Aegis, a breastplate of goatskin with serpent fringes, a shield that bears a gorgon face, and a helm decorated with a winged lion.

Minerva was created by Jove without a mother, and as a virgin has no offspring of her own. She is often accompanied by Nike, the goddess of victory. She has aided many heroes, including Ulysses, Jason and Hercules.

Candlemas (February 1): The highlight of the day are candle-lit processions and rites of purification. It is especially an artisan’s holiday. Women consult fortune tellers on this day, plays are exhibited, and contests for orators and poets are held.

The Gods of the Motherlands – Part One

The Priestly Colleges
Although many deities are worshiped in the Motherlands, the following deities are the most popular and well known. Most city-states have a temple or shrine to each of them. Each city-state in the Motherlands has a college of priests (usually 10 to 20), with one priest assigned to manage each temple. The college is headed by a pontiff, and each temple priest is assisted by a staff of lesser clergy. Some city-states have an upper college dedicated to the Motherlander deities and a lower college that oversees the temples of foreign deities.

Apollo Helios
Apollon, Apulu, Belenus
Lawful god of sun, music, archery and herdsmen
Wields a bow
Patron deity of Antigoon
Served by elohim and nymphs
Symbols are the lyre, crook, sunburst or cross
Clerics can cast the magic-user spell Fireball as a 5th level cleric spell, dealing damage as though 3 levels lower.

Apollo Helios is the god of the sun, archery, medicine, healing, light, truth, oracle, colonists, patron defender of herds and flocks, music and poetry, homosexuality, harmony, order, reason and plague. He helps ripen crops, destroys pests, cures illnesses, and protects shepherds and their flocks. Apollo is not entirely beneficent. He carries a bow with terrible arrows that visit plague and disease upon the targets he fires them at.

In his true form, Apollo Helios is a beardless young man of divine beauty who radiates warmth and light. Apollo Helios always carries a lyre or longbow; in fact, the object he carries can take either form as the god desires.

Apollo Helios is the son of Jove and Leto, half-brother of Mars, Minerva and Hercules and twin brother of Diana.

Midsummer’s Day (May 15): People build huge bonfires and walk themselves and their livestock between them to protect them from the diseases of warm weather. Masked mummers frolic and folk stay up all night making merry.

Atlas Telamon
Lawful god of strength, perseverance, exploration
Wields a club
Patron deity of Dweomer Bay
Served by devas, giants
Symbolized by a globe or compass
Clerics can cast the magic-user spell Enlarge

Atlas is worshiped not only as a deity of strength and endurance, but also as a god of exploration and cartography. He is the strongest of the titans who separates the heavens from the earth. Atlas appears as a giant of man holding the tools of exploration: compass, sextant, spyglass and globe.

Atlas is the son of Japetus and Clymenem, the daughter of the titan Oceanus. His brothers are Prometheus, Menoetius and Epimetheus. His own children are mostly daughters, and include the Hesperides by Hesperis, the Hyades and Pleiades by Aithra, and Calypso, Dione and Maera by unspecified goddesses.

Atlas’ temples are supported by merchant societies and in turn fund cartographers and explorers. Temples of Atlas are decorated with images of exotic lands, animals and people. The classic cleric of Atlas will wear three-quarters plate and be found at the head of a column of explorers plunging into unknown lands.

Ceres Dea Frugu
Demeter
Neutral goddess of grain, agriculture and fertility
Wields a staff
Patron deity of Lyonesse
Served by fey creatures, earth elementals and erinyes
Symbolized by a poppy, sow or mare
Sacred animals are the bear, crow and horse
Druids can cast the spell Respite from Death

Ceres is the queen of the fruitful earth, goddess of agriculture, and patron of motherly love. Without her blessing, no crops may grow on the earth. Ceres will not hesitate to use this fact to blackmail men and other gods if the need exists. Ceres also has control over the weather. A sow is sacrificed to her when a death occurs in a family. Ceres is a usually a benevolent goddess. If her worshipers ignore their duties, however, she does not hesitate to destroy their crops and send famine upon them.

In her true form, Ceres is a beautiful woman, but she can change her own shape and that of others at will. She carries the cornucopia, or horn of plenty, and a scepter.

Ceres is the daughter of Saturn and Rhea and sister of Jove, Juno, Vesta, Neptunus and Plutus. She is the mother of Persephone by Jove. When pursued by Neptunus, she took the form of a mare to escape him. She could not hide her divinity, though, and Neptunus took the form of a stallion and coupled with her, producing a daughter called “the Damsel”, who leads the avenging erinyes, and a black-maned, divinely swift, speaking horse called Arion.

Lammastide (August 1): Celebration of first fruits, when loaves are baked from the first harvested grain and shared with friends and family.

Respite from Death (Druid Level 4): A recently killed comrade’s soul is released from the Land of the Dead as a shade for a limited time. If the person’s body has not been destroyed, it can re-animate it as a zombie with the mentality of the deceased (with one half of the deceased memorized spells, determined randomly, and all special class abilities except saving throws and attack bonuses, which are per a zombie’s statistics). The shade can persist in the re-animated body for 24 hours only. If the body cannot be inhabited, the shade uses the statistics of a shadow, but can only remain for 1 hour. In either case, the soul cannot subsequently be raised, resurrected or reincarnated for a period of 9 months.

Diana Prima Dea
Artemis, Brigantia, Nicevenn
Neutral goddess of maidens, the moon and hunting
Wields a bow
Patron deity of Tremayne
Served by dryads, nymphs and giant animals
Symbolized by a boar or the moon
Sacred animals are the eagle, boar and wolf
Druids may cast the spell Coursing Hound

The huntress Diana is the patroness of young girls and the mistress of beasts and all wild things. Because she will have nothing to do with men, she is a favorite goddess of the Amazons. Except for helping women during childbirth, she avoids involving herself in mortal concerns and matters. She values her privacy, and will severely punish any man violating it. Merchants, always on the hunt for profits, also pray to her to give them persistence.

In her true form, she appears as a slim young girl wearing buckskins and carrying a longbow. She is sometimes mounted upon a stag. Oak groves are sacred to her. Diana is the daughter of Jove and Latona and the twin sister of Apollo Helios. She is associated with the water nymph Egeria and the woodland god Virbius.

Diana’s high priest is the rex Nemorensis, or “King of Groves”, stationed near a sacred lake near Tremayne. The rex Nemorensis attains the position through a trial by combat, killing the reigning king of the grove. Combat may only be initiated, though, if the challenging druid is able to pluck a golden bough from one of the trees in the sacred grove.

Those trees in whose dim shadow
The ghastly priest doth reign
The priest who slew the slayer,
And shall himself be slain.

Whitsuntide (May 15): On this day Whitsun Ales (fairs) and horse races are held, mummers dress as wild forest men, and hunting is forbidden.

Coursing Hound (Druid Level 2): The druid conjures a ghostly hound that can track on a roll of 1-5 on 1d6 (-1 chance for each day since the tracks were made, additional -1 chance if the tracks have been obscured by snow, hard stone or running water). The hound exists for 24 hours and cannot attack or be attacked.

Hecate
Hekat, Trivia
Neutral goddess of ghosts, witchcraft and curses
Wields a dagger
Served by demons and the fey
Symbolized by a torch and key
Sacred animals are the wolf, serpent and horse
Priests can cast the spell Entrancing Dance

Hecate is the enigmatic and dark virgin goddess of the undead and witchcraft. She is also associated with childbirth and rearing, doorways, walls, crossroads, torches and dogs. Most city-states, towns and villages honor her with, at the very least, a shrine and a lichfield. She is also associated with the concoction of medicines and poisons, thus making her a patron of alchemists, apothecaries and assassins. Hecate is served by chaotic clerics and druids.

Hecate is depicted as a three-headed goddess, either with the heads of three maidens or with the heads of a dog, serpent and horse. She is the daughter of the titans Terra and Uranus, the Earth and Sky.

The most common offering to Hecate is meat left at a crossroads. Dogs are sometimes sacrificed to her. A more intense ritual requires one to bathe in a stream of flowing water at midnight, don dark robes, dig a pit and then offer a libation of honey and blood from the throat of a sheep. The libation is placed on a pyre next to the pit by the petitioner, who then leaves the site, never looking back.

Hallowtide (Nov 1): The boundaries between the Mortal World and the Ethereal Plane are thinnest on this day. People light bonfires, stay up all night, drink beer and enjoy the end of the harvest season.

Entrancing Dance (Cleric/Druid Level 3): As the priest dances, all those present (except the priest’s allies, unless the priest chooses to affect them as well) must save or become entranced. A new save must be made each round the priest dances without interruption (i.e. takes damage), and a dancing priest loses any dexterity bonus to Armor Class. Entranced creatures take on a bestial aspect and begin attacking one another savagely (+2 to hit and damage) until no rivals survive or the dance stops.

Ibis, City of Sorcerers – Books and Buns

Ah – the final preview of Ibis. I have about 30 more locations to write and a few maps to draw to finish the city-state for inclusion in NOD #5, along with the second level of the dungeon that appears in NOD #4, Mines & Mining, Mystery Men!, the Illusionist class and whatever else I come up with. I’m including the map so you don’t have to go looking for it in post #1.

47. Narmer’s Bakery: Narmer’s bakery is, on average, the busiest spot in the Souk from dawn to dusk. The first round loaves appear at the crack of dawn, and Narmer (5 hp) and his little legion of assistants work through the day producing bread and pastries. The building is a single-story number and constructed of adobe bricks. It has a small portico and a striped shade, under which loaves are displayed in wooden boxes. One of Narmer’s sons, a teenager named Minkah (5 hp), sells this bread to pedestrians. Inside the building the heat can be intense. Narmer has three large ovens and almost two dozen assistants. Along the northern edge of the building, by arched, barred windows, a number of tables and chairs are set up for customers. Narmer’s eldest daughter, a fifteen-year old beauty named Jenday (6 hp) who wants more than anything to study magic at the university, waits tables, servng pastries and sweet tea and searching for get-rich-quick schemes.

49. Scriptorium: Aten (3 hp), an intense academic with tanned skin, red hait and dark, brown eyes, oversees seven scribes, mostly students working their way through university or former students not capable enough to find a job in the queen’s bureaucracy. Aten is irreverent and well-spoken and is devoutly lawful. He has a wife named Tabia (4 hp) who came to Ibis after being rescued from slavery by a band of qamouli.

51. Edfu the Carver: Edfu is an aging romantic who dreams of daring adventurse in faraway lands. Unfortunately, he’s unfit, near-sighted and has just a touch of arthritis, so he settles for tales brought to him by magic-users who hire him to carve their staves and wands. Edfu is a master at his craft, and though he takes a bit longer than others, his products are always of the highest quality. On more than one occaision he has produced a wand or staff to be enchanted by a wizard, and in fact he has multiple powerful wizards in his clientele. The wizards, lawful or chaotic, like Edfu (it’s hard not to), so thieves’, assassins and even bureaucrats leave him alone.

53. The Mortuarium: This building is both a mortuary and a shrine dedicated to Anubis. It is overseen by Yafeu, a priest of Anubis, who has several embalmers under his command. The process of mummification is expensive, costing anywhere from 500 gp to 5,000 gp, and is mostly used by aristocrats and merchants.

Yafeu is also responsible for overseeing the burial of poor citizens in communal tombs outside the city-state. These structures are built of adobe brick and consist of a long tomb building atop a 6-ft tall platform. The bodies to be interred within are salted to preserve them and then place in long hollows in the floor with a few grave items. These holes are covered with heavy stone tiles, and then a new layer is added. The tombs usually top out at 20-ft in height and are hallowed to keep the ghouls at bay.

Yafeu has pale skin, blond hair pulled back in a tail and brown eyes. He has a “dusty” appearance, like an old bottle of wine, though his exact age is indeterminate.

| Yafeu: HP 13; AC 7 [12]; Save 13; Special: Spells (1st), turn undead. Sable robes over leather armor, silver headband, silver holy symbol, silver-tipped mace.

55. Shashi the Leatherworker: Shashi is a young woman who hails from Kirikersa, the great port city of Lemuria. She has ebony skin, black hair worn in beads, bright and green eyes. Shashi is tall and fat, and keeps five husbands and six children in her home in the suburbs of Ibis. This building is her workshop, where she employs an apprentice (her daughter Sumati) and a local journeyman named Hamut. Shashi is a quick-witted prankster who specializes in crafting fine leather armor and saddles, leaving lesser items to her helpers. She is lawful and gives potential customers a good looking over to make sure they are not thieves.

Ibis, City of Sorcerers – The Golden Princess

The penultimate preview of Ibis – one more to go and then I get into Mystery Men, The Gods of the Motherlands and Western Venatia, a land of blue-blooded knights, black-hearted robbers and silver-tongued merchants.

37. Three Cockles: This restaurant, owned by an émigré from Nomo named Malvina (3 hp), is under a bright blue sign decorated with three large cockle shells. The restaurant caters to expatriates from Nomo and the other city-states of Umbriago. They are an unruly and dangerous bunch, but the restaurant is usually full of laughter and singing with only the occasional duel. Duels in Malvina’s are done in a painted ring. Combatants are tied left wrist to right wrist, and engage in pummeling and wrestling until one person submits or is unconscious. Wagers fly all about the room during these bouts, and both winner and loser are treated to a steaming plate of food and a mug of wheat bock.

When one enters the Three Cockles, their eyes are immediately drawn to a number of large, steaming cauldrons in the center of the room. These cauldrons contain all the fruits of the sea – cockles, salty sea slugs, clams, oysters, fish (in a stew with saffron, scallions and dark wine), crayfish, squid and octopus tentacles, etc. A pot of garum is on every table.

The owner of the establishment, Malvina, is a youthful woman with a hard face and eyes that look right into a person’s soul. She has tawny blond hair, usually pulled back in a bun, dark brown eyes and is quite tall for an Umbriagan woman. Malvina is a divorcee, having once been married to a minor magus of Ibis; she now carries a chip on her shoulder toward all magicians, students and intellectuals.

Besides her waiters and cooks, Malvina also “employs” a band of pikeys (gypsy halflings) who skulk about the room picking pockets and doing odd jobs. The halflings live in the cellar in squalid conditions, and have been forced to serve Malvina because she holds their grandmother, a fortune teller, captive in her chambers above the restaurant. They are always under Malvina’s watchful eye, and she also has a bull mastiff on guard in her room. The halflings are beaten savagely by Malvina if they are caught plying their trade, but always wind up back in the restaurant when things cool off a bit.

39. Goldsmithy: Svalgault (gnome, 1 hp) runs a very successful shop of jewelers and goldsmiths, all of whom are gnomes. The ground floor of Svalgault’s is a workshop of tiny tables and shelves and a locked, freestanding vault containing anywhere from 20 to 80 pounds of gold and silver, and maybe 1 to 10 pounds of platinum. The floor above has been extensively altered from its former state. It has been bricked in to create a system of artificial burrows for the gnomes and their little families. The top floor contains Svalgault’s palatial residence, a seraglio of clockwork doxies, expensive rugs from Ishkabibel and beaded curtains from Ophir.

The gnome jewelers specialize in astrolabes and amulets. Like svalgault, they have light brown skin, salt-and-pepper hair and blue eyes. Svalgault is possessed of an impetuous curiosity and loves to play a good prank (though he never mixes pranks with business). When challenged or contradicted, he flies into a terrible rage, and can fight as a berserker. He is a frequent guest at Malvina’s [37], and she knows well that he and his people must not be targeted by her little band of captive thieves.

41. Exotic Redsmith: Xihuitl (4 hp) is a tall, thin woman with cinnamon skin, dark brown hair, brown eyes. She is immaculate in her appearance, wearing a white tunic, leather sandals, copper jewelry (including a nose stud) and she has three black lines tattooed on her chin, running from her lips to her neck. She is an immigrant from far-away Hybresail, brought to Ibis (via Ianus and Ophir) by her husband, a roughneck sailor from Tremayne who spends most of his time at sea. Xihuitl is a kindly but jealous woman who makes a living as a redsmith (i.e. she works in copper and bronze), specializing with vats and cauldrons (she made the cauldrons in Malvina’s Three Cockles restaurant [37]).

Xihuitl has a young son, Coyotl, who is always by her side and learning her craft. He is possessed of a wondrous intellect and frightening psychic powers (treat as a level 5 psychic). Coyotl has wicked eyes, and his piercing stares have been known to unnerve even the most stouthearted barbarian.

Xihuitl’s shop is cluttered with keepsakes from her husband’s travels and with wooden idols from her native land. A seemingly harmless iron trunk in one corner is large enough to hold a person, and the interior is lined with long spikes. Xihuitl uses it for sacrifices, a handy spout siphoning the blood into a ritual bowl of jade (worth 35 gp). She makes these sacrifices infrequently, and maybe tellingly, she usually chooses sailors who remind her of her errant husband.

43. Masoleum of the Golden Princess: This building is a tall, narrow pyramid of limestone clad in white marble and topped with beaten brass (the original gold was stolen many times). Entrance is via the ghoul tunnels under the city or through a secret entrance on the southern wall that leads to a short tunnel and a sudden fall (10-ft).

The pyramid is home to a mummified princess called Hashminepsis and nicknamed the Golden Princess from her habit of bedecking herself in a ridiculous amount of gold jewelry. Her wickedness carried her into the afterlife as an avaricious, undead monster, now attended by scorpions, the ghouls of Ibis and ladies-in-waiting (wights), as well as an ill-tempered and sarcastic idol of the scorpion goddess Selchis.

Treasures: 1,300 gp, two sunstones worth 1,200 gp each, a jade mask worth 95 gp, a necklace of gold discs worth 9,000 gp, a brass ankle chain worth 100 gp and a jaw of dust of appearance sealed with wax.

| Hashminepsis: HD 6+4 (37 hp); AC 3 [16]; Atk 1 fist (1d12); Move 6; Save 11; CL/XP 7/600; Special: Rot, hit only by magical weapons.

| Lady-in-Waiting: HD 3; AC 5 [14]; Atk 1 claw (1 hp + level drain); Move 9; Save 14; CL/XP 5/240; Special: Drain 1 level with hit, hit only by magical or silver weapons.

| Ghoul: HD 2; AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; CL/XP 3/60; Special: Immunities, paralyzing touch.

45. The Lamb and Scallion: This low building is actually constructed about half above ground and half below. One enters by descending wooden stairs, and wide ledges around the exterior of the room hold low tables and woven mats for seats. The room is always stalked by the owner, Hasani (2 hp), the owner, a large, red-faced man with a bushy black beard and sunken eyes. He always wears rich clothes and a large, white turban and carries a ciphering stick (for recording one’s bill) and a large knife that he enjoys flashing in people’s faces. Naturally, Hasani is a coward at heart, and quickly backs down when challenged.
He employs several cooks who prepare rich dishes of antelope steaks, legs of mutton and goat stew, spiced with pepper, saffron and other exotic products of the far south. Pantries connected to the main room contain barrels of sweet ale, spiced wine, bottles of rum and brandy and wheels of cheese.

Hasani has five wives, all of whom work as waitresses in the restaurant and make a game of stoking their husband’s jealous disposition. He has but a single son belonging to his third wife and adopted as his own. Adom is a layabout and a wastrel who is always working a scheme to get rich. He is a fair swordsman, but shys away from adventuring.

| Adom, Fighting-Man Lvl 2: HP 13; AC 9 [10]; Save 15. Short sword, dagger.

Thanks to Tony Dowler at Year of the Dungeon for his dungeon maps, the format of which inspired my little mausoleum.