Archive for July 2009

A strange adventure hook…

July 30, 2009

…that just came to me. Well, to be honest, I was inspired by a documentary on TV about trophy hunting in Africa.

The Noble Traveler

A calathian noble has arrived in Mor Aldenn, with a large entourage of young courtiers and lots of servants. He invites the PCs to a private party at the Whimsical Sprite, where he has a proposal for them. He wants the PCs to take him into the wilderness and slay (or maybe even capture) one of the fabled ossindrillon magical beasts! He has his mind set on either a blink dog or a displacer beast! The latter is clearly his favorite.

The calathian noble will pay the PCs up to 2000gp for such a hunt and will, of course, pay all expenses along the way. He is willing to go alone with the PCs, but would like to have at least two people with him, a bard and a servant.

Designer’s Notes: Mor Aldenn is the ideal place for this hook, a safehaven located in the middle of a great and ancient wilderness. This hook is probably for a mid level party, although, it all depends on the kind of beast that the noble wish to slay.

A different version of this hook, is a female noblewoman, who wants a magical beast, preferably a blink dog. She has a magical necklace that will negate the beast’s own magic. She wants the beast alive, of course, and will pay nothing for a dead beast. She doesn’t necessarily have to go along on this hunt, but will insist that the PCs take her cousin along, a calathian swordsman.


Ehlora, the Scholar

July 27, 2009


Goddess of ancestry, death and knowledge

”The goddess, Ehlora, is a very complex deity, at least the way she is worshiped in our fair city. We call her the Scholar, and often pray to her when mundane questions needs answers.

It is said that Ehlora is there when we are born and there when we die, but in between, we are only watched and guided by her truest followers.

Ask any of her clerics, and they will tell you how Ehlora awaits everyone in the afterworld. The Scholar will ask you about your life, but she does not judge you. In fact, it is believed that she makes you judge yourself, that you may determine your own fate in the afterlife.”

 – Olendir Kortt, Scholar

Ehlora is the Scholar, a gatherer of knowledge, a protector of ancestors and the watcher at the gate of death. She is not feared, at least not by those who can stand by their actions. It is said that when a person dies, recollections of his life is written into the Book of the Dead, a powerful artifact that Ehlora always carry with her. The Scholar has no home, instead she wanders the afterworld, visiting the other gods, gathering new knowledge where she finds it.

Ehlora sees the significance in everything, she is in truth, a watcher. From time to time, the other gods call upon her, good or evil and she will allow them to read from her book, the Book of the Dead. She never takes part in any wars, in fact, Ehlora will never side with another god in any dispute. She is the caretaker of the dead, and as such, the Scholar spends more time in the borderlands between the worlds than anywhere else.

In the realm of the mortals, Ehlora is often depicted as an elderly woman marked by time, yet graceful. She carries a heavy tome in one hand, as if it were light as a feather, and an hourglass in the other.

Those who choose to follow the teachings of Ehlora are always interested in the truth. They ask questions rather than answer questions, never content with the knowledge they already have. Contrary to common belief, followers of Ehlora often travel much like their goddess. They are not afraid of taking action, but will rather watch events unfold.

Followers of Ehlora are not afraid of dying, knowing that another life awaits them in the afterworld. Death is inevitable, but can be postponed. Ehlora accepts that sometimes the dead can be brought back to life and will even allow her followers to take such actions, but never without paying a price of knowledge.

Gods of Mor Aldenn

July 25, 2009

I’ve always known that three gods were favored in Mor Aldenn, the Leader, the Scholar and the Protector. These three names, however, are not used outside of Mor aldenn. Moraldenns are fiercely protective of their city and so their gods must also become part of the community, almost like real people and citizens with highly defined roles.

The city only have one temple, but what a temple! It’s one of the largest and most impressive buildings, second only to the Tower of All-Magic and the Mayor’s Mansion. You can find it next to the Barrowdelve gate, reacing far above the surrounding buildings.

Note that all the deities are neutral aligned.

The three deities worshipped in Mor Aldenn, are;



The Leader; God of family, luck and law

Alignment Lawful Neutral

Domains Community, Fire, Law, Liberation, Luck

Symbol The Hand of Fire

Favored Weapon Quarterstaff



The Scholar; Goddess of knowledge, ancestors and death

Alignment Chaotic Neutral

Domains Chaos, Darkness, Death, Knowledge, Repose

Symbol The Blind Eye

Favored Weapon Flail



The Protector; God of walls, protection and trickery

Alignment Neutral

Domains Glory, Healing, Protection, Strength, Trickery

Symbol The Winged Blade

Favored Weapon Longsword


Designer’s Notes: There are several factors here that I’m still unsure of; 1) the chosen domains. I may change a few of them and create a few new domains once we get closer to August 1st. 2) The symbols. I like Ehlora and Vhorann’s symbols well enough, but I’m not sure I like Calmorrun’s. 3) The favored weapons. I like Ehlora and Calmorrun’s favored weapons, but I think I will definitely change Vhorann’s, just gotta figure out what weapon to replace the longsword with…

The Mor Aldenn Calendar

July 24, 2009

The calendar of Mor Aldenn mirrors our own. There is 12 months in the year and 30-31 days in each. They have weeks as well, each 7 days long.

Kelmon (January)

Awnlor (February)

Mithrun (March)

Celaron (April)

Darnuin (May) 

Alarnon (June)

Elaron (July)

Balmith (August)

Mithmor (September)

Vardil (October)

Dralon (November)

Morlardin (December)

The first three months are the Months of Spring, the next three are the Months of Summer and so forth.


July 23, 2009

The glossary has been updated!

Crunch: Old bones, new uses

July 23, 2009

Today I present to you… a few necromancy spells that gives new and added flavor to the well-known spell… unseen servant, now with bones! I imagine that the necromancers of the Shadow Tower makes frequent use of these two spells.

Bone Servant

School necromancy; Level bard 1, cleric 1, sorcerer/wizard 1

Casting Time 1 standard action

Components V, S, M (a small bone)

Range close (25 ft. + 5 ft./2 levels)

Effect one mindless skeletal servant

Duration 10 min./level (D)

Saving Throw none; Spell Resistance no

This spell is simliar to unseen servant, except that the servant can’t run and that it can be attacked (see below). The bone servant gives the caster 1d10 temporary hit points, and when these are expended, the bone servant cease to function.


Greater Bone Servant

School necromancy; Level cleric 3, sorcerer/wizard 3

Casting Time 1 standard action

Components V, S, M (a large bone weighing at least 3 lb)

Range Close (25 ft. + 5 ft./2 levels)

Effect one mindless skeletal servant

Duration permanent (D); see special

Saving Throw none; Spell Resistance no

This spell works like bone servant, except that it gives the caster temporary hit points equal to 1d10 + 1 per caster level (maximum +15). The bone servant is permanent until destroyed.


Designer’s Notes: These spells actually combine two spells, unseen servant (as previously mentioned) and false life, two of my favorite spells. The duration is severely lowered on bone servant, as opposed to unseen servant, which will hopefully still make unseen servant a very useful spell.

Thoughts and oppinions are welcome!

Crunch: New feats

July 22, 2009

Below you’ll find a few new feats that are useful, not in combat, but in skill use! The original idea was to associate them with a specific class, but I’ve dropped that idea, at least for now.



You are a particular good at teaching others.

Benefit: Whenever you use the Aid Another option (skills only), you give the receiver a +4 bonus instead of the normal +2 bonus. You can only use this feat with your class skills. Your bonus becomes a +6 bonus if you have Skill Focus.


Natural Leader

You know how to best use the resources of your friends and allies.

Prerequisite: Cha 12

Benefit: When making a skill check, you gain a bonus equal to the number of friends within 30 ft. Your friends cannot take other actions in this round as they assist you in your efforts. You can use this feat a number of times per day equal to your Charisma modifier.


Designer’s Notes: For the latter feat, I realise that you could just as easily use the Aid Another option, but then again, that particular option requires a check, and this feat eliminates that check. Say you have 5 friends, that would give you a +5 bonus to a specific skill check.