Monday, 21 April 2025

Hexcrawling for Ethyria pt 2 Rumours + some campagn notes























One feature of Ethyria in the central north is the Home of the primal giant Geryon, his two-headed dogs (children of Cerabus), his cattle and his followers. Probably best avoided until you're a demigod. Going near it has plenty of warning signs.
 
Ethyrian Hexploration wonders
Ethyrian Treasures

d10 Quick Rumour Types
1 South
2 West
3 East
4 North
5 Underlands
6 The Sea
7 Ancients
8 Non humans
9 Monsters
10 Heroes

d100 Ethyrian Rumours
1 The colonies were not the first humans here. There were other barbarians, amazons and wild folk who were here in villages before the settlers
2 The people who built ruins on the islands were past civilisations destroyed by disasters, plagues and the wrath of the gods. Many were built by giants and other humanoids
3 Under the polis sacred plateau, there are ancient catacombs and tunnels, some are used in mysterious rituals of the temples
4 They say their is a race of aquatic humanoids in the bay, who became tritonians when their settlements were sunk by the gods. They say the sea temples talk to them in secret rites
5 Creatures from the east and west come south to kidnap citizens for food or slaves
6 The mountains were once bigger and exploded in a vast volcano, leaving the bay we have now  
7 The monsters of the mountains come down to devour the people of the colonies
8 A great Hero of the city was slain by a chimaera that still haunts the craters of the mountain
9 Harpies and peryton come from the mountains to eat people seasonally
10 Volcanic vents in the mountains go deep into the earth 
11 The western palace builders angered the gods and were ruined by earthquakes, volcanoes and floods
12 The western ancients, not killed by floods and earthquakes, were turned into tritonians, minotaurs and medusas for hubris
13 The pleasure palaces of the western ancients are now labyrinthine ruins where minotaurs dwell
14 They say the western ancients were peaceful because their palace art lacks the glory of war but they used other peoples to wage war for them while they lived lives of pleasure
15 Some say the minotaurs have their own polis in a great maze where they bring human victims to be food and slaves
16 Barbarians living in the west dwell in unassailable hilltop forts to keep monsters and enemies at bay. These are often repaired ancient ruins
17 Minotaurs sometimes gather at their war shrines, bellowing and sacrificing captives before going on violent rampages
18 There are many untouched ancient treasures in the ruins of the west, but they are guarded by the 
monstrous  descendants of the cursed ancients
19 Colonists have tried to settle the west but were slain by monsters, even the wild folk and barbarians here are mostly visitors or use well-defended fortified ruins
20 Many ships on the west are wrecked, and some hold treasure. Beware monsters
21 The eastern island has always been the domain of wild forest beings, nature spirits, and wild people who worship them. Civilisation is unwelcome here, but who knows what lies hidden here?
22 Centaurs of the east can be civilised and talkative, but when drunk can turn violent and lustful
23 Satyrs and Dryads kidnap human lovers often, so the eastern island is best avoided. At least they don't eat you
24 The wild people of the east are nature worshipers who revere woodland beings
25 Dryads often have several lover thralls but can be convinced to set them free with trades or gifts
26 Satyrs and centaurs can be bribed with wine or beer but best to leave before they are drunk
27 Priests of the wild folk are very wise and great healers if you can convince them you are not hostile
28 Many wild folk and forest barbarians dislike civilised southern colonies but they can be appeased with gifts
29 The eastern barbarians bury their dead with gold in hill mounds, but they are often used as holy places protected by locals
30 Some people from the colonies have joined eastern tribes and some tribes folk have joined colonies. The woodland colonies of loggers and hunters accept this more readily than the polis 
31 
The far north broken wastes were once home to giants who warred and lost against the gods
32 The primal giant Geryon lives in the central northern highlands with his wonderous cattle, his two-headed dogs and his servants. His lands are best avoided. They say Geryon has three heads and images of him are found all over the north
33 The north is roaming with monsters who eat humans so it is best avoided
34 Great crude drystone cyclopean walls and tower ruins are common all over the north from a lost civilisation and giant civilisation destroyed by the gods. The region must have been heavily occupied once
35 Tribes of the north are wild and hostile, they compete with lion folk and the cyclopean one-eyed orc folk and other monstrous folk
36 There are great cavern shelters where primordial monsters and giants slumber, ready to invade the surface world and destroy the gods 
37 There are tunnels to the underworld in the north to the river of the dead, which takes you to the entry to the underworld guarded by Cerebus. 
38 Geryon, the giant lord of the north, keeps two-headed dogs that are sons of Cerebus so Geryon may also guard the entrance to the underworld
39 Many cults seek mysterious vents of vapours in the north from the underworld. Ancient famed oracles used these places to gain visions and make prophecies
40 The straight-angled buildings of the colonies fall down when earthquakes occur from cyclopses making weapons beneath the earth. The great dry stone cyclopean buildings of the ancients have remained intact for thousands of years
41 There is a secret temple of the god of death where mortals may cross a river, and the other side is in the underworld 
42 Some who escape the underworld have no memories 
43 Creatures from the underworld may come to the surface and harm the living when the gods are displeased
44 There are places if you pour libations of wine into the soil at midnight, you may call the 
shades of the dead you know, from the underworld
45 Their are vart labyrinths of tunnels and caverns in the earth where strange people and creatures dwell
46 Always pay the ferryman of the underworld and leave coins on the eyes of the dead for burials
47 Some heroes have plundered the underworld or rescued their loved ones, but the gods may punish those who do
48 The treasures of the underworld are kept hidden from mortals
49 Great prisons of the titans and giants in the underworld are raided by cultists and lesser giant descendants 
50 They say there are ruined temples in the north with pits that descend to the underworld from which non return
51 Great undersea polis of the Tritonian sea people serve the sea gods and titans, and like the surface people, they can be noble or wicked 
52 The Tritonians are descendants of the eastern ancient civilisation destroyed by the gods, those spared by the gods from flooding seas and giant waves became Tritonians. Those smothered by rubble and ruined palaces became minotaurs or medusa or harpies
53 There are many tiny islands and most are uninhabited. A few are home to unknown human colonies or strange, monstrous peoples
54 Mermaids, sirens and sea nymphs may all kidnap sailors and fisherfolk as lovers or food
56 Pirates operate many secret bases on islands and may bury treasure on uninhabited islands
57 Minor divinities and children of the gods may rule strange islands with supernatural powers
58 In the courts and kingdoms of the sea gods many species serve as courtiers, servants, soldiers and workers 
59 The trip to the faraway mainland is perilous, and the first colonies' heroic crossing was a feat of legend. Many other islands have remnants of shipwrecked crews and failed colonies. Some are left isolated for centuries 
60 Piracy is a legitimate profession as long as you plunder and weaken our enemies. Many are supported by island colonies or pirates may have taken control of an isolated colony. Some island rulers descend from pirates 
61 The ancients of the island arrived after the giant civilisation was destroyed by the gods
62 The ancients traded far and wide and were more concerned by pleasure and luxury than war
63 The ancients worshipped titans and gods unknown to the present age
64 The ancients adopted some of the ways of the giant civilisation from surviving humans who were slaves and servants of the giants
65 The gods turned the ancients into monster species as punishment for worshipping their enemies
66 Some cults seek to restore ancient gods and titan worship, and explore the island seeking ancient and pre-human lore
67 The wild folk and barbarian peoples came on crude sea-faring vessels and rafts. They follow gods and beings of nature and have resisted the civilisation of the ancients and were quick to replace the fallen peoples
68 Some of the ancient temples show art and remains of sacrificed bulls and sometimes humans with axes and burning remains as offerings. Maybe this was what offended the gods we know now
69 The tower builders of the northern islands conflicted with the ancients and they were overwhelmed mostly by the monsters the gods made from the ancients
70 There are many ancient ruins with treasure but many are guarded by monsters placed by the gods to withhold them from mortals
71 The cyclopsian one-eyed orcs are descendants of the giant cyclops of old and they are famed weapon smiths who are always trying to rob griffon nests for gold
72 Lion folk are a barbaric folk who have their own villages and perhaps a hidden polis. They often mock followers of the gods who failed to help them in the past
73 Centaurs can be civilised or barbarians, but all can be dangerous when drunk
74 Satyrs were once all male but mated with humans, dryads and nymphs, producing male and female offspring 
75 Descendants of giant and human hybrids in the north claim the former giant land as their exclusive property. True giants see them as inferior spawn of slaves
76 The descendants of nature spirits and mortal species have resulted in sylvan folk who change with the seasons like trees. They are revered by the forest people of the east
77 Minotaurs on Ethyria were cursed ancients who survived the earthquakes sent by the gods and were spared as monstrous enemies of humankind. Many have since given up these violent ways and their war-loving god 
78 Tritonians on Ethyria were cursed ancients who survived the floods that sunk coastal cities sent by the gods. They dwell now in various undersea polis and may deal with human sea cults. Some hate surface folk, others see humans as kin and trade with coastal people
79
Kallikantzaros are hairy underworld goblins who come to the surface world to cause mischief
80 
Akephaloi are headless folk with faces on their chests. Most are wild savages but some more civilised clans exist
81 Harpies are horrible half-bird people who steal food, spread disease and torment people, sometimes on behalf of the gods. Sirens are beautiful half-bird folk whose singing voices charm victims to their doom, to devour them
82 Manticores are cruel man-eaters, with lion-like bodies, wings that hurl tail barbs. They dwell in the mountains and come to the lowlands to hunt humans 
83 Giant snakes are guardians placed by the gods to protect holy places and treasures they withhold from mortals. Hydra are fearsome, multi-headed snake creatures 
84 Dragons have come to the island to claim the ancient treasure vaults as lairs. They say the gods brought them to withhold treasures from humanity
85 Griffons dwell in the mountains and build nests of gold that they protect for the gods
86 Chimaera are hybrid bestial monsters that keep mortals from certain places
87 Perytons are horrible winged deer-like monsters that crave human hearts and have deceptive shadows
88 Sphynxes are lion hybrids, some with human heads and wings, others with ram or bird heads. They protect holy places or where the gods want mortal transit blocked, such as to treasures or cursed places. Some demand sacrifices or ask riddles to pass them
89 Lamia are child devouring, shapeshifting, seductive monsters, usually snake-like like but may also shape quadruped lion or deer-like bodies from the waist down for mobility
90 Strigia are shape-shifting owl witches, but if you steal their cloaks you can trap them in human form 
91 Dymas was an 
explorer and one of the colony founders 200 years ago, and was killed by a Chimaera in a volcanic crater in the mountains
92 Abreas a war leader elected in a crisis to repel a monstrous horde from the west when the first colonists struggled to build a polis
93 Lycus was a mighty hunter who helped settle the woodlands around the colony. He slew many fabulous supernatural beasts and the great hunters lodge of 
Kynigós is dedicated to him and his trophies 
94 Medos a woman famed as a navigator and oracle who circumnavigated Ethyria on the first locally built ship. She mapped and made trade routes with local islands and her ship was lost on one of her voyages. Many hope to find what happened to her ship and crew
95 Xanthipe a famous healer who halted a plague that threatened to destroy the early colony and befriended holy folk of the barbarians. Her tomb is a holy site in the Polis of Kástro 
96 Agon a mighty monster slayer of the first colonists who slew a great serpant guarding the plateau of 
Kástro but he died from its venom. His tomb is a shrine with a brazier that is lit in times of war   
97 Agamede an Amazon who defended the first settlers and trained the first hopolite militia. There is a statue of her in Kástro soldiers perform drills in front of to this day. Amazons from far away even visit her shrines 
98 Cilla famously escaped pirate captivity and led colonist ships to destroy their island hideout. People still revere her and blow horns of warning when pirate ships are spotted. Her many descendants are sailors and serve the sea gods
99 Alector led adventurers into the treasure vaults of the ancients and slew many monsters in the ruins of the west and north. On his last expedition he never returned and oracles say his remains are kept by giants as a trophy
100 Demas was a powerful magician who came to the city and taught his arts and founded the school of magic in Kástro. He made many magic items but when aged departed on a ship seeking the secret lore of the gods on a fabled island. A memorial to him is in the school today

-----------------------------------
other stuff

Theros gods to mythology

Athreos = Charon
Ephara = Athena
Erebos = Thanatos
Heliod = Helios
Iroas = Heraclese
Karametra = Demeter
Keranos = Aeolus
Klothys = Clotho
Kruphix = Astraeus
Mogis = Pallas
Nylea = Artemis
Pharika = Lysa
Phenax = Dionysis
Purphoros = Haphastios
Thassa = Thetis

I chose lesser-known gods where possible
I think the Theros gods while well described, are still less complex than Greece - I recommend reading actual prayers to Greek gods over just the myths, which might require a non-lending section in a uni classics library. Apparently, the public have little interest in books like this. Beware new age BS ones are thriving online.  

Helios is quite a bit simpler than Apollo, who is not a sun god in Greece, and seems an ok fit
Athena has far more complexity than Ephara, but was a closer fit
Dionysius is also more complex than Phenax and  and the book makes him look like Loki
(Forbidden North has a Loki-like evil god too - I mean like Marvel's version of Loki in both cases). 

Im thinking the Goliath species might actually work on my Ethyria setting, but I always disliked the Bible implications of the name, so I will reskin as Giant kindred.

Im saying Tritonians and some other different terms to avoid IP use but still be usable from the Theros book. It could be used in all kinds of ancient greek fantasy settings or even in some otherworld cut off by the gods. I'd leave plenty of small islands around Ethyria.

https://www.worldanvil.com/w/theros-accelt/map/c724e34e-afb6-4f25-83ed-da50f7f67178
Id place Ethyria on the far western edge of the Theros map, but Im happy if it never comes up in my game

Ancient Sardinia, which influenced Ethyria
https://www.youtube.com/watch?v=AfdDPl7iLu8

Name lists
https://www.fantasynamegenerators.com/ancient-greek-names.php
https://www.reddit.com/r/dndnext/comments/n2u8nd/i_made_a_list_of_greek_male_and_female_names_for/

Tuesday, 15 April 2025

Hexcrawling for Ethyria pt 1























As my game is small currently I'm going for sandbox style with lots of mission tables and adventure threads in my villages but now I need some more for exploration in the wilderness also handy for stuff you see on the way. It's nice when players see something on the way and mark it for later or start a sidequest. 

I recommend before hexpolartion starts set missions for players as a group and individuals.

Comunity
Family
Religion 

For Example

I will be giving a community mission from a local leader as a group

One player has family of explorers many who vanished or reported details without a closer look so lots of opportunity here. Family have a exploration and scholarly focus as those the family religion.

Another character has missing family members also and from family with a ship and sailors who worship sea god. So exploration goals fit in this well. His family are also jerks and some might betray him.

Currently, my guys have 75% of a dungeon to explore and a cave they saw and plan to see on the way home. When they return I will get them to explore the western regions of Ethyria possibly with a ship.

Also see this
helped me understand decades of reading greek stuff and the 6000 islands of greece, most unoccupied. Theros book has good island generators.
https://greekreporter.com/2024/07/07/greek-island-groups/

3x d100 tables coming

d12 Common Fetchquest Items
1 Weapon
2 Armour
3 Artwork
4 Animal
5 Person
6 Map
7 Clothing
8 Text
9 Tool
10 Instrument
11 Herb or fungi
12 Treasure

d12 Locations
1 River or river
2 Desert or wasteland 
3 Mountain or hills
4 Woodlands or jungle
5 Cave or Underland
6 City or town
7 Sea or underwater
8 Coastline or Island
9 Swamp or marsh
10 Ruin or haunted house
11 Fort or dungeon
12 Crater or canyon

d12 Common Fetch Quests
1 Recover stolen goods
2 Rescue a captive
3 Bypass guardians to get the magic herb
4 Collect an artwork
6 Gather the venom of a giant snake 
7 Capture a fugitive
8 Hunt a dangerous beast
9 Search for a lost relic
10 Find a shipwreck
11 Map part of the wilderness
12 Report on a ruin

d12 Tricky Fetch Quests
1 Skeleton of a giant from the giant graveyard
2 Collect the hide from the dragon with the head intact
3 Steal the cloak of a were owl witch
4 Get a winning prize from a dangerous competition
5 Find a sacred axe from the Minotaur labyrinth
6 Get gold from a griffon nest or some eggs
7 Obtain lightning bolts from mountain cyclopedias
8 Convince a witch to give up a secret
9 Recover a treasure from the gorgon's lair
10 Regain the relic guarded by a chimera
11 Pass the sphynx guarding an ancient library
12 Find out what the manticore pride guard  

d12 Ruins
1 Wizard tower
2 Hermit shack
3 Farmhouse
Old mill
5 Haunted house
6 Old fort
7 Temple 
Dungeon 
Abandoned village
10 Manor house estate
11 Labyrythian Palace
12 City of Ancients

d12 Ancient Monuments
1 Menhir or dolmen
2 Cave tomb
3 Hill tomb
4 Hiil fort
5 Cyclopean walls
6 Stone circle
7 Stone altar
8 Cliff carvings
9 Cliff tombs
10 Stone head
11 Stone statue
12 Underworld entrance

d12 Mythic Remains
1 Gigantic petrified bones of giants
2 Huge strange footprints or handprints
3 Crater with burned ash mounds
4 Great charred gouge in the earth
5 Crack in the earth with hallucinogenic gas
6 Hill or rocks with worn remains of petrified creature
7 Cliff with petrified marine creatures
8 Gigantic weapon or armour, corroded or petrified 
9 Giant skull-shaped rock
10 Giant ruined steps or sections of road
11 Ancient text on walls
12 Vast cavern with giant remains inside

d12 Ruin Occupants
1 Human barbarians, partly fortified and repaired
2 Human cultists hiding from civilisation
3 Cyclopsian humanoids (one-eyed orcs)
4 Lion folk clan
5 Lizard folk clan
Minotaur or possibly a clan
7 Stymphalian birds or harpies
8 Giant, cyclops or possibly a clan
Kallikantzaros gobloin clan
10 Giant guardian serpent or a dragon
11 Medusa or gorgon
12 Chimera

d12 Island Encounters
1 Hermits
2 Human settlers
3 Giant guardian snake
4 Satyrs 
5 Centaurs
6 Nymph or dryad
7 Giant goats or sheep
8 Giant boar or auroch
9 Carnivorous apes
10 Giant or cyclops
11 Sirens or harpies
12 Giant guardian serpent or a dragon

d12 Island Hexploration
1 Shipwreck
2 Monolith or ancient monolith
3 Burial mound
4 Clif cave
5 Wonster bones or mythic remains
6 Caves
7 Ruins
8 Human remains
9 Pool or lake
10 Patch of woodland
11 Bog or marsh 
12 Semi divine beings home

d12 Road Encounters
1 Beggers
2 Wolves
3 Bandits
4 Merchants
5 Farmers
6 Soldiers
7 Pilgrims visiting temple or oracle
8 Magician & entourage
9 Adventuring heroes
10 Horse rider, noble or messenger
11 Chariot, noble or millitary
12 Noble & entourage

d12 Roadside Hexploration
1 Milestone pointing to ruin
2 Old abandoned farmhouse
3 Family farmhouse
4 Labourers working on road
5 Grave markers
6 Campsite, possibly occupied
7 Small shrine or altar
8 Ancient monument
9 Local trail
10 Small community 
11 Soldiers campsite 
12 Ruin

d12 Western Rocky Coast Encounters
1 Tritonian explorers
2 Minotaur hunting
3 Harpy flock
4 Giant boar
5 Aurchoch
6 Lion folk
7 Manticore
8 Peryton
9 Giant
10 Medusa
11 Chimera
12 Dragon

d12 Western Rocky Coast Hexploration
1 Humanoid village (one-eyed orcs)
2 Nests of large winged monsters
3 Remains of tiled mozaic flood art
4 Broken statues
5 Plundered tomb
6 Partly sunken ruins
7 Ancient monument
8 Cave entrance
9 Cyclopean walls
10 Ruined labyrinthine palace
11 Shipwreck
12 Ancient carved unknown writing 

d12 Eastern Sylvan Woodland Encounters
1 Hermits
2 Satyrs or fauns 
3 Giant snake
4 Centaurs
5 Dryad or nymphs
6 Wolf pack
7 Giant Boar
8 Herd of deer
9 Wild folk
10 Elk or boar folk
11 Forest beings dancing
12 Woodland patty godling or spirit

d12 Eastern Sylvan Woodland Hexploration
1 Hermit shack
2 Campsite
3 Settlement of wild folk or humanoids
4 Dancing grounds
5 Stone circle
6 Hill tomb
7 Holy spring
8 Holy tree
9 Stone altar
10 Abandoned hillfort
11 Rich foraging grounds
12 Cave temple

d12 Northern Wastelands Encounters
1 Cannibals or berserkers
2 Cultists or wild folk
3 Two-headed dogs
4 Carnivorous apes or terror birds
5 Lion or dog folk
Akephaloi headless ogres
7 Basilist or cockatrice
8 Gorgonic iron or bronze-scaled bull
9 Dragon or giant snake
10 Manticores or peryton
11 Cyclops
12 Giants

d12 Northern Wastelands Hexploration
1 Sinkhole
2 Cyclopean ruined walls
3 Ruined tower
4 Giant goats or sheep (might belong to a cyclops) 
5 Humanoid village
6 Petrified giant remains
7 Vast abandoned cavern settlement
8 Non-human camp
9 Vast cavern lair
10 Titanic footprints
11 Petrified remains of giant, god or monster
12 Ruined city

d12 Mountain Encounters
1 Wolves
2 Giant goats
Giant eagle
Cyclopsian humanoids (one-eyed orcs) 
5 Centaur
6 Pegasai or Griffons
7 Peryton or manticoere
8 Harpies
9 Sphynx
10 Giant 
11Chimera
12 Dragon

d12 Mountain Hexploration
1 Waterfall
2 Volcanic vent
3 Barbarian village
4 Mine
5 Caves
6 Ruin
7 Tricky climb
8 Monument
9 Rock or mud slide prone area
10 Griffon nest
11 Non-human camp
12 Minerals visible

Tuesday, 8 April 2025

April Spot Reviews





















 Ive been shopping a bit to beat some mysterious price increases. Also just spent 4k on an electrician so the benefit of home ownership vs rent cost is blown for the year sigh. Bat at least the landlord or agent devils don't visit me. God awful strata service and committee, as well as for common land I share. At least I haven't moved 8 times in 2 years and relied on airBnB for housing or sofas. But I'm well aware of how man ppl increasingly doing it tough and my young friends who assume they can't afford a home or pets or children. Recently Marion Council (across the rd) has a proposal for a Tesla factory ppl are commenting on. It will destroy public housing and crown land parks. We already have local grifting robber barons throwing money at elections using BS sigh. Hope everyone is doing as well as they can.

A nice vid on folk horror in children's games is slightly relevant to first review 
https://www.youtube.com/watch?v=OInlv7qkz4M&list=TLPQMDgwNDIwMjUXp87k5m3_7Q&index=3

The Black Apple Brugh 💗💗💗💗
Anyone running a spooky fae woodlands setting should have this or use it to start a campaign. Dolemwood, Midderlands or my own Auldwood would all work fine. It is also cheap and pdf available FREE  One of those inspired rare adventures full of folk horror, faerie, changeling children, secret shabby elf dungeon, stunning npc's and many more good things. Even the history wasn't bloated or boring. Like any good adventure, you could talk or murder your way through. A good read and easy to prep for like 80s adventures.

Muahuitli 💗💗💗💗
One of the best ever historical RPG settings I felt helped me learn about the world and pronounce Aztec words better. The character classes and spells were awesome. Alignment is especially interesting. Lawful people collect sacrifices to keep the sun going. Taking prisoners is worth 5x the XP. It's a simple version of whitebox D&D but better than most. Readable paperback for bus rides.

5th Edition Dungeons & Dragons 24/25 
💗💗💗💩
I prefer this to the 2014 edition. Its better laid out, I can read the index pages and mostly its better written and cleaner. Adapting old stuff has been workable. My player's book has a naff corner I need to fix before it gets worse. Actually most of the lore in the DMG about various campaign settings has been my first exposure to it despite playing games since 83. I will keep my older DMG and MM. Mostly I'm fine with changes to species, zorro orcs and drow in players' book and some queer twinks in art and not just bikini girls. We used term species and got rid of half species in early 80s so yay. The MM just arrived in time for a game and has more space on statblocks. My main beef is it seems for mid to high level with high HP even base pirates have 30 ish HP. lizardfolk deserved 2 pages and needed a more common weaker one. Sphynxes are now all leonine and colourful like plush dollies and not human or thirsty. Stat wise its ok but I like the weird human-looking jerk ones. I miss the actual mythic sphynxes who eat people and falcon-headed ones guarding temples - they needed a sphynx-making kit like the Chimera in theros. Mixed feelings about the alphabetisation but it was faster to use. Some plant and jungi critters all lumped in groups still. Mostly its pretty good. Ive played D&D4/24 for a few years and still feel I'm learning basic stuff. Lots of DMs filed off choices in games and made recommendations which is good but Ive taken longer to really learn these choices and put off playing some classes for complexity. My first game as DM was this newer version as I found it superior. Ive ordered a bunch of older 5th ed stuff as its on sale quite a bit and older stuff vanishing.  

Forbidden North Vol 1&2 PDF 
💗💗💗💩
Real books coming. I might review again in more detail. Stunning monumental campaign for old-school essentials. Great maps and art and layout. I look forward to volume 3. I did get a vibe of the vikings vs elder gods ruined city in the ice type game as a few people had on Blogs and G+*. The lawful religion in here isn't really viking at all and my only beef but its fine and disappointed from my own delusions. At this stage Im awfully impressed and a bit inspiring. Ill possibly change score when I've read more and do a bigger review of each volume when books arrive.

*if you know the creators I refer to please post in the comments

Faking History by Jason Colavito 
💗💗💗💗
Nota a game book. But inspired quite a few blog posts. PPL say skeptics makes poor creativity but I found the obscure threads in this book to be very inspiring. Basically, it debunks psuedo history and archaeology which has come to flood popular thought and drowned out actual scholars voices. Large print and short chapters are good for bus reading. On chapter talks about a brief mention of an evil school dracula went to and expands into ancient satanic schools for wizards and cults under the mountain stuff that is quite mindblowing. Very entertaining and readable and the sort of antidote we need in a world where fake history is normal.


Clan generation for Theros campagn examples


























My new Theros campaign I was wondering if it was going to be a sandbox or if I could run the lost City. As we are a small group the sandbox seems more workable. Im also not using XP or promising fair encounters. Players know there is a Chimera in a volcanic crater that killed a players ancestor. They have no intention of going there yet. 

Falimy generators in the 1st ed forbidden OA book has a nice family generation system that helped create drama and conflicts of honour and obviously, many cultures have honour and family systems not just fantasy Asians. 

So I got players to make basic rolls on tables from here and I filled out some more details.
Family names as we know them were not a thing but clan, tribe or names based on famous ancestors. Players chose to be free but not nobles.

Each free or noble  family is expected to support a fit and equipped warrior ready to serve their community marked by *

All the noble families are human, most non human free persons are adpoted

-----------------------------------------------------

Aias (a human sailor - rogue - musician - oracle) 
Kekyra clan dedicated to Thassa God of the sea

Own a house in the port Limáni
Own a tomb in 
the necropolis of Kástro
Own a bireme ship named the Wave Eater
Family numbers reduced by infighting and petty rivalry

Erebos, grandfather - family patriarch Lv3 warrior
-sits on the assembly of 
Limáni, mean to Aias
Iole, grandmother - family matriarch Lv2 priest
-retired priestess, competitive to 
Aias
 
Ianthe Grand aunt - has 3 children Lv3 priest, works in temple, competitive to 
Aias
-Dione daughter 
Lv2 Priest, works in temple, hateful to Aias
-Kadmos son Lv1 Warrior, 
ship crew on family ship), mean to Aias
-Pallas son Lv1 Warrior, ship crew on a family ship), loving to 
Aias, has a child

Parents vanished on a sea voyage with uncles Pyros and Xanthos
-Kreios Father, respected Aias
-Ariadne mother, worshipped Aias


*Older brother, 5th Lv Warrior who captains family ship, hates Aias

 
Influential in 
Limáni through assembly and temple of the sea god
Mostly a terrible family who reject Aias career choices

-----------------------------------------------------

Xi (a satyr warlock scholar touched by the Nyx) 
Dymanes clan dedicated to Kruphix God of horizons

Own a house in
Kástro and a book stall in market
A famous family ancestor the hero Dymas 
-had a satyr sidekick, 
both killed by the Chimera in the mountains
Xi was adopted by the clan and taught by a famous scholar in the Polis Plaza

Koios, grandfather - family patriarch merchant Warrior Lv1
-patron of the school
, Respects Xi
Magera, grandmother - family matriarch & poet warlock Lv3
-revered poet & writer, Indifferent to Xi


Laios Grand uncle has 3 children, Scribe, Warrior Lv3, worships Xi

-Eundros son, Warrior Lv1, Loyal to Xi
-Krios son, scribe has 2 children, Admires Xi
-Leto daughter, merchant and Warlock Lv3, Patronising but admires Xi

Okeanos, Father, teacher Warlock Lv2, Patronising but admires Xi 
Semele, Mother, teacher Warlock Lv2, Patronising but admires Xi

*Older brother, 6th Lv Warrior and officer of city army, Deeply loves Xi, has 3 children

Older Sister, teacher and 2nd Lv Warlock, Respects Xi, has a child

Famous family of scholars and patrons of knowledge
Many secretly warlocks dedicated to Kruphix
Many have travelled and explored the islands and coasts of Ethyria
Kindly wise family of open-minded knowledge seekers

Sunday, 6 April 2025

Ethyria: Local Problems & Carousing

 



































Had a nice session zero with 2 players - my first dm session with 5th ed as I find new version more readable and the index isn't in print so fine I need a magnifying glass. 

Had a thief-sailor-musician-oracle and a warlock nyxborn satyr

heat up some of the Theros harpies for some sherds then while trading treasure asked to discretely deliver goods to a witch for a suit of leather +1. Saw a cave on the way and the with lives on a barrow mound with undead inside. Killed a skeleton and a shadow. And now resting keen to look again and visit that cave.

Kástro (Fortified Polis)
As the central police of the colony with the most people and wealth it has the greatest opportunity for spending time and getting work fit for heroes. There is also the chance to be noticed by the nobility, the assembly and the king.

d12 Kástro Problems
1 There is a secretive cult lurking in the catacombs under the upper city, who are they? 
2 The king needs someone to fetch horses from the island amazons of Vasílissa
3 A great engineer needs assistants and guards marking out future chariot roads
4 The king believes the great tomb of an ancient conqueror is in the western wastes
5 The satyrs and centaurs in the east drink the most fabulous wine, fetch some
6 Harpys in the mountains stop exploration north, and a reward per harpy slain is on offer
7 Dangerous chimaera in the mountains guards a volcanic crater with ancient ruins
8 Members of the assembly seek proof another member is corrupt and informing pirates
9 Noble offers reward for slaying a monster bothering rural farms
10 Noble needs someone to consult with a witch in secret
11 Merchant wants you to delay a merchant from reaching the market for a reward
12 Family will pay for a member to be free from being a hostage to bandits

d12 Kástro Carousing
1 A wine party invitation with literary conversation
2 See a new comedy or tragedy at the theatre
3 Athletic games or sporting event gets polis excited
4 Gladiators fight to the death as a public spectacle
5 Political debate in the theatre or on a sacred hill
6 Invited to a private orgy for elites
7 Philosopher and a poet argue with a crowd
8 Famous bard gives a recital of an epic
9 Shadow puppets of famous myths
10 Drunken sailors brawl and damage property
11 Men show of a captured mermaid before an elder says to release her
12 Shangheid by pirates to be the new crew

Limáni (Port Village)
This growing port is an extension of the polis but more rough and ready with violence or debauchery

d12 
Limáni Problems
1 Pirate ship needs some extra crew to raid an island of non-humans
2 Ship captain believes crew revolting needs extra loyal crew for the last voyage
3 Ship captain has a treasure map for a local island with strange inhabitants 
4 Find this pirate ship and kill or capture them and bring them and their ship back
5 A beautiful siren has been enticing sailors to jump ship, go silence her
6 A cargo has arrived and needs escorting to another village
7 A pirate informant has been active in the port recently, who is it
8 The Demarchos needs guards for the wine warehouse during a festival
9 A mysterious humanoid in the sea has been harassing fisher folk nets
10 The sea priest needs a magnificent white bull to be captured as a sacrifice
11 A sea captain needs crew to circumnavigate the island and improve maps
12 Sea captain needs crew to wipe out a sinister island cult who killed his crew

d12 Limáni Carousing
1 Invited to cruise on a pleasure barge
2 New prostitutes have arrived starting a huge party
3 Friendly pirates bring amphoras or wine and mead 
4 Hunting a ferocious sea creature from a fishing boat
Drunken sailors brawl and damage property
6 Gambling and drinking in a tavern
7 Spent time in a lotus wine stupour 
8 Had an affair with a prostitute
9 Shangheid by pirates to be the new crew
10 Woke up hungover in a goat pen with no memory
11 Men show of a captured mermaid before an elder says to release her
12 Tried to catch a magical fish

Voskós (Shepherds Village)
Rustic and charming. local folk are quite jolly. They do have thriving minotaurs, satyrs and centaurs around and some drunken incompetent bandits.

d12 Voskós Problems
1 Bandits stole lots of wine and goats, save the goats quickly!
2 A minotaur is attacking travellers on a road
3 A lewd satyr has been exposing himself to women washing clothes
4 Centaurs have been demanding a tribute of wine
5 A preditor has attacked sheep and a herder d4  1=wolves 2=lion 3=giant snake 4=manticore
6 Help get this wine to another village past a gang of lazy, drunken bandits
7 Satyrs stole a storehouse of wine go get some money from them and you get a cut
8 A sheepdog has fallen down a sinkhole please fetch it
9 A ruined old house has some creature or spirit inside and is scaring local children
10 Please chase my lazy drunken sons and beat them with sticks
11 A favourite goat has gone missing please find her
12 A wicked wild boar has been scaring livestock, please hunt it for a feast

d12 Voskós Carousing
1 Fok dancing and a feast with local bards
2 All-you-can-eat grilled meat, vine leaves and fish
3 Wine festival to taste a recent vintage
4 Prettiest goat in the village contest with guest judges
5 Cheese rolling contest
6 Wife carrying races
7 Sank parade with villagers dressed as a giant serpent 
8 Donkey cart racing
9 Comedy shadow puppet shows
10 Visiting bard performs a saucy song cycle
11 Dryads and satyrs visit with wine and dancing
12 Wise old centaur visits and shares old stories 

Psarás (Fishing and Farming Village)
Those earning a living by the sea are more wild and strange , the farmers are quieter and keep to themselves.

d12 
Psarás Problems
1 Someone has offended the undersea folk, take them this offering and find out what
2 Sail to Vasílissa and convince the amazons to free a prisoner, they may have a request
3 An angry merman has been attacking fishing boats find out why
4 An island shrine has had a monolith knocked over in a storm go fix it
5 A nasty sea serpent has been seen in our waters please drive it away
6 Mermaids are luring fishermen to their deaths, please drive them away
7 A ship has sunk and the cargo needs recovery but a monster now uses it as a lair
8 Let these undersea folk guide you to a secret pirate island and capture them
9 Thieves robbed a medallion from the shrine of a sea god please get it back
10 An expedition to find a lost fishing boat needs a crew who can fight just in case
11 A man has been seen turning into a horrid sea creature, find out who!
12 A man stole a pirate map and a small boat, please get the treasure before he does

d12 Psarás Carousing
1 Singers attract the undersea folk to join the village in a celebration
2 Old Bard tells the tale of the western island civilisation sunk and cursed by the gods
3 Feast of delicious seafood with music and wine
4 Ceremonial ritual of the sea lord marrying the land maiden followed by cake
5 Swimming with friendly dolphins who let some people ride them
6 Contest to catch the biggest fish
7 Sailors share stories of mermaids and sea nymphs over wine
8 Boat race and a feast
9 Days of sea songs about strange voyages and the deep
10 Mysterious lover is really a disguised being from under the sea
11 Parade of fisherfolk with masks and chanting with espoteric banners on poles
12 Invited to meet the undersea people on the sacred island offshore

Kynigós (hunters village)
The hunting folk have many festive events celebrating the wild gods and nature and non humans sometimes come and join in.

d12 Kynigós Problems
1 Dangerous beast has harmed hunters
2 Mad centaur challenging all on a road
3 Someone kidnapped by a satyr or centaur
4 Giant snake protecting a mysterious tree
5 Peryton has been hunting for human hearts 
6 Lycanthrope is living among the community but who?
7 Hunters followed beast to a cave but fear to go inside
8 Mated pair of monsters moved in area to breed
9 Forest barbarian snake cult are up to trouble
10 They say hairy wild folk are hiding in the forest
11 Dryad has charmed many local hunters 
12 Remains from a cannibal cult camp has been discovered

d12 Kynigós Carousing
1 Archery of javelin contest
2 Start of a new prey hunting season 
3 Prize for who can catch a fabulous beats
4 Drinking and singing with satyrs and centaurs
5 Women running wild on a local custom
6 Masked hunters perform eerie silent dance
7 Trial by combat to find who is false
8 Lodge ceremony for hunters
9 Decorate a sacred tree festival with dancing and drinks
10 Visiting bard from a barbarian tribe from the east
11 Women weeping for the seasonal death of a nature divinity 
12 Hunters hunt a fugitive and traitor who secretly informed bandits

Dásos (Loggers camp)
A logging camp becaming a village.

d12 Dásos Problems
1 Kallikantzaros goblins have been creeping from a sinkhole into the underworld
2 Tree spirits demand tribute or service, go find out what they want
3 Barbarian snake cults have been sabotaging logging efforts
4 A great bearded tree spirit has attacked loggers
5 A stag-headed man has been seen lurking in the woods
6 Bandits in the area robbing travellers
7 Centaurs or satyr kidnappers of camp residents 
8 Strange whicker figures have been seen stalking loggers
9 Something is stealing offerings for woodland spirits
10 A hairy wild spirit keeps attacking loggers who swear
11 Giant beavers have been stealing logs and building a tiny fort
12 Something is stealing our axes and their s a shortage

d12 Dásos Carousing
1 Feast of pankakes and singing
2 Drunken brawling
3 Bard visits singing barbarian songs
4 Woodcutting contest
5 Axe throwing contest
6 Bear folk visit and everyone gets drunk
7 Forest nymph visits for song and dance
8 Wood carving competition
9 Everyone passes out from eating mushrooms
10 Satyrs and Centaurs bring silver for wine and start a party
11 Boxing matches with a prize for the winner
12 Wrestling competition (sometimes bear folk come)

Vasílissa (
Amazon Village)
This Island is known as a place where drunken excess if frowned on  

d12 
Vasílissa Problems
1 A giant snake is guarding a berry tree
2 Pirates trying to kidnap women
3 Harpies are trying to start a colony
4 Enraged minotaur arrived on shore clutching a log
5 A cursed priestess has become a gorgon in local ruins
6 Mermaids or a siren trying to steal local fishermen
7 Giant octopus comes ashore at night to steal pigs
8 Sea serpent has been scaring off trading vessels
9 Amazons seek a lost relic on mainland ruin
10 Amazon queen needs a request from a mainland oracle 
11 Rescue prisoners from a pirate island base
12 A fabulous magical horse has been seen running with a wild herd

d12 Vasílissa Carousing
1 Equestrian sport festrival
2 Chariot race
3 Athletics contest
4 Chess tournament
5 Bull vaulting contest
6 Archery tournament
7 Amazon initiation feast
8 Wild boar hunt
9 Bull sacrifice and feast
10 Godess festival brings many visitors
11 Dolphin riding race
12 Sculpture competition & feast

Wednesday, 2 April 2025

Ethyria The South & Rumours of Adventure





































The names here I used google translate

Kallikantzaros are greek goblins that come from the underworld once a year, people stop them doing mischief by hurling sweetcakes and sausages on the roof. They have big pointy ass-like ears, hairy all over and have backwards bending knees like the hindlegs of goats. If I run The Lost City I will use these.

Looking over DnD24 I like most backgrounds but I think a sailor background would be better off with athletics instead of acrobatics and possibly another bonus ability rather than brawling.

Also this post is a reminder that tables and encounters are world-building.
Glorantha box set in around 1990 taught me this.

Every community has an assembly of land owners over 50 who elect a 
Demarchos (mayor) and the Polis a king. 

Apánemos Kólpos (sheltered bay) was dominated by colonists from the mainland. The Island was inhabited by multiple peoples in the past, many non-humans. Some of the local humans and non humans, joined the colonies but others moved further away after various conflicts. The people are confident but wary of strangers, wild people and creatures. 

Kástro - (fortified polis) the primary colony of the island pop 1245. The polis is walled and has a raised sacred precinct with many glorious temples. King Demetrios is the sixth ruler since the colony was founded and has improved the city and defences of the colonies. The outer wall of the city is crude stonework surrounding the lower city. Many of these stones came from ruins built by giants. There is a good road to road to 
Limáni which acts as the port for the Polis. Commoners around the acropolis grow barley, millet, grapes, olives and vegetables. Herders keep goats and sheep too. The free citizens land owners are obligated to report weekly for training with a spear, armour and shield. Other free people train with bow and sling.

d12 
Kástro Happenings
1 Philosophers Argue with an audience
2 Priest performs an outdoor ceremony
3 Hermit shouting prophecies
4 Soldiers training or marching
5 Workers building walls
6 New play is being performed
7 New goods arrived at markets
8 Assembly meet to plan for the polis
9 Athletes training for games
10 Festival with feasts, drink and dance
11 Weeping and wailing for a funeral
12 King Demetrios makes a speech

Limáni - port village serving Kástro with shipyards pop 245. Many work in the fishing fleet,  and boats. Carpenters for ships make other items. Builders here are constantly improving the infrastructure and plan to build walls that will reach the nearby polis. Ships here make the risky voyage to the mainland. Some ships are mercenary warships and pirates (a legitimate enterprise just al long as done elsewhere or against enemies). Most trade is with local smaller islands. Many professional warriors are found here, most sailors can use bows and spears and are good at brawlng.

d12 Limáni Happenings
1 Merchant ship arrives with exotic goods
2 Warship departs with a ceremonial blessing
3 Prostitutes carried through streets by sailor fans
4 Fight with audience betting, boxing or wrestling
5 Mysterious person pulled from the sea
6 Captain announces a heroic sea voyage
7 Captain recruiting crew for a ship
8 Fisher folk tell of strange sea encounters
9 Ship crew returned celebrating
10 Priest of the sea makes a sacrifice
11 Rough weather keeps sailors ashore
12 Spectacular catches for fisherfolk

Voskós - Shepherds Village in rough hilly country pop pop 125. The walled village is prepared for raids of minotaurs, barbarians and other menaces from the west. Some villagers work in queries and mines but most work with cattle, sheep or goats to make milk, cheese and meat. Most herders can use slings and some use a staff, mining folk use mauls and hammers.

d12 Voskós Happenings
1 Centaurs or satyrs try and steal livestock, women or wine
2 Shepherd has gone missing and a search party departing
3 Minotaurs or barbarians were seen in the area people at ready
4 Cave discovered by shepherds or miners
5 Beast stalking livestock d4 1=lion 2=wolves 3=giant snake 4=panther
6 Lost children in the woodlands
7 Celebration feast of wilderness gods with drink and dancing
8 Solemn musicians wearing masks lead a procession with drums and horns
9 Great sacrifice of ram or bull, then a feast
10 Workers dragging huge block of stone on sled pulled by an ox 
11 Herders with livestock d4 1=goats 2=sheep 3=cattle 4=hogs
12 Hunters return victorious for a feast of deer or boar

Psarás - fishing and farming village pop 225. Safe and sleepy village near shore with fishing boats drying nets and fish drying racks. Their are scrabbly poor fields growing various legumes and green vegetables. Some travel to a large island out to sea to trade with aquatic humanoids. They perform a musical ritual and leave gifts on reed mats and return later to find coral, seaweed, shark teeth and sea-ivory. This rite was used by the original inhabitants who gave offerings to sea nymphs, fish folk and dolphins. Many use nets and tridents. They feel safe and protected by the sea gods.

d12 
Psarás Happenings
1 Locals admiring friendly dolphins who help fisherfolk
2 Boatloads of fishers playing music leave then return later with marine trade goods
3 Locals come to greet returning fisherfolk and unload boats while singing
4 People gossip about a man snatched by mermaids and eaten
5 Sailors report sighting a sea monster and thank the sea gods for escape
6 Pirates survivors of shipwreck captured and afraid to go back to sea
7 Fishefolk catch a bizarre marine creature and fear angering sea gods
8 Locals have a boat or swimming race with a prize
9 People hear distant singing from over the waves and go indoors
10 Locals find the wreckage of a ship and are busy looting
11 Locals find a dead mythic sea creature and hold a funeral for it
12 Locals celebrating bounty of the sea

Kynigós - hunters village on edge of the forest pop 186. Trade in furs and meat but as they have grown and now have garden terraces and a wooden stockade wall. Hog herding is another source of food. They like the gods of nature and interact with various beings of the eastern sylvan forests. People here are rough and coarse to civilised people of the polis. Many local barbarians have joined the village and some of their food is barbaric. They have a strong desire for wine and beer which they also trade with forest folk. Some beings of the forest have attacked them or tried to kidnap attractive youths but the villagers have had success driving them back or negotiating their lost people back. Numerous woodland beings and gods have shrines here mostly wooden. Locals are skilled with bows and javelins and many carry hatchets and large hunting daggers. 

d12 Kynigós Happenings
1 Hunters caught a spectacular beast
2 Locals trading wine with centaurs or satyrs
3 Local men compete in archery to see who gets to be a consort for a dryad
4 Women chase young men into the forest for a holy day
5 Locals excited about a supernatural forest beast
6 Hunting contest held with a prize for the best kill
7 Visitors from another village looking for a hunter
8 Woodland sage selling potions from a cauldron
9 Hunters holding sacred rites in their sacred hall
10 Locals solve a dispute with a javelin contest
11 A brutal centaur challenges warriors on a local road
12 A craftsman offers a quality weapon for who marries kin

Dásos - loggers camp growing into a village pop 86. A wooden stockade where workers cut trees, make planks and carve wooden decorative poles. More barbarians have been joining them from the east. Locals also harvesting chestnuts and acorns for food and flour. Some locals are also beekeepers. Many locals use axes and javelins. 

d12 Dásos Happenings
1 Workers building and crafting wooden goods
2 Ceremony to placate the forest spirits 
3 A huge bear bothering loggers, some say it is magic
4 Feast with lashings of beer and mead and drinking contests
5 Loggers found a strange monolith in the woods
6 Axe throwing and wood chopping competition for prizes
7 Emissaries from satyrs or centaurs from the east
8 Demarchos announces a bounty on wolves
9 All amazed by artisans wood carving
10 Forest druid declares nature is displeased with the village
11 Someone is a lycanthrope in the village
12 Beekeepers performing rights to the lords of the woods

Vasílissa - settlers here merged with local amazons pop 165. The renegade amazons settled here when exiled from their homeland. Without their home parthenogenic cult their numbers had declined and they accepted new settlers. Now the men are mostly fishers and most of the women are warriors. The old care for and train children, with older youths aiding fishers. They have many fine old buildings and advanced material culture from the Amazon civilisation. They seem to be thriving but are isolationists. They trade mostly with Psarás and have many interlinked families. Women in the region flee here to get away from bad situations and mainlanders often complain. They also free female slaves who reach the island. Many are experts with bows and spears and have high-quality armour. Quite a few use double-bladed axes they say learned from the fallen civilisation of the west. 

d12 Vasílissa Happenings
1 Soldiers in armour drilling in the arts of war 
2 Women's athletics competition 
3 Young fishermen from Psarás come to woo wives 
4 Holy women perform bull sacrifices with axes
5 Pirates have landed and amazons prepare defences
6 Boatload of women fleeing home to join amazons
7 Locals preparing to catch wild horses on the island
8 Secret women rites are held but some visiting men want to spy on them
9 Horrible sea creatures bothering fishermen
10 Festival celebrating all the great goddesses
11 Traders driven away for not respecting local customs
12 Relic from the sunken civilisation of the west recovered, locals celebrate