Lesser Cults of Terra Incognita

And... the three lesser cults of Terra Incognita. As promised.


The Insurrectum
Alignment: Chaos
Colors: Sea-Blue, Gold, Green, and Burgundy  
Deity(s): Mirk, Terminax, and Vera
Dogma: Chance, Passion, and Strength
Symbol: Skull-faced Coin
Worshipers: Artists, Athletes, Merchants, and Rogues
A lesser but influential cult, the Insurrectum is a chaotic triumvirate of deities. This cult is only for the bold, the outcast, the independent - those who flaunt society’s laws and traditions. Individual freedom is the highest aim, though chance and fortune, and to a lesser extent chaos itself, are the cult’s foundation.
    The goddess Vera is the oldest and most primal of the three, and she is worshiped at the head of the pantheon. Called the Maiden, Vera is beautiful, passionate, and destructively jealous. Terminax is her anointed son, and he embodies individual strength, victory, and courage. He is the patron of athletes and heroes. The androgynous Mirk favors cleverness, skill, and luck, and its faithful are thespians, merchants, and thieves.
    The Insurrectum is decentralized and volatile, rife with competing factions and demagogues. Worship is regional and varied, but often includes wild parties and the sacrifice of sacred animals. The only overarching authority is the Chosen, the three champions of the deities. Even the Chosen’s power is limited however, and they serve at the pleasure of their patron.
    Membership in the cult confers no special benefit or treatment, though many consider it a high honor. Members are expected to honor the gods with their success, and to give proper reverence to the lords of chance and fortune. Those who are unfit are shunned until they prove themselves worthy once more.
    A large number of local or regional sects exist within the greater cult. Some of the most famous include the pleasure-seeking Verite Sisterhood, the weather calling Storm-handed Ones, and the infamous Blackcloak Society. Membership within a sect requires special dedication to one of the three deities.
    The Insurrectum is frowned upon in civilized lands, where there actions and beliefs scandalize their neighbors. The lawful followers of Sajus and Eihart particularly despise them. Other enemies of the cult include Gorgos of the Brotherhood, and the witch-hunting Immaculates.


The Mysterium
Alignment: Neutral
Colors: Black, Orange, Silver, and White
Deity(s): Hirstices and Okradon
Dogma: Knowledge, Magic, and Prophecy
Symbol: Moon and Stars
Worshipers: Magicians, Scholars, and Teachers
An ancient but flagging cult, the Mysterium honors just two deities. Members of the Mysterium value knowledge and the mind, and many practice Magic.
    The cosmic being Okradon enjoys a majority of worship, as he is the ultimate embodiment of time, truth, and magic. The lesser Hirstices, is chiefly venerated by female magicians, and holds dominion over prophecy and prophetic dreams.
    The cult is small and spread thin, with only a handful in every kingdom. Mystical communication links members, and so they remain well organized over great distances. The cult is lead by its greatest magicians of each gender, called the Star Father and the Moon Mother.
    Joining the Mysterium takes many years of careful thought and reflection, and its deities care little for mortal toil. Due to the difficulty of attaining full membership, the cult is largely composed of networks of associated laymen, who preserve and protect magical knowledge, objects, and places.
    The cult is neutral toward worldly affairs, and has few outright enemies. If any could be said to oppose the Mysterium, it is the Immaculates of the superstitious Triad.


The Circle
Alignment: Neutral
Colors: Green, Grey, Yellow, and Brown
Deity(s): Ædenar, Dror, Evandar, and Murgha Calergi
Dogma: Balance, Freedom, and Nature
Symbol: Emerald Ring
Worshipers: Dwarves, Elves, Halflings, and Woodsmen
Long ago, the world was ruled by mountain and forest, and populated with Dwarf and Elf. The Circle harkens back to the times of old, with its loose collection of deities. 
    Ædenar the Longwatcher, is the god of elves, forests, and seasons. Dror is the great dwarven god of mountains, air, and magic. The Huntmaster, Evandar, is the god of hunting, woodcraft, and beasts. Murgha Calergi is the halflings’ lord of riddles, bravery, and good humor.
    In settled lands, the Circle is all but vanished, though it flourishes in the lands beyond. Temples are not built but grown, and exist in places of untouched natural splendor. Usually only a single shaman (and eventually his apprentice) guard large swaths of territory.
    To join the Circle, prospective members must seek a mentor to guide their initiation. Rites are long and arduous, and sometimes include privation or vision quests. When an initiate completes their training, they are often symbolically linked to a plant or animal which will spiritually guide their development.
    To advance to the highest levels of enlightenment, one must show an unflinching dedication to natural balance, and gain the special patronage of one of the four deities.
    The Circle does not shy from conflict when it is needed, and their enemies include life-stealing Xafax, and Buayeg god of Fear. They are often at odds with Sajus, whose artifice upsets the balance.

Cults of Terra Incognita

Back in October I talked about how Deific personalities are memorable parts of a setting. In Terra Incognita, we have so far left the specifics of the deities largely unexplored, though I plan to gradually rectify that as the players become more invested in the setting. So, I present the following "cults" or pantheons of deities in Terra Incoginta. This post will only include the two most powerful, the self-serving Brotherhood and the benevolent Triad.

The Triad (or The Great Church)
Alignment: Good / Lawful
Colors: Pink, Crimson, White, Royal Blue, and Silver
Deity(s): Haphast, Melodia, and Sajus
Dogma: Charity, Nobility, and Order
Church Symbol: Inverted Triangle
Worshipers: Nobles, Knights, and Peasants 
The largest and most open cult, the Triad represents an alliance of three benevolent deities. Concentrated in human lands, worship of the Triad is often the state or official religion. The faithful are from all walks of life, from peasantry to nobility. The Triad promotes peaceful and lawful society, with charity and protection for the poor or weak.
    The chief deity of the Triad is Melodia, or simply “the Goddess.” She is seen as a motherly queen, who fiercely protects the faithful from evil. Haphast is the god of selflessness and sacrifice, and he cares most strongly for the destitute or infirm. Sajus is a masculine god of Wisdom, and he is the special patron of rulers, judges, and engineers.
    The cult is rigidly organized, with an ascending hierarchy of Priests, Bishops, and Archbishops - all the way to the Hierarch herself. Priests are assigned to Churches in hamlets and villages. Bishops are found in Cathedrals serving large townships and cities. Archbishops reside exclusively in the courts of nobles or royalty.
    Joining the Triad is accomplished through several weeks of study and a special induction service. Once a member, initiates are expected to support the Church’s ministry through donations or service. Typically, this amounts to 10% of yearly income or 1 day of services monthly. The benefits of membership include education, healing, and daily or weekly services.
    As it is a large and diverse organization, the Triad supports several sub-factions and sects. These include the Knights of the Rose (defenders of pilgrims and roads), the Monks of the Chalice (healers and scholars), and the Sajustines (engineers and aristocracy).
    Above all the Triad opposes the demon-god of corruption, which they call the Adversary. Wizardly or Elvish Magic is also frowned upon, as it is seen as a wild and corrupting force. A special arm of the Church known as the Immaculates investigates Magic Users for signs of demonology or heresy.

The Brotherhood
Alignment: Evil
Colors: Black, Rust, Grey, Teal, and Violet
Deity(s): Gorgos, Pa-Kur, Szass’mal, and Xafax
Dogma: Deception, Greed, and Might
Symbol: Flaming Eyes
Worshipers: Corrupt Rulers, Criminals, and Soldiers
The Brotherhood is a secretive and political cult, organized more like a spy-network than a religious organization. The Brotherhood swells its ranks through clandestine recruitment and the lure of power and wealth. The aims of the cult are to further the agendas of its members, and to profit from illegal activity wherever possible.
    The Brotherhood venerates four competing deities, appealing to and appeasing each as necessary. Gorgos is the god of tyranny and slavery, and his faithful seek worldly power. The grim Pa-Kur is the god of war and warfare - soldiers pray to him on the eve of battle. Szass’mal is the god of deception, schemes, and murder, and many invoke his name during black acts. Xafax is the ravenous hunger of death, and his servants trade their souls for knowledge of death and undeath.
    The foundation of the cult is the Cell, which might be composed of only a few individuals. On moonless nights, multiple cells gather in hidden temples called Black Lodges. Each lodge is guided by an anonymous member of the Cabal, the secret ruling council of the cult. The Cabal is rumored to be comprised of very powerful individuals; rulers, nobles, and corrupted church officials.
    Joining the Brotherhood is a dangerous and difficult undertaking. To preserve the sanctity of their organization, potential members must first be nominated by existing members, and then survive the “Ordeal.” Each Ordeal is different, but it commonly involves sacrifice, pain, and tests of loyalty. Initiates who survive, are expected to provide one year of service before gaining full membership. Benefits of membership include the cult’s sizable information network, money, protection, and magical services.
    Each deity within the cult maintains its own elite organization: The Gorgani serve Gorgos as spies, infiltrating courts and merchant organizations. Pa-Kur’s Slayers are fearsome mercenaries, who assist other cult members for a price. The Serpent’s Fangs are skilled assassins and fallen priests, dedicated to Szass’mal. The Necromancers of Xafax are known simply as the Wicked, and are scholars and sages. Membership in such an elite organization requires years of dedicated service to the Brotherhood.
    The Brotherhood has many enemies, but none more so than the small but dedicated cults of Eihart, god of justice, and Fulnocht, lord of light. Another constant threat is internal in-fighting, which has devastated the cult in the past. Despite setbacks, the Brotherhood continues to cater to mankind's darkest impulses.

Basic House Rules 2

Here is part two of my Basic house rules as promised. 

Spells & Magic:

    a.    Bonus Spells: Casters with 15 or more in Prime Requisite gain a bonus spell at each spell level.
    b.    Ray of Energy: Elves and Magic-Users may cast the following spell a number of times per day equal to CL+INT:

        i.    Ray of Energy (0 Level)
            Range: 25' + 5' per Character Level
            Duration: Instant
            Effect: The caster fires a ray of eldritch energy at a single target. Caster must succeed on a ranged touch attack. Damage is 1d3.

    c.    Spell Books: Spell Books weigh 200 cn, and must be consulted for one hour each day (Elves and Magic-Users only).
    d.    Spontaneous Casting: Casters may cast any spell available to them by level, without memorization etc.




Allowing bonus spells for high stats is there for the single purpose of granting the cleric a spell at first level. I have heard that Labyrinth Lord simply changes the spell table, but I think this works. Spell casters will be better than before, but not unfairly so (I hope.) Ray of Energy was designed to combat spell caster fatigue. Clerics continue to be useful even after their spells are exhausted but the MU is pretty much one and done. To prevent constant and annoying retreats/rests, I devised Ray of Energy to keep them in the game longer. This seemed to work beautifully. Spells remained limited and the cautious elf player kept his rays in reserve for the most part. I like that the ray is not a guaranteed hit, but I wonder if making it verse touch AC (9 most of the time?) isn't making it too powerful. Especially as it might disrupt spell casting. That might be a future alteration but for now it stays as written. The spell book rule addresses something not covered well in the books, but it seems to be implied. Finally, spontaneous casting is the way most people play clerics, and I see no reason not to allow the same for elves/Mu's. Otherwise you are just adding additional periods of un-fun retreat and rest.


5.    Arms and Armor:

    a.    Flail: Flails ignore AC from Shields.
    b.    Great Helm: Clerics and Fighters may wear Great Helms for -1 AC. Cost: 10 gp Weight: 4 lbs.
    c.    Heavy: Axes, Maces, and Hammers are heavy weapons and are +1 to Hit medium or heavy armor.
    d.    Lance: When mounted, lances deal double damage on a Charge.
    e.    Long: Lances, Pole Arms, Quarter Staffs, and Spears are long and have 10' reach. These weapons may also be Set v. Charge.
    f.    Quarterstaff: Quarterstaffs grant -1 AC.
    g.    Quick Draw: Daggers, Swords, and Short Swords may be drawn as a free action.
    h.    Shield: Shields improve AC by 2 points, rather than 1.
    i.    Spear: When wielded in two hands, spears deal 1d8 damage (rather than 1d6).
    j.    Torch: The first strike with a torch deals fire damage, rather than blunt damage.



Now Arms and Armour changes. The goal with weapons was to clarify or add certain benefits to each weapon. This helps differentiate why some characters might not always use the longsword (unfortunately, the incentives must not have been that good as all three characters took longsword as their weapon.) Flails have always been one of my favorite weapons, and I was surprised that they are not present in basic. Heavy weapons is an attempt to add the historical supremacy of blunts verse armored opponents. The thought while nice, didn't play out well at all. The players were already managing too many bonuses and penalties and the heavy weapon rule was consistently forgotten. Because so many of the other weapon rules worked, I'm going to leave it in for now, though this is obviously not the solution I thought it was. Lance and Long are rules clarifications, and need no explanation. Quarterstaff is a big change, and is mostly there to up the AC of MU's by a point. Quick draw surprisingly did play a part in combats, but then again all three characters are armed with swords. Spears were carried all around as the backup weapon of choice, probably due to the price point and the ability to hurl them. I did not see one used two-handed but I like the damage tweak and it will be sticking around. Overall, weapon tweaks seem to have been a hit with the exception of heavy weapons.

Armour was unchanged save for the addition of two AC boosting changes. These changes were designed to up survivability, and boy did they ever. More than one of the three characters was able to begin play at 0 or negative AC. So in retrospect these items/changes are unnecessary and I'd probably drop em.

6.    Caller: The character with the highest Charisma will be the party “caller” or leader.



My ad&d group thought that this rule was extremely archaic and unnecessary, but I like it. It gives charisma a certain appeal and it gave my a player who could keep things moving if needed. Nuff said.

7.    Combat Sequence:

    a.    Initiative (1d10 + Dex + WS, highest wins)
        i.    Actions are simultaneous
        ii.    Players win ties
    b.    Morale (2d6, if needed)
        i.    Only 2 checks needed
    c.    Movement Phase
        i.    Combat movement is 1/3 Rate
        ii.    Diagonal movement cost 1.5
        iii.    May move full-rate and attack
        iv.    Switching or using equipment is equal to a move action
    d.    Missile Phase
        i.    Touch AC = 9 + Dex
    e.    Magic Phase
        i.    No movement (beyond 5' step)
        ii.    Includes:
            (1)    Spells
            (2)    Scrolls
            (3)    Magic Items
            (4)    Spell-like Abilities
        iii.    If damaged prior, spell is disrupted
    f.    Melee Phase
        i.    Flanked character are +1 to Hit
        ii.    Rear attacks are +2 to Hit


The description of combat is mostly by the book, though a few things are probably different (flanking, rear bonuses). I actively forgot morale on several occasions, and keeping precise track of movement and range will need to be improved. These are my failings, and not the rules however. Again the overly complex individual initiative is at play - I plan on ditching this unless my players cry foul.

So that's it. I was pleasantly surprised by the result of most of the tweaks, but more than a few fell short as well. I will update this post and my house rules as play continues. Chao!

Basic Game House Rules

Since I just finished work on the second installment of the Basic game, I thought I'd share the house rules used last session. I'll include the rule in italics, then my justification of the rule, and finally I'll evaluate the effect of the rule last session and whether it will continue to see use. This is probably a two-poster.

1. Creating Characters

    a.    Roll Abilities (4d6, drop lowest, six times)

    b.    Choose Class/Race
    c.    Assign Abilities
    d.    Record Hit Points (Max + Con)
    e.    Select / Assign Class Abilities
    f.    Determine Bonus Languages

        i.    Abyssal
        ii.    Celestial
        iii.    Draconic
        iv.    Dwarvish
        v.    Elvish
        vi.    Giant
        vii.    Goblin-Speech
        viii.    Old Elvish

    g.    Determine Starting Wealth (3d6 x 10)
    h.    Purchase Equipment
    i.    Determine Armor Class, Encumbrance, and Movement Rate
    j.    Determine Attack Bonus and Saving Throws
    k.    Determine Signature Headgear (1d8)
    l.    Determine Teammate Relationships (1d100)


Okay first of all, since these rules deal specifically with character creation they obviously can't be changed going forward. That said, I would change a few.

Generating abilities with 4d6 drop lowest seemed to create more powerful characters then necessary, especially with the additional tweaks made in other areas (more later.) Max hits at first level is fine and would not be changed. I went back and forth on whether to even bother including languages in this game, but when I did decide to use them, I wanted to have a compact and complete(ish) list. It is largely based on third edition with certain tweaks. There is now only one "evil alignment" tongue, and I created Old Elvish to serve as the campaign's dead language. Easily the most memorable addition was the two tables lifted from JB/Blackrazor (thanks!). These humorous tables immediately gave each character additional personality, and set a light tone. One thing I did notice, none of the players initially enjoyed their results, but each enjoyed watching the other characters get saddled with strange and whimsical backgrounds and hats. My favorite was the "three-tiered ziggurat," but that proved too much for the player and was exchanged for a "ninja hood." Good times.

2. Class Changes

    a.    Clerics may wield only blunt weapons and their deity’s favored weapon.
    b.    Elves may wear up to Chain Mail Armor, and find secret doors on 3 in 6.
    c.    Magic-Users may wield any 1-handed weapon and the quarterstaff.


Classes in my game remain as written for the most part. The changes to the Elf class are nerfs pure and simple (though the armor restriction is somewhat based on my own taste.) I may rule that certain plate may be worn by elves if and when we reach an appropriate power level. The weapons changes made to MU and Cleric are subtle and profound. MU is the least noteworthy as it still restricts their ability to use ranged weapons, and MU's even armed with a longsword should stay far away from combat. The quarterstaff becomes the "best choice" but only after other tweaks later. Clerics using any single weapon in addition to all blunts is a game changer if the right weapon is chosen. My player selected the longsword which is one of the better choices, though I personally feel the longbow would have been more impactful. So far, I'd keep these changes in a future campaign, but we shall see.

Combat

    a.    Combat Maneuvers

        i.    5' Step: Make free 5' step at the beginning or end of each round if no other movement.
        ii.    Aimed Attack: -4 to Hit, special effect.
        iii.    Charge: Move 10' in straight line and attack - +2 to Hit, -2 AC for rest of round.
        iv.    Cleave: Whenever your melee attack drops a foe, gain an immediate bonus attack.
        v.    Parry: +4 AC, but no other action in round.
        vi.    Set v. Charge: Delayed - when charged, make immediate attack for double damage.
        vii.    Stunt: Win an opposed To Hit roll verse Target, special effect.

    b.    Critical Hits: Rolls of natural twenty result in maximum damage.
    c.    Death: Death occurs at -10 HP.
    d.    Dying: Below 0, must Save v. Death every round or fall unconscious.
    e.    Fighting with 2 Weapons: Elves, Fighters, and Thieves may fight with two weapons if one is light (d6). Such characters make only one attack, but roll damage for each weapon and use the best result.
    f.    Healing: Characters heal 1 HP per Character Level, per day. Binding wounds after combat restores 1d4 HP.
    g.    Initiative: Rolled every turn, d10 + Dex + Weapon Speed.
    h.    Weapon Speed = d4/+1, d6/+0, d8/-1, d10


Now to combat, and I warn you, there is a lot here to cover. Combat maneuvers simply lists or clarifies things that are already in the rules - for the most part. Cleave is new, and is something that I might restrict to pure fighters depending on how it impacts the game. It did not see use in the last game for whatever reason. The stunting system didn't either, though I'm inclined to leave it in as its more of a DM ruling guide than anything else. The others all seem good to me right now.
 
The next up is critical hits. I like em, and they are iconic to the game and therefore, they stay. Death at -10 hp. My groups almost always used a rule like this, and though it GREATLY reduces the risk of pc fatality, I'd feel uncomfortable removing it. I do however acknowledge how great an advantage this gives clever parties. If not every member is wiped, then death is practically impossible. Dying rules allow for cinematic "fight til the last breath" type scenarios - keep it in (as long as I keep -10 hp in anyway.) Two weapon fighting is a solid rule and I doubt that I ever remove that particular house rule. It allows that option (for flavor) without making it clearly better or clearly worse. So far, its been avoided. Healing. I'm not sure that the "bind wounds" was used as we were all drinking at the time, but for now I like faster healing and so it stays. The initiative system here is a vast departure from basic as written, and I think that it is going away. Individual initiative modified by weapon speed does not a better experience make. Its going to go, and initiative will likely go back to 1d6 or 1d10 unmodified, players win ties. This does undercut dexterity and weapon choice, but again, it doesn't add enough to be worth the effort. Finally, weapon speed. Again, this was part of my attempt to fix weapons (which may only need fixing if variable damage is used, but that is surely another post.) Again, it does not hold up to the fun test and it goes.
 
NEXT: House Rules Part 2 

Preview: Against the Beastgod's Cult

Howdy folks! This is a quick peek at the upcoming sequel to the last B/X game. This adventure is a reworking of N1, Against the Cult of the Reptile God. Welcome to Orlane:



Orlane (Human Village, ~600)
Orlane is a small but important village built on the banks of the Rïme River. About 600 people live here in crudely whitewashed wooden dwellings. Most of the villagers are farmers, trappers, or fishermen. The village Reeve is Flaccus Boyle, but most decisions are referred to either the Elder (Jay Scarlet) or the Priestess (Ashmi Dev.) A large, gothic cathedral lies on the riverbank opposite the village. It is dedicated to the hero St. Simone, who’s remains are said to lie within.

1. This is the home and office of Reeve Boyle (F2) and his two sons (F4/F3, Sturm and Drang). A run-down barracks is attached, and it houses the militia in times of crisis. The Reeve is wary of visitors, and advises them to conclude their business and move on. *Secret* The Reeve is allied with the cult, though he and his sons are not members themselves. The Reeve’s “cut” includes the magic arms and armor used by his sons, and a hidden lockbox containing 345 gp, 890 sp, and 1,250 cp.  
2. This is the home and shop of Faruq, the Moneychanger. The home is built of cut-stone, and is windowless with two heavily-reinforced doors. Faruq operates the establishment on behalf of the powerful Magnus & Sons, and he guarded at all times by four men (F2). Faruq provides the following services: currency exchange (5% charge),  banking (including letters of credit), and appraising and purchasing jewelry and gems (up to 75% value). An armored caravan collects profits once a season. *Secret* One of Faruq’s guardsmen is in league with the cult, and is conspiring to rob him!  
3. This is the village’s only inn, the Happy Harvest Inn. The proprietor is the rat-like Crosby Mather, and he greets visitors with great ado. Services are good quality and of standard price, unless Mather’s suspicions are aroused. From then on, all prices are doubled. *Secret* Mather is a low ranking cult member, and his duty is to intercept and deal with outsiders. If Mather determines the party is a threat, he will attempt to drug them for a later ambush. Two cult assassins (T4/T3, Dreg and Lars) are always on hand, disguised as guests.     
4. This large weathered barn is the Blackmane Stables. Dag Niles the stable master is a decent man, providing stabling services for the standard rate, as well as cheap lodging for the desperate. Dag and his family live in a nearby cottage. *Secret* Dag is a shrewd business man, and he keeps a small fortune in a locked chest in his cottage. The chest contains 550 gp, and 1 gem (200 gp). 
5. This is the workshop and home of Wurwood, the smith. Wurwood and his sons are unfriendly, but will deal with paying customers. All standard items are 75% likely to be stocked, though weapons and armor are only 25% likely. *Secret* Wurwood is a cult member in the final stages of transforming into a beastman. He can barely control himself and if even slightly provoked, he savagely attacks (18 strength).
6. This is the Half Moon Pub, a small but popular eatery and pub. The vivacious Bella and Luc Osgood are kind and fair, offering superior services for standard prices. Travelers here are rare, and they will be regarded with cool suspicion until their intentions are proven. *Secret* The Half Moon has become the gathering place for villagers who have noticed the recent strangeness. Speculation takes place in hushed voices in private backrooms.
7. This small hut is sheltered by a ring of stately elms. It is the home of the Ramu, an eccentric and possibly senile hermit. Ramu is generally considered a nuisance, but he is known to tell a good tale from time to time. *Secret* Ramu is actually a wizard of moderate power who has chosen a life in disguise for unknown reasons. Ramu will not reveal his true identity to anyone he does not trust. If he is discovered, Ramu will sell the following potions: Antidote x 2 (7 HD) - 500 gp each, Healing x 4, 1d6+1 hp, 250 gp each, Potion of Speed x 1 - 750 gp. 
8. This towering, domed structure is the famed Cathedral of Orlane. It is surrounded by a 20' tall stone wall, and its brass gates are closed and chained. Knocking on the gate will summon a robed acolyte who explains the Cathedral is closed for repairs. Persistent characters have a chance of seeing the Priestess herself, though she is evasive and tight lipped. *Secret* The Cathedral is the center of cult activity in Orlane, and causing a scene here results in a cult ambush during the next night. Under no circumstances are characters freely admitted.

Seal of Orlane

Map of Chthon

Shifting gears to my other setting, the Black Land, here is a map of the settings only metropolis, Chthon:

Nine Princes in Amber

As I mentioned previously, one of my favorite Expert Modules is Castle Amber. I LOVE the Edgar Allen Poe / Lovecraft vibe of the cursed De'Amberville family. I plan to incorporate a similarly twisted family of royals in Terra Incognita. I won't be stealing whole cloth, but the themes will be very similar. If all goes as planned, I'd like to see the royal family playing the characters against one another in pursuit of the crown. In this post I'll give some background on the family as a whole, and talk about members who are no longer living. Later I'll go into detail on the current members of the family and their whereabouts. REMEMBER, this is just a draft.

The Accursed House of Patrof
Since ancient times, a scion of House of Patrof has ruled Corvinium from the lion-throne of Crespeculum. Their pedigree was legendary - Patrof the Conqueror, Lear the Pious, Elkay the , and many others of note. But as their fortunes and reputation grew, the Patrofs also grew in vanity, cruelty, and greed. In the last generation, their house has met with disaster.

King Steven Patrof was already a very old man when he married the beautiful Matilda de'Courvey. The King had no heir, and many feared that his storied line would end. But to the surprise of all, the de'Courvey bore Steven five sons and four daughters. Some suspected dark magic, but for the love of their monarch, these rumors soon subsided. 

Whatever the cause for the old King's fertility, with each new child Steven seemed to grow weaker and more feeble. On the night Matilda gave birth to their final son, Victor, Steven lay on his own deathbed.  Steven held his child just once, before the fever took him. The kingdom was heartbroken at the loss of the beloved king, yet they took heart that his line would continue and looked forward to the days ahead.  

As the young royals grew, it soon became apparent that something was terribly wrong. Damian was the eldest, and he was hardy and strong. Unfortunately he was also bloodthirsty and a bully. He terrorized the weak and urged his countrymen to war.

His brother Oliver was sickly and frail, but well-spoken and clever. He was no less a bully than his brother, and he cared only for himself and his experiments.

Vivian and Cassandra were twin girls, matched in beauty. At first Vivian was as kind as she was beautiful, but an accident disfigured her face, and forever after she was known for her bitterness and jealousy. Cassandra grew even lovelier than her sister, but she was cold and venomous, and delighted in the misery of others. Many young men died foolishly pursuing her favor.

Andrew was solemn and stern, and obsessed with religion and the church. As he aged, he became sanctimonious and fanatical, and eventually he joined the ranks of the dreaded Immaculates.  

Next were the twins, Baffin and Beatrice, two rude tricksters, strange and unnerving. The two kept their own company, and took twisted pleasure in unwelcome jests and ruses.

Deidre was born blind and crippled, and the constant torment of her siblings filled her with hatred and gloom. Eventually she retreated so far into herself that she would not speak for months.

Victor, the youngest, was a handsome and charming, but he proved himself an incompetent dreamer, wasting time in brothels and playhouses.

20 years after the death of the King, the greatness of House Patrof seemed a dim memory.  The Dowager Queen was not blind to the many faults of her children, and she feared for her kingdom should they ever reach the throne.

NEXT: The Fall of House Patrof

Boldly Borrowing for Terra Incognita

Since Terra Incognita is a b/x game, I plan to liberally "sample" from various sources designed for use with basic, especially Mystara material. During my introduction to the hobby, Mystara was almost completely absent. I believe that I encountered it tangentially more than a few times, but it always gave the impression of "abandonware." Mystara simply did not have the same influence on me as more pervausive settings, like the Forgotten Realms, Planescape, and even Greyhawk. Discovering Mystara (and to a lesser degree, Greyhawk) has been one of the most rewarding aspects of my return to the hobby.

To me, Mystara has a more pronounced sword and sorcery vibe than other settings. Karameikos and Thyatis feel Mediterranean, and old world, rather than anglicized and Tolkienish. Definitely non-standard fro D&D fare. Modules set in Mystara cover of wide variety of themes and genres, including pulp, horror, and sword & sandal. So far, my favorites include Keep on the Borderlands, Castle Amber, and Isle of Dread. I am actively collecting where I can and hope to extract bits and pieces for Terra Incognita in homage to the wonderful b/x system. I am still planning to run a converted N1 (thanks to JB of B/X Blackrazor for that idea) but I plan to incorporate all of the b-series and much of the X into the final campaign.

I have a digital copy of "In Search of Adventure" and I've been ruminating on potential ways to incorporate it into what I've got so far. In future posts I'll share where I'm headed.

Chaz 

B/X game Recap (11/6/10)

“They were an unlikely band - an elf, a warrior, and a holy man. The elf, known as Selvine of the Amazing Golden Locks had once saved the warrior Lumberjack from a terrible enchantment. The young man’s uncle, Schmidty, high priest of Swordy McSwordyson and old war-buddy of Selvine, also journeyed with them. Hoping for a chance at adventure and riches, the three traveled through the Craghorn Heights, far above the Valley of Elves. Their journey was a long one, and the road had taken its toll. Luckily, they soon spotted a village near a rushing mountain stream.

Upon entry, the party was approached by a gnarled old fart named Morvin. Morvin offered to buy a round, and the party soon found themselves in the Elk’s Head Tavern, listening to the coot rant. Like most villages, Greydirt was beset by black sorcery, and four lads had recently disappeared while camping near a warlocks ruined tower. Recognizing their battle-hardened look, Morvin attempted to recruit the three for a dangerous rescue mission. Morvin offered all of the profits from the past seasons market, and to sweaten the pot, he told them of a magical gem that could be found in the tower ruins. A deal was struck, and Morvin’s young son, Larm joined the party as a guide.

Wisely deciding to set out the following morning, the party explored the town before spending the night carousing with the locals. The only area of interest in the village was a small shrine to Huntmaster, where they met the priest, Sessor. Sessor asked that the party seek possible OTE’s (objects of True Evil) so he could cleanse them and secure the region from maleficent influence. The party agreed to do so in exchange for a sacred object.

During the night’s revel, the party met the canny innkeep Rarl. Rarl was a business man, and offered to relieve the party of elven gems for a considerable sum of money. Skilled negotiators, the party quickly extricated a fee upfront. Fueled by the possibility of profit and glory, three locals signed onto the expedition - Mort the village idiot, Swaine the shady, and Wersus cleric of the Victor’s god Terminax. Awaking hung over but eager, the party departed the village on a winding mountain trail.

Their journey was arduous, but uneventful, and at twilight they reached the ruins. While setting up a camp, they were surprised by Grizzlebain and Elfsnapper, two hideous orcs. The orcs loosed a barbed crossbow bolt and a trained wolf, and battle was joined. The party easily overcame the orcs though Mort was nearly slain. Exploring the tower grounds, the party found a trap door which lead into a darkened chamber.

The dungeon was filled with orcs and lethal traps. Poor Swaine and Mort met their end when they unwisely poured boiling oil on their heads. The party was shocked, but extracted revenge on a pair of assassin gnolls and a cowering orc priestess. Selvine was struck with poison, and for a time he was feared a goner. In the priestess’ chamber, they discovered grizzly evidence of the four villagers. A heathen idol was carefully seized, and stowed for later destruction.

Reaching a deeper level, the party was forced into a furious battle with an oversized Orc and his wicked cohorts. Once again the party’s clever tactics won the day, though Wersus was mortally wounded. Dying with sword in hand, he was immediately spirited to the feast hall of his god. The big orc’s armor was taken as a prize, and all captive orcs were summarily executed for crimes against god and nature.

Cautiously exploring further into the complex, the party avoided deadly traps and pitfalls until at last they reached the chamber of the elven gem. Malebeck had engineered potent defenses and riddles to keep his prize safe, but the party deciphered their meaning and claimed the gem. On their exit, the party was ambushed by Encaset the Unholy and all looked lost until the arrival of a mysterious stranger. The tide turned, and Encaset and his minions were put to the sword. Clearing the last few rooms for stranglers and hidden loot, the party packed up and departed for the village.”

NEXT UP: Against the Beast God’s Cult