Sunday, 31 January 2016

D&D Adventure: Breaking into prison

This adventure uses some of my personal home-brew, including the Samurai, and is set in my home-brewed world of Nuovo Arkhosia (map). This is all mere fluff, and the Samurai can be replaced by Knights in the monster manual.

The Gaolers Keep is found just outside Dessingrove City, along the inner part of the wall that separates the Empire from the Wasteland. It is a fairly small fortress, only meant to temporarily hold prisoners before they are transferred and exiled into the Wasteland.

Prison Grove, it is mockingly called by the locals.

The Keep also has something of interest to the party; a political prisoner (and family relative). Angus was a prominent figure in the resistance to the Empire, leading a campaign of sabotage and subterfuge against the Herald of the new God, Artor Keler-Vonstahp. Eventually a peace was struck between the residents of the wasteland and the Empire, but only if Angus became a hostage as part of the truce. For peace and his family, Angus willingly gave up his freedom to secure the truce.

Why does the party wants to break Angus out of prison?

The party were sent by the old Gods to remove the heresy of the new religion, but are seen as relative unknowns in this land. Angus was a fervent believer of the Old Gods, and is a legendary hero to the people of the wasteland. Securing Angus may be just the thing the party needs to become legitimate in the people's eyes.

Where is Gaoler's Keep, and what does it look like?

The Keep is located approximately 1 km south of Dessingrove city on the eastern side of Artor's Wall, the wall that separates the Empire from the Wasteland. Part of the Wall is integrated into the Keep. No other buildings or settlements are allowed to be built near the Keep to ensure the prison's integrity.

Map of the prison

The heavily guarded entrance to the Keep is located to the north-east, and immediately leads into the Administration room where prisoners are checked in and out. The entrance is magically constructed as such that only one door can be open at any single moment. This ensures that prisoners or visitors cannot just rush in or out.

The Admin room leads into the main corridor, which is segmented into three main parts. The corridor, like the entrance, is magically constructed so that neither gate or the kitchen can be open at the same time.

The large open space to the south of the corridor, or the Yard, has multiple uses. It is used to train the guards, provide leisure time for well-behaved prisoners, and as an execution area for summary punishment. The Record Room is located just to the south-east of the Yard, and is where all records of prisoners are kept until release.

The two rooms to the north of the main corridor are for the use of the guards. The red rooms are known as the Officer's Quarters, while the other room is known as the Guard's Mess. The Guard's Mess is where the Guards spend their break, and also doubles as an armoury.

The largest room in the Officer's Quarters is the Warden's Office, who overseas the administration of the whole prison. The left room is the Captain's Office, who is in charge of all guard related matters. The right room is the Chaplain's office, who is required to be on hand to serve the prison's religious needs.

The Kitchen and Prisoner's Mess are located to the south of the Officer's Quarters. The Kitchen is largely run and staffed by the prisoner's themselves so as to save on costs.

The final room is the Cell Block, where all the prisoners are located. There are 14 single cells and 2 bulk cells. 

All of the walls, floors and ceilings have been inscribed with runes to prevent the use of magic. The Captain and the Warden also have magical staves that when planted generate an anti-magic field around them. Only the yard is considered mildly safe to use magic, but the interrupted flow means that every single spell cast will cause a Wild Magic surge.

The NPCs

Warden Gavin Delson
Human, Samurai / Knight
The Warden is a minor member of the Delson noble family, and has been stuck running this prison for the past 20 years. His workaholic habits led his wife to leave him 5 years ago, and he’s done nothing but throw himself more into his work and alcohol. He sold his house in Dessingrove and set up a bare-bones cot in his office, and traded his horse to pay off his tab at the local taverns. Many of the prisoners who have been around for an extended time get along great with him and consider him a friend.

Captain Bronzefist
Dwarf, Samurai / Knight
Bronzefist is an exiled dwarf from the Wawmar Mountains, and has sort to make his mark on the new empire. He has risen high in Gaoler's Keep, and is now in charge of all guards. Relatively new to the prison in dwarf terms (15 years), Bronzefist has gotten to know almost all of the inmates fairly well. Even though his philosophy is that prison is a place for rehabilitation, he does not get along well with most of the prisoners. He, more so than the Warden, is seen as the gatekeeper by the inmates. Nearly all of the long-term prisoners hate him, and their attitude bleeds down to the newer inmates.

Chaplain Agnar
The prison's resident cleric. He is pale like a ghost and always has bags under his eyes. The guy looks like he hasn't slept in a while. He usually handles all administrative work.

Jeremy (Guard)
This black-haired, grey-green-eyed man has a fragile build and heavy, plain face. He is naive and quirky, and is interested mainly in money.

Riley (Guard)
This strawberry blond-haired, grey-eyed woman has a slender build. She is self-righteous, and is interested in romance and clothes. Way tougher than she looks.

Vidhi (Guard)
This man is a cold-hearted guard who is usually inconsiderate. He has dull grey hair, blue eyes, and brown skin. He is rotund with a thin face.

The Prisoners

Angus
A 52-year old man serving out a life sentence, Angus has been around since the Warden came into the job. He largely keeps to himself, and his status as a revolutionary means he garners some respect from the other prisoners.

Amos Caely
Mr. Caely, as he is referred to by nearly all of the inmates, is the most connected man in Gaoler's Keep. Nearly everyone owes him a favour. It is quite possible to suppose that he’s also incredibly well connected in Dessingrove. It is well known that he wouldn't be doing ANY time if it wasn't for a particular guardsmen that managed to witness Amos overseeing a drug deal. Amos is serving 10 years, 3 of which have passed.

Eldridge and Rocky
Mr. Caely’s left and right hand men. They worked for him before getting thrown in Gaoler's Keep, and continue to do so now. These two brutes are never too far away from their boss, and are willing to put up a fight for him, or take the blame when he gets a finger pointed at him.

Other Prisoners
Most of the other prisoners are simply on their way to being exiled into the wasteland. They are generally political or religious prisoners.

Some notes about the prison

Guard shift change
Most guards live in Dessingrove, and usually work for the full day. The shift changes at dawn. A minimum of four guards (not including the captain) is required to maintain the prison. There is always at least one guards patrolling the walls (accessible from the yard near the record room). One guard watches over the prisoners in the Cell block, however protocol dictates that two guards is required to manoeuvre prisoners around. Finally, one guard patrols the rest of the prison while the last one is on his break in the Guard's mess.

Food, water and supplies
Most of the work is done by the prisoners (or at a stretch, the guards themselves). Food and supplies are brought on a weekly basis through the entrance. Water is brought daily.

Visitors
Visitors are strictly not allowed.

Alarms
A magical alarm has been set up that is link to the main Dessingrove guard barracks. It can be set off in any of the Officer's Rooms. It should take roughly 10 minutes for back-up to arrive.

Some useful references

Use these rules:
http://recedingrules.blogspot.com.au/2011/05/heist-con-special-mission.html

Some useful skills checks:
http://dungeonsmaster.com/2009/06/skill-challenge-prison-break/

Sample adventure:
http://www.enworld.org/forum/showthread.php?249387-Prison-Break-Adventure

Sunday, 17 January 2016

Samurai

Some notes:

  • This post doesn't include any of the Buddhist or Zen religious influences so that you can pop this into whatever fantasy world you have made
  • I have tried to avoid any specific cultural references such as Bushido so that it should fit in whatever culture you choose
  • Based upon the Gladiator in the D&D 5E Monster Manual 

Samurai are the eastern equivalent of a western knight. They are military-trained nobility that swear allegiance to a feudal lord (daimyo in Japanese culture) and follow a strict code of conduct. Honour and Duty are paramount to a Samurai warrior, and a loss of honour was considered worse than death.

Common traits among Samurai was  meditation to calm the mind, needless killing was an abhorrent act, ritual suicide was an acceptable method to regain honour, unwavering loyalty to your lord unto death, and that honour and rank is placed above all else.

Notes

  • Samurai were educated in the art of strategy so that they could be effective officers. They usually lead troops in battle.  
  • Samurai were accomplished martial artists, and could fight with a range of weaponry (including their bare hands). They are always seeking to improve their combat effectiveness through training and practice.
  • Samurai are extremely strict on each other when it comes to their code of honour. Any Samurai who fails at upholding this code are cast out and shunned by all, including former allies.


Samurai
Medium humanoid (any race), any alignment (tending towards lawful)

Armor Class 16 (chain mail)
Hit Points 112 (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4)15 (+2)16 (+3)10 (0)12 (+1)15 (+2)

Skills Athletics +10, Persuasion +5
Saving throws Str +7, Dex +5, Con +6
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 6 (2,300 XP)

Brave. The samurai has advantage on saving throws against being frightened.

Focus. As a bonus action on their turn, the samurai enters a calm state of mind and focuses on their opponents. This focus lasts for 1 minute and ends early if the samurai has not attacked or taken damage since the beginning of their last turn. The samurai cannot casts spells while in focus. The samurai must take a short or long rest before they can use this ability again.

While focused the samurai gains the following benefits:

  • They have advantage on Strength checks and Strength saving throws
  • When they hit with a melee weapon attack, they gain + 2 bonus to the damage roll (see the weapon entry for the focus damage entry)
  • They have resistance to bludgeoning, piercing and slashing damage.


Actions

Multiattack. The samurai makes three melee attacks or two ranged attacks.

Katana (Longsword). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage, or 9 (1d10 + 4) when held with two hands.
Focus: 10 (1d8 + 6) piercing damage, or 11 (1d10 + 6) when held with two hands.

Tanto (Dagger). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) piercing damage. Can be thrown with a range of 20/60.
Focus: 8 (1d6 + 6) piercing damage.

Short Bow. Ranged Weapon Attack: +5 to hit, range 80/320., two-handed, one target.
Hit: 5 (1d6+2) piercing damage.


Reactions

Parry. The samurai adds 3 to its AC against one melee attack that would hit it. To do so, the samurai must see the attacker and be wielding a melee weapon.

    Thursday, 14 January 2016

    The Amulet of the Pantheon

    The defeat of the Pantheon to the might of The Mockery left the old religion in ruins and many of the deities essentially dead. Their shattered fragments were banished from the mortal realm, but they managed to navigate the hostile dimensional planes and found safety inside the amulet of one of their most devout followers, Grimbold. There the old gods, both good and evil, partially regathered themselves and waited to be reforged into their former selves.

    Grimbold followed the teachings of the Raven Queen, Goddess of Death in the Pantheon, and wore an amulet that was imbued with the soul of one of her unnamed saints. Grimbold gave up their divine powers while the amulet's soul sacrificed itself completely so that the fragments of the old God's could find a temporary home within the amulet. Unfortunately the defeat has left the individual personalities of the Gods completely shattered so that what remains are the raw emotions and ideologies of those Gods but without any of their purpose.


    The nascent essences of the Gods now compete for dominance, struggling with each other to come out on top. Their struggles are heavily influenced by what occurs immediately around them, and by the choices of their bearer. For instance deadly combat favours the war gods Kord and Bane, while appreciation of the arts favours Korellon. The most dominant ideologies have a significant influence on the magical powers that the amulet will bestow upon it's bearer.

    The Gods and their Ideologies

    Over half of the Gods in the Pantheon fell, and their personalities were shattered. They only partially remain inside of the amulet, and are heavily influenced by their environment. They are, in alphabetical order:

    Asomodeus was the most powerful evil God of the Pantheon, and represented raw power and pride. He is influenced by any actions that significantly increase the power of the bearer (whether through acts good or ill), and in taking pride in that works.

    Bahumat was the leader of the Gods of good as he represented Justice and Honour. He is influenced by actions that are exceedingly just and honorable, and where the bearer abides by the law of the land and follows a strict honour code.

    Bane was the evil God of War, and he always lusted after complete domination of his enemies. He is influenced by victorious combat, the subjugation of enemies and the conquering of their land.

    Bukalos was an evil Goddess that thrived on disaster and pain. She is influenced through illness, averse weather conditions and disasters of any nature.

    Erathis was a Goddess of Civilisation who sought to bring order to the masses. She thrives on orderly bureaucracy and peace.

    Gruumsh was the evil God of Wrath, and had an insatiable appetite for destruction. He thrives on any type of destruction that was caused intentionally.

    Ioun was the God of Magic, and spent eternity studying the nature of the universe. He is influenced by dedicated study and the use of magic.

    Kord was the good God of War, and thrives on the battlefield. He is influenced by combat and feats of physical prowess.

    Korellon was the God of Freedom, and appreciated natural beauty in all of its forms. He thrives on art, liberty and individual freedom.

    Lloth was the evil Goddess of Treachery, and is influenced by lies and deceit.

    Melora was the Goddess of Nature, and is influenced by the wilderness and the sea. She is influenced through any act that would protect nature.

    Moradin was the God of Creation, and is the patron of all craftsmen. He is influenced when anything new is created.

    Pelor was the God of the Sun, and is the patron of farmers and commoners. He is influenced through any act that would protect farmsteads and the common people.

    And the Raven Queen was the Goddess of Death. She is influenced through proper burial procedures and the destruction of the undead.


    Powers of the Amulet

    The amulet starts off with the following powers:

    1. While attuned to the Amulet, the bearer can use an action to case Cure Wounds. After the bearer casts the spell, they roll a d6. On a roll of 1-5, the bearer cannot cast the spell again until the next dawn.
    2. While attuned to the Amulet, the bearer can use an action to case Heal. After the bearer casts the spell, they roll a d6. On a roll of 1-5, the bearer cannot cast the spell again until the next dawn.
    3. When you cast a spell using the Amulet, there is a 10 percent chance that you attract the attention of The Mockery. The Mockery sends an avatar to wrest the Amulet from you. The avatar has the same alignment as its creator and the statistics of an Empyrean. Once it obtains the artifact, the avatar vanishes.

    Sunday, 10 January 2016

    Map of the Empire of Kelerak

    This is a map of Kelerak as it stands in the year 649 after the founding of Farland (the standard reference calendar used within the region). The Empire of Kelerak stretches from coast-to-coast, all barring a small walled territory called "The Wasteland" surrounding Knight's Hall.

    This map was created using Inkarnate.


    Map of Kelerak

    Wednesday, 23 December 2015

    Templar Code of Honour

    Ever since the old gods died to treachery, it has been the responsibility of all mortals to govern in their stead. And it is as such that we, the remnants of the old temples, decree the creation of the Templar Order.

    The duty given to the Templars is great, and lest they become corrupted by their power we shall impose upon them a Code of Honour to guide their actions. Let any Templar who breaks this code be cast out naked into the night to face the horrors alone.

    The Virtues

    1. Justice. A Templar vows to decide upon a course of action with reason, to die when to die is right, and to strike when to strike is right. Justice is the skeleton of the Templar; without bones the head cannot rest on the spine, nor hands move or feet stand. Without Justice neither talent nor learning can make a mortal into a Templar.
    2.  Courage. A Templar must not only perceive what is right but also have the courage to do what is right. Bravery only counts if it is exercised in the cause of Justice and Righteousness.
    3. Mercy. A Templar is imbued with the power to kill, but they must temper that power with mercy. The Templar must show love, sympathy and pity for their fellow mortals lest they fall into hubris and evil.
    4. Sincerity. The Templar must have the courage to speak and act truly about their own feelings, beliefs, thoughts and desires. To be true to others is to be true to oneself, and in that truth is the path towards becoming a true Templar.
    5. Politeness. The Templar will always express a benevolent regard for the feelings of others. Courtesy and good manners are only counted as a virtue if it is not motivated by a fear of offending good taste.
    6. Loyalty. The Templar Order is charged with bringing order upon the mortal realm, and to achieve that it must have the utter devotion of the Templars. The ties that bind us together will allow mere mortals defeat the forces of evil.
    7. Self-Control. The Templar must have an absolute moral standard that transcends logic. What is right is right, and what is wrong is wrong. Do not allow others to cloud the standards which has been given to you to uphold.

    The Codes

    1. To protect the weak and defenceless
    2. To give succour to widows and orphans
    3. To refrain from purposely giving offence
    4. To despise monetary rewards
    5. To fight for the welfare of all
    6. To obey those placed in authority
    7. To guard the honour of fellow Templars
    8. Abstain from unfairness, meanness and deceit
    9. At all times speak the truth
    10. To preserve to the end any promise made
    11. To respect the honour of the common folk
    12. Never refuse a challenge for combat from a Templar of equal standing
    13. Never turn your back on your enemy

    Friday, 18 December 2015

    Bakasura, The Great Devourer (Hindu)

    Some notes:

    • The base model is the Rakshasa from the D&D 5E Monster Manual, with appropriately adjusted stats and some major changes (like Springing Leap)
    • The inspiration is loosely based on the myth of Bakasura. The demon terrorised a village and was given a daily cartload food as tribute. Eventually he died while wrestling Bhima

    Bakasura is a fiend with an insatiable appetite. The taste of blood, the texture of flesh and the crunch of bones is what excites this demon. He is driven to hunt constantly, for if he does not feed Bakasura will lose control and enter a feeding frenzy.

    The demon appears like a muscular humanoid with long piercing spikes extending from his forearms. The tips of his fingers end in sharp claws, and his mouth is filled blood-stained fangs. His eyes have no irises, and are the colour of red-hot fire.

    But by far the most curious and frightening feature is the extra mouth and it's row of fanged teeth that lie across the sternum of Bakasura. This extra mouth has caught many would-be champions unaware, as Bakasura pins them down with his spikes while his body-mouth devours them while they are alive and screaming.

    Tactics

    • Bakasura prefers to avoid direct conflict, instead choosing to attack when his prey is weak. He would use his magical abilities to taunt and provoke the party from a safe distance, and use suggestion to invoke doubt into his prey. He will only attack when he is sure of killing and escaping with his prey. 
    • If conflict is unavoidable (and Bakasura has a devoted cult following), Bakasura will use his followers to engage the party as a distraction while Bakasura uses his invisibility to stalk the weakest members of the party. Once the toughest members are engaged and grappled, Bakasura will pounce onto his chosen prey and try to drop them and use Digestion.
    • Bakasura will do everything he is able to keep himself mobile.


    Bakasura "Butcher" Skin from Smite, a MOBA game by Hi-Rez studios

    Bottomless hunger

    Bakasura is a demon with an everlasting hunger for the flesh of the living. This vile fiend solely exists to crunch bones, tear at flesh and guzzle down the blood of his frightened victims. His otherworldly digestive system seems to have no end, and his body-mouth can contort and extend to fit any meal no matter how large. It has been rumoured that Bakasura once ate three giants whole in one sitting, before making his way to feast upon an unsuspecting nearby hamlet.

    Unseen Terror

    Bakasura prefers to taunt and terrorize his prey before eventually devouring them. He stalks his victims from the shadows, using stealth and illusions to confuse or scare his prey. When he finally tires of this one-sided game, Bakasura quickly immobilises the victim with his forearm spikes before feasting on them while they are still alive.

    Fearsome Predator

    An eternity has shaped Bakasura to be a cunning and deadly predator. His speed allows him to quickly close in on his prey. His raw strength allows him to shred his target to pieces. And his agility allows him to pounce onto his victims, or leap to escape a deadly situation unharmed.

    Uncompromising Negotiator

    Bakasura is cunning enough to know that he can feast without hunting. He will frequently make a deal with towns and villages whereby Bakasura agrees not to prey upon the populace if they agree to supply him with a daily cartload of meat (the cart-bearer is usually eaten as well). Bakasura is then free to hunt elsewhere to supplement the daily offerings.

    Cannibal Followers

    On occasion, a few deluded mortals think that their lives will be spared if they follow and worship Bakasura. The cultists seek out unwilling sacrifices and bring them to Bakasura so that he can feast upon them. They are so devoted that they become cannibals and live by the mantra that "only the weak are eaten". The leader of the cult only lasts until his successor finally kills and eats him (or Bakasura starves and eats the whole cult). Cultists of Bakasura are easily identified because they mutilate their own bodies to mimic the spikes of Bakasura.


    Bakasura
    Medium fiend (demon), lawful evil

    Armor Class 14 (natural armor)
    Hit Points 90 (12d8+36)
    Speed 40 ft.

    STR DEX CON INT WIS CHA
    16 (+3)19 (+4)17 (+3)10 (0)16 (+3)20 (+5)

    Skills Intimidation +10, Insight +8, Stealth +9
    Saving throws Dex +9, Wis +8
    Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
    Senses darkvision 60ft., passive Perception 13
    Languages Abyssal, Common
    Challenge 10 (5,900 XP)

    Blood Frenzy. Bakasura has advantage on melee attack rolls against any creature that doesn't have all its hit points.

    Innate Spellcasting. Bakasura's innate spellcasting ability is Charasima (spell save DC 18, +10 to hit with spell attacks). Bakasura can innately cast the following spells, requiring no material components:

    At will: disguise self, minor illusion, thaumaturgy
    3/day each: detect magic, invisibility, major image, suggestion
    1/day each: dominate person, plane shift, true seeing

    Keen senses. Bakasura has advantage on Wisdom (Perception) checks that rely on using hearing, smell or sight.

    Springing Leap. Bakasura must not be grappled, restrained, paralysed, petrified, prone, stunned or otherwise incapacitated. As a bonus action Bakasura is able to perform a standing leap up to 10 ft. in the air and landing in an unoccupied location 15 ft. away. This sudden leap does not provoke opportunity attacks.

    Swallow. Bakasura makes one bite attack against a medium or smaller target that it is grappling. If the attack hits, Bakasura's body-mouth distorts and extends and the target becomes swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside Bakasura, and it takes 21 (6d6) necrotic damage at the start of each of Bakasura's turns. Bakasura can only have one creature swallowed at a time.

    If Bakasura takes 30 damage or more on a single turn from the swallowed creature, Bakasura must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of Bakasura. If Bakasura dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.


    Actions

    Multiattack. Bakasura makes three attacks; two with it's Spikes and one with it's Bite.

    Spike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
    Hit: 14 (2d10+3) piercing damage.

    Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
    Hit: 10 (2d6+3) piercing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.



    Change log:

    • 20 Dec 2015.Took the Blood Frenzy feature from the Sahuagin. Changed Flesh Sense to Keen Senses. Edited Leap to be mechanically similar to Nimble Escape and renamed it to Springing Leap. Changed Digestion to Swallow from the Behir. Changed the CR to 10.

    Wednesday, 16 December 2015

    The changes to Kelerak

    The D&D campaign I am running at a cross-roads. The party was transported to an alternate dimension that had changed time to speed up, and are now exiting nearly 40 years in the future. I had the party roll some dice to determine what had happened in the meantime, and this is the result.
    You may not know me, but I have been watching you all throughout time. Arkaxus the Headstrong, twice defeated but resolute on his path towards vengeance. Grimbold the Provider, who has already given so much but still so willing to give their all. Sanctus the Courageous, always defending the weak from those who abuse their power. Ceasus the Seeker, striving to pry the secrets of the world from the dark places. Aramil the Storm-Born, still grieving over the love he lost. And Jinn, the trickster who runs from his own past.

    I have followed the essences of my dead brothers and sisters to this unhallowed place, and I have sensed them within that amulet you bear. Why they have chosen mere mortals to guard their essences I cannot begin to speculate, but my fellow Gods have made their choice and I will abide by it.

    But, where are my manners? I have not introduced myself!

    Behold, for I am Cyndor the God of Time!

    I must be quick, for controlling this plane of existence is draining me of my power. I am sending you back to your own world so that you may resurrect the essences of the Gods that lie within your amulet. The Mockery has finally re-emerged after eons to lay waste to the plans of the Elder ones, and we must  reforge the essences of the Gods so that we can oppose The Mockery and his Herald. But be warned, as much has changed since you last were home...

    It has been nearly 40 years since the old gods were defeated before the might of The Mockery and the army of devils summoned by his Herald, Artor. The fabric of reality has been torn, with infernal Fiends and otherworldly abominations slipping in through the inter-dimensional cracks and running amok. Travelling the wilds is no longer safe, so that the commoners cower behind feeble walls and meekly pray for salvation.

    The sky has been permanently breached, torn asunder by the power of The Mockery. The sun can barely be seen through the ash-darken clouds, and never-ending thunderstorms constantly assail the earth. For some unknown reason the earth itself has become warmer to the touch, hot enough to heat up puddles of water. The new low-light and humid conditions has changed the way plants grow, slowly replacing the familiar forests with thick jungles of ferns, vines, and mosses.

    The farmers suffered the worst as traditional farming methods were no longer producing the crops required to feed the population. Animals that could not survive the hot and wet weather died quickly, and starvation gripped the land. It was then that Magic Universities and Academies throughout the land focused their efforts to magically alter the seeds and animals to become suited to the new conditions. The new magically-altered crops averted a crisis, and magi and sorcerers became a highly regarded profession.

    The Herald used the food crisis to usurp power, trading magically-altered seeds for absolute rule over towns and provinces. In place of traditional feudal lords and city councils he created the Magocracy, where he gave power to trusted magic-users to rule in his stead. The new rulers were known as Senators, and Artor used them to consolidate his power to rule upon the White Star Throne in Dragonspur City.

    The death of the gods and the rise of the Herald hearkened the birth of the White Star religion. This new religion was based around the appearance of The Mockery and his victory over the old gods, and praises Artor as the Herald. The new religion falsely teaches that the old gods, myself and my siblings, were false and that we stole godhood from what they now call the White Star. The White Star, through the Herald, shall now reveal the True Path that the faithful should follow towards redemption. All hogwash, of course, but this new religion has been mandated by the Herald to be the only religion throughout his new Empire.

    Under Artor's guidance and through the fervor of his new religion, Kelerak was quickly able to conquer and subjugate neighboring Zeland, Kale, and Daven. Only the militant Orland and their legions were strong and organised enough to repel the fledgling Empire of Kelerak, although they too eventually fell to the zealous teachings of the White Star missionaries. Only the far-flung Kingdom of Farland remains independent, as the ancient King Wolgan the VIII maintains a vice-like grip onto his throne.

    As the Empire spread so too did the White Star relgion, and it destroyed any vestiges of the old Pantheon in it's wake. Temples were re-purposed to worship the new and only god. Clerics were mercilessly cut down in public executions by the militant wing of the White Stars, the Justicars. But the old Pantheon still remains stubbornly alive, as the elders secretly still pray alone in dark rooms when the Justicars are not watching.

    All surviving members of the old Temple hierarchy fled west towards the castle of the Order, where the half-elf Knight-Captain Dendy Jeri remained faithful to the old ways. The Temple of Kord was by far the strongest contingent remaining, and they formed the backbone of the resistance movement against the Empire. Soon the Order and the remains of the Temples merged together to form the Templars, a holy order with the divine duty to govern over the remaining faithful. All assets of the Castle were gifted to the new Templar Order, and the Castle was renamed Knight's Hall.

    Instead of invading the lands of the Templars, Artor instead ordered a wall to be built around them to cut them off from civilization. The wall itself was permanently manned, and a common punishment throughout the Empire was to be banished onto the other side of the wall. As such, the area  beyond the wall has been nicknamed "The Wastelands" in the rest of the Empire. Strict border controls were in place at every gate along the wall, and anyone who managed to cross the wall without permission were mercilessly hunted down and executed.

    The wall was integrated to be a part of the city of Dessingrove and the towns of Waleron and Deaton, making these places the only points of contact between the Empire and the Wasteland. When the Templars and the Empire cooled their relations, these towns actually thrived as it was the only trading point for the Empire to access goods from the Wasteland, the Elves of the Black Woods and (surprisingly) the Orcs of the Northern Teeth.

    Over the years the Templars have become increasingly secular, with many giving up hope that the old gods will return. The Templars have become the defacto government of the Wasteland, and the Pantheon faith now barely influences their decision-making. They have instead become more militant, eschewing the arcane arts in favor of increasing technological might.

    As for the races, non-human races now experience the most intense racism within the Empire than at any other point in known history. Tieflings suffer the most as their infernal bloodline link them to the unholy abominations that wander the wilds. Many Tieflings are simply attacked on site in any urban area, forcing Tieflings to hide out in the wilds. Many Tieflings have fled into the Wasteland or far to the East, although some have formed alliances with Fiends and have grown powerful.

    Although most Orcs live in the Northern Teeth under Uggoth Kalakzorson, some have chosen to follow Skanut the White and live in the Wasteland. This has created some animosity between the two, as each believe that theirs is the true Orc way. Simmering away in between this animosity waits the Blood Oath Orcs, awaiting their chance to create bloodshed and awaken their foretold Blood God, whoever that may be.

    Elves are barely tolerated within the Empire as the Black Wood still do not follow the White Star faith. Half-Elves are treated with contempt and pity by both sides, although they can still find fulfilling lives. Dragonborn also find it hard to maintain their place in society, and are slowly being pushed out by the human-centrist aristocracy. And Dwarves have mostly retreated deep into their mountain retreats, away from the prying eyes of the Magocracy. Only the Halflings and Gnomes are welcomed among the humans.

    Curiously, the Herald himself has encouraged the migration of Drow into the capital city of Dragonspur. The migration was paid by the Empire itself on the condition that the Drow convert willingly to the White Star faith and burn the remains of their old faith. The Drow eagerly agreed as their native lands to the east were barren and dry. What the Herald plans for the Drow is unknown, but the ash-clouded skies allow the Drow to frequently roam the surface.

    This is the world you will now enter. It has changed drastically, and in 40 years almost everything you have loved and cared for will have died or grown old without you. As a final gift, I will tell you their stories.

    Arkaxus, Sila was valiantly rescued from the Blood Oath Orcs by Skanut and the two lived their lives happily together. Sila managed all of her taverns expertly, spreading her business across the Wasteland. While she was happy without you, she did not forget you, and you remained part owner of the taverns in Dessingrove and Deaton. The Tavern in Knight's Hall was forcibly given to the Templars, as well as your smithy.

    Your noble family has hit upon hard times, and have been forced to sell their expansive estate to meet rising debts in an increasingly racially charged Dragonspur. Sila was kind enough to give them your profits to keep them afloat, but they constantly squander the money.

    Eatfrith was a devout follower of Gruumsh, and when his God fell so did he. The Cult of Gruumsh quickly fell apart at the seams and was irreperably damaged. The once fearsome Goliath roamed the Wasteland as a simple bandit, hunted by both Templar and Empire alike. Eatfrith finally died to your cousin Survasix, who joined the Templars to continue your quest for vengeance.

    Grimbold, your love Twengebehriehs had left you alone in your village but as you had found your true calling so did they. Affectionately known as Twigs, they had become teacher of poor urban children so that they may improve their lot in life. In payment all Twigs asked for was food and shelter. Eventually the legend of Grimbold reached Twigs, and they packed up and began a journey to reunite with you. Unfortunately by the time they reached Knight's Hall you had disappeared into this dimension. Undeterred by rumors of your downfall, they established a school for the poor and awaited your return. On their deathbed, still resolute in the fact that you would return to them, they called upon Joco to imbue their spirit into the lectern to await your arrival. They continue to teach the poor up to this very day.

    Despite the sweeping changes across the land, the Cult of the Raven and "Him" continue to thrive in the wayward forest off the beaten track. They continue to partake in psychedelic drugs in an attempt to become closer with the Raven Queen, ignorant of the fact that she has now died and lives on within your amulet.

    Sanctus, your son Angus has hit upon hard times. He was a hot-headed youth that believed in attacking problems head on, just as his father did before him. When the Empire forcibly took over and began to wipe out the remains of the old Pantheon, he and his friends traveled to Dragonspur and began a campaign of guerrilla warfare and sabotage. He also led all the refugees that he could back to Knight's Hall, and was a leading figure in the Order. But years of fighting tired the Templars, and they eventually sought to make peace with the Empire. One of the conditions was the imprisonment of Angus for the crimes of sabotage. When Angus learned of this, he marched right up to Templar-Captain and turned himself in on the condition that his family remained safe and unharmed. Angus still lives, but languishes in prison beneath the city of Dessingrove.

    The slave kid that you had rescued from the orcs took your name in your honor, and fought alongside your son Angus in their campaign against the empire. He was your son's right-hand man, and together they probably saved the remains of the Temple from destruction. Angus' eventual imprisonment has pained Sanctus Freeman, to the point that he has infiltrated Dessingrove and plots to break his friend out of prison.

    The Sanctuary, the monk order where you learned to fight, was forcibly conscripted to fight in the Empires war against Orland. Any monk who resisted to maintain strict observance of pacifist doctrine was brutally murdered as an example to the rest. The surviving monks soon found that they were really good at fighting, and became willing shock troops for the Empire.

    Jinn, your homeland to the east lies tattered and barren. The changes to the world has adversely affected the underground dwellings the Drow built over centuries, and in-fighting broke out between the clans. Your family was on the loosing end, becoming indentured slaves to more powerful families. Eventually the Drow migrated as a whole to Dragonspur at the request of the Herald in exchange of forsaking their ancient religion. The Drow as a whole agreed, and they burnt their holy books and symbols as they left their cavern cities. Your family ancestors remain as slaves in Dragonspur, serving the whims of their overlords.

    Aramil, the your elvish clan's forest lies totally within the Empire and as such experience mild racism from the human aristocracy. Only elvish magic-users are in any way respected. The family of your human lover, in comparison, has thrived as it was discovered they have a rich steak of magic running through their blood. The family quickly rose to power in the Magocracy, but instead use their new-found power to protect their home village. In respect of your relationship with their relative they have taken it upon themselves to protect the forest and your elvish family from the avaricious machinations of the Magocracy.

    Ceasus, while you are used to being exiled you should be wary as racism towards Tieflings have grown exponentially in the Empire and in some parts of the Wasteland. This is because of the fear that Tieflings are in league with the Devils and Demons that terrorise them on a daily basis. The wilds are also no longer truly safe, as fierce abominations prey upon the unsuspecting. No place is no longer safe, except that magic-users are highly respected or at least tolerated.

    For Caelan Blade the collapse of the Kingdom meant that he was no longer a wanted man. The Thieves guild was also broken up due to factional infighting, so Caelan was no longer hunted by assassins lurking in the shadows. Unfortunately his Tiefling blood meant that his was no longer welcome in towns or cities. He still had his gold and his ship, and with them he created a little village along the Dark Lake that was a refuge for other Tieflings. He refitted his ship to ferry goods along the river-ways between the Wasteland and the Empire. He is survived by his son Caelan who continues the family business.

    Belric was able to grow his pacifist ideology within the Wasteland, and had a devout follower in Skanut. Skanut wanted to reform the world's opinion of orcs, and through Belric had someone else with faith that orcs could change. Together they worked tirelessly to change the Templar's opinion of orcs, bugbears, goblins and kobolds so that these races are considered natural extensions of civilization. The ideology of equality is Belric's lasting legacy to the Wasteland.

    Joco was able to secretly study necromancy and other forms of taboo magic to find a solution to his problem. He was also an avid supporter of the arts in Knight's Hall, and formed part of the magical backbone of the Templar order. But despite his efforts, he and his wife Taleadora could not keep up with the magical progress made within the Empire. When Taleadora suddenly died to a Demon attack, Joco decided that staying in Knight's Hall was only holding him back in his quest.

    As a respected member of society, no one suspected that it was he that had found his way to Orvaxis' tomb on the night the spirit disappeared. Orvaxis was depressed that Bahumat had died, and when Joco approached him with his plan Orvaxis was only too ready to agree. Through an ancient arcane ritual the spirit of Orvaxis was merged with the soul of Joco, and this managed to also increase the lifespan of Joco. The three spirits in one body then quietly left Knight's Hall and made their way to Dragonspur.

    That is all I can tell you, as now my power is fleeting and I must destroy this plane and the forbidden time magic that is imbued within it. Go now, heroes, and find a way to resurrect the gods so that we can fight the Herald and The Mockery!