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#Tales of Catacrach
qarajhcreations · 6 years
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Tales of Catacrach, Appendix rule: Size matters!
So you’ve just defeated the Goblin Chieftan Bik-Dik of the Skinworms Tribe in a glorious fight that went back and forth, and you’ve now begun looting his smelly, beaten corpse. Bik-Dik was wearing a Half Plate armor set, which is better than your Chain Shirt. Naturally, you want to equip that Half Plate for that sweet 15 AC. But hold your horses for a minute there, skip. You’re a Half-Orc Fighter, your size is medium. Bik-Dik is a Goblin, and Goblins are small, you probably couldn’t even fit your thigh down into that Half Plate (you might want to reconsider eating all those sweetrolls earlier). However, fret not, brave adventurer!
If you find a blacksmith or an armorer, he or she will be able to re-size the armor for you, it’ll cost you a bit, but significantly less than buying new stuff. Oh, and you might want to put that chain shirt back on first... Those nips could cut steel, my friend.
The same goes if you want to snatch some equipment off of something bigger, say a Hill Giant. What is a Dagger to a Hill Giant is a Greatsword to a Medium character, so maybe your Gnome Paladin should not be waving that thing around in public. Gear like this can’t, obviously, be resized, however, you may find collectors and other weird folk, that’ll pay you handsomely for giving them the big one.
Now, go on out there, and do adventuring and stuff... And don’t forget to wash your hands, kids!
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qarajhcreations · 7 years
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Tales of Catacrach, D & D 5e, Handout: “Hraldon Tongue Ripper’s Journal”
A surprisingly clean and neatly written journal, apparantly it was written by the former inhabitant of the Torture Chamber below Hraldon Refuge. Thumbing through the pages speak of horrific means of torture and executions, carried out by the journal’s owner. A few entries stand out in particular.
Entry #1
Abborgardian Year (AgY) 604, 5th of the Claw of Winter: Arrived at this place, called “Hraldon Refuge”, or so they said in Cyndarr, this looks more like a prison. Which is why they got me here, I reckon. Had my first day of work today; an old Half-Orc, apparently the one who had this job before me. Someone upstairs caught, from what I know, he spoke a little more than he should about some high ranking mage. Good to know, I’ll keep quiet like a wall.
Brought my own hood and mask, the one he left smelled of something foul, no need to keep it around. The man was already weak when I got to him, no fight left, for a savage like him, that’s impressive. By the sight of his ribs, the mages had probably starved him for at least a weak. Others would have passed out by now, but Half-Orcs are tough fuckers. The message from the mages, a puffy robed Gnome, but certainly one with a strong grasp on magic, said that the Half-Orc must die. But slow, and without being discovered by other mages. Apparently, the Gnome was hoping to find out, who the Half-Orc had gotten information from. i looked at him through the hood, chained up, his hands and legs limp already. In his state, I wouldn’t be able to get much out of him, he wouldn’t last long, a few days at most.
I started with his thumbs, a large mallet for his right hand thumb, a sharpened bone-scissor for the other. He barely even flinched, what I wouldn’t have given to get to him, while he was at his primal strength. He tried to get eye-contact, though he should know, that to be impossible. There were no pleas for mercy, no sign of him telling anything. Oh well, I was just told to kill him slowly, I wasn’t directly told to obtain anything from him. I got up in the middle of the night. He was sleeping, or unconscious, I slit his throat slowly. He woke for a second, gurgled, and finally joined ranks with his ancestors. Or something. He bled quite a lot, I should consider getting a tray with some tight-sitting grating installed here, make it easier to clean from time to time.
Entry #2
AgY 604, 7th of the Claw of Winter: Spoke with the Gnome again, showed him the body. I had sealed up the throat-wound so it didn’t look fatal. Seing a Gnome angry is rather hilarious, a flame erupted shortly from his hand, was he trying to threaten me? Mistake on him if he were. I was told to get rid of the body, but the mages had had a recent attempt at poisoning. With their pantry being down here as well, there’s a lot of them coming and going. Can’t move a body out like that.
I’ll chop the body up, burn the flesh and blood off, and put the bones in the large cabinet. There should be plenty of room. I hope the smell of burning flesh won’t attract any of the mages or the guards they have hired in the barracks above. Should I have a taste? It’s cooked after all. Maybe just a little bite. Kept the tongue and sealed it in a jar.
Entry #30
AgY 604, 30th of the Drawing Down: I was tasked with a public execution. Not something I normally do, I work best without eyes gawking at my work. A prisoner, apparently a rogue mage from the east, had been captured. I had to prepare the female Half-Elf for the pyre, a common punishment for witches. Two heavy-armoured hirelings with halberds, poked her forward, her tattered robe was clotted up with blood from the stab wounds, not enough to kill, but just piercing the skin, the guards kept their distance. Straight behind them, one of those hulking golems, that the mages enjoy to make. It could barely fit in the barracks, having troubles with getting through the door.
The Half-Elf woman was pretty, her green eyes had a wild shimmer to them, oft hidden behind the locks of her raven-coloured hair. The guards left, as I took over. Free to do my bidding. They had gagged her with a tightly locked leather strap, that was starting to gnaw into her cheeks. Her eyes followed me as I circled her, even here, in my lair, she had rage, anger, contempt in her eyes, I knew she would try and attack me, where I to release her shackles, or her gag. As I pulled forth my curved dagger, she began squirming, trying to wiggle out of my reach. I could feel her pulse racing as I grabbed her by the throat, it was enticing. I told her to hold still, unless she wanted to get cut in the face. It took some gasping moments for her to understand that I was planning to cut her gag off. I released her throat, my fingers left red marks on her pale skin, and reached into a bag. I slided the dagger very slowly, and slower than I needed to, up along her throat, letting her feel the cold steel on her skin. She gasped, but managed to hold her composure. The point of my dagger made contact with the leather strap of the gag, slowly I began to cut the leather, it was sturdier than expected, which only made it so much better for me. She was shaking, scared, feeling the blunt side of my dagger against her cheek. She didn’t notice that I placed my other hand, now fitted with a Sea-stone ring, on her one arm.
A short, dry snap, as the leather strap was cut over. And as expected, she spat the gag out at me, and began to shout and yell incantations at me. It took her a while before she realised; her spells had no effect. Oh the hopeless struggle of the people I am given. I didn’t explain what I had done to her magic. She didn’t ask. I had been studying her closely, too closely... With my dagger at her throat, I took her body for my pleasure, I had not had such a rush since I took the old Half-Orc’s life almost a year ago. This finally broke her, she didn’t even scream anymore, just a blank, soul-less stare. Cutting her tongue out was almost too easy, but the effect of the Sea-stone was fading. I branded each of her cheeks, as was requested; the mark of treason. She might physically have died on that pyre, but she was dead inside before any flame struck her.
Entry #65
AgY 605, 22nd of Highsun The guards are confused, they speak about that the Abborgardian Empire have crumpled. Some mages had apparently tried to take power of Abhelm, with some magic conduits overcharging or something along those lines. And this happened about a week ago, given the distance from Abhelm to Cyndarr. I am not sure what this means, the guards talk about deserting, some of them already have. There are voices I can no longer hear, and the guards haven’t had their scheduled shift today.
As I went up to investigate, I heard the voice of the puffy Gnome. I hurried back to my chamber, and pretended to be cleaning some of my tools, when a sharp single knock, presumeably by the Gnome’s staff, was followed by the door being opened. It was never locked, no-one would leave unless they were meant to. The Gnome started a tiring tirade about loyalty, employment, my silence and such. I pretended to not know, which seemed to calm him significantly. The last thing he said before leaving was “Be ready, you may have a lot of work in the coming time...”
Entry #77
AgY 605, 6th of the Fading The Gnome was right, of course. I had several mages that needed the treason branding, a couple of fingers were clipped, some toes as well, but I refrained from taking tongues, tempting as it was. The Gnome seems pleased that I’m following orders.
At least half of the guards are now gone, whether they ran, or were killed, I don’t know. And I don’t really care either. But I know that the time where I am the master of this place, with all the prisoners in the cells at my disposal, is coming soon.
Entry #82
AgY 605, 13th of the Fading His paranoia finally snapped, his hair and beard and robe had scorch marks, when he entered my chamber. The calm, cold arrogance that had been in the Gnome’s eyes earlier, was exchanged for a cold, blank madness. He was stuttering, spitting at almost every word, I could make out something along the lines of backstabbing bastard and so on, but most of it was a mixture of Gnomish, common and Dragonic.
Using a new supply of Sea-stones, I calmly walked over and gently grabbed his one shoulder with a Sea-stone ring on my finger. At first he was furious, ready to attempt to hurl spells at me, but it seemed his madness was also tied to magic, as he started to calm down, and just as he was trying to reason, I knocked him out with the branding iron. It was a surprising hassle to tie him up, his limbs being much short than I was used to. I cut out his tongue, the blood in his throat woke him up. If he was incoherent before, it was even worse now.
I drove a nail through one of his hands, the blood dripping down in the grating I had made. And then I went for some food in the pantry, I didn’t see any of the guards. The meal tasted extra sweet that evening.
Entry #83
AgY 605, 14th of the Fading I added a nail to the Gnome’s other hand, he is barely conscious now. So I brought him some ice-cold water from the creek up on the surface, keeping him alive till the very last point is going to be a lot of work. But I have time. Plenty of time.
Entry #84
AgY 605, 16th of the Fading The Gnome hasn’t got far to live now, he have lost too much blood, he is constantly slipping in and out of consciousness. I had to sew his eyelids open, I needed to see the moment that life left his worthless body.
Entry #85
AgY 605, 17th of the Fading He died shortly after midnight. As he did, the entire walls shook, and I heard a massive crash coming from the barracks above. Upon investigating, the cieling in the barracks had collapsed, cutting of access to the surface.
Entry #90
AgY 605, 24th of the Fading The pantry is empty, the food I didn’t manage to eat have gone bad. There is still some wine left. The Gnome will do as food source now.
I’ve discovered a weakness in the barracks wall, I saw clayish water seep through a crack. If I can weigh out my strength and the rations the Gnome will provide, I think I can get through.
Entry #101
(no date have been entered for this entry) I’ve made it, I’ve dug a tunnel up to the surface. I pushed the Gnome’s cleanly gnawed bones into the cabinet, where the bones of my first victim were still stashed.
I have found some books and have begun to study basic magic, if I had known the possibilities one could use magic to hurt... and regenerate and then hurt again. Endless torture, the thought warms my heart even now.
I’ve installed a sawblade to hurt anyone not observant enough, the wiring was difficult, but it should now be hooked up to the slab, just around the corner.
Entry #102
(no date, the text is barely readable, written by a visibly shaken hand) Well, this is it, it is over. My freedom was short. I ate some roots and mushrooms from the forest. I am dying, I’ve hurled blood three times today already. Well, this will be the first, and only time, I end a life quickly.
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qarajhcreations · 7 years
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Tales of Catacrach, D & D 5e, appendix: Beverages
Various beverages can be found around Fellmir, a lot of creatures have a fondness to certain types of beverages, and different beverages have different effects. Not all creatures are able to drink a lot of alcohol. Most of these can be found in pretty much every inn and tavern, but some you’d need to go to more specific locations to get a hand on. Unless stated otherwise, after a certain amount of a liquid (in value after each listed drink with a DR, Drunk Risk), requires a CON check. If you succeed, you may continue to drink, but each drink afterwards will require another CON check. The beverages listed have the CON value check that you need to beat, in order to succeed the check. Dwarves, Half-Orcs and Dragonborn have a natural way of dealing with alcohol, and can add 1d4 to most DR values. If a character is not used to alcohol, the value for the amount of drinks, is halfed (rounded down). Upon a failed CON check, the character is drunk. Roll 1d6 to find out how the character reacts while drunk. If you ARE drunk, and wish to stop drinking on your own terms, you will need to make a WIS 15 saving throw. Waking up after being drunk may have negative side-effects as well. Upon finishing a long or short rest, roll 1d12, on a 1-5 you’re suffering from a hangover; you will have disadvantages on all INT, CHA, WIS rolls for the next 8 hours after waking up. Most beverages can be watered down, if so, the DR-value is doubled.
Reactions charter 1d6:
1: Your character passes out and is unconscious. If you’re with a party in a tavern, this shouldn’t be a problem, but if you’re alone, you want to make sure you don’t have too many valuables on you.
2: Your character becomes tired, people seem to drift by you, and every sound seems thrice as loud. Until you have a short rest or a short rest, you will automatically fail Per-rolls. Your speed is lowered to 10. In a Brawl, you must attack the one making the most noise. Will leave drinking (without a WIS save), if a friend offers a bed or other sleeping opportunity.
3: Your character becomes easily aggressive and is very likely to start a Brawl. Notice that if you brawl while drunk, not only do you have disadvantage on all attacks, incoming blows are always at advantage. You have a temporary -2 to your DEX/STR (depending on what is highest, if equal, it’s on both). An aggressive drunk is very likely to throw insults at pretty much anyone he/she sees.
4: Your character gets hit by a sudden wave of melancholia; everything is awful and sad. Everyone else feels better, more handsome, richer and so on. You feel yourself taking pity on people and creatures, that don’t really need it. If a Brawl breaks out, you find yourself unable to fight back, though you will attempt to block incoming blows (AC + STR modifier).
5: Your character suddenly feels overly flirtatious, hugging and leaning against whoever. This usually creates awkward situations. A flirty drunk will attempt to calm and hold back their “target of interest”, in case of a Brawl, and be less likely to partake in the brawl themselves. If two flirty drunks happen to come across eachother, and none of them have another target in mind, they are almost certainly asking for a room, or finding a corner of the tavern with the fewest people.
6: Your character becomes overly talkative, you suddenly begin telling everyone around you, in a slightly-louder-than-usual voice, everything. From childhood memories, over your first failed love-interest, to national secrets. You have no filter holding you back, and you’ll join in on any conversation that you can hear. If ignored by the closest (up to) three people, your state of being drunk turns to either tired (1-4 on a d12), aggressive (5-8) or melancholic (9-12). 
Absinthe (DR: 2, CON: 16): Absinthe is relatively uncommon, especially outside central Fellmir. Don’t expect to find this at taverns along the road, or in smaller villages.
Ale (DR: 10, CON: 13): Ales are perhaps the most common alcoholic drink around, not too strong, and easy to water down. Ales come in many tastes and appearances. Often found as a replacement for water while on the road.
Arhkis (DR: 4, CON: 15): Commonly known as a “White Giant”, this cloudy drink is popular amongst hunters of the north and western Fellmir.
Arrack (DR: 3, CON: 15): Arrack is found in southern Fellmir, typical in inns on the edge of the Trelland Desert, but unusual anywhere else.
Bock (DR: 8, CON: 13): Stronger type of beer, popular amongst Dragonborn and Half-Orc communities.
Brandy (DR: 4, CON: 15): Wine that’s ben distilled, popular amongst Elves and nobles, rather common, but also rather pricey.
Cider (DR: 10, CON: 14): Cider comes in a non-alcoholic version as well, which tastes almost the same, barkeeps will assume that you’re asking for the alcoholic version though.
Copper-brew (DR: 5, CON: 16): A Copper-brew is a murky type of ale, made from the lowest layers of liquid in a brewing mat. Only found at breweries, as the Copper-brew over-ferments rather quickly.
Devil’s Breath (DR: 3, CON: 16): Spiced spirits, favoured by Tiefling and Dragonborn. Uncommon outside of those communities.
Drow Wine (DR: 10, CON: 12): Sometimes also known as “Underbrew”. Despite it’s dark origin, this drink is rather light in both it’s appearance and strength. Stories go that the Drow matrons created this to keep the males from rebelling, while keeping them happy. Another story say that it was the strongest a Drow was able to make and drink, without fainting. Either way, the few Drow that travel the surface of Fellmir, consider Drow Wine as being highly offensive. The drink is relatively rare, as it haven’t been commonly discovered how it’s made.
Dwarven Spirits (DR: 2, CON: 17): The Dwarven Spirit is immensely tasteful, but also some of the most powerful liquor available. It’s not hard to come by, as long as there’s Dwarves nearby, you’re likely to find it. This legendary drink have been Dwarven tradition for uncountable years, first known as the Giant’s Knock-out, as brew-master Iorik Bugmann was challenged by Hill Giant Warlord Gossha. Gossha downed, according to legend, a single jar, upon which his eyes went blank and he muttered: “Strong shit!” and was out cold.
Elven Wine (DR: 5, CON: 15): Not to be confused with regular wine, Elven Wine is of much higher quality and much rarer (and thus, much pricier). Comes in both red and white variants, with the red being slightly more common than the white.
Ghoulwater (DR: 4, CON: 16): Unique liquid that flows in the wells of Ghoulwater. This makes the drink extremely rare, wealthy bartenders will pay extremely well for a bottle or cask of this. Few returns from that venture though.
Gin (DR: 5, CON: 16): Juniper berry based spirits, gin is found mostly in western Fellmir, as this is prime area for the juniper growths.
Grog (DR: 8, CON: 15): Not to be confused with rum, grog is a miscellaneous beverage, made from gods knows what. Typically it’s found amongst Goblins, Half-Orcs, Orcs, Bugbears and Ogres. As the contents of grog changes, so does the strength, colour and texture. Rumours say that Goblin grog tends to look more like grub, the stew-like soup that is the prime “food” for many Goblins. When sailors on the seas speak of grog, they are refering to rum. You are very unlikely to find grog in taverns, unless the tavern in question is really run down.
Ice Wine (DR: 6, CON: 15): Wine made from Winter Grapes, a hardy, slow-growing plant in northern Fellmir. Tends to have a light-blue, almost white, colour. It’s said that Ice Wine is best served at slightly above room-temperature.
Mead (DR: 7, CON: 16): Popular in places where even barley hardly grows, mead is made from fermented honey. Mead is a lot sweeter than a regular beer, which tends to mask how strong it often is.
Palm Wine (DR: 8, CON: 15): Very common in most of southern Fellmir, some places it even beats common ale.
Rum (DR: 5, CON: 16): Not to be confused with grog, though sailors often refer to rum as grog. The production of rum is mostly carried out in south-western Fellmir.
Sake (DR: 6: CON: 15): Made from rice, especially Tiefling in south-western Fellmir indulge in this clear wine.
Trelland Tequila (DR: 5, CON: 16): Made in the Trelland Desert, typically from distilled cactus sap.
Whiskey (DR: 4, CON 16): Common in many areas, whiskey is typically for the adventurer to whom a beer isn’t enough.
Wine (DR: 6, CON: 15): Pretty common, considered a “finer” drink, thusly favoured by noble, and people who think highly of themselves.
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qarajhcreations · 7 years
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The first episode of Tales of Catacrach, join a Paladin Kenku, a Sun Elf Witch, a Moon Elf Sorcerer and a human Barbarian as they attempt to escape from an underground prison... Hopefully without dying too much.
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qarajhcreations · 6 years
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Tales of Catacrach, Ranking and order within the Catacrach City Guard
The Guard is under the command of the Commander of the Guard, who also holds one of the five administrative seats of the Council. The commander is chosen by the District Captains by majority vote. Current Commander of the Guard is the Halfling Bostras Dreamfall. The Commander, as a Council member, can decide to oversee training, other meetings regarding the city's safety instead of Council meetings. Each district has it's own barracks, in which the Captain of said district can be expected to be found. There's a total of eleven Captains, fitting the number of Districts. Fjodor's Square: Lynnwreick Sonder, Halfling. Fjodor's Run: Wolya Windsigil, Half-Elf. Fjodor's Hall (the Captain of the Council Guard): Jorben Toestubb, Gnome. Findl: Perawin Sedachis, Elf. Geblegard: Nevira Chova, Halfling. The Marrow: Ulboro Bassars, Half-Elf. Haddorn Dockyards: Wradhall Clordeaxas, Dragonborn. Henjahti Theater: Naza Tzeentch, Tiefling. Fairview Plaza: Iannic Sarquinal, Elf. Daaze's Walk: Carli Soohta, Gnome. Cirrian Gardens: Thordan Hammerforge, Dwarf Next in line to each Captain are a series of well-trained lieutenants. Lieutenants are trained not only in ranged and melee combat, but also a basic understanding of the different types of magic, as well the use of siege weapons. When a Captain steps down (or for other reasons, resigns), the lieutenants agree on a new Captain between them, if no agreement can be reached, three other Captains will draw from a bowl of names, until a single lieutenant's name have been drawn out twice. The daily handling of authority is done by sergeants. Each sergeant is given a patrol (or a siege unit) and are expected to take the line of upholding justice as the City decrees. The daily salary of a regular, unranked Guardsman is 7 GP. Duties such as wall watch and night watch increases this salary. Guardsmen are offered a bed in a barracks, as well as free dining. Sergeants earn 12 GP a day, with same increases as a regular Guardsman. Sergeants are offered, for 5 SP a day, a room with a bed. Siege units receive a 3 GP on top of their regular salary. Lieutenants receive 25 GP a day, but aren't offered free room or dining in the barracks. Captains each earn 75 GP a day. The Commander also earns this.
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qarajhcreations · 6 years
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Tales of Catacrach, Docks and piers along the Drunhollow River
Sailing the Drunhollow is a slow and arduous task, as ships designed for going fast, such as sloops and galleys, would get stuck on the muddy banks and shallows of the Drunhollow. In some places, there’s less than 3 ft of water from the surface down to the mud. The Drunhollow is also prone to flooding over it’s shores, in some areas like the flat, open Onnich Plains between Abhelm and Catacrach, that means that river becomes one with the rest of the landscape. Another point against the use of fast ships, is that they rely heavily on wind. To move a boat by wind, it requires a sail, and a sail requires a mast. Unfortunately most of the bridges crossing the river are low-arched creations of stone, so anything taller than 10 ft would likely hit the bridges along the river’s flow.
Instead the Drunhollow is sailed by barges, gondolas and row-boats. Barges haul surprisingly large amounts of good from the southern regions, with most of them heading to Catacrach. Even where the Drunhollow is at it’s most narrow places, three barges can easily pass eachother at the same time. Barge crews are expected to be strong, able to move the larger shipments, as well as staking the barge out of a bank of mud and forward into the water. Gondolas are much smaller and slimmer than barges, not meant for wares any larger than they can be held by a person. Rather the gondolas freight people, acting as ferries. It’s safer to travel south by the Drunhollow, than on the Ivory Road, even if it is slower and more expensive. A particular route is transporting nobles and wealthy individuals from Catacrach to the pompous, monthly balls at Applewatch Estate, though you have to get an invitation if you want to enter. Row-boats are more common near Coolelool in the south, here they are used by fishermen to catch some of the many edible fish, that call the waters their home.
From it’s source at Coolelool lake, the Drunhollow runs past several docks and smaller piers.
Coolelool. The stilt-town in the middle of the lake, many of the barges are build here, and it’s an important trade-hub for many southern parts of Fellmir.
De Caballier estate. One of the highest praised vineyards in Fellmir, a single De Cabal bottle cost around 70 gp. It started as a small private pier, but increased export of the priced wine, caused the De Caballier to buy workers to fortify and strengthen the pier to an actual dock-site. W.
Lethillith. Small village of mostly fishermen, the huts and houses are Elven in architecture. A wooden stilt-bridge makes the first land-based crossing point across the river. With no trade routes of note, the wooden piers aren’t well suited for barges. W.
Ston-gar. After nearly a day on the river, you’d finally reach the first landing on the eastern bank. Ston-gar was originally built by Hill Dwarves, settling due to the nearby hills being rich in both quarried stone and several miscellaneous ores. For those travelling light, and for the barges that aren’t in a hurry, Ston-gar is the first stop where wares, other than wine, are hauled onto or off of barges. A dirt road leads north-east towards Dalb. E.
Torshridge. The stone bridge across the river, just north of Torshridge, is an example of making sure measurements are correct, before you finish building. When the bridge stood finished, it is only wide enough for a single person (or a very skilled rider on a horse) to cross. At first the bridge was meant to enter into the embankment below the ridge, where Torshridge is built, but the bridge is built over the town and onto the top of the ridge. Torshridge’s location means little trade, and though fortified, the pier is shorter than most barges. W.
Boulderhead. Once a larger outpost for the Abborgardian Empire, but as the news of Abborgard’s Fall, more than half of the citizens left. For a long time the city stood mostly empty, the former mansions going into various states of disrepair. However, after a roaming band of vagabonds, known as the Bucklands, arrived, the city have been returning to normal. Boulderhead is on of the oldest docks along the Drunhollow, built in the same marble like stone that was the mark of Abborgard. W.
Tyllonwyrth. The first town, from the south. Originally two small villages on either side of the river, Tyllon and Wonwyrth. With the assistance of Abborgard, a bridge with trading in mind was built, connecting the two villages as one. Abborgard also helped enforcing the docks on both sides. Tyllon have a smaller road leading out to the Ivory Road, and road towards Cyndarr from Wonwyrth was also started, this however was around the fall of Abborgard, and the road was never really completed, brave merchants sometimes take this route though.
Applewatch manor. Unlike De Caballier manor, Applewatch doesn’t have a large stock of wares to sell, so the pier isn’t built to be used by barges. The torches and lanterns are always on, as nobles from south and north come to Applewatch to make business deals. The gondolas, run by Applewatch’s own people, make the trips several times a week. W.
Reikwâer. The smallest of the Cyndillian cities, and last port before Catacrach from the south. From Coolelool the journey by the river takes about four days to Catacrach, three if the vessel makes no stops, as it’s often nighttime or late evening, and Catacrach doesn’t allow barges in before sunrise. Because of this, many barges halt at Reikwâer, though often not for trade, rather just for sailors to get some shut-eye and maybe a meal. E.
Catacrach (Haddorn Dockyards). Two enormous iron portcullis, spanning the entire river, closes off access for barges after sunset. During daytime the dockyards are bristling with life and trade, Catacrach is the only city, along with Drummoch, that employs ware haulers. Anywhere else, the moving of wares is carried out by ship crew and people employed by the merchants.
Absel Landing. The dock-site for Abhelm, in it’s time, the mages used to visit here often, and a small village started to sprout near the quay. Since Abborgard’s Fall, the village have been mostly abandoned, though treasure hunters to Abhelm often land here. W.
Vull Thrazbur. Hill Dwarven logging camp on the south-western edge of the Flyntwick Woods, the largest forest in Fellmir. Though Dwarves aren’t known for their carpentry skills, they are known for mastering axes. Utilizing the massive forest to send barges of lumber up and down the river.
Drummoch. Sitting with three rivers running into the falls that make the Grehlyg Valley, Drummoch’s main feature and purpose is freighting wares from barge to boat, or from boat to barge, which requires the wares being lifted 74 ft up or down a sheer cliffside. The people of Drummoch works with every aspect of making this possible, from rope-makers making extra strong rope, carpenters and engineers keeping the cranes and runways in top condition.
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qarajhcreations · 6 years
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Tales of Catarach, Detect Undead, Homebrew, spell
Divination cantrip
Casting time: 5 minutes
Range: Self (100 ft)
Components: Verbal, Somantic
Duration: Concentration 1 hour
For the Duration, you can sense the presence of any Undead creatures. If an Undead is within range, they will appear to the caster as a blueish aura around their location. This aura is not visible to anyone else.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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qarajhcreations · 6 years
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Tales of Catacrach, Night Chase, Below deArgyll manor
As the last seal is opened, the massive roof-to-floor stone-door slowly begins to, moaning open, the heavy-set stone door grinds over the tiles. A gust of stale air sweeps through the room, it is cold and reeks of something foul. The light from the braziers flicker, threatening to leave the room in complete darkness once more. Aster looks at the door, “I have a feeling... What if this door wasn’t designed to keep people out, but instead to keep something in?” A concerned look falls upon his face, “We should move with great care from here...”
The cut stone walls and floor changes after about 10 ft, to a rough cave-wall. In the flickering light of the braziers behind you, you spot some rusted-over tools, pickaxes, spades, hammers and chisels. It seems there were plans to make the basement and tomb bigger, but the work stopped suddenly for some reason. The cave walls are damp, and as you move further from the chest room, you notice how large this cave actually is, you reckon there’s a good 50 ft up to the roof. The cave descends quite severely from the tomb’s exit. You can hear the sound of running water nearby, possibly the exit point for the channels in the upper part of the tomb.
The foul stench, a mixture of rotten meat, wet soil and something else that you can’t quite discern. A large rock formation bulges out in the cave in front of you, these boulders doesn’t look as if they belong here, different texture and color. Something, or someone, placed these three house-sized boulders here, almost looking like an old burial mound.
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qarajhcreations · 6 years
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A peculiar NPC appears in my D&D 5E campaign, Tales of Catacrach.
He is, obviously, heavily inspired by Critical Role’s Viktor, the Black Powder Merchant.
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qarajhcreations · 6 years
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Tales of Catacrach, Appendix: Farlander
When the High Elven clans left for the Feywild, the Wood Elves remained to defend their forest homes. As written story isn’t in Elvish tradition, there is no evidence that the Wood Elves ever encountered the rampaging Giant armies that roamed through Fellmir at the time. And yet there is, though it seems a wild estimate as no solid proof yet exists. In the deepest jungles and forests, where the Wood Elves either live or once lived, now roam some new strange creatures. The Farlanders have Elven features in their body build, slim and athletic, even with the same facial features including the enlongated ears. However, Farlanders stand well over 10 ft tall at their adult age, and their skin ranges from onyx black to ashen grey.
Despite their size, Farlanders does not exactly sport great strength like other Giantkind, they are, however, fast runners and relatively good at climbing. They use these feats to quickly get out of harms way. Farlanders are shy, and will try to avoid detection if possible. Even Elven Druids, meditating for days in the same spot, have not been able to get the Farlanders to come closer, though they were under observation from somewhere the entire time. Farlanders are foragers, hunters and fishermen, typically hunting and fishing with long spears. Visible scared of fire and lightning, they eat most of their food raw, and they have developed a nearly completely immune relation to poisons, presumed to stem from eating mushrooms and fungi.
The only known contact with a Farlander, was a starving Elven ranger, who was about to eat some really deadly mushroom. The woman described it as a “tall. dark and very quick figure, that snatched the mushroom out of her hands, making a few low grunts, and then pointed her to some good ones instead, out of a reflex, she said “Thanks, friend” in Elvish, and the figure seemed to understand.”
Obviously, Farlanders are an interesting study to mages and scholars, but their elusive nature makes them nigh on impossible to research.
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qarajhcreations · 7 years
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Tales of Catacrach, D & D campaign, Fellmir Zone 1
Heading directly east from the gates of Catacrach, you’re immediately greeted with pleasant roaming fields of crops and fresh green grass for miles. The Cyndillian Fields is one of the most fertile areas of Fellmir, and it is part of the reason Catacrach have grown to be so large and successful as it has. Cyndillian is one of the few areas of Fellmir, where you’ll find single-building steadings, mostly farmhouses and inns. The reason for this is that Cyndillian lies between four fortified towns, farmers can quickly seek safety, and retaliation can be carried out with relative swiftness. To the north, the town of Hookbeech, to the east across the Silver Road, Cyndarr, and to the south Reikwâer. Further east, on the other side of Cyndarr, is still somewhat fertile lands, but the farms here are few and far between.
Marking off what once was the eastern edge of the Abborgardian Empire, the Towers of Hraldon still stands though mostly ruined and abandoned, on top of the Silver Road. A little further lies the mysterious Hraldon Thicket, a wild and unexplored woodland area, most people prefer to stay on the Silver Road that runs through the southern part of the forest. Beyond Hraldon Thicket, a largely untamed plains stretches far in all directions, rolling heath, with some cragged areas and more ancient forests here and there. A few ancient monolithic obelisks tells the tale of a land, once ruled by Giants, and rumours say that some Giants still remain in this area, known by those who care, as Vizremnir.
As the Silver Road bends north, following in the shadows of Krimweld Spire, a single mountain, seemingly unconnected to anything else, Krimweld’s steep, almost wall-like slopes and darkened stone, makes it a ominous sight, both from afar and close by. In the horizon now rises a black mountain reach, streching far north and south, and here, in the lower foothills of the Ebonheart Mountains, lies the eastern most part of Fellmir. As the Silver Road runs down into a barren valley known as Urhtfinger’s Gap, tall and ancient oaks rise on either side in the mighty Hirlath Woodlands.
After the valley’s twists and turns, passing under Cromm’s Gate, a natural stone arch rising almost 200 feet above the road. From here on, the Upper Foothills dot the decently fertile land with jagged rocks of black stone. The long shadows of the Ebonheart peaks cast an uneasy darkness here. And finally, where the Silver and Brass roads meet, on a grass-covered plain, sits Himnel. The odd architecture of this large city, with many coloured houses, stands in contrast to the bleak and black mountains that separate Fellmir from the Eastern Lands. As the Silver Road streches thin, it finally reaches Dinnoch Pass, one of the few passable locations through the Ebonheart Mountains.
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qarajhcreations · 7 years
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Tales of Catacrach, D & D 5e, appendix: Seastones
Seastones are strange dark-blue, matte coloured crystals, that are able to completely negate the effects of magic. Unfortuneatly the crystals are fragile, so they are useless for weapons and armor. A Seastone the size of a coin, is enough to protect a single person from a spell, multiple Seastones naturally link together, creating fields between them, this of course makes the harvesting of them even more difficult, as the diggers and divers are typically kept from drowning, by the use of magic. The discovery and thus resaerch into the nature of Seastones, is still pretty recent, but it seems that Seastones have some sort of durability, so they can only ward off a certain number of spells. Other than being fished up from deep oceans, and sometimes washing ashore, Seastones are pretty rare, and thus quite valuable. A theory goes that Seastones had a part in the fall of the Abborgardian Empire, with it being a magocracy and all, though there are no solid proof to that claim. Another theory claims that Seastones are remains of Cloud and Storm Giant fortresses, that shattered long, long time ago. Found close to the coast in deep underwater caves almost exclusively in the Foghelm Sea in western Fellmir. Due to their rarity, a regular gemstone-sized Seastone, can easily run up to to price of a diamond; on the expensive side of 1.000 gold pieces.
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qarajhcreations · 7 years
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Tales of Catacrach, D & D 5e, appendix: Siege Crossbow
Siege Crossbows are still a rare sight to see in Fellmir, it’s mostly assassins with plenty of money and time, that finds a use for these long-shafted, heavy crossbows. Due to the extra length, the crossbow bar must be pulled back with some care, effectually meaning double the loading time of a regular heavy crossbow. However, it also doubles the range of a heavy crossbow, legends say that a skilled marksman can even fire them as far as a trained archer with a longbow. Furthermore, the kickback of the crossbow means that you have to go Prone in order to fire it without disadvantage. The name “siege” comes from that it essentially can fire “as far as a siege weapon”, but also because those that use it for defence, usually have holders embedded into the walls. This enables crossbowmen to use the siege crossbow without having to go prone.
Damage: 2d12
Damage type: Piercing
Item type: Ranged weapon
Properties: Heavy, Ranged, Two-Handed, Loading special (read above), Special (read above)
Range: 200/600
Weight: 30
Buy value: 200 gp (without the holster, which is bought separately)
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qarajhcreations · 7 years
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Tales of Catacrach, D & D 5e, appendix: Tower Shields
Tower Shields are much bigger and heavier than regular shields, but also protect the wearer more, adding +3 to AC against melee and a +4 AC when against ranged (compared to the +2 of a regular shield). Characters need a STR of 15 to wield it, but even then they are still slowed for movement by 10 feet. Using a Tower Shield efficiently means a focus more on defence than offence, so while wielding a Tower Shield, you have disadvantage on all attack rolls. Any class with profiency in using a Shield, will become used to the Tower Shield’s properties at level 5, thus making attacks at normal.
AC: Special, read above.
Item type: Shield
Weight: 9
Buy value: 50 gp
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qarajhcreations · 7 years
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Tales of Catacrach, D & D 5e, appendix: Bloodstones
Bloodstones are a receptor for use of simple magic, they can be combined with a lot of lower level (up to level 3) spells, but require the blood of the user to activate. When activated, depending on the spell, they can be used by anyone, as using them, isn’t considered as the user performing magic (though some magic still requires rolls). For example, a Bloodstone with a Magic Missile spell on it will, when thrown at a target and impacts, create the same effect as if Magic Missile was cast normally. Notice that this limits the range (to thrown), charges (to 1) and effect (any AoE is limited to 5ft, time based spells are limited to a maximum of 10 minutes) of the Bloodstone, but ultimately enables non-magic characters to wield magic attacks. After being used, the Bloodstone is “empty” and would require more blood, still from a magic user, to work again. Bloodstones can be embedded into weaponry and armour, but this makes it difficult to refill. The general populace of Fellmir sees Bloodstones as ritualistic signs of evil magic, especially after the Fall of the Abborgardian Empire. Bloodstones are naturally occurring, like ores or gemstones, but as they are not usually sought after, they can pretty hard to find amongst honest merchants, your best bet is looking for more shady salesmen or shifty scholars.
Filling an empty Bloodstone requires 1 hp for a cantrip, increasing with 1 hp per level of spell after that.
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qarajhcreations · 7 years
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D & D Campaign, Tales of Catacrach, Chapter 1-6, Hraldon Barracks South
The winding staircase seems go on and up for a while, but finally you enter a new room. The air feels much less moist and stagnant here, the is a slight hint of fresh air. The room is fairly large, there are five sets of simple looking bed along each wall. The other end of the room is unaccesable; the cieling have collapsed and you cannot see the rest of the room. A simple forge and anvil have been put up in the middle of the room. Slightly closer still are the glowing embers of a crude fireplace, with several stools and benches around it.
As you exit the room through a clay and dirt tunnel, reinforced with wooden beams and floored with boards, you can hear birds chirping, the gentle ripple of a stream. And for the first time in a couple of hours, you smell fresh air.
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