The Bountiful Coin

Another artifact for your consideration.  The Bountiful Coin, which is not a coin as we think of them, brings wealth and prosperity to anyone who owns it.  It also brings their destruction.  The coin isn’t cursed.  People are.  Their greed and jealousy destroy them, every time.

Click this link to go the the Legendary Artifacts page.  The Bountiful Coin is the fourth artifact.

Have a merry weekend, and epic adventures!  May fortune and glory be yours!  Within reason.

 


 

 

The Tempest Horn

Hello everybody, and Happy New Year!

I’ve added the Tempest Horn to the list of Legendary Artifacts.  It is a magical conch shell that allows the user to hear anything that the four Winds of the world can hear.  Used properly it can impart great knowledge and wisdom.  Used carelessly and it can destroy the user, and do a massive amount of damage besides.

Click this link to read more about it. The Tempest Horn is the third artifact on the Legendary Artifacts page.

If you have any questions, comments, or suggestions please post them.  I’d love to hear from you.

~Jean

Legendary Artifacts

Hello everybody.  I’m going to spend most of the next few weeks concentrating on family and the holidays.  However, I’ve been working on some artifacts to add to the world of Erde, and I’ll share a few of them with you.  The first is called the Cup of Crimson Wonder, and you can thank Jethro Tull for it.

Click this link to visit the Legendary Artifacts page.

Click here to listen to a sample of Jethro Tull’s Cup of Wonder (Amazon)

Click here to buy the album Songs from the Wood (Burning Shed)  Of course you can also buy the album through Amazon or the iTunes store.

Have a happy Yuletide!  Take some time away from your adventuring to appreciate your family, friends, and home.

~Jean, the not-World-walking-this-week.


 

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This work by Jean A. Headley is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

This means you may use this content, alter it, upload it, share it, and sell what you create based on it as long as you attribute it to me, Jean A. Headley, and as long as you also share you work under this license.  I also ask that you link back to this page.  Have fun with it, and share the joy!

Kogo Mountain

Kogo Mountain is one of those spectacular places that develops its own deity, or kami, because of the awe, reverence, and worship of thinking beings.  It is the largest mountain on this continent, and probably the largest on all of Erde, being as big as Mount Everest.  It also has bear-dogs.

Click here to read the description of the mountain and its dogs: Kogo Mountain

May you ever travel with a faithful friend.  May you find what you need, if not what you seek.


The beautiful photograph used in this week’s post is titled Tour To Mont Blanc, by Michel Bousquet.

http://www.publicdomainpictures.net/view-image.php?image=10841&picture=tour-to-mont-blanchttp://www.publicdomainpictures.net/view-image.php?image=10841&picture=tour-to-mont-blanc

You can find more of Michel’s work at http://www.publicdomainpictures.net/browse-author.php?a=9732


 

Creative Commons License This work by Jean Headley is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

The Grove of the Dead

I present to you the graveyards of the Alfar.  In the Deep Wood, they do not bury their dead, but give them to a specially made and maintained grove of trees.  These trees absorb the dead, thriving on the bodies and integrating the bones into their trunks as they grow.  When the Alfar empire fell the Alfar stopped performing their funeral rites.  The Groves went from being final resting places to being places of restless spirits.

Click the link to read the full description: The Grove of the Dead.

When the Hunter comes to claim you, may your spirit find peace.


Creative Commons License This work by Jean Headley is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Deep Wood

Once upon a time, the elves had an empire all their own.  But they forgot to reckon with Mother Nature.  They got arrogant, and pissed her off, and when the orcs invaded she ignored their cries for help.  Don’t fool with Mother Nature.

The Deep Wood is a vast forest, filled with all sorts of awesomeness, including elven ruins, orc war bands, and lots of fae creatures to trap and kill the unwary.  There may even be dragons.  But not the fire-breathing kind because the forest wouldn’t tolerate that.  Click the link here to read more. The Deep Wood.

Fortune and glory, my World-walking friends!  May you always have a light source that doesn’t require open flames.


 

Creative Commons License This work by Jean Headley is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

The Kältheim Mountains

This week, a brief description of the mountains that border the march of Annan’s Port.  This is the range in which the Temple of the Earth Mother was built.  It’s a young range, still growing, and pretty rugged.  It’s home to all sorts of animals and monsters such as goblins, kobolds, and giants.

Read the post here: The Kältheim Mountains

I modeled the kobolds of Erde after one of the Germanic kobold types in fairy tales.  Erde’s kobolds are not lizard like, but canine.  They have doggish faces, pointed ears high on their heads, and short fur on their bodies. They are very family oriented, and fiercely territorial.

You can read more about these Germanic spirits on Wikipedia at https://en.wikipedia.org/wiki/Kobold.

Have a great weekend, my fellow World Walkers.  May your explorations take you to ever more wondrous places!

~Jean Nadira


 

The beautiful photograph used in this week’s post is titled Tour To Mont Blanc, by Michel Bousquet.

http://www.publicdomainpictures.net/view-image.php?image=10841&picture=tour-to-mont-blanchttp://www.publicdomainpictures.net/view-image.php?image=10841&picture=tour-to-mont-blanc

You can find more of Michel’s work at http://www.publicdomainpictures.net/browse-author.php?a=9732

 


 

Creative Commons License This work by Jean Headley is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Pre-made Modules

Every now and then a GM needs a little help.  Sometimes you’ve got real life to deal with (more than usual).  Maybe you’ve hit a creative slump.  Or, if you’re really lucky, the crew happens to be together and decides to have an impromptu game night.  Yay!  BUT – you have nothing prepared.  No scenario, no maps, no monsters or npcs, nada.

It r gon be k

Random Dungeon Generators are an awesome resource for those unexpected meetings. My favorites are Myth-Weavers @ http://www.myth-weavers.com, and donjon;RPG Tools @ http://donjon.bin.sh/.  Both sites generate random dungeons, with a ton of customization options, and will populate the dungeon or cave with traps, monsters, and random stuff.  As the GM you need only come up with a reason for why the characters are there.  And that can be as simple as, “You come upon the entrance to a strange cave.”

I also like pre-generated modules.  They take a little more preparation time, but you can skim through the material while the players are getting their stuff together.  Even if you prefer to do everything yourself and your games take place in a home brewed world, the modules are easily adapted to your setting and campaign.

You can purchase professionally made adventures at your local game store, or online through sites like Amazon and Barnes and Noble.  Paizo, (Pathfinder and Starfinder RPGs) offers adventures for their games, including some free downloads, at Paizo.com .  For non-professional adventures and modules, try Drive Thru RPG @http://www.drivethrurpg.com/.  They offer products for a variety of RPGs, at reasonable prices.  Their sister site, Dungeon Masters Guild, offers a ton of modules and adventures for D&D 5e.  http://www.dmsguild.com

I’ve had the pleasure and privilege to get sneak peaks of the D&D 5e modules created by Jeff C. Stevens.  If you need a pre-made adventure, I recommend checking out his.  He writes with humor, and creates memorable situations and NPCs.  I’m currently running my players through a heavily-modified (for world consistency) version of his “The Secret of Karnov Mansion” and we’re having a blast with it.  You’ll find his adventures at the Dungeon Masters Guild site.

If you have any resources for GMs that you like to use, please share!  I’d love to hear them.

May glory and fortune be yours!

~Jean Nadira, Journeyman Worldwalker

 


 

Creative Commons License This work by Jean Headley is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Temple of the Earth Mother

South and west of Annan’s Port are two shrines, a temple, and one of the world’s most powerful artifacts.  Only the goblin tribes that still roam the mountains know of the shrines and the temple, and even they have forgotten why they are supposed to defend them.

Click this link to read the description of the Shrines of Moon and Sun, and the Temple of the Earth Mother.

Time, the son of the Moon, was murdered here in his mother’s shrine, his body left on her altar.  A cruel thing to do, in and of itself, and a deliberate act.  When she found her murdered son her cry of anguish filled the world, disturbing any and all who follow her.  Some were called to this place, including an NPC that my players had grown fond of.  They chose to follow him, in his almost mindless need to answer the call and attend the goddess in her shrine.  They didn’t have to do that – it was all their idea.  So I ran with it.  When they finally reached the mountain, Kenny was pulled from his sleep to attend the goddess.  The party found him in the shrine, his body possessed by the essence of the Moon.  Mortal bodies are not meant to handle such things, and her presence effectively killed him. (The look of shock on their faces was priceless. And heartbreaking.  I felt bad. Sorta.)  When she understood what she had done, the Moon told the party about the Well of Souls below, and that if they returned with water quickly enough they could save their friend.  Thus began a mad dash through a maze of crumbling rooms and kobold-occupied caves and tunnels.  The tension from the time-limit was palpable.  All in all, a memorable and enjoyable session.

Kenny had to stay behind, a new cleric to the goddess, imbued with her essence.  When they meet him again he is going to be one powerful dude.


 

Creative Commons License This work by Jean Headley is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Points North

There are three places of interest north of Annan’s Port: the Ferry House Inn, the Eidechse village, and a broken wizard’s tower.  This week I offer brief descriptions of these places.  I have two parties running the Sons campaign and one of them is outside the tower.  They had the chance to explore it but now the wizard who accompanied them is apparently summoning a lightning storm on the roof, and two lizard-folk tribes are engaged in battle.  They are fighting for “possession” of a beautiful young man who happens to be Tide, the son of the Sea.  This is where we had to stop last session.

Click the link here to read the descriptions: North of Annan’s Port

Have a glorious weekend, fellow Worldwalkers!  Happy Halloween and Merry Samhain!


 

Creative Commons License This work by Jean Headley is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.