About Felwroth

Spired City.

Sarcorra.  Spired city.

sarcorra


Bards and ribbons.

En Garde!

A very, very quick scribbling of Ciranda, a bard.

A bard that apparently likes ribbons.

ciranda1


What DM’s dream about.

skeliconWhile I’m definitely not a proponent of Microsoft, considering their blundering attempts at workable OS’s lately, I can’t really say much about Windows 7 because I’ve already decided to upgrade to a Mac once I’m forced to move beyond XP.

However, this isn’t about what I’m upgrading to in the future.  Its about a very interesting thing I had seen linked on Penny Arcade recently featuring the following:  http://www.wired.com/geekdad/2009/10/d-and-d-microsoft-surface/

Its definitely a work in progress, but I really do like seeing innovations like this.  Why?  Because I’m a fool for glowy effects and visual things.  The potential alone to do a slide show, or a text walk-through, or show images of maps/NPC’s/Etc is enough to send an artist into some kind of Geekgasm.

If only it wasn’t a Windows 7 thing.

Then again I don’t have the thousands of dollars this thing is probably going to cost to create.  Seriously, a fully visual table?  Yeah, that’s not going to just burn through a bank account at all.

Still a pretty need application of touch software.  Pen and paper games will never die (Honestly, I’ve seen so many posts about people who’s kids are really getting into pnp games lately that there is always hope).  However they might take on a different feeling or visual aspect in the future.  Sane people will always crave some kind of face to face time with friends which is impossible to get even over the best of networks/ventrillo setups.

MMO’s are nice, yes, they’re interesting time wasters, but you don’t get to really tell a story through them.  Stories are set about by whatever company is making and updating the game.  Some people just want to tell the story through characters, or through worlds of their own.  I think that’s something that will always remain.

Then again, I once believed my cats were psychic, so what do I know.

(shhhh… they’re listening to my thoughts RIGHT NOW).


The Alignment Problem.

skeliconI will admit here:  When it comes to D&D alignments, I have never used them or worried about them.  There was a brief time back in the days of 1e/2e when it was decided that a Paladin wouldn’t cut down a fleeing enemy, or stab them in the back because they were lawful good, but other than that I have never actually used alignment in any of my games, outside of alignments being a triggering effect or target for a power, such as the ‘Protection from Evil’ spell.

I realize I’m the odd man out here.  In fact, there was a monolithic debate about why in the fourth edition that the nine alignments were condensed.  It was odd to me that this could be such a contentious thing.  Considering all of the other sacred cows that were sacrificed for better or worse (Vancian spell system, I happily dance on your grave), you would think that alignment would be pretty minor.

But thinking about it, I can see why it was a big deal to a lot of gamers.  Its human nature to categorize things.  To have things set neatly and evenly in a set of quantifiable boundaries.  Its easier to simply say “Orcus is Chaotic Evil” than to say “Well.. He’s acting more out of rage, something in his past is affecting him”.  When people think of a leader who would actively crush every other nation under their boot while maintaining draconian law in their own lands, they think “Lawful Evil”.  But what if that leader didn’t have the alignment tag on him?  You might be forced to consider that said leader was actually acting out of a wish to do good for his own people.  Perhaps he’s looking for a way to create a lawful society of peace within his borders, and tired of chaotic elements from everywhere else pushing into his territory to create havoc?  He sees adventurers as a threat because.. well, they are.  To him, the PC’s are *gasp* evil!

Before I go on, I realize the above analogy might be construed as some kind of political point.  It isn’t.  I just used a random analogy, its not a diatribe on forgiving or blaming any real world power.

I think that’s why I’ve always ignored alignments.  Not because they are bad, but because I’ve always liked the way things get more complex when you don’t have the option to place things into neat perspective.  I feel more restricted when I have alignments forced on my characters, or villains, or what have you.  I tend to leave it up to the players as to figuring out the motives of enemies.  Yes, its a given that undead are evil and we don’t need a tag to tell people that, but what of their ruler?  The king driven mad by watching his city razed and whom after escaping his imprisonment returned to his charred homeland and ritually raised all of his citizens in an effort to reset history, as warped and cruel as it may be?  Is he hopelessly evil?  Or is he tragic?  Or is there something else behind what he’s doing.

I could use Cinders as an example.  She’d actually be considered a shade of chaotic evil (Maybe more Chaotic neutral) if I used the strict alignment systems.  For example:  She’s stolen crops from farmer’s fields without remorse or understanding why its wrong to do so.  She’s invoked a very black, very primordial curse on the first Prior that she and her friends ended up defeating, ensuring that the Prior (actually an evil entity itself) would writhe in the nine hells for eternity in the afterlife.  She would be considered a heathen in many cultures, her bloodline is feared and in some cases deeply loathed.  She has (along with her party) awoken something terrible in the once quiet darkness of a forgotten Amantiri tomb.  She’s even laughed maniacally while bringing down frost-laden destruction on hopelessly wounded and quaking enemies (Mind you, they brought it on themselves).

On the other hand, she could be considered Chatoic good for:  Helping rebuild a failing church.  Helping a dwarven cleric who’s mind was warped by unknown magics navigate his way to safety.  Helped a town rid themselves of the Priory of Orthane (A group dedicated to the control of the Lorrnath peoples, and who have been into some extremely shady dealings as of late).  She’s practically brought light and joy to Berrand.  Despite all of the terrible things she’s been through from a very young age, she still wouldn’t bring down random or willful destruction on innocent people.  And most of all, despite all of the tortures she’s gone through, she still finds joy and wonder in the world.

So really, Alignment couldn’t really fit in her case.  As is the case with almost all of the characters (mine or otherwise) that I’ve come across.  Its a matter of outside perspective as to what alignment a person might have, and thusly I happily wave goodbye to a system I’ve always found bloated and unneccesary, at least in my games.


Negative Creationism

skeliconWhen the new edition of D&D hit, I had been expecting a lot of negative feedback since every new edition or update of a game garners quite a bit of initial negativity.  Its people’s nature to resist change especially when it comes to hobbies they have supported for a large portion of their lives.

Firing off negative reviews is also quite a bit easier than writing anything positive, such reviews also garner more views since its more sensationalist to hate something than review what you enjoy about it.

Lately, however, its starting to get incredibly worn out, sad, and surpassing the great nerd war topics such as Kirk vs. Picard.  I’m not saying people shouldn’t be critical of what they believe is going on with their beloved game, but droning on about the same subjects ad nauseum is starting to border on the pathetic lately.

“Well, if they would only support the older editions.” is one gem that gets dragged up to the surface and paraded around like some utopian literary messiah.

Sure, it would be nice if every company would never outdate any of their products ever.  If they could count on enough of a customer base to actually hire the staff and writers to continuously update every old work, program, or car, we’d have this wonderful singing paradise where birds would land on our shoulders and children would grow up behind white picket fences.

The reality is that no company I can recall – outside of archival services – actually does this.  Microsoft isn’t going to update Windows 3.1, no matter how much you hate Vista.  Adobe isn’t going to put out a new version of Photoshop 2.0, the original AMC Gremlin isn’t going to suddenly start rolling off production lines any more, and as far as I know Bic won’t be going back to feather quills with bells on them as the hot new writing tool.

Sure, I loved the older versions of D&D as well.  There are things I still miss about first and second edition.  I was one of those that didn’t care for third edition in the end, finding it to be an utter nightmare to write campaigns for (Seriously, having your big evil boss die due to one spell is asinine), and while I did air a few complaints, I didn’t groan on an on about it like a child being forced to go shoe shopping with mom.

I don’t think I’d mind it as much, if I didn’t have to wade through heaps of this whining every time I found an interesting thread about a new edition.  Hell, I wouldn’t mind it if it was at least productive whining as that could lead to correction or innovation, but having to climb past the ‘Version x is homogenous’ or “Version x doesn’t promote roleplay” (The latter of which is utter bullshite, by the way) on boards dedicated to the version of the game I’m looking at doesn’t help.  That’s just being bitchy for the sake of being heard.

We get it.  You won’t change.  If you have suggestions to make things better, by all means lets hear it.  And for those who do play 4e, lets stop being jackasses and showing up on threads dedicated to older versions of the game only to whine about how inferior they are. (Yes, the fanboys are just as bad as the Eeyore types).  I’d like to get to a point where every second topic on a discussion board isn’t about what version is ‘best’.

A bit more of a rant today, I guess.


First Look: Icons

I haven’t been idle all of this time.  I’ve actually been doing the icons for the characters in the upcoming story.

They might be small (as they should be, being icons), but they actually took a bit of work to get to work right.  First three up are Cinders, Berrand, and Anishta.

first_icons


The Aspect of Story over Rules.

skeliconThe hardest part that I’ve found in writing for the current campaign is that I’ve become too used to writing encounters and story according to a specific ruleset.  Meaning that most encounters come away feeling a little mechanical in nature because I’ve become so used to looking at the numbers that I don’t see a larger picture.

After reading some posts by other people running games, namely Gabe from Penny Arcade and an incredible encounter he put together (with props no less) I’ve come to realize that I need to write the story and/or encounters first, and then figure out the rules and logistics for them afterward.

I have a few encounters that I’m actually reworking in this way.  Its not easy shaking myself out of the rules heavy skillset that third edition bred into me (The system itself is fun, but extrordinarily heavy on rules and numbers to the point that you become scared of slipping up).

Story is another thing that could use some tweaking.  Especially when it comes to thinking in a little more abstract terms.  Admittedly I had some problems with characters that were just too bizarre, to the point where they were annoying enough that I had to ban them from the game entirely.  I think this might have made me pull back too much though, and become far to conservative when it comes to Felwroth and its environs.

Thoughts like: “Why didn’t I put in that Mushroom forest?  Just because Warcraft has it, doesn’t mean I can’t nab the idea and run with it” or “I like this rogueish character, but the whole thing with the face-paint and split personalities due to a cursed tattoo put on her when young is a little too odd”.

Then again, I can’t let things get too bizarre.  Talking penguins or vampires in love with a tree that has the spirit of their dead faerie lover embedded in it that drives them so bonkers that they talk to themselves and believe that milk is the only holy cure are oddball just for the sake of oddball.. Not for the sake of story development or even interesting enough to be able to hook a story arc or two to (Well, the vampire might be, but lets just say the character was far, far too disruptive and screwed up for anyone to logically want to be a companion with it).

I’ll see how I do with the upcoming story arc.  I have tons of time, luckily, because I’m actually *gasp* playing in another campaign for the first time since second edition (Over a decade ago o.o ), so there’s a pause in my campaign that gives me a great deal of time to get writing.


Iconic Sketch Storm.

I’m working on getting icons of the characters in my current D&D campaign and so far the sketches are quick to do since I have to limit myself to a certain size.

This isn’t all of the characters, there are still a couple more to finish up, and they will be finished off in colour before I post the first bits of the storyline.

iconsketches1


More Dark Sun musings.

Its funny, but with the trickle of information that has started on Dark Sun it has me thinking more about the smaller details of Felwroth.  I like the idea of arcane magic that drains life from all around it (Or if they have the preservers in the updated version, arcane magic that finds a way to bypass draining too much life from nature).  I like the idea that other magic is more prevalent, especially now that other magic isn’t as stunted as it used to be in older editions of the game.  Druids could be very interesting as guardians of scattered patches of preserved nature, and can be just as painful an adversary as a mage, for example.

But what really sold me were the thoughts on lighter to no armor being the norm, with other things added to perhaps make up for AC shortage.

I’ve always liked the idea of Felwroth as a slightly more gritty world.  One where wearing plate is extraordinarily rare, or even ceremonial.  Certain peoples wear heavy armor.  Dwarves are a good example of a people who could make plate work.  But to the average human plate  is something that a royal guard escort would wear.

To the Javarran, even the civilized Kulvarri, anything beyond chainmail is egregious.  The Khavijas don’t wear armor at all most of the time, being very tribalistic in nature, they rely on the elemental spirits around them to protect them.  Midlothi and Midlands Lorrnath would be hide or leather wearers, not having the means to make plate beyond perhaps hardened scales or animal shells fastened to leather harnesses.  The elves of Felwroth are almost ferally wild.  Plate is next to useless when skulking through the old growths of the world.

A world without heavy armors makes it feel a little more real, a little more dangerous, and less like Lord of the Rings where every other soldier seemed to be sporting sets of full plate.  I like the thought of not relying on gear to save the day, but skill with the blade (or skill evading the blade altogether).

I’ve always loved the idea of a more Conan-esque, or Scorpion King-esque (is that a word?) world with spoonfulls of high fantasy/magic thrown in.  With the Conan series, all magic was sorcery, and drawn from demons or devils.  With Felwroth that’s only partially true, with other sources being elemental or drawn from the world around them.  Yes, there are cities of fantastic spires and airships, but a great deal of the world has the dark almost barbaric feel.  Huge swathes of unexplored lands (In fact, a nearly wholly unexplored western continent, primeval in nature).

Its going to be a huge balancing act however.  There have to be boundary lines somewhere as to what I can draw from.  If I take too much from other sources and toss them liberally into the world, I end up with a world that isn’t very continous from region to region.  I end up with too much of everything that washes away the identity of the world itself.

So for now, Felwroth is a dark fantasy setting, with some high fantasy points along the way.  I might perhaps simply start work on another planar world in the cosmology that more follows the darker, primal barbarianism (I had thoughts of turning Zhar’Anoth, one of Felwroth’s moons, into such a world).


Summer is for Swimming pools.

Who says you have to be one of those fashion skeletons to be sensual?  Short n’ stocky can be far lovlier in my opinion.

I have promised Lyn to stop tying bows into her hair though.

lyn_swim


Lynsharri of Candlehome

From the northern reaches of Valhadrune are the small Lorrnathian people known as the Midlothi.  They are sturdy, rugged and very rustic.  Some would see them as primitive, being that their clans are tribal and that they don’t smelt the finest metal into their weaponry, but what they lack in refinement they make up in pure sturdiness.

Lynsharri of the clan Candlehome is one such Midlothian Lorrnath, she’s a mercinary, often overlooked and underestimated, until she has you at the end of her blades or in her furious sights.

Despite her war-like nature, she, like anyone else, enjoys getting in out of the rain and enjoying a good meal by he hearth once in a while.

lyn_eats


You gotta keep movin..

I haven’t fallen off the earth, honest.

Lately I’ve had some things going on with sleep and the switching around of ‘paychecks’ that led to even less sleep and a few more grey hairs.  I had planned on having the story hour well under way by this time, but it was delayed due to everything under the sun (and in a way, because of the sun.. Its been abysmally warm here lately).

I still have a few image I need to get scanned so I can at least get the story hour of the campaign I’m running (which will be tweaked a bit to make a good story, of course).

In all of the down time, I’ve actually become a player in another campaign for the first time in over a decade, and have been having a riot with it.   Which should give me even more creative things to do if I can get back into a trend of sleeping regularly.

So while I’ve delayed, I’m still posting.  Just slowly over the summer months.


Taija

taija1raman amplifier


Game Day Lightening Round

Game #14 was tonight, and went very well I think.

The notables:

- Most destructive award goes to Amathos, turning one planar creeper to powder

- This session went by without Dougan taking a drink.  Though he mentioned sharing one twice.

- Biggest ‘What the fupp?’ moment goes to Amathos, who witnessed a blind Dougan and blind Berrand trying to kill one another while Ember was still getting attacked by a dark creeper. (Laughed our asses off at that one)

- Creepers are all about the blinding.  Crazy levels of blinding.

- The astral plane is quite pretty.

- What’s that sound?  Could it be the flapping of draconic blood coming to fruition?

- The astral plane is scary.

- Cinders likes to straddle ballistas.  Take that however you wish.

- Through the astral plane shall be heard the tiny shout “I have booby-burn!”

- Balthannon is more akin to one of those old explorers you’d see in a Pith Helmet than I ever imagined he would be.

- Fear the controller.  Seriously.

- Who knew chains could be so fun (again, take that as you will).

- The bard class has never, every been this versitile.  Ever.

- Cinders can do things athletically that Berrand only dreams he had the stamina for.. Yet again, you can take that as you will.

I cant wait for the next session, to be honet.  Some things are in store that I’m really looking forward for the characters.  Revalations?  Death?  Limbs?  A pleasant topiary?  Who knows.  (Well, I do, but I’m trying to be all mystrious here.)


Preview picture.

cinders_collectsA little preview picture from the upcoming second part of Cinders backstory.

Also, we have a new theme!  Thanks to Justin for the hard work in getting the new theme put together.

Have a good weekend!


Friday Friend or Foe – Cinders

This week I’ll be looking at a character that has not only gained the forefront in a lot of what I write, but has become somewhat of a muse as well.

cindersock“We’ll see the end of time begin again, and to ashes we’ll all be sent” – Cinders

Physical Characteristics: When one thinks of the Lorrnath people, it conjures images of the large northern plainsmen or the tribal clans of the verdant lands of southern-central Valhadruun.  Cinders seems to defy the usual description of the Lorrnath people.  She stands a diminutive five-foot-three inches tall, and sports a series of spines that splay back out from behind her ears.

For sure, Cinders has the blood of the working stock Lorrnath in her.  Sorrel pelt mixed with the white feathering and black mane that common-folk associate with Clydesdale equines.  Though Cinders sports a mane that flares to bright fire and blood red at the tips, and eyes of deep soulful violet not found in any of the Lorrnath peoples.

Also odd are the writhing markings that snake their ways in pleasing if twisted patterns along her lower and mid back.  She’s had them for as long as she can remember, and they seemed to put the overwatchers of her early childhood in distress.  So much so they marked a brand over her back.

History

While Cinders was born in the Hraaktiri lowlands of the Lorrnath homeland, her people were always under the watchful eye of the Overwatchers of Tholbern, the increasingly oppressive capitol city of Lorrnathian clan-herds and power-brokers.  It didn’t take long for word of this odd child to reach the ears of the authorities, and for them to swoop in and haul not only Cinders, but those caring for her into the camps of Tholbern.

Cinders early life was spent mostly in fear and misery.  She never knew her true mother, but was watched over by several others of her clan.  She was due to be marked as some kind of servant, or worse, one of the Overwatchers themselves seeing as the markings and odd nature of her bloodline seemed to pique the interest of the higher up ranking families.

The Overwatchers directly watching the group Cinders belonged to became more and more concerned about the girl’s seeming gifts to draw up on the very shadows.  At times she’d disappeared from sight as several Overwatchers were looking at her.  It was concluded that the markings scrawled along her back seemed to steep Cinders in an unknown power.  Rather than risk Cinders growing too powerful and out of control, the paranoid clan head overseeing Cinders decided to simply scar her.  Placing a brand across her back that marked a night of agony for the young mare.

Cinders was near breaking, and dreamed of an outside life.

Escape

It wasn’t until several nights later that Cinders was dragged from her slumber to face the director of the Overwatch.  She was to be processed and given new duties.  She was dumped into the director’s offices under heavily armed guards, and told that the council decided that she would be good stock as an Overwatcher executioner.  Her mind was to be altered, magically suppressed, and she was to be trained to dispose of those of ‘weaker’ stock who couldn’t be processed.

Cinders could take no more.

With little but a word she broke the bonds of reality itself, and disappeared into the Sylvan wilds.  Literally side-stepping from the mortal realms into the home plane of the Sylvan and Fey races.

And she fled.

She navigated the abstractions of the buildings around her.  The warped prisons and distorted grey buildings now looking overgrown with nature itself, barely recognizable as Tholbern and instead seeming like a nettled maze of trees and vine-crept stone.

The Director could only stand in silent awe, while his Overwatchers desperately tried to locate the young mare.

A Home for the Homeless

Cinders was terrified, hungry, and lost on another plane entirely.  It took a few days of wandering for the Sylvan spirits to realize their realm had a visitor.  The Sylvan courts deemed her not as a threat, but merely an outsider lost in the wilds.  The winds and earth guided Cinders hoofbeats as she made her way further and further from the abstraction of Tholbern’s primordial grasp.  It was soon obvious that she was being watched.

A band of spirits and Sylvan alike found her.  Centaur, sylphs, dryad.. New creatures, welcoming creatures.  Cinders felt a sense of calm as the air seemed to wrap around her and fill her with a sense of peace.

Into the Mortal Once Again

Cinders spent nearly a decade amidst the Sylvan folk.  While she didn’t have a blood family here, and was utterly unique amongst the varied peoples in the Sylvan Wilds, she was raised and taught by many of the Fey courts.  It was recognized that she held powers most mortals couldn’t tap and despite the hellish brand across her back she was taught how to call upon her gift in a controlled manner.

It wasn’t to last.

The council were worried about Cinders true bloodline.  While she displayed seemingly no dark traits, the powers she drew from definitely came from a place of shadow and fire.  It couldn’t be determined if she were demon or angel, or if she was simply an abomination.  When the council finally tried to use magics to look deeper into Cinders soul the resulting backlash of fire and shadow terrified them, and the Sylvan peoples she’d grown up with, those she loved, suddenly tore back the fabric of the Sylvan wilds from her, sending the young mare spiraling back into the mortal realms.

Finding a New Path

cinder_coldFor the first time in many years, Cinders was lost once more.  She appeared near the port town of Dulravin on the southern shores of Lannish continent.  It was freezing cold, deep in the icy grip of winter, and the frighteningly familiar scents of decaying civilization started to reach toward her.

Cinders didn’t have a thing to her name, and stood staring at the flickering lights and billowing smoke of Dulravin for a time.  She tried desperately to disappear back into the Sylvan wild, only to be ejected back to the mortal realms soon after.

She wept.

But she wasn’t abandoned.  The Sylvan spirits that taught her the use of her powers whispered to her a path she could take.

“Whiterook”  She needed to find Whiterook.  Be it a place, or a person.  She needed to start moving towards the East.  And soon she found herself trudging through the deep snows and gentle flakes of winter.

From there, only time would tell just what’s in store for the little mare.


Friday’s Friend or Foe – The Candlekeepers

Today’s post deals with a guild in Felwroth that I originally wrote years ago, the Candlekeepers.  They’ve changed a bit over the years, but their core beliefs remain the same.

candle11

The Candlekeepers

The Candlekeepers are one of the oldest guilds on Felwroth.  The guild is believed to be actively working against the various undead threats that scar the face of the world.

Candlekeeper Lore

A character knows the following information with a successful skill check:

History DC 20: The guild is nearly 500 years old now and was formed just after the age of the Shadow War.  Originally formed by the lone survivor of the Imperial family, and a group of survivors of the fall of the sprawling city of Canmarith .  The partisans disrupted the ghoul horde ravaging the doomed city and played an active role in finally pushing the undead masses back through the Shadowgate they were summoned through.

History DC 30: Illanisdri Wolfdaughter was the last of the slaughtered Imperial family of Canmarith, and a member of the now defunct Church of the Radiant Candle, where the Candlekeeper name is thought to have originated from.  Illanisdri led the assaults on the ghoul horde ravaging the city, refusing to leave until either she or the ghouls were all destroyed.  Her refusal to surrender garnered support from the scant few survivors still in the city, and they developed ways to use candle’s to signal one another to safe houses in the ruins. Illanisdri was killed during the final assault but her legacy lives on.

Streetwise DC 20: A Dwarven woman named Hadrianna Thalmril is thought to be the current guild leader.  Hadrianna is also a councilwoman in Dunmaar and is rumored to be closely watching the Shadowgate located beneath the scrapyard district there.

Streetwise DC 25: The Candlekeepers regularly pay for Shadow era artifacts that are brought to their chapter houses.  It is unknown if the items are subsequently destroyed or stored away somewhere.

Streetwise DC 30: Hadrianna has a strange shadowy bodyguard that looks like a wraith, though the creature has never been proven to exist or seen for more than a glimpsing moment.
Organization

Despite being well known, the Candlekeepers are secretive in their dealings. The guild has various chapter houses in cities as well as out of the way places such as ruins or farmsteads.

Leader: Hadrianna Thalmil is suspected to be the current leader, though the Candlekeepers have various captains and lieutenants throughout the lands.

Hadrianna is a council member of Dunmaar and maintains a home in a secured compound there.

Headquarters: Most members are divided into active and administrative roles. Active members are often directly battling undead or carrying out scouting missions or on archival retrieval missions at known shadow era sites.

Administrative members usually maintain networks of scrying based communications, and maintain safe houses.

Active and administrative members both can hold equal ranks, with the high ranking members bearing a magically etched tattoo of a crimson or green candle on their right forearms. Crimson for administrative, green for active agents.

Members: Recruiting for the Candlekeepers mostly comes from approaching people who have proven themselves in some way, be it actively fighting the undead, or becoming well known for various benevolent deeds.

The Candlekeepers will take any non-undead race or class, however it tends to draw its membership from the churches dedicated to the light, holding sages able to use ritualistic scrying in high regard as well.
The Lightwell

Deep beneath the ruins of Old Canmarith is the ruined Theater of Lights. Once a place dedicated to the gods of the sun and radiance that shone with holy lights each morning.

While the Theater was ruined along with the rest of the city, the divine energies lingered, keeping at bay the writhing hordes of ghouls that were invading the city.

The Candlekeepers have renamed the Theater to simply: The Lightwell. The main arena is large and circular with seating on all sides, the air regularly sporting motes of light that flicker in and out of existence.

Sprawling hallways and sealed chambers branch off from the theater, some leading to living quarters, and other rooms storing the collected relics of the Shadow Wars. Its even believed the body of Emporer Thadrius of the Wolves, the city’s last ruler, is enshrined in one of the tombs in the maze-like ruins near the Lightwell.

The Lightwell is a bastion of divine power. Any powers with the radiant or healing descriptors add +2d6 to damage or healing when used within the sanctum, and critical strikes inflict +4d6 damage.

Furthermore, and y power that has the necrotic descriptor has a -2 penalty to hit and damage when used within the sanctum.

The Lightwell serves as a gathering place for the leadership from across the lands. Twice a year they congregate and report.

The vaults also hold ancient rituals that allow candles to be used as scrying focuses as well as light safe paths through the lands of the dead.


Wednesday ‘Wroth – What its all about.

So I’ll be regularly updating on Wednesdays and hopefully Friday as well. Wednesdays I’ll mostly be posting pictures and writing on all the various bits and cogs that make up the world of Felwroth.

Everything from guilds, to races, to some of the odd inventions or cultural traditions. I’ll be trying to categorize things a little better as well.

Friday might be more about fiction. Writing about the legends or happenings in Felwroth, accompanied by artwork if not made up entirely of artwork on that day. Its a project that I’m hoping will keep me creatively busy as more of my time lately has been spent on work outside of the creative field.

I have an ongoing D&D game set in the world of Felwroth, so expect a good deal of house rules, a few stats, and very likely some overview of the characters, NPC’s, and places involved.

Today’s Wednesday ‘Wroth is abbreviated however, I’m still working on just what will go where, and what day will feature what bit of art or writing. But I figured I’d let folks know just what is coming down the pipe in the near future – Hopefully next week things will be in full swing!