Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
[Let's Read] Southlands Campaign Setting
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Libertad" data-source="post: 7578963" data-attributes="member: 6750502"><p style="text-align: center"><strong>Chapter Four: The High Jungles</strong></p> <p style="text-align: center"><img src="https://i.imgur.com/caGHBx1.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The High Jungles are directly south of Nuria Natal, and is in fact where the mouth of said country’s famous river is located. The rainforest is properly known as Yawchaka, the Living Jungle of Kush, due to the malign influence of the Green Walker. But these are not the only features of this verdant yet dangerous realm.</p><p></p><p style="text-align: center"><strong>Well of Urd</strong></p><p></p><p>A high plateau known as the Black Lotus Mesa reaches out over the High Jungle’s northern lands. It is an extraplanar crossroads home to a demiplane known as the Well of Urd. The portal hangs in the open air from which pours out the Celestial Waterfall. The Well is actually part of the plane of Loom, home to the great tapestry of the Fates (also known as the Norns in northern lands). The Three Sisters are stand-offish, using the Well as a secret haven open to some gods who use the place as a meeting ground. But even these deities are sworn not to reveal its location to the others.</p><p></p><p>The Well is actually self-aware and its waters help feed the World Tree’s roots. The spring is made unformed potential made manifest from which all reality springs. Those who willingly submerge themselves can change their life choices, <a href="https://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining/" target="_blank">effectively retraining classes, feats, etc without time or gold piece cost.</a> Such power comes at a price, requiring a special d20 roll whose DC increases the more aspects you retrain; failure causes the person to instantly reincarnate into a different form as per the spell or have one of their aspects randomly changed.</p><p></p><p>One of the World Tree’s roots encircles part of the Well of Urd, curving up into infinity to the rest of the planes beyond. The root is covered with innumerable runes or spindle-threads (depending on the viewer’s cultural beliefs regarding fate) telling the destiny of all. The Three Sisters guard this area jealously, only allowing outside eyes in times of the greatest importance.</p><p></p><p style="text-align: center"><strong>Black Lotus Mesa</strong></p><p></p><p>The mile-high cliffs that form the Black Lotus Mesa contain an isolated environment home to some of the strangest creatures and terrain of the continent. The Celestial Waterfall covers the mesa in thick marshes and jungles, home to magical storms and abominations spawned from the Well’s myriad possibilities. The land is also home to lotus blooms containing great magical power; found nowhere else in the world, they are highly sought by all manner of mages, merchants, and alchemists.</p><p></p><p>The book encourages the Game Master to apply all manner of templates to monsters found here, ignoring typical racial and physical restrictions to create some truly alien beings. Notable locations in this isolated realm include a titan-carved series of terraces known as the Pillared Stair, ruined towers home to immense tunnel systems built by an unknown civilization; and the Nurian Falls which form the source of the River Nuria mixed with the spring melt of nearby mountains. Besides the mutated life, the mesa is home to several tribes of sentient white apes, a lost Ramagi colony, and marsh-dwelling humans known as the Bangweulu who can be friendly to outsiders provided they do not bring violence upon their homes.</p><p></p><p style="text-align: center"><strong>Sky Nation of Aerdvall</strong></p><p></p><p>Even more isolated than the tall cliffs of the Black Lotus Mesa, Aerdvall is a literal floating city-nation comprised of open-air towers and domes kept aloft by a unique form of arcane magic known as aeromancy. Aerdvall’s population are refugees hailing from the distant nation of Sikkim, and the city orbits the Celestial Waterfall as its primary water source. Judging by a Google search of several names and terms (Farhad, Athravan, Dakhma, etc) the people of Aerdvall are Fantasy Counterpart Persians. They worship some of their own deities taken from Sikkim but have adopted a few Southlands gods under new masks and names (Bastet is known as Oyuh Windqueen, for example).</p><p></p><p>Aerdvall’s standard of living is extremely high; basic necessities are universally available, a series of aqueducts fed by the Celestial Waterfall give people the benefit of indoor plumbing, and most citizens have enough spare time to devote to myriad pleasures. The foundations of the gleaming walls and beautiful parks are kept clean and in working order. But it is a conservative society which pines for the glories of their Sikkim past and is ruled by a tight-fisted Council comprised of mages from Aerdvall’s top magic schools. Said council controls citizen’s level of education as well as their access to appropriate forms of magic, and thus can keep the population dependent on them for social ascension. In recent years an insurgent group known as the Whispers of Irkalla arose to foment unrest, which in turn resulted in the Dvatara Guard gaining more wide-ranging disciplinary powers. The Whispers are said to worship a god of the same name, a bird-headed deity known for roguish and wizardly pursuits (it’s Thoth!).</p><p></p><p style="text-align: center"><strong>Kush, Jungle of Abominations</strong></p> <p style="text-align: center"><img src="https://i.imgur.com/5VkLR9R.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>In the old days Kush’s neighbors respected the kingdom for its kindness and honor. Now such sentiments are but scribe’s memories. The devastation wrought by the Green Walker changed the face of the land forever. When it appeared that their druidic leaders had failed, the people made pacts with demons and devils of the Nine Hells (in Midgard the political divide between the two fiends is nonexistent) to save and rebuild their nation from the abomination’s still-active remnants. Ever since the fiends ruled the rainforest kingdom through Nulu Nagoa, an immortal lich archmage. The culture was reshaped to encourage selfish power-climbing where those with the proper strength and connections are free to do as they please to whose weaker than themselves. Kush’s marketplaces and academies teem with forbidden items and magic from other planes.</p><p></p><p>Kush’s capital is Nangui, the City of Sorcerers. Its foundations are built upon the stump of a former World Tree, an extraplanar breach of one of Yggdrasil’s branches which can be used to traverse the planes. Nangui’s streets openly teem with demons, devils, and other outsiders of a similar moral persuasion. These monsters receive preferential treatment over the city’s mortal inhabitants. Encroaching vines from the Green Walker’s’ influence are kept at bay by sorcerers managing the city walls, and the Nangui’s wealthy live in the higher Branches District which also houses Nulu Nagoa’s dreaded Necrotarium. In addition to the typical things evil undead overlords do, the archmage’s riskiest and greatest research to date is to find a way to control the Green Walker itself.</p><p></p><p><strong>Note:</strong> For those who read my Midgard Worldbook review, you may notice some similarities between Kush <a href="https://forum.rpg.net/showthread.php?827103-Let-s-Read-Midgard-World-Book&p=21832126#post21832126" target="_blank">and the gnomish nation of Neimheim.</a> Both were forest realm existentially threatened by a great evil, and both made a desperate deal with infernal forces to save themselves. I find this interesting conceptually: most fantasy settings have the “deal with the devil” the result of naked ambition or revenge. But in Midgard the demons and devils are making pacts with people who have literally nothing to lose, those on the verge of genocide.</p><p></p><p style="text-align: center"><strong>Yawchaka, the Living Jungle of Kush</strong></p> <p style="text-align: center"><img src="https://i.imgur.com/EVcXLlq.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Kush’s rainforests teem with life, but much of that life is bound in service to the Green Walker. The eldritch abomination’s form towers well above the tallest treetops and can be seen from Nangui’s walls. Natives and visitors alike discover new species of plant and animal life regularly, and many plants possess actual sapience. But the most feared creatures of all are the vine lords, bipedal humanoid-shaped plants of great magical power. They receive direct orders from the Green Walker to deposit spores throughout the jungle and lands beyond. Those who pass too close risk infection by the spores, which the vine lords use to mentally dominate the carriers and in turn allow the Green Walker to puppeteer them.</p><p></p><p>The Green Walker itself is a titanic being composed of writhing vines, moss, and all manner of flora. Its six “legs” are giant tendrils of vines, and massive seed pods grow and burst on its back daily. Utterly bizarre and dangerous creatures lair under its shadow. The druidic ritual holding the Green Walker in place slows down time to the point it is practically frozen, but the monstrosity is still very much mentally active. Those brave enough to establish mental contact and avoid going insane can even communicate with it, although the Walker always responds with some iteration of <em>“grow, I must continue to grow…”</em></p><p></p><p><strong>Divine Spark:</strong> The titan Alkush granted his spark to the druids of Kush, who expended it in the ritual to bind the Green Walker. If Alkush’s spark is extracted, this would free the eldritch abomination to resume its campaign of devastation.</p><p></p><p>Beyond the Walker’s monstrous servants and the Kushites, the only other civilization of note is the Green Abyss, populated by orcs who lair deep beneath a giant sinkhole they call the Hungering Craw. The orcs are very much like typical fantasy ones, enthralled to violent warlords who spend time fighting each other as well as the sinkhole’s unknown monsters. I suppose this breaks the “primitive natives to kill and loot” trope I mentioned earlier, although if it’s of any consolation Midgard’s orcs are rare to the point of nonexistence.</p><p></p><p>Finishing this section is a detailed look at the infestation of the vine lords’ spores. It is treated much like a disease which progresses in stages. The first stages are pre-physical symptoms, where they unknowingly share their senses with the Walker and in turn can be affected by a suggestion spell to pursue the Walker’s needs and goals. The next stage manifest in vein-like bulges accompanied by murderous blackouts marked by lost time, and the host only needs sunlight and water to survive. The final stage has a massive tendril completely control the infected’s body in a zombie-like manner, subsuming them entirely to the Green Walker’s will.</p><p></p><p style="text-align: center"><strong>Hazards of the High Jungles and Adventure Seeds</strong></p><p></p><p>This very short section provides new diseases, hazards, and a random encounter table for Kush along with three adventure seeds. The flora is the most interesting section, which are more or less treated as traps: they include ihlamvu flowers which can siphon/absorb ranged spells but explode when overloaded with energy; or the akataan weather melon which sends out violent cyclones of wind when they burst open. The three adventures include a dwarven elder’s will asking them to deliver his corpse to the fallen city of Haldaheim (ruined dwarven city within the Green Abyss); Siwal’s sultan offering to pay the PCs for plants from the Black Lotus Mesa, only for one of the Green Walker’s puppets to ambush them at court when they return; and an obsessed scholar from Nangui seeking to find an extraplanar portal on the mesa but is actually the pawn of a devil seeking to enslave the mesa’s inhabitants.</p><p></p><p style="text-align: center"><strong>Character Options of the High Jungles</strong></p> <p style="text-align: center"><img src="https://i.imgur.com/kDPsoa9.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>This chapter contains only one new archetype, the <strong>Aeromancer (Wizard).</strong> Solely found among Aerdvall’s citizenry and those with ties to them, aeromancers channel unique powers through devices filled with the Celestial Waterfall’s essence to power their elemental magic. They must specialize in the <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/air/" target="_blank">air elemental school</a> and choose earth as their opposition school. In lieu of the Scribe Scroll bonus feat they can draw mystic water from ley lines which is used as a material component for their special abilities; they start play with and can create a device known as an aerosphere which acts similar to an arcane bonus; and can spontaneously convert prepared spells into spells from a special spell list of air and wind magic. And these are all gained at 1st level!</p><p></p><p>At 3rd level they trade in the air school’s lightning flash for windblast, an AoE cone of wind which can bull rush those within its path. At 8th level they trade out the air school’s cyclone ability for the ability to transform into living electricity and damage those they “jump” through in a 120 foot line (400 feet at 15th level).</p><p></p><p>This is a pretty strong archetype; the spontaneous trade-in spells are a good variety of offense (shocking grasp, just of wind, lighting bolt, etc), utility (overland flight, liquefy air, whispering wind, etc), defense (elemental body), and battlefield control (obscuring mist, wind wall, etc). The windblast and lightning rider abilities are both cool-sounding and effective. The mystic water and aerosphere are a bit weak in trade-offs, but given that their utility is determined by down time this is not too out of line for wizards in general.</p><p></p><p>Our next section covers <strong>Demonic Items from Nangui.</strong> Some of the more interesting ones include chaos stones which bestow random effects on those within its blast radius (akin to a rod of wonder); ashes of the fallen grounded from the remains of celestial creatures which impose <a href="https://www.d20pfsrd.com/magic/variant-magic-rules/spellblights/" target="_blank">spellblights (magical disease-themed spell debuffs)</a> on those covered with it; and an ocular earring which can transfer the voices of the person whose name you utter to your ear if said person fails a Will save.</p><p></p><p><strong>Lotus Magic</strong> covers the latent powers of the lotus blooms fed by the Celestial Waterfall. They are magical drugs with a high rate of addiction (DC 25 Fortitude save) but grant spellcasters magical benefits for 1d6 + the caster’s constitution modifier in minutes. Noncasters instead gain bonuses or roll twice on saving throws versus the lotus’ themed spells and similar effects. Alternatively they can be used as a material component for certain spells for 24 hours before their magical properties disappear. Prepared doses can range from 500 to 2,000 gp on the open market (half if you brew them yourself with Craft-Alchemy). We have 8 different types of lotus which are themed around each school of magic save abjuration (the Tchopho Lotus keys to psychic spells or spells involving dreams or sleep).</p><p></p><p>Overall the lotus plants are powerful albeit slightly situational. For example, the blood lotus grants +1 caster level on evocation spells and +1 damage for each damage die of said spells, and 20 temporary hit points used to absorb spell damage. It may be used as a power component for enlarge (+15 foot to movement speeds for enlarged creature), rage (additional +2 STR and CON), vampiric touch (impose 2 bleed damage on target and gain fast healing equal to sum of all bleed damage of targeted creatures) and weapon of blood* (grants weapon dancing quality).</p><p></p><p>Some of the individual power components can be pretty effective: the Ingqondi Lotus (conjuration) allows Planar Ally spells to treat the beseeched tasks of called creature as strongly aligned with its own ethos regardless of their actual nature, while the Amber Lotus (enchantment) allows the requests of suggestion and mass suggestion spells to make unreasonable but not immediately harmful suggestions.</p><p></p><p>*a spell from another Kobold Press book, Deep Magic.</p><p></p><p>I like the lotus magic, mechanically and thematically. They are a bit expensive, but when compared to potions their gold piece value is reasonable. The main problem is that as poisons the lotus plants impose minor ability score damage specific to that plant (indigo lotus imposes 2 wisdom damage for the effect’s duration) which may make certain plants less useful to certain casting classes.</p><p></p><p><strong>Spells from the City of Sorcerers</strong> is our final entry in this chapter, focusing on the macabre magic developed by Kush’s mages. There’s six of them, which include bloodknife eruption (ray wounds a target and explodes in a burst of damaging blood to deal half damage to nearby targets); fling skull (exploding throne skull which deals bleed damage); mangle limbs (impose STR/DEX and/or movement speed and drop held objects): song of seduction (cause creatures within radius to move to you like a siren or harpy’s song); sunder barrier (deal sonic damage to a barrier or portal and those nearby); and weeping wounds (suffer 1 bleed damage for every 10 damage the target is below maximum hit points).</p><p></p><p><strong>Thoughts So Far:</strong> The High Jungle is smaller in scope than the previous two chapters, with a majority of it focused on Kush and its environs. But I have to give it props for the cool floating city and related air mage archetype. The Well of Urd and its connection to the World Tree and sisters of fate felt rather Nordic than African in feel even if it ties in to the Midgard sister setting. Kush is a stereotypical “evil magocracy” but the sheer creepiness of the Green Walker and the fact that it sees through the eyes of the infected and much of the rainforest provides some perspective on why many of the kingdom’s inhabitants may view their government as a necessary evil.</p><p></p><p><strong>Join us next time as we travel along the Southland’s western coast, visiting the Kingdoms of Salt and Steel!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 7578963, member: 6750502"] [CENTER][B]Chapter Four: The High Jungles[/B] [IMG]https://i.imgur.com/caGHBx1.png[/IMG][/CENTER] The High Jungles are directly south of Nuria Natal, and is in fact where the mouth of said country’s famous river is located. The rainforest is properly known as Yawchaka, the Living Jungle of Kush, due to the malign influence of the Green Walker. But these are not the only features of this verdant yet dangerous realm. [CENTER][B]Well of Urd[/B][/CENTER] A high plateau known as the Black Lotus Mesa reaches out over the High Jungle’s northern lands. It is an extraplanar crossroads home to a demiplane known as the Well of Urd. The portal hangs in the open air from which pours out the Celestial Waterfall. The Well is actually part of the plane of Loom, home to the great tapestry of the Fates (also known as the Norns in northern lands). The Three Sisters are stand-offish, using the Well as a secret haven open to some gods who use the place as a meeting ground. But even these deities are sworn not to reveal its location to the others. The Well is actually self-aware and its waters help feed the World Tree’s roots. The spring is made unformed potential made manifest from which all reality springs. Those who willingly submerge themselves can change their life choices, [URL="https://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining/"]effectively retraining classes, feats, etc without time or gold piece cost.[/URL] Such power comes at a price, requiring a special d20 roll whose DC increases the more aspects you retrain; failure causes the person to instantly reincarnate into a different form as per the spell or have one of their aspects randomly changed. One of the World Tree’s roots encircles part of the Well of Urd, curving up into infinity to the rest of the planes beyond. The root is covered with innumerable runes or spindle-threads (depending on the viewer’s cultural beliefs regarding fate) telling the destiny of all. The Three Sisters guard this area jealously, only allowing outside eyes in times of the greatest importance. [CENTER][B]Black Lotus Mesa[/B][/CENTER] The mile-high cliffs that form the Black Lotus Mesa contain an isolated environment home to some of the strangest creatures and terrain of the continent. The Celestial Waterfall covers the mesa in thick marshes and jungles, home to magical storms and abominations spawned from the Well’s myriad possibilities. The land is also home to lotus blooms containing great magical power; found nowhere else in the world, they are highly sought by all manner of mages, merchants, and alchemists. The book encourages the Game Master to apply all manner of templates to monsters found here, ignoring typical racial and physical restrictions to create some truly alien beings. Notable locations in this isolated realm include a titan-carved series of terraces known as the Pillared Stair, ruined towers home to immense tunnel systems built by an unknown civilization; and the Nurian Falls which form the source of the River Nuria mixed with the spring melt of nearby mountains. Besides the mutated life, the mesa is home to several tribes of sentient white apes, a lost Ramagi colony, and marsh-dwelling humans known as the Bangweulu who can be friendly to outsiders provided they do not bring violence upon their homes. [CENTER][B]Sky Nation of Aerdvall[/B][/CENTER] Even more isolated than the tall cliffs of the Black Lotus Mesa, Aerdvall is a literal floating city-nation comprised of open-air towers and domes kept aloft by a unique form of arcane magic known as aeromancy. Aerdvall’s population are refugees hailing from the distant nation of Sikkim, and the city orbits the Celestial Waterfall as its primary water source. Judging by a Google search of several names and terms (Farhad, Athravan, Dakhma, etc) the people of Aerdvall are Fantasy Counterpart Persians. They worship some of their own deities taken from Sikkim but have adopted a few Southlands gods under new masks and names (Bastet is known as Oyuh Windqueen, for example). Aerdvall’s standard of living is extremely high; basic necessities are universally available, a series of aqueducts fed by the Celestial Waterfall give people the benefit of indoor plumbing, and most citizens have enough spare time to devote to myriad pleasures. The foundations of the gleaming walls and beautiful parks are kept clean and in working order. But it is a conservative society which pines for the glories of their Sikkim past and is ruled by a tight-fisted Council comprised of mages from Aerdvall’s top magic schools. Said council controls citizen’s level of education as well as their access to appropriate forms of magic, and thus can keep the population dependent on them for social ascension. In recent years an insurgent group known as the Whispers of Irkalla arose to foment unrest, which in turn resulted in the Dvatara Guard gaining more wide-ranging disciplinary powers. The Whispers are said to worship a god of the same name, a bird-headed deity known for roguish and wizardly pursuits (it’s Thoth!). [CENTER][B]Kush, Jungle of Abominations[/B] [IMG]https://i.imgur.com/5VkLR9R.png[/IMG][/CENTER] In the old days Kush’s neighbors respected the kingdom for its kindness and honor. Now such sentiments are but scribe’s memories. The devastation wrought by the Green Walker changed the face of the land forever. When it appeared that their druidic leaders had failed, the people made pacts with demons and devils of the Nine Hells (in Midgard the political divide between the two fiends is nonexistent) to save and rebuild their nation from the abomination’s still-active remnants. Ever since the fiends ruled the rainforest kingdom through Nulu Nagoa, an immortal lich archmage. The culture was reshaped to encourage selfish power-climbing where those with the proper strength and connections are free to do as they please to whose weaker than themselves. Kush’s marketplaces and academies teem with forbidden items and magic from other planes. Kush’s capital is Nangui, the City of Sorcerers. Its foundations are built upon the stump of a former World Tree, an extraplanar breach of one of Yggdrasil’s branches which can be used to traverse the planes. Nangui’s streets openly teem with demons, devils, and other outsiders of a similar moral persuasion. These monsters receive preferential treatment over the city’s mortal inhabitants. Encroaching vines from the Green Walker’s’ influence are kept at bay by sorcerers managing the city walls, and the Nangui’s wealthy live in the higher Branches District which also houses Nulu Nagoa’s dreaded Necrotarium. In addition to the typical things evil undead overlords do, the archmage’s riskiest and greatest research to date is to find a way to control the Green Walker itself. [B]Note:[/B] For those who read my Midgard Worldbook review, you may notice some similarities between Kush [URL="https://forum.rpg.net/showthread.php?827103-Let-s-Read-Midgard-World-Book&p=21832126#post21832126"]and the gnomish nation of Neimheim.[/URL] Both were forest realm existentially threatened by a great evil, and both made a desperate deal with infernal forces to save themselves. I find this interesting conceptually: most fantasy settings have the “deal with the devil” the result of naked ambition or revenge. But in Midgard the demons and devils are making pacts with people who have literally nothing to lose, those on the verge of genocide. [CENTER][B]Yawchaka, the Living Jungle of Kush[/B] [IMG]https://i.imgur.com/EVcXLlq.png[/IMG][/CENTER] Kush’s rainforests teem with life, but much of that life is bound in service to the Green Walker. The eldritch abomination’s form towers well above the tallest treetops and can be seen from Nangui’s walls. Natives and visitors alike discover new species of plant and animal life regularly, and many plants possess actual sapience. But the most feared creatures of all are the vine lords, bipedal humanoid-shaped plants of great magical power. They receive direct orders from the Green Walker to deposit spores throughout the jungle and lands beyond. Those who pass too close risk infection by the spores, which the vine lords use to mentally dominate the carriers and in turn allow the Green Walker to puppeteer them. The Green Walker itself is a titanic being composed of writhing vines, moss, and all manner of flora. Its six “legs” are giant tendrils of vines, and massive seed pods grow and burst on its back daily. Utterly bizarre and dangerous creatures lair under its shadow. The druidic ritual holding the Green Walker in place slows down time to the point it is practically frozen, but the monstrosity is still very much mentally active. Those brave enough to establish mental contact and avoid going insane can even communicate with it, although the Walker always responds with some iteration of [I]“grow, I must continue to grow…”[/I] [B]Divine Spark:[/B] The titan Alkush granted his spark to the druids of Kush, who expended it in the ritual to bind the Green Walker. If Alkush’s spark is extracted, this would free the eldritch abomination to resume its campaign of devastation. Beyond the Walker’s monstrous servants and the Kushites, the only other civilization of note is the Green Abyss, populated by orcs who lair deep beneath a giant sinkhole they call the Hungering Craw. The orcs are very much like typical fantasy ones, enthralled to violent warlords who spend time fighting each other as well as the sinkhole’s unknown monsters. I suppose this breaks the “primitive natives to kill and loot” trope I mentioned earlier, although if it’s of any consolation Midgard’s orcs are rare to the point of nonexistence. Finishing this section is a detailed look at the infestation of the vine lords’ spores. It is treated much like a disease which progresses in stages. The first stages are pre-physical symptoms, where they unknowingly share their senses with the Walker and in turn can be affected by a suggestion spell to pursue the Walker’s needs and goals. The next stage manifest in vein-like bulges accompanied by murderous blackouts marked by lost time, and the host only needs sunlight and water to survive. The final stage has a massive tendril completely control the infected’s body in a zombie-like manner, subsuming them entirely to the Green Walker’s will. [CENTER][B]Hazards of the High Jungles and Adventure Seeds[/B][/CENTER] This very short section provides new diseases, hazards, and a random encounter table for Kush along with three adventure seeds. The flora is the most interesting section, which are more or less treated as traps: they include ihlamvu flowers which can siphon/absorb ranged spells but explode when overloaded with energy; or the akataan weather melon which sends out violent cyclones of wind when they burst open. The three adventures include a dwarven elder’s will asking them to deliver his corpse to the fallen city of Haldaheim (ruined dwarven city within the Green Abyss); Siwal’s sultan offering to pay the PCs for plants from the Black Lotus Mesa, only for one of the Green Walker’s puppets to ambush them at court when they return; and an obsessed scholar from Nangui seeking to find an extraplanar portal on the mesa but is actually the pawn of a devil seeking to enslave the mesa’s inhabitants. [CENTER][B]Character Options of the High Jungles[/B] [IMG]https://i.imgur.com/kDPsoa9.jpg[/IMG][/CENTER] This chapter contains only one new archetype, the [B]Aeromancer (Wizard).[/B] Solely found among Aerdvall’s citizenry and those with ties to them, aeromancers channel unique powers through devices filled with the Celestial Waterfall’s essence to power their elemental magic. They must specialize in the [URL="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/air/"]air elemental school[/URL] and choose earth as their opposition school. In lieu of the Scribe Scroll bonus feat they can draw mystic water from ley lines which is used as a material component for their special abilities; they start play with and can create a device known as an aerosphere which acts similar to an arcane bonus; and can spontaneously convert prepared spells into spells from a special spell list of air and wind magic. And these are all gained at 1st level! At 3rd level they trade in the air school’s lightning flash for windblast, an AoE cone of wind which can bull rush those within its path. At 8th level they trade out the air school’s cyclone ability for the ability to transform into living electricity and damage those they “jump” through in a 120 foot line (400 feet at 15th level). This is a pretty strong archetype; the spontaneous trade-in spells are a good variety of offense (shocking grasp, just of wind, lighting bolt, etc), utility (overland flight, liquefy air, whispering wind, etc), defense (elemental body), and battlefield control (obscuring mist, wind wall, etc). The windblast and lightning rider abilities are both cool-sounding and effective. The mystic water and aerosphere are a bit weak in trade-offs, but given that their utility is determined by down time this is not too out of line for wizards in general. Our next section covers [B]Demonic Items from Nangui.[/B] Some of the more interesting ones include chaos stones which bestow random effects on those within its blast radius (akin to a rod of wonder); ashes of the fallen grounded from the remains of celestial creatures which impose [URL="https://www.d20pfsrd.com/magic/variant-magic-rules/spellblights/"]spellblights (magical disease-themed spell debuffs)[/URL] on those covered with it; and an ocular earring which can transfer the voices of the person whose name you utter to your ear if said person fails a Will save. [B]Lotus Magic[/B] covers the latent powers of the lotus blooms fed by the Celestial Waterfall. They are magical drugs with a high rate of addiction (DC 25 Fortitude save) but grant spellcasters magical benefits for 1d6 + the caster’s constitution modifier in minutes. Noncasters instead gain bonuses or roll twice on saving throws versus the lotus’ themed spells and similar effects. Alternatively they can be used as a material component for certain spells for 24 hours before their magical properties disappear. Prepared doses can range from 500 to 2,000 gp on the open market (half if you brew them yourself with Craft-Alchemy). We have 8 different types of lotus which are themed around each school of magic save abjuration (the Tchopho Lotus keys to psychic spells or spells involving dreams or sleep). Overall the lotus plants are powerful albeit slightly situational. For example, the blood lotus grants +1 caster level on evocation spells and +1 damage for each damage die of said spells, and 20 temporary hit points used to absorb spell damage. It may be used as a power component for enlarge (+15 foot to movement speeds for enlarged creature), rage (additional +2 STR and CON), vampiric touch (impose 2 bleed damage on target and gain fast healing equal to sum of all bleed damage of targeted creatures) and weapon of blood* (grants weapon dancing quality). Some of the individual power components can be pretty effective: the Ingqondi Lotus (conjuration) allows Planar Ally spells to treat the beseeched tasks of called creature as strongly aligned with its own ethos regardless of their actual nature, while the Amber Lotus (enchantment) allows the requests of suggestion and mass suggestion spells to make unreasonable but not immediately harmful suggestions. *a spell from another Kobold Press book, Deep Magic. I like the lotus magic, mechanically and thematically. They are a bit expensive, but when compared to potions their gold piece value is reasonable. The main problem is that as poisons the lotus plants impose minor ability score damage specific to that plant (indigo lotus imposes 2 wisdom damage for the effect’s duration) which may make certain plants less useful to certain casting classes. [B]Spells from the City of Sorcerers[/B] is our final entry in this chapter, focusing on the macabre magic developed by Kush’s mages. There’s six of them, which include bloodknife eruption (ray wounds a target and explodes in a burst of damaging blood to deal half damage to nearby targets); fling skull (exploding throne skull which deals bleed damage); mangle limbs (impose STR/DEX and/or movement speed and drop held objects): song of seduction (cause creatures within radius to move to you like a siren or harpy’s song); sunder barrier (deal sonic damage to a barrier or portal and those nearby); and weeping wounds (suffer 1 bleed damage for every 10 damage the target is below maximum hit points). [B]Thoughts So Far:[/B] The High Jungle is smaller in scope than the previous two chapters, with a majority of it focused on Kush and its environs. But I have to give it props for the cool floating city and related air mage archetype. The Well of Urd and its connection to the World Tree and sisters of fate felt rather Nordic than African in feel even if it ties in to the Midgard sister setting. Kush is a stereotypical “evil magocracy” but the sheer creepiness of the Green Walker and the fact that it sees through the eyes of the infected and much of the rainforest provides some perspective on why many of the kingdom’s inhabitants may view their government as a necessary evil. [B]Join us next time as we travel along the Southland’s western coast, visiting the Kingdoms of Salt and Steel![/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
[Let's Read] Southlands Campaign Setting
Top