My Campaign Notes

Samloyal23

Adventurer
Legends say that centuries ago one of the daughters of the first duke of Ys actually wed Manannan, the god of the sea, and begat children by him, and their descendants have a touch of divine blood. Sometimes a child is born to this day who shows the signs of divine blood. Such children are often mistaken for Sidhe or Elves and are known to be obsessed with returning to the sea. Some become great seamen or sorcerers with an affinity for water magic. Some drown themselves the first time they reach the sea...
 

log in or register to remove this ad

Samloyal23

Adventurer
Sugarcane, rice, and tobacco are the main products of the plantations around Ys. Molasses, rum (commonly called "bumbo"), and slaves are the main sources of actual wealth for the city. Good stills require a lot of technical skill to construct, so most of the larger distilleries are built and run by dwarves from Burghausen. Distillation is new technology, and the dwarves are the masters of the craft of brewing hard liquours.

Tobacco is a habit imported from Shosnar, where it is used in hookahs. Many bullywugs are fond of chewing tobacco, while most other Ysians roll there own cigars.
 
Last edited:

Samloyal23

Adventurer
There are occasional ghosts from the Sea of the Fallen who wander near the coast of Ys, the spirits of those who drowned in ancient cataclysms. In Ysian folklore they are called Iannic-ann-ôd, which means "Little John of the shore". They are said to be heard along coastlines at night crying, "Iou! Iou!". These ghosts are not predatory, provided one does not amuse oneself by sending their plaintive calls back to them. Woe to the imprudent who risk this game. If you reply once, a Iannic-ann-ôd leaps half the distance separating him from you, in a single bound; if you reply a second time, he leaps half of the remaining distance; if you reply a third time, he breaks your neck.
 

Samloyal23

Adventurer
Ysians refer to all Elves, Sidhe, and feys as "korrigans" and all Dwarves as "nains".

Priestesses in Ys wash shrouds for anyone they predict will die, scrubbing and wringing them out in rivers and sacred springs. These shrouds turn red when the person they are dedicated to die. Normally they do this any time a noble is deathly ill or lost in battle.

Yan-gant-y-tan is the name of a planar spirit who haunts the bogs around Ys. The meaning of his name is 'John with the Fire'. Meeting him is said to be an evil omen. He holds five candles on the five fingers of his right hand and spins them about like a flaming wheel, as a result of which he is unable to turn quickly for fear of extinguishing their light. A sure way to ward off the bad omen of Yan-gant-y-tan is to leave a small bag of gold or of gold chain around a travelers post which Yan-gant-y-tan will steal and leave your house for another day.

He is often depicted as a wiry old troll or hairy wildman, but the only way to distinguish him from other such creatures of course is the 5 candles upon his great hand.

In contrast to his nature as a bad omen it is said that should your lantern run out of light, on a whim, he may appear and give five candles to a person who has none, thus lighting the way for a traveller the rest of the night.

Often he is spotted on road sides and in poorly beaten forest paths. A trickster, he enjoys getting people lost and leading them astray as much as helping them find their way home.

Bugul Noz is a protective spirit who haunts the forests near Ys. Terrible to behold, he is a finder of lost sheep and protector of shepherds, who know him as gentle and kind. Humble and a bit ashamed of his fearsome appearance, he hides from others most of the time, but comes out of the woods on Kalan Goanv, on the 31st of October, when people in Ys dress in terrible looking costumes to scare away evil spirits. Bugul Noz protects wanderers in his forest from bandits, wild animals, and evil spirits.
 

Samloyal23

Adventurer
Drinks
The hills north of Ys are known as the "cider country", with many vast old orchards. Chouchen (sort of mead made from wild honey) and Lambig (apple eau de vie) are the two other traditional Ysian drinks. Ysian breweries produce artisanal beers and rum is also produced by a handful of distilleries. The most recent drink is kir Ys (crème de cassis and cider), served as an apéritif drink. Many people visiting Ys go on "drinking tours", walking from one orchard to another sampling ciders. Ask any local and they will have an opinion as to where to find the best vintages.
Food
As very thin and wide pancakes, sweet "crêpes" and salty "galettes" are legacies of the Lyonesse culinary heritage.
Other pastries such as: kouign amann (butter cake), galettes de Pont-Aven (dry biscuits) and clafoutis (with plums) are traditional.
Ys also offers a wide range of fresh seafood and fish, especially mussels and oysters or sardine and tuna. The seafood platter is the typical gatronomic dish composed of an abundance of shellfish and crustaceans,served on a bed of seaweed. Ys is also well-appreciated for its famous "Andouille de Guéméné" and others pork and chicken recipes, acccompagnied with the famous cabbage and artichokes.
Butter and salt are two strong symbols of Ys.
Music
Ys has also a reputation for its music based on the following main instruments: Pipes, violin, oboe, drums, harp, hurdy gurdy, organ and clarinet. The Kan ha diskan is the most common type of singing. The performers sing calls and responses while dancing. Ysian dances usually imply circles, chains or couples and they are different in every region. The most common dances seem to be the passepied and the gavotte.
 

Samloyal23

Adventurer
The oldest of the Sidhe and Elves in Ys remember the forest of Broceliande in lost Lyonesse, before that country sank beneath the waves. There it is said there was a stone that could summon rain if you sprinkled water on it. Some think the stone was too important to have been left behind and insist it must have been brought to the Last Lands, but none admit to knowing where it is...
 
Last edited:

Samloyal23

Adventurer
The Aarakocra come from many seemingly unrelated tribes, each with its own language and customs. They frequently squabble and sometimes raid one another's encampments. They have introduced a wide range of strange plants to the Last Lands, thing such tubers, squash, and strange spice unknown even before the sinking of the continent. When asked where they get these most simply say "across the sea" or "in the West", but some speak of a preposterously huge city with a million teeming inhabitants built on floating platforms over a vast lake. Their red fruit, the tomatl, has taken Valora by storm, while the Aldeans and Ysians have become dependent on the fat brown tubers the bird-men have sold them. Their spicy "peppers" come in a vast range of colours, shapes, and levels of heat and have changed the cuisines of their neighbours for good.
 

Samloyal23

Adventurer
The Rangikuruiwi tribe of the the Aarakocra are known for their "haka" (war chants) during which they stomp and insult their enemies. They derive almost all of their food from the sea and use "hangi", earth ovens, to cook. The moa, a large flightless bird, is hunted on islands far to the south, beyond the known world, along with fish, grubs, rodents. Rangikuruiwi did not make pottery, so their only means of boiling is to place a red-hot stone in a wooden bowl of liquid.

They preserved large quantities of food by drying it, fermenting it, or sealing it in fat. The food is stored in pātaka (storehouses) or rua kūmara (underground pits) atop mountains near Skytop Village.

Important foods included whitebait, the seaweed karengo, huhu grubs, pikopiko (fern shoots), karaka berries and toroi – a dish of fresh mussels with pūhā (sow thistle) juice.

Hunters of this tribe use trained hawks to help them and carry nets through the air to catch flocks of small birds. They make a brisk trade with the dwarves of the Last Lands trading dried and fermented fish and moa for clay and metal pots and tools.
 

Samloyal23

Adventurer
So, I saw these rules (below) from the book Adrenalin d20 and immediately thought of my Iron Dwarves, with their hot air balloons and dirigibles. I just picture them parachuting down from their blimps...

Skydiving and HALO Drops: Reasons to jump out of perfectly good planes
Skydiving and airborne insertions are action movie staples. After all, what’s cooler than dropping 12,000 ft and landing guns blazing and ready for action? Of course, getting down alive isn’t quite as easy as it looks in the movies.
Skydiving is basically a highly specialized Jump (Base DC 10) check. The DC of the check is based on a combination of factors, the most important being the altitude the skydiver drops from and the circumstances of the jump. After all, it’s easier for a skydive to hit the target safely when jumping with plenty of time to prepare and check gear than it is when bailing out of a burning, wildly pitching jet. The skydiver’s Jump check result determines how close to the landing zone they impact, and how gently they land.
Circumstance
Jump Check DC
Basic Skydive Base DC 10
Jump of less than 1,500 ft Base DC +10 (DC 20)
Jump of 1,501 – 3,500 ft Base DC +7 (DC 17)
Jump of 3,501 – 7,500 ft Base DC +5 (DC 15)
Jump of 7,501 – 10,000 ft Base DC + 7 (DC 17)
Each additional 1,000 ft DC increases by +2 for past 10,000 ft
each 1000 ft beyond 10,000 ft
Jumping hurriedly (combat Base DC + 5 jumps, ejecting from an aircraft)
Jumping at night or when Base DC + 10 landing zone is obscured by smoke, foliage, etc.
Low Opening (activating the Base DC +5 chute 1,000 ft or less from the ground)
Change landing zone: Cumulative +2 modifier while airborne. Success on the Jump check indicates the sky diver lands safely somewhere within a designated 30 ft square ‘landing zone’ selected during the descent. Failure indicates the sky diver is off target, sometimes dramatically, and suffers impact damage from the landing. If an initial landing zone becomes risky, the skydiver can attempt a Strength check (DC 15) to attempt to modify her landing zone target while in flight. Doing so allows the sky diver to make a second Jump check, in hopes of designating a safer landing zone. The skydiver can also attempt to retry a failed jump check that would mean a potentially fatal landing, but each attempt to retry the check/reassign the landing zone increases the Jump check DC by +2.
You may attempt to retry a Jump once per 1000 ft fallen. Regardless of the success or failure of the landing, all sky divers are shaken for 1d4 rounds after impact, simply from the shock and disorientation of the landing.
For simplicity’s sake, assume that a falling object descends at 90 ft per round without a parachute. The skydiver’s parachute slows the descent dramatically; depending on the type of parachute, the rate of descent might be as little as 20 ft per round. This means that on long jumps, the sky diver could spend several minutes airborne. While airborne, a skydiver can attempt additional Jump checks to Table: Jump Failure
Jump Check Reflex save DC Failed By….
Result or half damage
1-5 points Off target by up to 100 ft in random direction, suffers 2d6 points of damage DC 156-8 points
Off target by up to 500 ft in random direction, suffers 4d6 points of damage DC 18 9-10 points
Off target by up to 1,000 ft in random direction, suffers 8d6 points of damage DC 21 11 + points
Off target by up to 1 mile in random direction, suffers 16d8 points of damage DC 25
maneuver, can engage in desperate air to air fist fights, or even cast spells on magically active worlds.
Each round during the descent, a skydiver can make a DC 15 Jump check in order to move horizontally a distance equal to their base land speed. You may not run or charge while skydiving. A skydiver can fight while airborne, but not well: all attacks suffer a –4 circumstance penalty, and the sky diver is considered flat footed, and is denied her Dex bonus to defense while in the sky. Spellcasters and psychics must succeed at a Concentration check (DC 15) to use supernatural abilities while descending. Skydivers should also be wary of the thin air and extreme cold of high altitude jumps. Above 10,000 ft, the air becomes too thin to breathe, and the piercing cold can lead to fatal hypothermia. Refer to chapter five of the D20 Modern SRD for details of cold danger and suffocation.

NEW FEATS
Airdance
You are an accomplished aerial showman, capable of incredible grace and beautiful acrobatic feats during your descent. Prerequisite: Athletic, Jump 4 ranks, Perform: dance 1 rank. Benefit: You may add your ranks in Perform: dance as an untyped bonus on all Jump checks made during a parachute jump. You may use the run action to move horizontally while descending.
Airborne Sniper
You can fight effectively while parachuting, often providing cover fire to the troops on the ground, as you drop into the fight. Prerequisite: Jump School. Benefit: You suffer no penalties on attack rolls while skydiving. You may move up to your base land speed horizontally while descending, without requiring an additional Jump check. Normal: You suffer a –4 circumstance penalty on all attack rolls while skydiving.
Basejumper
A die hard thrillseeker, you parachute from skyscrapers for the sheer fun of it. Prerequisite: Jump 4 ranks, Knowledge: physical sciences 1 rank. Benefit: You receive a +2 bonus on all Jump and Climb checks, and may re-roll a failed Jump check once per every 500 ft fallen. Normal: You may re-rolled a failed Jump check once every 1,000 ft fallen.
Jump School
You are a graduate of an elite military airborne school, and are fully qualified for combat jumps. Prerequisite: Jump 4 ranks, Knowledge: physical sciences 1 rank. Benefit: You are a skilled enough skydiver that you can land gently, and are not stunned during landing. You retain your Dexterity bonus to Defense while dropping, and are not considered flatfooted during a dive. Normal: You are shaken for 1d4 rounds after a parachute landing. You are considered flatfooted while skydiving.
HalO Expert
High Altitude, Low Opening parachute jumps are among the most dangerous dives to make but are a vital military tactic: they get troops on the ground quickly and stealthy. Prerequisite: Jump School. Benefit: When jumping, the DC of your Jump check does not increase for each 1,000 ft beyond 10,000 ft, nor does the DC increase if you open your chute below 1000 ft. You receive a +4 bonus on Fortitude saves made to resist the effects of cold weather or suffocation when making a jump. Normal: The DC of a skydiver’s Jump check increases by +2 for each 1,000 ft beyond 10,000 ft. The DC of the Jump check increases by +5 when opening the chute below 1,000 ft.
Speed Drop
You use your knowledge of aerodynamics and your parachute’s capabilities to make blindingly fast drops safely. Prerequisite: Jump 8 ranks, Knowledge: physical sciences 1 rank. Benefit: Each round you may choose to descend at double your parachute’s normal descent rate, to a maximum of 90 ft of descent per round. You must descend more slowly, at your parachute’s normal rate of descent, for the last 200 ft of your drop.

Is this over the top? The higher tech equipment would be out of the question, but is there any reason a bunch of dwarves with early 17th Century tech could not learn to do HaLo jumps?
 

Samloyal23

Adventurer
Okay, so the Burghausers know how to make blimps, hot air balloons, dirigibles, parachutes, guns, and wide assortment of steam and coal powered machines. What they are not good at is textile crafts. They have to import all of the silk used in their balloons and parachutes from Shosnar and Ys, both cities known for their decadence and corruption. In Ys the guilds are run like criminal syndicates, using strong-arm tactics, blackmail, and bribery to get what they want. In Shosnar the Cult of Set controls everything, upset them and you end up suffering from a wicked curse or getting an assassin from the city's secret police sent after you.
 

Remove ads

Top