Tag Archives: Cities of Sundara

Dark Waters Luck Gift (5E)

Amulet
Publisher’s Choice Quality Stockart © Rick Hershey/Fat Goblin
Games

The Dark Waters of Sundara are a species of gnome from Species of Sundara: Gnomes (5E) that lives in the swamps of the world. Luck is a serious matter to these gnomes, and they will give luck gifts to others as a mark of respect or affection. Luck gifts cannot be sold, as doing so brings only bad luck.

Dark Waters Luck Gift

Wondrous item, uncommon, requires attunement

Luck gifts can take many forms, but are always a small trinket that can be carried or worn; amulets around the neck are the most common.

Luck gifts can be used once to make an unsuccessful roll into a successful one, after which they break and become unusable.

Luck gifts, if someone is foolish enough to sell them, do not work for the buyer and curse the seller with a -2 penalty on all rolls until the curse is removed.

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Guilds of Sundara (5E), Guilds of Sundara (PFRPG) and 100 Sluagh for Changeling: the Dreaming Now Available

Guilds of Sundara (5E)Guilds of Sundara (5E) and Guilds of Sundara (PFRPG) are now available to buy on DriveThruRPG and 100 Sluagh for Changeling: the Dreaming is available on Storytellers Vault.

Guilds are organisations that train people in their trade and keep trade secrets from getting out. Guilds of Sundara (5E) has ten cults for the Sundara setting, together with new feats for each cult.

Guilds of Sundara (PFRPG) is the above supplement converted for use with the Pathfinder Roleplaying Game.

100 Sluagh for Changeling: the Dreaming has 100 sluagh for characters to encounter. Each is named and briefly has its main interest described. They can be used as friends, foes or simply passers-by.

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A Treat

Sword
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.

A Treat is a piece of fiction for Ironfire: The City of Steel one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.

“If you’re not careful, you’ll wear it out with your eyes.”

The comment drew Kalem’s attention away from the blade he was admiring. He looked over at the weaponsmith in the shop in the Stone Pole district of Ironfire.

“Just kidding,” said the heavily-tattooed Takitori dwarf proprietor of the shop. “Dragon steel doesn’t wear out that easily, of course. But you’ve been fixated on that sword for a good chunk of time.”

“It’s a beautiful weapon,” Kalem said.

“Of course it is!” was the dwarf’s response. “I made it!” Though the dwarf still had a broad smile on his face, it was clear he did have pride in his craftsmanship. Justifiable pride, Kalem thought, looking around the, to him, uncomfortably warm, shop. The Takitori’s love of fire went well with the vulcanism of the Ironfire region, and the dwarf had the place at a temperature he probably considered ‘comfortable’ and most other beings ‘sweltering’ bordering on ‘cooked.’ The dwarf wasn’t the only one enjoying the heat; a cinderscale lizardfolk was also busily hammering away next to the forge. Far closer than Kalem could have stood without going up in flames.

“Are you interested in buying?” asked the dwarf.

Kalem nodded his assent and replied “I’ve just finished a very good job and I’ve always wanted a dragon steel sword. I’m going to treat myself.”

“Pick it up then and let’s see how it goes.”

Kalem did as told, performing several moves with the blade. “Hmm,” said the dwarf, peering at the grip. “That’s just a standard demonstration handle fitted to the blade. If you buy, we’ll add one that’s designed for you. A good sword needs a good handle. And this is a good sword. If I do say so myself. Don’t worry; it’s included in the price.” He mentioned a number.

Kalem gulped a bit, but they’d gone in knowing what the sword would cost. And the dwarf was right. It was a very good sword. And it had been a very good contract, so he could buy it.

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Dark Waters Luck Gift (PFRPG)

Amulet
Publisher’s Choice Quality Stockart © Rick Hershey/Fat Goblin Games

The Dark Waters of Sundara are a species of gnome from Species of Sundara: Gnomes (PFRPG) that lives in the swamps of the world. Luck is a serious matter to these gnomes, and they will give luck gifts to others as a mark of respect or affection. Luck gifts cannot be sold, as doing so brings only bad luck.

Dark Waters Luck Gift

Aura faint evocation; CL 3rd
Slot neck; Price N/A; Weight

Description

Luck gifts can take many forms, but are always a small trinket that can be carried or worn; amulets around the neck are the most common.

Luck gifts can be used once to make an unsuccessful roll into a successful one, after which they break and become unusable.

Luck gifts, if someone is foolish enough to sell them, do not work for the buyer and curse the seller with a -2 penalty on all rolls until the curse is removed.

Construction

Requirements Craft Wondrous Item, divine favour; Cost N/A

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Calculate Twice, Experiment Once

Lab Jars
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.

Calculate Twice, Experiment Once is a piece of fiction for Silkgift: The City of Sails one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.

“Careful now,” said Verin to Challis as the latter started gradually adding droplets of the solution to the bubbling beaker in their workshop in the Ingeneurium. “Are you sure you got the calculations right this time?”

“Of course I did!” responded Challis with what Verin considered an unwarranted degree of certitude, given that every previous experiment was a failure. “You worry too much!”

“Well, one of us have to and you don’t worry enough,” Verin mumbled under his breath. Louder, he reminded Challis “These are potentially volatile, so it’s important to be careful, take our time and make sure everything is correct. This time.”

“Don’t be a silly! We’re taking every precaution and it’s not like anything really bad has happened so far!”

“And I’d like it to still not happen, if it’s all the same with you,” retorted Verin. “Just because it hasn’t happened yet doesn’t mean it won’t happen. You know that.”

“The risk is worth the reward! Just think what we’ll be able to do if this works!”

“It’s the not working bit that concerns me,” stated Verin. “I’m all for experimenting, or I wouldn’t be here, but I do prefer to make sure the odds are in our favour.”

Verin stood next to Challis as she carefully added the last droplet of the solution into the beaker and turned up the heat slightly. The liquid started to bubble more fiercely.

The next thing Verin knew, they were both lying on the floor and his ears were ringing. Slowly, he picked himself up and held out a hand to Challis so that she could get up off the floor as well.

“Drat,” said Challis.

Looking at the smoking remains of their workshop, the fires slowly guttering out on the bench and the damage to the ceiling, and glancing down at what used to be the clothes he was wearing, Vern felt this was a significant underreaction.

“You may be a touch over socialised,” he commented.

The Ingeneurium was not going to be pleased.

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Talisman of the Rushes (5E)

This is a new magic item for use with Cities of Sundara.

The gnomes of Sundara from the Rushes subspecies, when they venture out into the world, often wear a small bottle of water from their river around their neck. The talismans are reputed to have various properties, and in some cases, they are enchanted to have these.

Talisman of the Rushes

Talisman of the Rushes (PFRPG)Wondrous item, uncommon (requires attunement)

The talisman of the Rushes takes the form of a small bottle of water on a necklace for wearing around the neck. Some talismans may be made of superior materials or decorated, but all are fundamentally identical.

When worn, the talisman of the Rushes adds 1 to Wisdom saving throws against mind-affecting effects. It also adds 1 to any checks to avoid getting lost.

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Brains not Brawn

Ironfire: The City of SteelBrains not Brawn is a piece of fiction for Ironfire: The City of Steel, one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.

Callen and Drexla made their way through Ironfire towards the centre of the city, stopping as they arrived at Stone Pole, both to take a look around, as this was the heart of mercenary activity in the city, and to grab a drink at the Ashes.

“Look!” said Callen, nudging Drexla, as they stood watching a duel on the square around the district’s titular Stone Pole. “Isn’t that one of the Crimson Sergeants watching?”

Drexla glanced over at the figure in red and gold and affirmed that indeed it was.

“I want to get into the Crimson Company,” proclaimed Callen. “Maybe if I challenge someone to a duel and fight it whilst the sergeant is watching, that will improve my chances.”

The rather more experienced Drexla looked at her younger friend, remembering some of her own youthful exuberance, and the mistakes it sometimes led to. She wondered what would be the best way of putting things, then decided that the truth was better than honey coating everything. Callen was a competent fighter, but needed to learn more.

“Look, lad,” she stated. “The Crimson Company gets a lot of applicants, as you well know, as we’ve seen the crowds outside the Scarlet Chevron. They, and any other mercenary company worth its iron, for that matter, are not just looking for people who can fight, and certainly not those who can just fight a duel. And that’s even assuming you’d win. Who would you challenge and why? Remember, you need a reason for a duel, and I’ve seen more than one fool pick a fight with what they think is an easy target only to find out they were sadly mistaken.

“Good mercenary commanders want, and need, more. They don’t want someone who will pick a fight just to show off. Because mark me, picking a fight in front of a Crimson Sergeant is showing off, and the sergeant will know that just as much as I do. A mercenary needs to be able to use their brain as well, for more fights are won with brains than unthinking brawn.”

Drexla looked at Callen’s now somewhat crestfallen face. “Cheer up lad,” she said. “You’re competent and competency does speak for itself; you just need a little more seasoning. Now, how about I buy you that ale we came here for?”

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Talisman of the Rushes (PFRPG)

This is a new magic item for use with Cities of Sundara.

The gnomes of Sundara from the Rushes subspecies, when they venture out into the world, often wear a small bottle of water from their river around their neck. The talismans are reputed to have various properties, and in some cases, they are enchanted to have these.

Talisman of the Rushes

Aura faint divination and transmutation; CL 3rd
Slot neck; Price 4,000 gp; Weight

Description

Talisman of the Rushes (PFRPG)
(c) Azukail Games

The talisman of the Rushes takes the form of a small bottle of water on a necklace for wearing around the neck. Some talismans may be made of superior materials or decorated, but all are fundamentally identical.

When worn, the talisman of the Rushes grants a +2 circumstance bonus to Will saves against mind-affecting effects. It also grants a +2 circumstance bonus to any checks to avoid getting lost.

Construction

Requirements Craft Wondrous Item, guidance, owl’s wisdom; Cost 2,000 gp

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Power and its Misuse

Archbliss
Image: Jeff Brown.

Power and its Misuse is a piece of fiction for Archbliss: The City of the Sorcerers, one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.

“Legend says that the sorcerers who founded Archbliss were fleeing a cataclysm,” said Thannis Mantar. “At least that’s what the surviving books from the era say.”

“Legend says a lot of things,” retorted Brendor Calliorn. “Some may even be true. That doesn’t mean they all are, or that tales of a great cataclysm are true.”

“But what if the legend about the cataclysm was true?” asked Thannis. “That could mean that the legend about those who raised the city being empowered by the Prim are also true. And if that’s the case, then such power could be obtained by others. All we’d need to do is find out how it was accomplished.”

“Playing with the raw power of the Prim can cause serious problems.” stated Brendor in warning. “Just look at what happened to Moüd. The Silver Wraiths are still cleaning up the necromantic mess from that. If both legends are true, then mayhap the power the city’s founders had from the Prim caused the cataclysm. They could easily have been fleeing a mess they caused.”

“We’d just need to be more careful,” was Thannis’s reply. “Power in and of itself doesn’t cause a cataclysm, only its misuse. If it wasn’t misused, then there wouldn’t be a problem.”

“Misuse is something that it’s easier to state you’re going to avoid than to actually avoid,” said Brendor in turn. “I’ve seen enough spellusers injured by their own power when they intended anything but. By the time misuse becomes obvious, it may well be too late.”

“Say what you will. I am not going to be so overly cautious. I’m going to look into the legends for the truth of the matter, and see if there is a way of gaining the power of our forefathers.” Stated Thannis.

“Do as you will,” said Brendor as Thannis departed. “For your sake, I hope that the legend is just that. And for our sake, if you do uncover something, do not play with the Prim where it will affect the rest of us.”

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D10 Peculiar Behaviours for the Cats of Cat’s Crossing

Cat
Image: Jacob E. Blackmon

The town of Cat’s Crossing, from Towns of Sundara, is known for the symbiotic relationship the inhabitants have with the many different cats that also live there. The cats sometimes behave in unusual ways, and here are ten strange behaviours travellers may notice from the feline inhabitants of the town.

  1. A cat is sat behind a neat row of dead rodents, which are being examined by another cat that is walking up and down the row.
  2. Bridger stares fiercely at the bridge, almost perfectly still with only the end of his tail twitching. The bridge is currently empty.
  3. Cats are perched on fence posts around the town.
  4. Eight cats are clustered in a circle; all of the cats are facing inwards.
  5. Every cat within earshot cries out at the same time. They do this three times in a row, then stop.
  6. One cat follows a character around perfectly quietly, stopping when they do. This continues until the cat is given a treat they consider appropriate.
  7. Six cats march one behind the other, keeping the same distance apart. They disappear down an alley.
  8. Three cats are carefully examining a newly-arrived visitor from a distance.
  9. Two cats are engaged in what looks like a staged fight as two others sit and watch.
  10. Whenever a character, a cat comes out of it or around from the other side and watches them until they pass, then the cat disappears again.

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