Tag Archives: Cities of Sundara

Barradan Tooth Charm (PFRPG)

Barradan Tooth Charm
Image © Azukail Games 2021, All Rights Reserved

The Barrada of Sundara, a water-dwelling subspecies of orcs detailed in Species of Sundara: Orcs (PFRPG), have teeth that grow back and they remove and use these teeth to make charms that are enchanted by the orc’s shamans which are then gifted to others. When worn, these charms allow water breathing for the wearer.

Barradan Tooth Charm

Aura faint transmutation; CL 5th
Slot neck; Price 100 gp; Weight

Description

A Barradan orc’s tooth that is mounted on a necklace. When worn and activated, the charm allows the wearer to breathe water as water breathing for 10 minutes at the cost of one charge. The charm has only 5 charges when fully charged, and once all are used, the tooth crumbles to dust.

Construction

Requirements Craft Wondrous Item, water breathing; Cost 150 gp

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Species of Sundara: Gnomes (5E), Species of Sundara: Gnomes (PFRPG) and 100 Hooks and Rumours to Hear in Ghelspad II Now Available

Species of Sundara: Gnomes (5E)Species of Sundara: Gnomes (5E), Species of Sundara: Gnomes (PFRPG) and 100 Hooks and Rumours to Hear in Ghelspad II are now available to buy on DriveThruRPG.

Species of Sundara: Gnomes (5E) provides new options for gnomes, especially for the Sundara setting, but which can also be used in other settings.

Species of Sundara: Gnomes (PFRPG) is the same supplement, but with the options provided for the Pathfinder Roleplaying Game.

Characters may come across rumours whilst asking around and 100 Hooks and Rumours to Hear in Ghelspad is a collection of such for the Scarred Lands. They are usable with any system and can be used for anything from misinformation to adventure hooks.

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Applicant

Applicant 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.

Archbliss
Image: Jeff Brown.

Kadar sat in the small, stone chamber, tapping his foot nervously. The young man’s face was drawn, and the dark circles around his eyes suggested he hadn’t been sleeping much of late. Fresh scorch marks ran along the walls, and the air smelled of char. He’d been waiting there for three days, eating meals slid through a hole in the wall, and drinking herb water that made him sluggish.

He couldn’t tell if the herbs made the fire in his veins better, or worse.

When the door opened, Kadar shot to his feet fast enough that he nearly knocked his chair over. A woman he’d never seen before stood in the doorway, her hair and eyes both the deep red of fresh blood. Power radiated from her skin like heat from a baking brick, and the silk of many colors she wore slid and shushed more like a fine oil than a fabric. A golden arch glimmered on her breast, but Kadar hardly needed to see it to know who she was.

His village’s summons had been answered.

“Kadar,” she said, nodding to him as if she’d known him for years.

“Yes ma’am,” he said, bobbing his head. He swallowed hard, and felt the skin on the back of his neck go taut. Clammy sweat beaded in the hollows of his temples, and then rapidly evaporated. His stomach went sick. Kadar felt it coming up again, and he knew he had to stop it.

The woman crossed the room on light steps, and cupped Kadar’s chin. She tilted his head up, looking down into his eyes. She held him with her gaze, pinning him to the stones. She spoke words he’d never heard before. Words that hung in the air like whispered thunder. He had no idea what they meant, but a part of him understood them all the same. He felt the sullen heat in his guts recede, and the burning in his head quiet. He let out a breath he hadn’t been aware he was holding, and a heat haze curled from his lips. The sorcerer nodded, and smiled at him. It was the first smile anyone had given Kadar since reap night, when fire had starting bursting from his hands.

“Your gift burns hot,” she said, the words appreciative. She glanced around the stone chamber, taking in the scoring left over generations of those who’d had to stay within the stone walls while they waited for a teacher to come for them. Kadar saw her gaze linger on the number of fresh scorches, and he flushed. He couldn’t tell if he was proud, or embarrassed. “You will need to learn to control it, however, or it will burn you out.”

“Will… will you teach me how?” Kadar asked. He knew, almost instinctively, that she could. The only question is whether he would be allowed to learn.

She gave him another smile. This one was smaller, but just as warm. “We shall see what you are capable of, when the time comes, Kadar. I have no doubt that we will find a place for you, though.”

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Dragongem (PFRPG)

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

DragongemGemstones are one of the most prized treasures of the earth, with many different types of gems in many different lands. Dragongems only occur in the lands where dragon steel, from which they gain their name, can be found, which makes them difficult to get at the best of times. Even scarcer than dragon steel, the volcanic nature of the dragon steel lands adds to the danger of finding dragongems. Only in Ironfire are dragongems dug up with any regularity and even there they are scarce, and the subject of fierce bidding should they come onto the market.

Dragongems are an extremely rare form of diamond found in igneous rocks, and are commensurately valuable as a result. The carbon of the diamond contains inclusions of dragon steel that reflect the light in unusual ways and give the gems a strange, steel-like colour when light is shone on them. Peering into a dragongem will reveal tiny crystals of dragon steel inside it.

Dragongems are not quite as hard as diamonds, as the dragon steel inclusions slightly weaken the gemstone’s structure. This does make them easier to shape than diamonds, but not that much easier, as they are as hard as rubies and sapphires.

A dragongem will be worth at least twice what a diamond of the same size and quality would be. Though dragongems can be used to make unusual pieces of jewellery, they are rarely used for such mundane purposes. The sorcerers and spellusers of Archbliss have discovered that dragongems are unusually potent when it comes to enchanting them for magical use. They have a natural ability to enhance magics that have to do with sharpness and hardness, and can be found embedded in the hilts of dragon steel swords, where they can improve even a non-magical weapon, or in rings and amulets that are intended to improve various martial abilities and defences.

Dragongem Pommel

Aura mild transmutation; CL 8th
Slot -; Price 6,000 gp; Weight

Description

A dragongem pommel is a pommel- or hilt-mounted enchanted dragongem that can be attached to a sword of any type. The sword or dagger to which it is attached will gain a +1 enhancement bonus to damage rolls, 2 points of hardness and 10 hit points and will also be classed as a magic weapon for attack purposes. The bonuses stack with any that already apply.

Construction

Requirements Craft Wondrous Item, dragongem worth at least 2,500 gp, magic weapon; Cost 3,000 gp

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Species of Sundara: The Blooded (Half-Elves and Half-Orcs) (5E), Species of Sundara: The Blooded (Half-Elves and Half-Orcs) (PFRPG) and 100 Notes and Letters to Find in Miskatonic Country: Arkham II Now Available

Species of Sundara: The Blooded (Half-Elves and Half-Orcs) (5E)Species of Sundara: The Blooded (Half-Elves and Half-Orcs) (5E), Species of Sundara: The Blooded (Half-Elves and Half-Orcs) (PFRPG) and 100 Notes and Letters to Find in Miskatonic Country: Arkham II are now available to buy on DriveThruRPG.

Species of Sundara: The Blooded (Half-Elves and Half-Orcs) (5E) provides new options for half-orcs and half-elves, especially for the Sundara setting, but which can also be used in other settings.

Species of Sundara: The Blooded (Half-Elves and Half-Orcs) (PFRPG) is the same supplement, but with the options provided for the Pathfinder Roleplaying Game.

Investigators may come across notes and letters on bodies, in offices or tucked away in places. 100 Notes and Letters to Find in Miskatonic Country: Arkham II has 100 such for them to find, specifically in or about Arkham.

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Cities of Sundara: Moüd: New Variant Heritages for the Half-Dead (5E)

Undead
Some artwork copyright William McAusland, used with permission

Cities of Sundara: Moüd, available in 5E and Pathfinder versions, introduced a new player species, the Half-Dead, living creatures affected by necromantic taint and who have taken on some of the characteristics of the undead as a result. Here are two new Fifth Edition heritages for the Half-Dead.

Mummified

Mummies are feared for mummy rot, a curse and a disease that the undead creatures spread by their touch that is difficult to cure. Sometimes, those affected by the disease, but who are not killed by it and are treated, especially if they only just survived, suffer from a lasting effect, one that affects them, or perhaps just their descendants. Mummified have dry, parchment-like skin, sometimes marked by what look like patches of dry rot, and flesh that is wasted, leaving the skin shrunken onto the bones, though they are stronger than they might look. Mummified gain a +2 bonus to their Strength and Wisdom and a -2 to their Intelligence. Mummified are immune to mummy rot, but are still affected by other diseases, only having the normal half-dead bonus. They gain a +2 bonus on saving throws to resist curses. This alters ability score modifiers, and replaces Touch of the Grave.

Ghostouched

Ghostouched are those who have survived the corrupting touch of ghosts but have suffered consequences as a result. They look aged, older than they are, with white, thinning hair and prematurely wrinkled and blotched skin, though their physical age is the same and they age normally. Ghostouched have been weakened by their experiences and have -2 to their Constitution but their experience has left them immune to the frightened condition and to the effects of magical aging. They also have +2 Wisdom. This alters ability score modifiers, and replaces Touch of the Grave.

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Neal Litherland Discusses Cities of Sundara

A video has been published on YouTube in which Neal Litherland discusses the design philosophy behind the Cities of Sundara setting, including the cities and character options.

The Heart of Archbliss

The Heart of Archbliss 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.

Quartz
Image: Azukail Games

“The Heart of Archbliss.” Teran said in response to the question. “At least, that’s what it’s called in rumour.

“The first sorcerers, those who raised the city into the heavens, were said to have placed an enormous piece of sorcerer’s quartz, the largest, most perfect specimen ever found, deep inside it. It was then protected by the most powerful spells they knew, to prevent anyone ever finding it again, because if it were ever removed, the city would lose its power.” Teran continued.

“Is it real?” asked Michah, Teran’s apprentice.

“I doubt it.” was the reply. “It’s only ever been heard of in rumour, not in fact, and the first mention of the Heart was not until after all the sorcerers who raised Archbliss were dead, and none of them left any reference to the Heart in any of their notes or journals. You’d think that, wielders of magic being what they are, one would have written down the truth somewhere, for their descendants to find and benefit from. None has been found, or said to have been found.

“If there was an element of truth in the rumour, the Great Houses would have searched for the quartz, though only for their own benefit, and none appear to have found it. And believe me, they would have looked. Power calls to power, and this would be great power. No, most likely it is a fiction, perhaps one created to make the founders even greater than what they were. A fiction that, over the years, has passed into legend and rumour, and perhaps into belief as well.”

“But what if the rumour was true?” Michah wondered.

“Ah, then wouldn’t that be something? Somewhere, hidden within the city, a treasure beyond compare to those who know how to use it, though using it might well bring ruin to all. Perhaps, should the rumour be true, it is better that the Heart of Archbliss remain hidden. For what can survive if you remove its heart?”

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Species of Sundara: Halflings (5E), Species of Sundara: Halflings (PFRPG) and 100 Books to Find on a Grevakc Bookshelf Now Available

Species of Sundara: Halflings (5E)Species of Sundara: Halflings (5E), Species of Sundara: Halflings (PFRPG) and 100 Books to Find on a Grevakc Bookshelf are now available to buy from DriveThruRPG.

Species of Sundara: Halflings (5E) provides new options for halflings, especially for the Sundara setting, but which can also be used in other settings.

Species of Sundara: Halflings (PFRPG) is the same supplement, but with the options provided for the Pathfinder Roleplaying Game.

Not every book found is useful or valuable and 100 Books to Find on a Grevakc Bookshelf has 100 books that can be used to flesh out a bookshelf in the Predation game. Whether or not a particular book is useful is up to the GM.

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Cities of Sundara: Moüd: New Variant Heritages for the Half-Dead (PFRPG)

Undead
Some artwork copyright William McAusland, used with permission

Cities of Sundara: Moüd, available in 5E and Pathfinder versions, introduced a new player species, the half-dead; creatures who have been warped and twisted by their exposure to negative energies. As well as the broad description of the half-dead, a number of variant heritages were given for specific varieties that share similar abilities and characteristics. Here are two more such variant heritages for Pathfinder.

Mummified

Mummies are feared for mummy rot, a curse and a disease that the undead creatures spread by their touch that is difficult to cure. Sometimes, those affected by the disease, but who are not killed by it and are treated, especially if they only just survived, suffer from a lasting effect, one that affects them, or perhaps just their descendants. Mummified have dry, parchment-like skin, sometimes marked by what look like patches of dry rot, and flesh that is wasted, leaving the skin shrunken onto the bones, though they are stronger than they might look. Mummified gain a +2 bonus to their Strength and Wisdom and a -2 to their Intelligence. Mummified are immune to mummy rot, but are still affected by other diseases, only having the normal half-dead bonus. They gain a +2 bonus for resisting curses. This alters ability score modifiers, and replaces Touch of the Grave.

Ghostouched

Ghostouched are those who have survived the corrupting touch of ghosts but have suffered consequences as a result. They look aged, older than they are, with white, thinning hair and prematurely wrinkled and blotched skin, though their physical age is the same and they age normally. Ghostouched have been weakened by their experiences and have -2 to their Constitution but their experience has left them immune to fear effects and those of magical aging and they have +2 Wisdom. This alters ability score modifiers, and replaces Touch of the Grave.

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