Tag Archives: Cities of Sundara

Encounters for Silkgift: The City of Sails

Silkgift: The City of SalesFour encounters for each of the districts of Silkgift are given here. The encounters will work with the Pathfinder and 5E versions of the supplement.

Great Ferry

  1. Cask’s Crossing starts to rise as it’s approached, temporarily putting a stop to the traffic crossing the river.
  2. In Confluence Square, a pair of ingeneurs are sending tiny balloons made from Archer cloth into the air. Miniature candles dangling below the balloons provide the lift.
  3. A merchant from out of town is buying a large shipment of Archer cloth, more than the shop they are purchasing it from can supply.
  4. An argument breaks out between a sailor and a fisherman, and it looks like their friends might get involved, as the Silkgift Constabulary move in ready to stop any trouble, net casters in hand.

Noonbrook

  1. Two gnomish workers are fixing a fountain that has stopped spraying water. Bits and pieces of fountain and various tools lie around them.
  2. One of the wind towers that directs air inside the homes and shops is emitting a howling noise. Someone is at the top of the tower examining the opening the wind enters through.
  3. A merchant falls from their ship into the waters of Peddler’s Wharf, to the amusement of some of those who see it.
  4. A water clock strikes the hour, marking it with a spray of water that forms a rainbow.

The Harbours

  1. A huge ship is pulling into dock, easily twice the size of the next largest vessel.
  2. A drunk staggers out of the Harbourmaster, catching themselves against a wall before slumping down.
  3. Fish spill from the net of a fishing boat as the rope holding up gives way, leading to shouts from the crew as the catch is spilled over the dock.
  4. A merchant on Barter Street is loudly hailing anyone who passes, telling everyone that it is their last chance to get some bargains before they have to leave the city.

Fool Street

  1. A blast from Nightmare Alley shatters the air and causes everyone to turn and look to see what has exploded.
  2. A convoy of huge wagons is making its way into the Ingeneurium along one of the roads that lead through the facility. It is accompanied by a large escort of the Silkgift Constabulary.
  3. Puffs of coloured smoke rise into the air, though it’s unclear just where they are coming from; it could be the Ingeneurium, Nightmare Alley or one of the smaller places.
  4. A delivery is being unloaded at Archer Dock, and several guards are keeping a careful eye out for trouble.

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Fixing the Problem

Fixing the Problem 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.

GearMormout Bronzeforger pondered the plans for the new water clock laid out on the table. He looked across at the workbench where several of the pieces of the clock were neatly laid out; carefully-wrought pieces of bronze in unusual shapes.

“Hmm.” ruminated the dwarf. Mormout knew what he was attempting to accomplish with the clock, which was planned for a new installation in Noonbrook, with a deadline that was rapidly getting closer, but something just wasn’t working quite right. There didn’t seem to be a fault in the plans, but the most recent test hadn’t worked correctly. Which is why the water clock was once again in pieces. Carefully arranged, well machined pieces, but pieces all the same.

“Hmm.” pondered Mormout again, repeating himself. “I wonder…”

The dwarf picked up one of the cogs that was used to drive the water clock. To the untrained eye, it looked perfectly fine. Beautifully machined, in fact. To Mormout’s eye, it looked good as well, but there was something about it…

Mormout retrieved one of his finer tools from the set of drawers positioned next to the table where the clock was laid out. He used it to examine the clock much more carefully. This time, he found it. An ever so tiny error in the machining, a slight burr to the cog that was stopping it working as smoothly as it should.

Mormout’s beard twitched in a slight smile. The equivalent of a broad grin on someone else. This was it; he was sure of it. He started making the cog as perfect as it looked.

The next test would be fine. No doubt about it.

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Species of Sundara: Elves (5E), Species of Sundara: Elves (PFRPG) and d66 Books for the Bleed Now Available

Species of Sundara: Elves (5E)Species of Sundara: Elves (5E), Species of Sundara: Elves (PFRPG) and d66 Books for the Bleed are now available to buy on DriveThruRPG.

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

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

Not every book found is truly useful and d66 Books for the Bleed provides 36 books that can be used to flesh out a bookshelf, whether electronic or physical, in the Bleed setting of Ashen Stars.

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Cities of Sundara: Moüd Campaign Traits (PFRPG)

Lich
Some artwork copyright William McAusland, used with permission

Traits are abilities not tied to a character’s species or class. Campaign traits are designed to add a hook into a campaign, and these traits are designed for Cities of Sundara: Moüd (PFRPG).

Blood of Moüd: You are descended from the original inhabitants of Moüd that fled the city after the accident when the breach between the worlds was opened. The energies from the rift bathed your ancestors, giving some of those who fled a way with the undead. You gain a +1 trait bonus on weapon attacks made against undead, or with spells or channelled energy, whether to help or harm them.

Dorunna Born: You were born amongst the Dorunna nomads that live on the rim of the Trackless Quarter and are familiar with the desert that the City of Bones can be found in. You gain a +1 trait bonus for Survival in the desert and that skill is always a class skill for you.

Scholar of Moüd: You have spent a great deal of time delving into Moüd, its history and its libraries. You gain a +1 trait bonus to all Knowledge (history) checks made in Moüd. The bonus increases to +2 if the check relates to Moüd.

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What Can I Do With It?

What Can I Do With It? is an introductory 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.

Sailing Ship
Some artwork copyright William McAusland, used with permission

Ella was working late in her lab when she heard a familiar sound from down the hall; a low hiss followed by a kind of strangled growl. She cocked her head, waiting to make sure there wasn’t an explosion, and then climbed her step stool to get down her can of tea. She put the kettle on over her corner burner, and waited for it to heat. She took it off just as the pacing started, pouring two cups and adding the diffusers, along with cream and a little bit thistle dust for sweetener. Then she took the cups and walked down the hall. She was slower these days, but Garrick’s workshop wasn’t far.

Ella didn’t bother knocking, she just edged the door open with the toe of her boot. The long-haired shipwright’s apprentice was standing in front of an assembly that Ella recognized. He rounded on the sound of the door opening, the shout swelling up in his chest transforming into a long sigh as he saw it was Ella.

“I thought you went home a few hours ago,” he said. For him, that was the same as an apology.

“I don’t sleep much these days,” Ella said, holding out the much larger mug toward him. “Is that lubricant formula still not cooperating?”

“No,” he said, taking the mug. Garrick held it close to his face, but didn’t drink. He ran his calloused fingers through his hair, and stared at the results of his latest attempt. “Something’s going wrong. I don’t know if it’s the heat, or the sand quality, or-”

“Have you asked the important question?” Ella cut him off, sipping at her own tea.

Garrick stopped, frozen still as a statue. After a second he blew a sharp breath out of his nose, and took a sip of the tea. “What can I do with what I have?”

Ella nodded, and stepped past him, getting up onto a step stool to look at what was in his pot. It was a thick, oily sludge with bits of grit in it. She took a stirring stick, and prodded it. It was thick and heavy, almost like tar as she lifted some up.

“Is it tacky when it dries?” she asked.

“No,” he said. Then he took another sip of his tea, his eyebrows meeting.

“And the grit?” Ella asked. “Does it make for a solid grip?”

“Fairly,” Garrick said, a frown on his mouth as well as his brow. Ella waited, but for all the sparks she could see going off in his brain, nothing was catching just yet.

“You spent two years tooling a shipyard, Garrick,” Ella said, sipping her tea. “What would you do with it?”

He opened his mouth, but whatever words he’d been about to speak in haste were belayed as his brain caught a grip. He glanced over at the resin, and his eyes narrowed. Finally he said, “If it seals better than tar, it would be a godsend for a deck in a squall.”

“Start with a gangway,” Ella said, climbing back down and smiling at him. “Then work your way up from there.”

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Encounters for Moüd: The City of Bones

Moüd: The City of BonesFour encounters for each of the districts of Moüd are given here. The encounters will work with the Pathfinder and 5E versions of the supplement.

North District

  1. A pair of black-robed figures are tending to some flowers in the Garden of Purity, with the merest glimpse of bony hands or skulls.
  2. A number of skeletal elephants are leaving the Death House, accompanied by some grey-clad guild members.
  3. Chattering acolytes of the Silver Wraiths are entering the College of Bones after what sounds like a field trip with a couple of the masters of the guild.
  4. Two masters of the Silver Wraiths are sitting on a bench in the Garden of Purity, enjoying the view whilst they amicably argue over the merits of different necromantic spells.

Elmbarrow

  1. A merchant and a potential customer are haggling in the Dead Market, with raised voices and many gesticulations of their arms.
  2. A young couple holding hands are heading into the Weeping Hollow, quietly whispering in each other’s ears.
  3. A pair of Silver Wraiths are arguing with a merchant. They appear to be disputing the merchant’s claims about what is being sold.
  4. An ink-stained scholar in ragged robes is hustling along with a package of books that appears to be where they’ve spent the money saved on clothing repair.

Lighthall

  1. Grey-armoured guards are inspecting an individual seeking entrance into Silver Hall.
  2. Two people sat at a table in the Oasis are quietly talking to each other. One passes something to the other, keeping it hidden as they do.
  3. A skeleton in ancient livery offers a silver tray of drinks to a guest at the Three Kings.
  4. Someone who looks like they are newly arrived in Moüd is carefully studying the inscriptions on the massive rustless iron pillar in the centre square.

West Gate

  1. One of the elephant trains of the Silver Wraiths is arriving at the gate and guards are porters are moving towards it to unload and admit any passengers.
  2. Delicious smells waft by on the breeze, emanating from the Smokehouse, and a number of people seem to decide that they are hungry.
  3. Stacks of building materials start to slide and a pile of sandstone blocks falls down, with some shattering when they hit the ground.
  4. A pair of twins are performing feats of acrobatics on and around a very large man, possibly with giantish blood in his veins, for the entertainment of newly arrived travellers.

The Outer District

  1. A street merchant is trying to sell charms to passers-by, claiming that they protect against the forces of necromancy.
  2. Someone is negotiating with Haroud Makur at the Ravenhouse, looking to purchase the services of a number of ravens to send letters to various places.
  3. A caravan of camels loaded high with goods arrives at Smallgate, dusty and dry from the desert.
  4. A grey-cloaked Silver Wraith is passing through and several residents make warding symbols as they pass.

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Gods of Sundara (5E), Gods of Sundara (PFRPG) and 100 Books for Gods of the Fall Now Available

Gods of Sundara (5E)Gods of Sundara (5E), Gods of Sundara (PFRPG) and 100 Books for Gods of the Fall are now available to buy from DriveThruRPG.

Gods of Sundara (5E) introduces the pantheons of Sundara, with details on ten gods, the cosmos of Sundara and the principles of the gods, together with a new player species.

Gods of Sundara (PFRPG) is the above supplement for the Pathfinder Roleplaying Game.

Not every book found on a shelf is truly useful or valuable and 100 Books for Gods of the Fall Now Available has 100 such books for Gods of the Fall. These could be found on shelves, in libraries or amongst the possessions of a bibliomancer.

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Growing the City

Ironfire: The City of SteelGrowing the City 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.

“Space” said Shenara Locke as their assistant, Marak Colthon, entered the room. Marak was used to these seemingly apropos of nothing comments from the seneschal, and waited until she could be a little more forthcoming.

“Space” said Shenara again, staring at a map of Ironfire that had been unrolled out on the table and weighted down with several paperweights made from polished slag. She pointed at the small communities outside the main walls of the city, near the gates at Oak Gate and North Ward. Both had a few buildings there, beyond the protection of the city’s wall.

“If we build a wall around these two areas, and have another dividing it in two, we will have space to expand the city and can also increase the security, ” Shenara continued, now making more sense. “We’ll need to consider whether or not it would be a good idea having the warehouses at Oak Gate inside the walls, though. Given what they store, it may be better to keep them outside.”

Looking at Marak, Shenara told him, “I want you to look into the matter and come up with some preliminary estimates as to the cost of construction. One you’ve come up with these, and any recommendations as to how best to go about it, I’ll look them over, then present it to the Iron Council and see what they say. I doubt this will be an immediate priority, but it is a potential plan for the future, especially as parts of the city inside the walls are getting heavily populated.”

Marak sighed inwardly, as this looked like it was going to be a lot of work with no immediate use. Still, the idea did have merit, and it wasn’t as if they couldn’t find the stone to make the walls from. That should reduce the costs of an expansion, he mused, as he left to start the planning. And perhaps there was a way of dealing with Oak Gate’s warehouses after all.

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Two New Rounds for the Net Caster (5E)

NetCities of Sundara: Silkgift introduces the net caster, a weapon used by the City Watch to fire a net at creatures in order to restrain them. Here are two new rounds that can be purchased for the net caster.

Steel Mesh Net Round

Cost: 30 gp; Weight: 6 lbs

The steel mesh net round for a net caster fires a net similar to other rounds, but is made from woven steel. It is stronger than even an archer net round, but is also heavier. A steel mesh net round requires a DC 17 Strength saving throw to burst. The net has 19 hit points, hardness 5, Resistance to piercing damage, and immunity to bludgeoning damage. These nets can be reloaded into their rounds in the same way as a standard net round, unless they are broken; however, they take 30 minutes to reload. Steel mesh net rounds are rarely used, as they are not significantly stronger than an Archer net round, are more expensive and the increased weight decreases the range increment of a net caster to 10 feet. Their primary use is to make shocker net rounds, detailed below.

Shocker Net Round

Cost: 60 gp; Weight: 7 lbs

The shocker net round for a net caster uses a steel mesh net round as its base but is electrified through the use of a shocker attachment. They have all the other stats of a steel mesh net round, including the decrease in range increment, but when a target is hit by a shocker net round, they must make a DC 8 Constitution check or be stunned for 1d3+1 rounds from the electricity coursing through the net. Though a shocker net round can be reloaded into their rounds in the same way as a steel mesh net round, unless they are broken, without replenishing the shocker attachment that generates the electricity, they function just like a normal steel mesh net round. Creating the shocker attachment requires a DC 18 Intelligence check, as well as access to either alchemist’s supplies or a tinker’s tool kit, and costs 40 gp (included in the price of a purchased round).

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Putting in the Hours

Putting in the Hours is a piece of fiction for Moüd: The City of Bones, one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.

Bones
Some artwork copyright William McAusland, used with permission

It’s not uncommon for the more junior members of organisations to do the less pleasant or tedious tasks that said organisation needs doing, and the Silver Wraiths, despite their more unusual nature, were no different.

Amalia al’Tiran was bent over a workbench in the cooler depths of the College of Bones in Moüd’s North District, scrimshawing the bones of a skeleton with arcane marks in Hausfaran. Essential work, as it identified that the undead bearing the marks was created by the guild, but no less tedious for it. The Silver Wraiths prefer working with the corporeal undead and, given the choice, Amalia preferred working with the raw materials of skeletons to those of zombies. It’s cleaner work, as all the meat has been removed from the bones, and that’s not the only benefit.

The guild has preservative methods to keep the flesh of those bodies intended to be zombies fresher, and the bodies were often kept chilled as well but, even with those, the dead bodies had a tendency to smell like, well, rotting flesh and, should those preservative methods fail, the heat of the desert could make smells rapidly far more unpleasant, not to mention that the flesh itself would be revolting to work with.

Amalia finished scrimshawing the bone she was working on, and moved onto the next with a quiet sigh. Essential, but boring, work, and she couldn’t wait to be finished with this stage of her apprenticeship so that she could move onto the more interesting jobs. But the time needed to be put in first, and doing the job she was given efficiently and competently ensured that her superiors would consider her worthy of ascending in the guild. Scrimshawing the bones of skeletons it was, then. And at least it wasn’t zombies.

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