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 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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Cities of Sundara: Silkgiftintroduces 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 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.
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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Cities of Sundara: Silkgift, available in 5E and Pathfinder versions, 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: 50 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 28 Escape Artist check to escape, has 25 hit points, hardness 8 and requires a Strength check of 30 to burst. 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: 90 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 10 Fortitude save 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 is a DC 25 Craft (alchemy) check) and costs 40 gp (included in the price of a purchased round).
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Cities of Sundara: Hoardreach (PFRPG) describes a fantasy city, the fourth for a setting though it can be used elsewhere, with details on the city itself, locations and people, rumours and new game stats.
Cities of Sundara: Hoardreach (5E) is the above supplement converted for use with the Fifth Edition of the World’s Most Popular Role Playing Game.
Beyond the World’s Edge introduced Eremeä, the Lost Land, and A Baker’s Dozen of Eremeän Locations adds thirteen new locations to that continent, none really classifiable as safe.
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Four encounters for each of the districts of Ironfire are given here. The encounters will work with the Pathfinder and 5E versions of the supplement.
Stone Pole
Two fighters salute each other as seconds stand by and commence a duel. The duel is over quickly, to the disappointment of the watchers, as one of the combatants was easily wounded by the other.
A boisterous group of mercenaries who appear to be freshly arrived in town are entering the Ashes.
Outside one of the armour sellers in the district, two mercenaries are discussing the merits of different types of armour with the owner, which involves much gesturing as if with weapons.
A group of applicants wanting to join the Scarlet Company are shown inside the Scarlet Chevron by one of the Crimson Sergeants to prove their worth.
The Harbour
One of the Harbour’s defence ships suddenly surges out of dock, seemingly in a hurry to get out into the water.
Outside the Clearinghouse, someone stands on a crate and says they are looking for labourers for the day. There’s a surge as those still waiting for employment push forward.
A gnome that is muttering to himself starts unpacking a crate on the docks. Everyone around him starts to back away and give him a clear berth.
An argument breaks out between one of the custom agents, a ship’s captain and a merchant who owns a cargo brought in on the ship, over whether or said a cargo has been properly inspected.
Middleshade
A new mural is being added to a building by two artists and passers-by stop to take a look at it.
A group has assembled outside the Museum of Artistic Industry and a guide is calling them to attention as they are about to be shown around.
A loud rumbling noise comes from Irons Academy, loud enough that those who can hear it check to see if anything has happened.
A tea shop is setting up a number of tables outside its front door and a few customers are waiting for seats when they are ready.
Ghostborough
A huge gout of steam bursts from one of the vents, causing those nearest it to duck out of the way.
Wagons that are by Oak Gate are being directed back out of the city again, to the warehouses that stand just outside, as the guard is telling the drivers the goods on them are unsuitable for storing in the city.
Two dark shapes are seen down an alley. One looks to be struggling with the other.
A barker is advertising the benefits of the inn and brothel they are promoting to any who pass.
The Dragon Forge
Red-glowing slag hisses out into the canals of the Slag Runs as engineers open the locks for the stuff expelled from the Forge.
A public meeting of the representatives of the city’s districts is being held and spectators are filing into the Castle to watch.
Steam loudly whistles from the outbuildings of Smokefield, as excess is vented into the air.
Slagbreakers head away from the Slag Runs with cartloads of slag that have been broken up.
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Leaving Moüd is an introductory piece of fiction by Neal Litherland for Moüd: The City of Bones, one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.
“Leaving us so soon?” the young man with the orcish teeth and the rakish glint in his eyes asked as he leaned on the counter. The rustle of parchment maps filled the travel station as other customers planned their routes, and cool air puffed out from grates in the floor where water ran. “It might look pretty straightforward as cities go, but I can promise you that Moüd’s got secrets worth digging for.”
“I’m sure it does,” Argor said, putting on a smile that was trying to be polite but wasn’t quite managing. “But we’ve done all we came here to do.”
The orc-blooded man shrugged, as if to say their business was none of his, before spreading his hands on the wooden counter top. “What direction are you going, and when would you like to start going there?”
“To the coast,” Argor said. “And as soon as can be arranged.”
The young man pursed his lips, his eyelids narrowing slightly. He looked like a big cat contemplating a course of action. “One of the sand trains leaves this evening, traveling through the night.”
“That-” Argor started to say before Ceravil cut him off.
“Will be fine,” she said, offering a smile of her own. She felt Argor’s irritated gaze on her, but wouldn’t turn to meet it. “We had an unfortunate accident coming here in the first place. Better to trust the guild when it comes to getting out of the desert.”
“Hard-learned wisdom,” the man said, nodding hard enough to make his long braids sway. “And a lesson I wish I could teach others who come through here.”
He named a price. Argor bristled slightly, and the negotiation began. Ceravil stepped away to let Argor do what he was best at, running her eyes over the maps and pamphlets. Silkgift caught her eye, as did Hoardreach. Those places were far from here, but after the sights they’d seen in the City of Bones, she felt a need for a change. The smell of a clean sea, or the sights of a place of wonder she’d only ever heard about. Behind her Argor opened his coin purse, carefully counted a fee, and handed it over.
“I’ll send word when your passage has been arranged,” the man said, giving them another grin that showed off his too-long lower tusks. “A pleasure doing business with you.”
“I never want to set foot here again,” Argor grumbled as they turned their steps to the heat of the street. “The dead stay below, the living stay above. That’s the way it’s supposed to be.”
“You say that now,” Ceravil said, clucking her tongue and smiling slightly. She watched as the newest arrivals to Moüd came down the street, bearing the accents and fashions of a dozen different lands. She smelled the scents of spices and cooking meats, and looked off in the distance at the bulk of the city’s hanging gardens. “Once the chill in your skin fades, you’ll remember this place more fondly.”
He grunted, but Ceravil knew. The footsore miles and uncomfortable seats always faded from Argor’s memory, but the wonders he saw in their travels always lingered.
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Cities of Sundara: Silkgift (PFRPG) describes a fantasy city, the third for a setting though it can be used elsewhere, with details on the city itself, locations and people, rumours and new game stats.
Cities of Sundara: Silkgift (5E )is the above supplement converted for use with the Fifth Edition of the World’s Most Popular Role Playing Game.
Characters may hear rumours when asking around and 100 Hooks and Rumours for Gods of the Fall has 100 such for the Gods of the Fall setting. They are similar to the hooks in the setting book, According to Prophecy, but what prophecy they apply to, and whether they are true, is up to the GM.
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Travelling to Moüd is an introductory piece of fiction by Neal Litherland for Moüd: The City of Bones, one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.
The desert wind howled beyond the walls of the stranded wagons. Ceravil had her hood pulled low, and a cloth wrapped around her mouth and nose to keep the gusts of sand out. Argor had a blanket around his shoulders, and his head down. They’d been stranded for days now, buried by the wind and sand up to the broken axle that had left them in such dire straits. The ox had died, its leg snapping when it stumbled, and they’d had to put it out of its agony quickly. Accusations had been thrown, arguments had started and fears vented… now they sat in tired silence waiting to see if the desert would devour them or not.
Then they heard it; a rhythmic thumping sound. It was far away at first, but it grew steadily closer. It was joined by the creak of hawsers, and the shushing of sand skids. Argor kept his head down, but Ceravil’s ears all but twitched as she listened… and hoped. The sounds stopped close enough that the sand shifted, and made the broken down wagon lurch. Ceravil loosened the knot on the back flap, and stepped out into the blowing storm.
Something loomed nearby; a shrouded form that towered over the wagon. It was wrapped in black cloth, but white tusks protruded from its skull. Beneath the head, a flap shifted. A man in a gray cloak looked down at Ceravil, seated on a pillowed bench resting in the colossal creature’s rib cage.
“How many are you?” he yelled over the howling winds.
“Two,” Ceravil shouted back.
“No beasts?” the driver asked, holding back the flap as the wind tried to snap it. The silver skull on his hand gleamed, even in the dimness of the sand storm.
“No!” Ceravil said, shaking her head hard.
“There’s room,” the drover said, gesturing over his shoulder at the train of wooden wagons on sand skids. “Be quick! If we stop for too long even Milara won’t be able to pull us out!”
Ceravil nodded, and ran back to her wagon, stumbling in the storm. Argor was on his feet, his eyes shining with hope.
“Grab the strongbox,” Ceravil snarled at him. “And the hesh bag. The Wraiths will want their due when we get where we’re going.”
Argor looked like he wanted to spit, but he kept his words behind his teeth. He snatched up the heavy leather satchel, and kicked the secret panel of the wagon open. He pulled out the strongbox, and the small parcels of valuable goods they’d squirreled away. The necromancers of Moüd would get their gold, and with a little luck they’d still have enough left to turn this disaster in a profit in the City of Bones.
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