Here comes the final GIS Test map - Hepmonaland.
This time i used the simpler vector heraldry, it might be the best for this type of map. It comes with a 250 mile square grid. Due to the size of Hepmonaland, symbols and text appear small, despite being equal in size to the other test maps. This is due to me using symbols and text sizes based on real world measurements. This is so they will work better in an digital environment, easy to read closeup but disappearing as you zoom out. The upcoming series of maps designed for printing will use sizes defined by how large thy will be on the print.
You can download the map here (JPG 61.6MB): https://annabmeyer.com/Downloads/GIS/Testmap%201%20-%20Hepmonaland%20-%202.jpg
Make sure yo download the file, it is probably too big to view in your browser.
I'm sorry for a bit of a delay. I was out with my Dog Chico a week ago, and we ran downhill for fun, which didn't end well for me. I tumbled and hit the curb and sidewalk really bad. Broke a rib, severely sprained an ankle and injured a knee. It kept me in bed for a few days and I've been slowly hobbling back to normality, now I can get around pretty good and even work for a coupe of hours at a time without painkillers. This proves I'm getting old and should be more careful. Chico was a champ and stayed with me to make sure I was alright, while I was stubborn enough to walk a mile home. That came back to bite me, but I'm on the mend!
Next up is for me to put together all the files into a GeoPackage, will post that for all Cartography tier Patreons very soon.
My GIS conversion project is now very much on the home straight, having done almost all of the data entry. Next up is to have a look at the Baklunish side of things and have a new look at provincial names, so see if they can be made to both blend in and still be visible closeup.
It is not perfect, still a few things that are on my list to fix but it is close to done. I added a 250 mile square grid and a scale. Realized afterwards that a 100 - mile scale and grid would be more appropriate, which I will keep in mind. More important for this test map is to verify that I can integrate grids and scales into my QGIS workflow, and that is a success.
QGIS have shown its strength more and more as I worked with it, very few crashes and a solid set of features and standards supported. Another great feature of QGIS is, it is open source software, that means it is both free and has a large user base. Lots of tutorials and plugins are created by its many users.
Another test I did was to export a layered PDF of an area, which is very easy to do and the PDF looks good and are of reasonable size.
You can download the Baklunish Test map here (179.5MB): https://annabmeyer.com/Downloads/GIS/Baklunish%20West%2015%20milj%20-%201.jpg
The Layered PDF Map here (9 MB): https://annabmeyer.com/Downloads/GIS/QGIS%20PDF%20export%20test%20-2.pdf
Remember to download the files, they are probably too big to be viewed in your browser.
Left to do are the Sea Lanes which will take me a week or so, and then it is time to go over and double check things which will probably take another week or two. So hopefully there will be a first set of GIS based maps for digital use, and a geopackage for you guys to play around with for Christmas.
After the holidays I will start work on a series of maps for print and make vectors of all the coastlines, and rivers. This is to make is easy to create overview, spread maps and things like weather maps and more.
I hope you all have a great Thanksgiving!
My journey to use GIS started back in 2017 when I set out to learn how to create maps using Geographical Information System technology. My then 20 year old World of Greyhawk map started out back in 1997 using Bryce 3D and Corel Draw, which where the tools I used until around 2009. Since the start my goal was to make an atlas by creating it page by page, my computer could barely handle a page at a time. With 64-bit computers coming of age the possibility of making a single big map emerged, and I switched from Corel to Adobe, who had a much better 64-bit support in Illustrator.
The Illustrator map has been a good staple for over a decade, but it is limited to a single size, resolution and scale. It is also only an image which can’t be used for anything besides being used in its current form. This is very inefficient use of all the work that went into it. I didn’t know at the time I started making it how big this project would be, and how technology would develop. Now with new, more powerful tools, more skills and resources it is time to move beyond a mere image of a map to utilize state-of-the-art cartography technology and put it to good use mapping our Greyhawk.
The first step is to put all the date in, from georeferenced the existing terrain image to draw all the roads, borders and sea lanes, and then enter all the places and names of everything. Thousands of pieces of data required hundreds of hours, but now it is almost all done. I have a few province and local names left to do.
Now its time to start presenting all this data, to make sure QGIS (and my computer and skills) are up to the task, and as usual I start with the most difficult task first. I tend to want to start with the most dauting task, knowing that if I can pull that off the rest is easier. In this case a full Flanaess map with the same level of detail as the current map was a good hard tsk to start with.
This map is a first test to see if it is possible to export a 30,000 pixel map, in layers that looks good, which I think is an affirmative success. There are still issues to investigate, like overlapping labels, and complicated settings in QGIS for label placement. In tight places with colliding details and labels, what gets displayed where (or left out) is governed by a set of hierarchies that I still have to fully understand.
Style choices are another thing I’m using this map to test out, like bright instead of dark political names that are blended into the map rather than being firmly superimposed above. I find them easier to see, zoomed out and yet less intrusive closeup. I’m not sure I like the looks of them that much. Do you like them or are I’m just screwing things up?
One of the benefits of using GIS is that I can just change the settings for a class of labels, and they all change, no need to adjust every object individually which I had to do in Illustrator. This means experimentation and style changes are much easier to do.
Added a few shields to see how they would look and used the new more detailed heraldry. I wasn’t sure how they would look, but I like them better, what do you think?
I didn't include grid, scale on this map. Its purpose is to test out the capacity to make big maps so t save time I skipped that part of this map. Another quick note is the mile makers on the roads, small pink dots are every 5 miles, large ones every 50 miles.
You can download the map here (99MB) JPG: https://annabmeyer.com/Downloads/GIS/Flanaess%208.5%20x%2011%20Test%20Map%201%20-%2030K.jpg
Time for a much overdue update!
The last weeks have been the most hectic I have experienced in my decade or so doing this full time. Two conventions almost back to back, Virtual Greyhawk Con 5 and now Gamehole Con in a few days, wrapping up a big commission for Gamehole Publishing, running games that debuting Hawk Tales FRP. New solutions, software and more, so let’s dig into it.
Virtual Greyhawk Con 5
I had a bast playing, watching and interacting with all you fellow Greyhawk fans. An extended weekend of gaming galore, that could be conveniently experienced at my desk. I’m starting to like virtual conventions more and more. My seminar centered around my new generation Greyhawk maps and Hawk Tales FRP.
I played in some great games, which emphasized the fact that one of the best aspects of conventions are the different gaming experiences they offer, wonderful way to be inspired and learn new ways of doing things. Hawk Tales had its first real game run at VGHC5, and it was fun, and I hope the players had fun going after Iuzians east of Critwall. Considering it was the first real game run using an alpha version of the rules, it ran reasonably well. Proper character sheets were sorely needed, which I’m fixing for Gamehole Con next week.
Warden of the Eastern Marches
A setting by Gamehole Publishing for their new organized play program, and I did the map for it.
https://gameholepublishing.com/wardens-of-the-eastern-marches/explore-the-setting/
I did a map of this area some years ago, this was only going to be an update. My backup routines half a decade ago weren’t as rigorous as they are now (perfect backup cost a lot and are technically challenging) so I had lost my source files. This meant that as a punishment I had to start from scratch and redo the whole map in much more detail. In hindsight I’m glad I had to redo the map at a new improved standard.
It took me a few months where I spent most of my time away from Greyhawk. I’m now back in Greyhawk again and after Gamehole it will be full time Greyhawk with several projects lined up.
Commissions
I will make two maps for Troy over at Canibaal Publishing. A quick one that is on a tight schedule and needs to be ready in a couple of weeks, and a longer-term project. More on both soon.
Another Greyhawk related commission is on the horizon, I don’t know much yet and can share even less, but it might have my maps in it. The good thing with these commissions are that they are all set in Greyhawk, which is the reason I said yet to do them.
A Miracle
Yesterday something happened that almost deserve to be described as a miracle, a new version of World Machine. I have not played with it yet, will do that on Friday on my twitch stream I think.
The release notes mention a whole range of new and improved goodies, and yes the Tiled Input bug that almost derailed me, is fixed. Now I have to re-evaluate which approach to take, there are several new options that might be better. I will take a couple of weeks to evaluate the new version when I get back from Wisconsin and see what it can do, then its time to see if “porta potty the whole way” or large areas first” are the best strategy. I’m also going to see how I can utilize Gaea 2’s strengths in this as well.
Great upgraded in the WM version are, a new memory management, GPU utilization and MUCH faster render. Seems like most large scenes can be rendered in less than half the time, I’m fast moving away from rendering being the bottleneck to editing and touch-up holding me back. This is good for several reasons, more people can do Photoshop than have really fast computers, so teamwork can be easier to do. It is also a lot more fun to doodle in Photoshop that it is to manage renders, and with faster renders the inevitable crashes matters less. If the results are not good enough, changing things and render again is much easier, which means the end result will be improved.
I’m also intrigued by the new Erosion options in the new WM, hopefully it will bring it up on par with Gaea that has been leading in this field for a while. The few samples I’ve seen means much better maps. What used to seem like a distant dream with at least a decade of work, to map the Flanaess in high detail, is now something I plan for.
The combination of hardware improvements and now software catching up, means it feels like the 1990’s again. Getting started on a whole new cartography journey again, this time its not looking at Greyhawk from a huge distance, now its down in the weeds seeing the sights.
Gamehole Con
Early next week I’m off to my second Gamehole Con XI. My first one was Gamehole Con VII, and from what I’ve understood it has grown a lot since then. Meeting a lot of friends and colleagues in the business is always the best with conventions, and this year I’ve signed up for a lot of seminars to learn and see what is going on.
I will have a seminar myself on Friday night, and run a 6 hour game on Saturday, the next episode of my Shield Lands Campaign, again using Hawk Tales FRP. I have more new monsters, and more Iuzian magic ready to unleash!
With Virtual Greyhawk Con 5 coming in a few days, and I'll run a Shield Lands games using an Alpha build of my Hawk Tales Rules, a pdf with some of the rules might be useful.
You can download the pdf here (1MB):
https://annabmeyer.com/Downloads/rules/Alpha%20Rules%20Sample%20v1.pdf
It covers:
The Combat Round
Actions and how a combat round is structured.
Initiative
Who goes first and how to try and get ahead. Surprise and Interrupts. There are more ways to grab the action in HTFRP.
Attack and Damage
How Attack and Damage rolls are calculated and even a little snipped on Friendly fire. I might need to write more about the "Anna Doctrine" into the rules..lol.
Defense Roll
The last bit in this little sample is about the Defense Roll. It is a way to lessen the workload for the GM and let the player roll the enemy's attacks as defense rolls.
How I got here
Back in April last year I wrote my first post about what I then simply called my House Rules (https://www.patreon.com/posts/meyerhawk-house-81091480). I had worked on them since back in 2019 when the 3.5/PF era was coming to an end and I wanted to have a system that would suit me even better. My plan back then was to use a published system as a base and then create a set of House Rules to go on top. At first, I leaned heavily into PF2 seeing a lot that I liked in it, but my players (and a lot others around me) pivoted towards 5E, so I also looked more and more towards 5E.
Now half a decade later both 5E and PF2 are being updated with new “half editions” with lots of revisions, I’m glad I got myself deeper and deeper into designing my own “heartbreaker” meaning version of the world’s oldest fantasy roleplaying game. Since my plan has been to give it away under Creative Commons I’m not worried about commercial success. The plan is to create something to improve my games, and maybe a few of you will like it as well!
The Goals back in my 2023 post where: Keep the D&D feel, 5E Compatibility, Not for Beginners, Skip Classes, More to do for the Players and Less for the GM. Tweaking the power curve by giving more HP to start with and start the Proficiency Bonus with a measly +1. A set of GM rules to guide more advanced stuff in the background, publish it using Creative Commons in PDF and Markdown formats.
All of this are still at least somewhat still goals I’m striving for wit Hawk Tales, my working title for this project. My 5E compatibility I’ve not abandoned by somewhat ignoring, 5E (or any edition) compatibility are not going to stop me from making rules that I think will work the best at my table. The D&D feel, with terms and a lot of the basics still there to keep the connection to old (and newer) times gaming in Greyhawk, this will make sure that all the spells, monsters and magic items will be reasonably easy to convert back and forth.
Player Agency
This is a key goal for this project. I want players at my table to have interesting, sometimes (I must admit) dire, but still choices for their characters even in critical situations. Like when to Make Death Saves, and even offer choices after character death (but that is not part of the Alpha Release).
Rules for Enchantments and things like Compel are one of the few rules that are different for player characters, compared to npc’s and monsters. All other rules are otherwise the same for all creatures in the game. A player character Compelling an NPC means the player makes an Influence (Str or Cha) Roll against the Save DC of the target. An Player Character on the other hand will instead of having to save to avoid being drawn in, will be offered Advantage and other perks to entice attacking.
Character Development – a key part of the game
It is too important to be left out of the story, what a character becomes should be the sum of the players wishes and what the story dictates. Characters in Hawk Tales don’t follow pre-planned formulas of classes, they start (if you start at low level) as an almost blank slate, to adventure and learn their way through the adventures it participates in.
It’s been the norm for a long time that characters are mainly “built” before the game starts, choose class, feats skills etc. Then as the campaign progresses you get to make a few career choices as your character levels up.
My goal is to have characters built more during games, as part of the story, rather than before. Concepts like class that has no real home in the game world will be gone, and instead your character will learn and get better at what it does in the game, and what you as a player want your character to be, which can vary throughout its adventuring career. Take things are you go, or have a specific goal, jack of all trades, or the world’s best in something specific. Both should be viable options, as well as wander back and forth between those goals and end up somewhere in between.
Setting and Story First
The rules are there to support the game, not take center place. This is another key aspect I want to emphasize. My goal is not to create the “coolest” mechanics, I want mechanics that do the job well enough to provide tension and interesting outcomes, but simple and easy enough to fade away. Rules should do a god job, and then just stay out of the way. This is not easy to do, but it is what I’m striving to accomplish.
The Setting (in my case Greyhawk) is for me, way more interesting than what rules I’m using. I’ve run my Greyhawk Campaign using AD&D1E, AD&D2E, D&D3E, D&D4E, PF1, PF2 and D&D5E. Back in the early days when I switched to a new ruleset I felt anticipation and new possibilities. That feeling started to wane after PF1 when I started to see as many problems as well as new cool ways of doing things.
I’m sure there are several reasons behind this, first me maturing both as a person and a gamer, understanding more and more how this works and what I want out of my games. Another aspect is that in the early years roleplaying was still a hobby in its infancy and new ideas and concepts where invented all the time. Nowadays it is a more mature hobby that has found a firmer footing, lots of interesting ways are still emerging, which is great, with more niche games catering to certain playstyles, themes etc.
After four decades of doing this, I now feel confident enough to try and get in the game (pun intended) and create a ruleset to best support the way I like to play and run my games. Since almost everything I run is Greyhawk, my goal is to try and create a set of rules to do just that.
Sharing how I go about this and my thinking behind it has several reasons, one key thing is that to have fun I need players who what to play in my games. Giving current and potential players a chance to see what I’m doing early gives them a chance to tell me what I’m doing wrong, and for new players to become interested. Having more brains looking at this and giving feedback will improve the end result. Also, it might be of interest to all you guys to give you another reason to sign up to my Patreon to help me spend more time on Greyhawk stuff.
Cooperative and GM fiat
Hawk Tales FRP requires, and assumes, responsible GM's and Players who are in the game to play TOGETHER and not adversarial. The game is not about outsmarting others. The rules are there to provide a framework to help guide the gameplay towards cooperative fun. I intend for the rules to be a bit less “firm” in nature than regular 5E and other games played by masses of players and used in organized play and other more demanding circumstances. HTFRP is designed for homebrew games where rules are tweaked to the groups liking. Both the way it is designed and will be published is with this in mind.
Mechanics and GM - Player work Balance
Combat rules are made to be playable in a “theatre of the mind, as well as using grid-based play on physical table or VTT.
The action structure is (if you are making an oversimplification) “You Either Attack or Do something Else”. There are some tweaks to this of course, but the basic is that you do one thing and move, on your turn each round. The tweaks are that some spells are cast as attacks, and you can also interrupt others and take over the action in several ways. Reach, Ready and Delay have an increased importance on the battlefield.
Streamlining is a key part to try and bring down the number of dice needed to be rolled and summed up each round. Multiple attacks are only rolled if you attack multiple creatures, otherwise damage is just increased. Using two weapons, use the worst of your to hit bonuses and make a single attack. Both spellcasters and martial characters will be able to make multiple attacks causing huge amount of damage when they level up.
Ability Modifiers, Proficiency, Expertise, Magic and a few other modifiers – most of them precalculated written on your character sheet. Advantage – Disadvantage takes care of the rest, a minimum of calculations during the game is the key.
Players do most of the dice rolling and number crunching. Defense and Damage rolls are (both ways) done by the players.
Players take care of a lot of rolls and number crunching, their characters circumstances and options, and with my goal of more player agency there should be more things to choose between than in a lot of other games. The slightly less burdened GM is instead given more elevated tasks to deal with, like enemy tactics, goals and things like resistances and whether some forms of magic are impeded in the battle.
Complexity is added not at the level of the action economy or combat modifiers, at this level I intend for the rules to be streamlined and simple. Instead, complexity is added at an higher level often overlooked in other rules systems. Magic is a good example of this, casting a spell in combat is usually pretty much done as we are used to in D&D, but there are other aspects to magic, like what powers the spell you just cast, will it work in the current environment, maybe it is even enhanced. How far can magic be detected, and by what senses. Can Iuz see (or maybe even hear the fireball you just cast and come and cause trouble.
Why do wizards, and a lot of temples often have towers, will a cave protect, or even hinder the use of a certain spell. Not something a fledgling wizard or priest need to worry about but as you take on more powerful opponents and travel to exotic and dangerous places will start to play a role.
Below is Magic Missile
------------------------------------------------------------
Magic Missile
Level: 1
School: Evocation
Casting Time: Action
Range: Long (120 feet)
Effect: Three Attacks
Components: V, S
Duration: Instantaneous
A trio of glowing darts of magical force unerringly and simultaneously strike the targets. Magic Missile provides three attacks each dealing 1d4+1 force damage the caster can spend during his turn as per the normal rules for attacks.
Specialization (Evocation or Astral)
1: 4 Attacks
2: 5 Attacks
3: 6 Attacks
4: 7 Attacks
Expertise (Force)
Damage Dice Size Increase
Conduit: Arcane, Divine Strain: Astral Taint: None
----------------------------------------------------------------
Various forms of specializations and expertise can make a huge difference between the village shaman and an Arch Mage even when it comes to an individual spell. Lots of spells have attributes that change depending on how skilled the caster are. Terms like Conduit, Strain and Taint can play a key role in spellcasting.
There are eleven different Spell Components like Condition, Death, Exertion and Time to mention some of them. These can affect the caster in numerous ways, even permanent so be wary when using some magic!
Let’s take a peek at a creature stat block to see that features it will contain, here is a Goblin as an example.
Most things ought to be very familiar to all who has played (or at least run a D&D game). A few things stand out, like Essence, Exertion, Prowess and the stats under Armor. Essence is what type of force drives the creature, it dictates what happens after death and might be behind some resistances and vulnerabilities.
Attacks are listed as DC’s as well as die rolls due to the use of Character Defense Rolls. Hardness, Minimum and Beatings are defensive characteristics used alongside AC. Armor reduces damage rather than the chance of getting hit. Most Armor has a Minimum which means the amount of damage it will let through when damaged. So regardless of armor, if you enter combat, you are most certainly get hit and suffer some damage, lower AC’s (since armor usually doesn’t increase it) also see to this. Beatings is another term I will explain more in a later post detailing combat.
Remember that all of this is early design and very much subject to change!
Here comes a concept test to see if you like it. The goal is to present a location with overview maps, 3D views, detailed maps usable in VTT's and a write up of its history, use and some details. If this is popular I have a whole series of locations ready to be given this treatment. So lets have a look at the Plarron Keeps.
All of the text, images and maps are available in a single zip file (23.6MB): https://annabmeyer.com/Downloads/Shield%20Lands/Plarron%20Keeps.zip
A part of the series of keeps defending the Critwall peninsula and the road north from eastern incursions.
There is a line of keeps and other fortifications along a line around 10 miles east of Critwall forming a barrier against the Iuzian threat that still lingers in the region. The Plarron keeps are one part of this system.
This is a heavily modified from its origin back in the early 300’s, and very little exists of the original structure. The site was originally chosen because of a deep fissure that made it possible to use it as a shelter, well and storage. A local lord started to build it in the early 300’s. He ran out of funds to finish it, and its first iteration ended up being a half stone and timber keep on top of a hole in the ground. It sat like this unused for nearly a century during the most peaceful times in Shield Lands history.
Then came Halmadar the Cruel and used it as a storage and garrison during his siege of Critwall. The wooden parts of the first keep were burned down during the last days of Halmadar’s reign, and only parts of the foundation were left. The rest of the keep fell or was deliberately hurled down into the hole in the efforts to defeat Halmadar’s men, there are no firm sources to tell what really happened.
In 579 CY the old runed keep had been sitting forgotten for over a hundred years when the Bandits Lords and the Horned Ones decided it was time to send the Shield Lands into chaos and despair. A need to bolster the defenses of the Critwall became readily apparent, and a new much more ambitious triple keep was laid out and work begun.
The stairs down into the fissure was removed, and a drawbridge design using the pit as an internal mote was hastily chosen, but it stands to this day. The eastern interior stairs are the only part of the original keep still there, and it has been joined by a similar westerly set of stairs on the other side of the ramp. The eastern half of the keep has the original dimensions of the first keep, but the newer western half is a bit more ambitious in its girth giving the keep a slightly odd look.
The work had not yet reached the second floor when the invaders arrived, and construction stopped. It sat quietly through the years of occupation a couple of miles away from the frontlines around Critwall. It stayed an abandoned building site until 589 CY when Katarina’s reforged order surveyed the land after their initial cleansing of Iuz hordes. Again, and for the same reasons, the site was determined to be a good place to reinforce a defensive line east of Critwall.
This time a more modest twin tower design was deemed sufficient, which led to the somewhat cramped way of getting into the keep, with the ramp that ends a mere ten feet from the southern wall, and a sharp turn eastwards became the quick solution. The construction of the new twin keep was done in three years, so in 592 CY the first garrison moved in.
The keep is hastily, but firmly, built by piling tons of rocks on top of the bedrock that provides a firm anchoring in this spot. A twelve feet wide gateway facing north between the towers provide entry. The gate is guarded by a portcullis and a sturdy iron door, that are both operated from the floor above. The opened ground level is over 20 feet tall and has vaulted, thick, arched stone ceilings to take the weight of the floors above, again not an ideal solution but speed was essential and wood scarce.
The ground level is used as storage and overflow area to be used in case of major conflict, and usually sits empty. Arrow slits provide the ability to strike at an enemy trying to break in. The only way of reaching what is effectively the basement is through the two sets of stairs leading up to the second level.
This is the entry level, using a wooden ramp that can be raised to create an obstacle slowing down an attacker. Arrow slits and murder holes provide a way to harass attackers both inside and out.
This level also has two big rooms, one is used as a stable, and the other kept open to serve various needs. A set of small rooms with sturdy doors where designed to be used as holding cells. A single spiral staircase provides access to the floors above. When the third main keep was struck from the plans, the single set of spiral stairs deemed enough to serve the keep. Heavier goods can be hauled up using a lifting device on Level 4.
This is the kitchen and eating areas, two fireplaces, and a small privy provides simple luxuries for the keep’s garrison. The west side of this level provides accommodation for the service staff with easy access t kitchen and entry ways.
This is used to store provisions, which can be hauled up from outside using a block and tackle system mounted on a thing wooden beam sticking out through a door. A big floor hatch makes it easy to lower food and other items to the kitchen level below.
This is the home of the soldiers manning the keep. A large communal bedroom, a common room with a large table can be used for everyday activities as well as a feast hall for special occasions, complete with a second kitchen.
The new Order of the Shield emphasizes communal service regardless of rank, so everyone sleeps and eats together, no separation between ranks. Both to save space and to bolster better trust and camaraderie. Beds for a contingent of 12 are provided, but there is space enough to house two hundred soldiers if the situation gets dire.
The roof level is large and flat to better serve ballistae and other heavy weapons and equipment. A center building provides protection, warmth and a resting place on this level.
Heavy equipment can be hauled up using a similar block and tackle system as on level 4, which is usually stored along the inside of the wall.
The keep has both crenellations and machicolations providing both cover and firing positions in all directions.
Despite their look, they are of a recent construction, rather hastily made in the early 590’s CY as part of the effort to secure the Shield Lander's hold on Critwall. All four where made using the same design and are almost identical.
They went up quickly to fill the gap between the main Plarron Keep, which is older and much bigger and miraculously survived the siege almost intact, and the now partially ruined Old Sorrick Keep to the south. Old Sorrick Keep had a sad tale during the siege that led to it still sitting half ruined. The Knight, tasked with defending it, decided to surrender early and opened the gates to prove he meant it. The last time anyone heard or saw of him was when he pleaded for his life. The Iuzian shock troops let him watch while they cleaned out the keep and then hung him up to slowly perish.
The cowardly knight’s name was deliberately forgotten and the Sorrick Keep was then abandoned by the Iuzian’s when a new force of knights led by Katarina chased them out. It was then decided to construct a series of auxiliary keeps along with renovating Plarron keep. Sad Old Sorrick keep is up next for renovation, if the situation still warrants the investment.
The four story keeps are made using a combination of left over material from ruined structures in the area, which there were plenty at the time, pebbles and rocks laying around, and a few quarried stones at key places. Their purpose is to host soldiers able to defend the area, giving them an observation post and a retreat able to defend them long enough for relief to arrive in case of major opposition. Each keep is typically home to a contingent of 5 to 10 solders but can hold ten times more than that if needed.
It is built on top of the bedrock, which means that the bottom level is submerged only a few feet below ground and is mainly used for storage. In a pinch it can offer accommodation for more soldiers, and big enough for more supplies. No openings on this level, and water-resistant mortar are used to try and avoid flooding during wet days.
The entry gate is placed on this level, roughly 10 feet above ground to make it harder to breach. A ramp is used for access, and it can be raised to lay flat against the wall, using chains which cranks are on Level 3. The entry level is open to give room for horses and livestock in case they need to be kept in the keep. Normally this level is used for food prep and storage. Note that there are three levels with a fireplace which can be used for food prep and to keep warm, and the floorplan is mostly open to be flexible.
This level doesn't have openings to the outside, besides the main door to make it safer against attacks. The main door is double with a portcullis in front of it. When the ramp is raised against the wall it provides a fair amount of protection from attacks.
This level is used as a barracks, and it has arrow slits to both observe and defend the keeps surroundings.
Very similar to Level 2 and functions as lodgings for soldiers. It also houses the machinery used to raise the entrance ramp, and a simple toilet. The keeps are simple so there are no fancy sewers, the toilet drains trait out to the outside of the keep.
A flat roof, adorned with crenellations and machicolations provides unobstructed views in all directions and a good place to use ballistae and other heavy weapons. The center chimney and the stairs are the only other features.
Heavy weapons like a ballista are usually found here along with an ample supply of rocks to hurl at intruders, and a block and tackle system to haul up more.
This week’s Legend & Lore Show will be about the Fey, so I looked at my notes and created this short primer on how the Fey came to be, their home, its history and its place in MeyerHawk.
This post is deep, I need to have my games reach into the philosophical, existential, poetic, beyond our real world. I have an urge for my games to be both fantastic but feel “real” at the same time to suspend my disbelief and let me immerse myself in it. As I’ve gotten older my need for this has increased more and more. Please bear with me as I write this look at the Feywild.
The Fey has been a footnote at best in the lore of Greyhawk, a noteworthy exception is LG Geoff that made the Fey a central theme in their campaign. D&D 4E included the Feywild in its cosmology and had it run by two courts, the Seelie and the Unseelie. My Feywild is a huge place that can house much, much more.
My history if the Multiverse is divided into seven Epochs: Opposites, Shadow, Matter, Prime Urges, Though and Power. The Feywild joins the story just after half time, in the Epoch of Urges.
Each Epoch from Shadow and onwards gave rise to a new form of Essence of Life. The Feywild reflects this and evolves along with the rest of the multiverse.
A Transitive Plane that has existed since the Epoch of Urges when the fears and passion of creature’s imagination created a new realm, the Feywild, the first metaphysical plane.
Other aspects of the multiverse have always been reflected in the Feywild, and as the multiverse evolved so did the Feywild. At first the Feywild was a truly wild place, where the fears, love and imagination of primitive creatures like fish, reptiles, mammals and even others before them. It was a bizarre realm where even time flew faster in places as a reflection of the pace creatures that only live for very short spans understands the world.
As life advanced so did their understanding of it, and the Feywild evolved along with it. The never life forms took over more and more of how the Feywild evolved. It is often best described as a giant slab of land sloping in both "north - south" and "east - west", one of these directions leads from the bright of the "Light Fey" through the Shadowfell to the utter "Dark Fey". The other axis goes from highlands of unimaginable proportions to a coastline and then out to an ocean again. This makes some scholars refer to this as three distinct planes, opinions differ, both on how to look at it, and whether it matters at all.
Since its creation the Fey has been a place that has been an accelerator of change in existing life and an incubator of new life, and often a combination of the two. Early on fish and other marine life populated the Fey and here they manage to evolve into all sorts of wonderous, large bizarre and overly powerful beings. The metaphysical nature of the Fey means that things are only partially real, which means that creatures are only partially constrained by things like physics, metabolism and even time.
Most creatures that evolve in the Feywild are too far off to be able to exist for any length of time in the Prime, and even rarer for it to be able to breed successfully. This is a great thing that keeps the normal life on the Prime safer from incursions of various forms of "monsters" from the Feywild. This isn't always true though, sometimes creatures from the Fey managed to escape to the Prime and successfully established themselves there. Sine all Fey life, and even the Feywild itself, is a product of the life on the Prime, this just life proving its resilience, ability to evolve and to conquer every niche possible.
A couple of examples of this are the Aboleths that early on developed in the waters of the Fey and then to come back over to waters on the Prime again. The next example is from the reptiles when lizards gained both size, strength and other abilities in the Fey to then come back in the form of dragons. Much later when early hominids had evolved on the prime, they too migrated over to the Feywild, over time they came back as Elves, Goblinoids and others causing everything from joy to mayhem on the Prime.
Connections between the prime and the Feywild have always been present, it is how the Feywild was created in the first place. In areas where you have the highest concentrations of life the chances are the highest to have an overlap between our world and the Fey. Life includes things like plants and other primitive forms of life, even Unlife, so forests are a common place to find this overlap. It is in most cases just small areas existing on both realms simultaneously, but be very wary when entering these places. Walking too far might get you stranded in the Feywild unable to return without special means to do so.
The Shadowfell is in effect just a part of the Feywild, which means shadows are another way to enter the Fey, and these two forces work in conjunction. A forest might be a perfectly normal place during daytime but become a gate to the Fey at dawn or dusk.
As life advanced and other realms where created, like the Astral and then the outer planes, the Feywild changed to accommodate them. So now the Light Fey areas are a transitory place to the higher planes and the Dark Fey has similar affinity with the lower planes. This has turned the Feywild/Shadowfell into a way to travel the multiverse, albeit a very dangerous one. There are few (if any) places fuller of life of all sorts, which poses lots of problems, but also opportunities.