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Sleep

Started by Hibou, May 02, 2006, 10:29:55 PM

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Hibou

Currently writing a short adventure for Sleep. Expect in a few days.

There will be a few updates and additions before then. :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

DENIZENS OF DARKNESS - COMMON NIGHTMARES(PART 1)

A madman can do battle with monsters, but only true heroes can slay dragons.
-Verkem Proverb


Foreword

Though the common folk are not truly aware of their numbers, the wicked things that haunt the world of Vilydunn are countless and within their ranks they keep many divisions. They are as different from individual to individual as humans, and each has a motive for the things they do, even if it is as simple as to satisfy their twisted souls. A few of the most common of the malicious creatures and people of The Nightmare are presented here. One should note, however, that the word "common" in this case does not mean that they are frequent adversaries; they are not often seen openly. Most wait for the cover of night, the mists that frequent the land, or the use of magiks in order to travel. Being unknown and untrackable adds to the fear they create in mortal men.


Goblins

Characteristics
Goblins in Vilydunn are not the short, troublesome creatures of other worlds. A goblin (sometimes spelled "goblyn" or "gobblyn") of The Nightmare is a twisted creature born of malice and cruel desires, with no wish of its own but to drag its victims away from their homes and cause pain and suffering. They are the stereotypical image of simple evilness. They greatly enjoy robbing young children from their parents and leaving their mutilated bodies where their mothers and fathers will discover them and be horrified. In short, goblins are terrifyingly gruesome.

Appearance
Vilydunn Goblins appear as human-sized creatures, though that is where their resemblance to mortal men ends. They have huge black bat wings, but they rarely choose to fly for unknown reasons. Their skin is like that of a body burnt to ash, and their eyes glow a horrifying red. They rarely have hair, and when they do it is thin and dry. Goblins rarely wear much clothing or armor, even when they are aware of coming combat. They have claw and bite attacks, but generally prefer to wield weapons made of steel with rusty blades.

Territory
Goblins in Vilydunn do not dwell in any one area. They lurk across the continent, striking fear into the hearts of all of those incapable of facing their fears and dealing with them. Goblins prefer to dwell in shadowy caverns, foreboding forests, and ruined structures where their presence often goes unnoticed as they play their favorite sport: murder.

[spoiler=Statistics]
Goblin(Vilydunn)

Size/Type:    Medium Outsider
Hit Dice:    1d8+3 (8 hp)
Initiative:    +3
Speed:    30 ft. (6 squares), fly 30 ft.(average)
Armor Class:    14 (+3 Dex, +1 Natural), touch 14, flat-footed 11
Base Attack/Grapple:    +1/+2
Attack:    Longsword +4 melee (1d8+3/19-20), claw +4 melee (1d4+3, x2), bite +4 melee (1d6+3)
Full Attack:    Bite +4 melee (1d6+3, x2), 2 claws + 4 melee (1d4+3, x2)Longsword +4 melee (1d8+3/19-20)
Space/Reach:    5 ft./5 ft.
Special Attacks:    Smite Good (+1), Darkness 3/day
Special Qualities:    Darkvision 60 ft., Poison Immunity, Fire, Cold, Acid, and Electricity Resistance 10, Damage Reduction 5/magic, Spell Resistance 11
Saves:    Fort +5, Ref +3, Will -1
Abilities: Str 17, Dex 17, Con 16, Int 14, Wis 9, Cha 10
Skills: Disguise +4, Hide +7, Move Silently +7, Knowledge (local) +6, Listen +3, Spot +3,
Bluff +4, Sense Motive +3, Swim +7, Knowledge(History) +6
Feats: Alertness
Environment: Any
Organization:    Solitary, Gang (4-12), or Terror Brigade (12 plus 3 6th-level sorcerers and 2-4 hell hounds)
Challenge Rating: 2
Treasure:    Standard
Alignment:    Any evil
Advancement:    By character class
Level Adjustment: +5

NOTE: Vilydunn Goblins are created by adding the Half-Fiend template to a standard Hobgoblin. :)
[/spoiler]

Skeletons[/u]

Characteristics
All undead creatures are secretly bound to The Damned, whether they (or their creators) know it or not. Most are in fact created through dark energies that those distant and murderous beings send forth to Vilydunn, such as one of the most common forms: the skeleton. They hate the living and hunt them obsessively no matter where they are. Most are forbidden from ever speaking by the unholy vocal talents they receive until they become leaders among their undead brethren. When one does, it often finds ways to disguise itself as a living being until it can strike silently against a victim.

Appearance
Skeletons simply appear as if they were the animated skeletal system of a human, but their movement appears unnatural, forced and yet completely fluid at the same time. Tiny dots in their eyesockets burn various colors (but are usually red or white), and in rare cases their bones may be tinted unusual hues. Most of them wear some form of armor, preferrably garbs that require little maintenance.

Territory
Like Goblins, Skeletons roam dark places wherever they may find them, or wherever they were created. There is no telling when the grave of a deceased person will be defiled by the twisted powers of The Damned and a skeleton will rise to unleash their hate upon the world. They are usually aware of the fear they instill in common folk, and attempt to use it as effectively as possible, hiding in dark labyrinths and forgotten places where travellers and workers sometimes become lost.

Statistics
The standard statistics for a skeleton warrior are those of a Human Warrior with the Skeletal Creature template (BoVD).

Wendigo

Characteristics
Wendigos are often spoken of in the legends of the Aust'ene and those who dwell near the forsaken land of Cimilrin. The tales speak of mysterious spirits of the land who are not kind or protective, but sinister and bloodthirsty. The wendigo of the stories are malicious hunters of people that have no real reason to be stalked, tracking them and tormenting their waking hours and slumbers alike. Stories of them are often told to children, who cower in fear. Adults, however, fear the wendigo as much as their progeny.

Appearance
The legends of the wendigo vary in stating what a wendigo looks like. Few know which tale is truthful in this matter, for when one does see one, it is usually out of the corner of their eye as they are being hunted. Most are wild and unnerving versions of the people or creatures they once were.

Territory
Since the tales all state so, most folk assume that the wendigo is limited only to the cold, northern regions of Vilydunn. Southern folk count this as a blessing, for those who have heard the stories know how terrible the creatures are. And new tales are always rising from the coldest regions of the world...

Statistics

Wendigos use the template found in the Fiend Folio.

Psychotics[/u]

Characteristics
Once the New Kingdoms were well-established in Vilydunn (after the fall of the Great Empires), countless asylums were constructed in order to house the madmen that had gone insane for frightening reasons over the years. Some of these places quickly fell into ruin, and the caretakers, fearing for their safety among some of the less sensible of their charges, abandoned the institutions with the people still inside. The psychopaths left behind encountered various fates: some broke out and caused disturbances among the populace; some could not do so and died in their prisons; some simply disappeared. But when they did finally perish, their demented souls would not.

Travellers often speak of old, abandoned asylums perched high on hills, in deep ravines, or in forests that leave a chill in an onlooker's spine and a disturbing image of it left in their mind for many days. Others speak of such places being haunted by those who were not mentally healthy in their lives and were forced to commit suicide to avoid slow, hungry deaths. Whether or not the stories are true, one thing is certain: something lingers in the long-forgotten havens of the unhinged.

Psychotics are the undead spirits of the insane and suicidal, left alone for great periods of time to find comfort only in babbling amongst themselves. Some also call them allips, though most do not know the difference between them and true ghosts and occasionally call them such.

Appearance
Psychotics appear as twisted, tortured versions of the people they once were. More often than not, their minds have become so unreachable that they have forgotten completely what they looked like, and as a result they become vaguely human-shaped spectres of shocking appearance that tells no identity. Regardless of their physical qualities, they always seem to have basic shapes for eyes and a mouth, though these features always seem as though they are torn between appearing in pain, depressed, and enraged.

Territory
Most allips dwell in the places where they were once held captive away from the public, where their unstable minds could cause problems or do terrible damage. They usually haunt lonely insane asylums in the middle of nowhere, but sometimes ghost stories are told of wraiths that vex institutions that have not yet fallen into decay. Some are also known to bedevil places where many suicides have taken place or where the suicides of particularily beloved and important people have taken place. One of the most notorious believed haunts is the St. Placsne Asylum, a sanctuary for the insane that was abandoned only a few years before the current.

Statistics
Psychotics use the Allip stats found in the Monster Manual.

---

That's all for this post. I think I'll begin posting a Denizens of Darkness chapter every once in a while, each time with anywhere from two (very detailed) to ten (somewhat detailed) creatures from Vilydunn.

Until next time :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Numinous

This is my grand and in-depth review of Sleep, enjoy.  Also, please note that this is my best effort, even if it seems shallow.  I've read through the whole setting, but I'm not gonna read it all over again.

[spoiler=Review]
[spoiler=The Introduction]I like the openign pieces of fiction, very creepy and it establishes an atmosphere, but also short and simple.  It seems to be a world that's falling apart, to very nice effect.  I'm just wondering though, who is the Fallen King, the Witch, and Saint Sarah?  what is this organisation Saint Sarah speaks of?[/spoiler]
[spoiler=State of the Union]Bravila is nifty, and I like the judging aspect.  Does this affect morale when Bravila joins the opposing side in a war?

I'd love to hear more about Cimilrin, as ruined empires/kingdoms are always great fun.  I can't really say much more on it...

I'd like to hear why exactly Tehrale and Faelunas are so closely tied, as their similarities are  nice but hardly an excuse for an unconditional peace.

How is the culture in Grugast different than elsewhere?  You mention it's difficulty to access, are here any specific barriers?  More please!

Alright, I like Harvandor, very nice semi-Arabic vibe is what I'm getting.  A naval power is an important element it would seem, and it's good to see one called out.  What interests the Dark things about Harvandor?  Can you give us a mysterious clue please?  Also, I'm beginning to wonder where the tensions are between these nations, can we get some information on that?

Is Sundayr aggressive?  Who has it attacked? Were there past alliances between these countries?  Just some questions...  And how is Sundayr ruled, theocracy?[/spoiler]
[spoiler=Northern Reaches]
Based on you're consistent level of description, you've said all you can here, and it successfully frightens me, these northern reaches.

I'd like to ask who Shadowburn is?  Is he one who hunts, or one of the hunted?[/spoiler]
[spoiler=The Rhythm]The extra season of Wae is an interesting concept, and you've successfully added a new season and new terror to this world with it, very nice.  Why did you post this information, I wonder...  Is it that important, or just nice to know?[/spoiler]
[spoiler=13]I like these angels, very nice.  It's also nifty how they each had a previous aspect that matches so well with their new one.  Nothing to say here but good job![/spoiler]
[spoiler=History]Since History is unknown, a creation story is unnecessary, even though you gave us the bit about the archangels.  The Reaper bt is interesting, can you explain what's going on there?  Also, the timeline is useful, clear, and concise.  Damn, this is some good stuff.[/spoiler]
[spoiler=The Hallowed Order]Yay for the good guys.  I usually have a hard time reading the good guys, but this organisation makes sense, and is very cool.  Kudos![/spoiler]

I'll finish this another time, until then, keep writing!




[/spoiler]
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Hibou

In response to your review :) :

QuoteI like the openign pieces of fiction, very creepy and it establishes an atmosphere, but also short and simple. It seems to be a world that's falling apart, to very nice effect. I'm just wondering though, who is the Fallen King, the Witch, and Saint Sarah? what is this organisation Saint Sarah speaks of?

[spoiler=answer]

The Fallen King is the King of Cimilrin. No one is really sure what became of the mad monarch of that place when it fell, though most claim he still roams his kingdom, watching over the ruins of a past greatness...

The Witch is a figure of Vilydunic folklore that haunts the dreams of the living. They say it can appear as either a male or female human, though twisted, and always possesses a few traits that stimulate the phobias of each person who sees it in their dreams.

Saint Sarah is a member of the Hallowed Order, which she is speaking of. She tells that there is corruption even in this cult so respected and beloved by the people, showing that there are even those in the purest settings that cannot be trusted.
[/spoiler]
QuoteBravila is nifty, and I like the judging aspect. Does this affect morale when Bravila joins the opposing side in a war?

[spoiler=answer]
The soldiers are generally not affected in any way as a whole when they join a particular side or change sides. Some may have friends on the side they now fight against, or some may have lost to those they now ally and in either case become angry, but for the most part they are happy with their leaders' decisions. They take pride in the fact that their leaders are helping them keep a balance in a war, preventing one side from winning too easily. Other nations sometimes see Bravila as a bit of a nuisance, but respect the fact that they can serve the function of a peacekeeper and a war ender at the same time.

[/spoiler]
QuoteI'd love to hear more about Cimilrin, as ruined empires/kingdoms are always great fun. I can't really say much more on it...

[spoiler=answer]
Oh, we'll definitely be seeing more of the Fallen Kingdom :)
[/spoiler]

QuoteI'd like to hear why exactly Tehrale and Faelunas are so closely tied, as their similarities are nice but hardly an excuse for an unconditional peace.

[spoiler=answer]
Tehrale and Faelunas were once part of the great empire of Verkemy, which helped to breed their unique cultures. In the years following the fall of the Empire, the nusan people fought together against evils that plagued their lands. Originally, there was only one kingdom spanning the land that Faelunas and Tehrale now occupy, but civil war erupted because of the poor quality of living and advancement, and the rulers were dethroned by the angry people. The new leaders of the kingdoms decided it would be best to divide the nation in half so it would be more easily governed, but they swore they would always be allies and come to one another's aid in times of difficulty. The people of Tehrale and Faelunas respect this promise to this day, and the prosperous trade and technological advancement they experience together has only strengthened their bond.

[/spoiler]

QuoteHow is the culture in Grugast different than elsewhere? You mention it's difficulty to access, are here any specific barriers? More please!

[spoiler=answer]

The culture in Grugast is radically different from other places mostly due to their isolation. Their religion (Animism/Spirit Worship), government (monarchy determined by a test of will, good judgement, and health), technology (the first to discover the catapult, among other things), and real-world resemblance (Scandinavian meets Aztec) make them different from other kingdoms, not to mention the different subrace of human that lives there.

Grugast is difficult to access, yes. The primary 'barrier' that keeps travellers from it are the Forbidden Swamps, a massive series of quagmires and everglades that is largely uncharted and features few safe paths that have not yet been claimed by the wilderness. Additionally, even the lowest points in Grugast are mightly highland bluffs, meaning that the terrain of the hidden kingdom itself is difficult to navigate.
[/spoiler]

QuoteAlright, I like Harvandor, very nice semi-Arabic vibe is what I'm getting. A naval power is an important element it would seem, and it's good to see one called out. What interests the Dark things about Harvandor? Can you give us a mysterious clue please? Also, I'm beginning to wonder where the tensions are between these nations, can we get some information on that?

[spoiler=answer]
The dark forces of The Nightmare know something that only a few people possibly do about Harvandor. Somewhere, deep in the darkest of ancient labyrinths below the greatest of its cities, lies something crucial to the future of mankind. Whether it is an ancient weapon, a record of truths related to devastating past events, or a portal to another world, it is certain that the wicked powers do not want humans to find it. It would change the very face of the world.

Tension grows most prominently between Sundayr and Harvandor. While the seafaring kingdom does battle with city-states found in the Gulf of Jivyl and farther east in Werrundwar and Eruqwar, Sundayr does not help them despite frequent requests delivered in person by the Sultana herself and even seems to be preparing to advance on their borders, seeing that a large part of Harvandor's military force is away. Bravila will certainly take action against Sundayr if they do assault the southernmost territory, but Sundayr does not appear to care.

[/spoiler]

QuoteIs Sundayr aggressive? Who has it attacked? Were there past alliances between these countries? Just some questions... And how is Sundayr ruled, theocracy?

[spoiler=answer]
Sundayr is the most aggressive and paranoid of all of the current kingdoms on the continent. It has taken land from Bravila, annexed a small kingdom called Maulaca that once ringed the northern part of the Tulsun Sea, attacked and overtaken a series of allied city-states on the large island west of Harvandor, and looks like it is pushing eastward.

[/spoiler]

QuoteI'd like to ask who Shadowburn is? Is he one who hunts, or one of the hunted?

[spoiler=answer]
Shadowburn is a very mysterious denizen of the night, spoken of only in obscure literature and mad cults. The people in the "new world" known as Agalanath seem to know him well, but his name is never spoken there. His alliegances, motives, origin, and even appearance are unknown, but some say he is a powerful demon that walks the land...
[/spoiler]

QuoteThe extra season of Wae is an interesting concept, and you've successfully added a new season and new terror to this world with it, very nice. Why did you post this information, I wonder... Is it that important, or just nice to know?

[spoiler=answer]
There are some as-of-yet unnamed things that make the information on Wae important, but at the moment it's just nice to know about. I wanted to make the year in Vilydunn different than other worlds, and create a season that by itself was very frightening, and Wae was what was born from these needs. :)
[/spoiler]

QuoteI like these angels, very nice. It's also nifty how they each had a previous aspect that matches so well with their new one. Nothing to say here but good job!

[spoiler=answer]
Thanks :). I'm still wondering if Salacious_Angel has noticed yet that I put a tribute of sorts to him in my setting. :D
[/spoiler]

QuoteSince History is unknown, a creation story is unnecessary, even though you gave us the bit about the archangels. The Reaper bt is interesting, can you explain what's going on there? Also, the timeline is useful, clear, and concise. Damn, this is some good stuff.

[spoiler=answer]

With the Reaper (also known as the Eastern god, the Hand of Death), I copied almost directly from the real-world image of the Grim Reaper, and put him in my setting. In that little story, he is writing out the fate of a band of travellers, reminiscing about watching a mad king murder his own people with sorcerous power (can you guess which king, and which kingdom? ;))
[/spoiler]

---

Hope that clears up some questions, and brings up a few new ones :)

Until the next post. ;)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

A KING AND HIS KINGDOM

The wind sings a song of sorrow among the autumn leaves in Cimilrin, for none shall hear its beauty in the spring that never comes. The land is devoid of men and women, but eerily the animals remain among the withered woodlots and ruined rookeries that once belonged to the soaring humans. Somewhere, sometime, in all its glory, Cimilrin took the dark path.

One tale says it was the magic they wielded, for they did not fear its consequences. They built mythic monoliths and towering spires that defied the laws of the world, and they were punished. Their minds became twisted and unfit and the people were taken away by the dark powers. The kingdom's ruins now moan in anguish and loneliness.

Another tale says that the angels cursed Cimilrin for its heresy against the Holy Star and the Thirteen. In this tale Cimilrin was too proud of itself to value the watchful eye of others. They cast down the faith and banished the clergymen who remained devout, and began a crusade against the very beings who once protected them. And so they were cursed to vanish and for their land to become forever autumn.

The third tale claims that the king of Cimilrin, whose heart was once purer than the most flawless of diamonds, went mad from the death of his family and whispers that crept into his soul. The sorcerer-king murdered his most trusted advisors and friends and slaughtered his subjects, laughing with inhuman glee as he did so. Their bodies were then burned in a field once sacred as the insane sovereign disappeared into the wilderness. But the anger and sorrow of those who had been murdered would not be unheard, and the ashes cast to the wind plagued the land itself with their torment, leaving the land in an eternal autumn whose sight haunts onlookers till their deaths. They say the king wanders his kingdom still, scepter in one hand and crown on his head, looking for his subjects that once escaped him, the land weeping for what he has done.

Whatever the truth, one thing is known: Cimilrin, of all places, is far from safe. What seems empty hardly appears so after a prolonged visit. There are no safe havens there; towns and settlements are long-gone. There may be someone to hear your cries, but do not take heart in that: those who hear you in Cimilrin want you to scream.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

NIGHTMARISH DREAMSCAPES - HAUNTED LANDS OF VILYDUNN

Kaeralen stood atop a lonely hill that overlooked the southeastern border of the Forbidden Swamps, eyeing the terrain before him. A strange smell danced about his nose from deep within the swamp, and it stunk of fear and horror. As he took in the sight and aroma of the landscape before him, his heart was overcome with dread. His eyes played tricks on him, for he was sure he could see shadows moving about in the semi-darkness created by the navy clouds. Whispers struck his ear drums, beckoning him to enter the swamp, but he resisted. Suddenly he feared going into this place, though the promised reward would be great.

Tales had long circled the taverns of a magical lantern lost to the Forbidden Swamps, hidden deep within a nightmarish and sunken castle-turned-crypt whose highest towers still loomed above the murky marshes. Many had gone in search of this lantern and never returned, likely suffering some horrible fate at the hands of the ghostly giants that folk said roamed the swamps. None both alive and sane have ever given proof to the existence of the giants, or to the whereabouts of the Crypt of Mym, but that had never stopped the stories from rising from the depths every now and then.

Kaeralen was one of the many foolish swordsmen who would venture into the Forbidden Swamps in search of such treasure and danger, blindly believing that his quest would prove fruitful. I, however, turned and walked away, fearing for him but sure that he was too convinced he would find the lantern to try and stop him. I hever heard of Kaeralen again.
-Rostaul, retired sword-for-hire in Silver Hollow

[spoiler=Terrifying Terrains]

The Forbidden Swamps

The most expansive (and perhaps most gloomy) of the lands in Vilydunn, the Forbidden Swamps span the northwest from the southern borders of Grugast and the northern borders of Sundayr all along the Northern Ghostsea to the Mourning Mountains and Nilmavwood in the east. Roads are a blessing to travellers in this place, and they are only known to exist in the western section (even these are poorly built dirt roads that wind north towards Grugast). The Forbidden Swamps, however, are far from lacking in the department of tavern tales of wicked, hateful things that lurk in the mists.

It is commonly known that the Swamps are shrouded in heavy fog that lingers year round (discouraging would-be adventurers from venturing into them even more), and many believe that they are the source of the mists that creep amongst the lands during Wae, bringing with them insubstantial horrors to demoralize and consume the souls of innocent people. Within the swamps however, it is claimed that there are things that most folk choose to ignore any word of. On the outskirts of the swamps, massive footprints are sometimes discovered admist the underbrush and the mud (though these are dismissed in larger kingdoms as hoaxes and cruel jokes played by cults with little grasp on reality), and inhuman sounds are sometimes heard at night near settlements. Children's stories often tell of giants, dragons, and undead horrors emerging from the Swamps to snatch up mischevious boys and girls and drag them off to some gruesome fate, though these are surely mere stories.

Nilmavwood

A huge, largely uncharted forest, Nilmavwood (also called The Great Forest) is famous not only for its aid in dividing the East from the West but also its resilience against being claimed by any nations. It is a woodland littered with small hunting and logging communities that owe no true alliegance to a sovereign, and also a safe haven for bandits outrunning the law for their crimes. In some places however, it is far too dark and thick for easy living, its trees reaching high above the ground yet concealing distances with low boughs and dense foliage. These are the areas that generate as many myths and memoirs as the Forbidden Swamps.

Many roads traverse the dense forest of Nilmavwood, though the most well-known of them lead through the central portions, where the Forest is most hospitable and best-mapped. Some trails partially retaken by the land lead north and south of the beaten paths, though few know where they actually lead. Some say to old ruins of ancient Verkem colonies and monuments; others say they lead in circles or into the ominous Mourning Mountains (in the north) and the Sunstorm Peaks east of Bravila (in the south). Either way, the inhabitants of The Great Forest are careful not to follow these paths, and they warn against travellers doing so, for getting lost in the Forest's northern and southern areas spells certain doom for those with a poor sense of direction.

The Great Forest is full of many dangers and strange sights, and none should be overlooked. A known cause for worry is the presence of outlaws and highway robbers that make camp among the trees and bushes, some near well-worn trails, others deeper into the forest. More unusual and feared are the tales of mysterious lights and disturbingly aggressive animals in the southern, more widespread deciduous woodlands, and the haunting accounts of ghastly apparitions and shadowy cries in its northern reaches. As if these things were not enough, even the game beasts that are not unusually aggressive are very strong and tough, leading the inhabitants of Nilmavwood to become hardy and cunning in order to survive.

The Star Desert

The Star Desert is a sunny, rolling desert of sand dunes and oases located south of Faelunas, east of The Great Forest and the High Spires, and southwest of Tehrale. It is named for the clarity one has in viewing the night sky within its reaches, as its skies are rarely obscured by clouds (though sandstorms sometimes kick up, and there is an occasional rainfall). Like The Great Forest, it is home to some independent settlements, but unlike that massive woodland, most of these are fairly large and heavily-inhabited despite the intense environs of the desert. Perhaps one of the most notable is Haldakaar, a merchant city on the coast near Tehrale that is home to many noble families with long backgrounds and important traditions and heirlooms. Despite being fairly inhabited, the landscapes between civilized areas are treacherous and unbelievably hot, and the heat alone has claimed many travellers that got lost among the featureless dunes.

Traversing the Star Desert is quite difficult. Locals of many years can generally remember locations by the arrangement of sand dunes, but someone who is unfamiliar with the desert is likely to become lost quickly without a guide. In the past, roads were implemented, but they hastily disappeared beneath the desert sands. Thus, the desert is a deathtrap to unprepared adventurers. There are several small towns on the outskirts of the desert where an escort can be hired, but a few particularily daring (sometimes poor) folk have braved the desert on their own and lived.

As if Vilydunn itself were trying to strike fear and paranoia into the hearts of all of its inhabitants, the Star Desert too is home to tales of terrible monsters that add to the danger that the apparent lack of discerning features and incredible warmth of the desert already provide. The territorial dune wolves prowl the sands hungrily, a peril to those who travel unarmed. Worse, tales of sand beasts and mysterious outlines of creatures stalking the rolling dunes on the horizon at night abound, and they seem pure fancy until the storyteller's comrades reinforce the tale with nothing but sincerity in their wide, drunken eyes.

The Mourning Mountains

Sometimes called the Wall of Vilydunn, The Mourning Mountains hold the title of the longest mountain range in The Nightmare, reaching from the southwestern edge of Cimilrin to the northern end of The Great Forest and cutting off mainland travel between the East and Cimilrin. Many who believe in the legends of that forsaken kingdom consider this a blessing, and the nearby governments consider them convenient for isolating criminals from society. The small offshoot that blocks that northern reach off from the rest of Vilydunn, however, is not what the Mourning Mountains are best known for.

The Wall is a range frequented by relentless storms and many forms of animals, including massive bears, elk, and larger birds of prey. Additionally, the Faelunic people claim that they are inhabited by mythical beasts such as griffons and dragons that prey on livestock in the valleys and the plains to the east, though these reports are often dismissed since they come from the mouths of near-lunatics. Many of the peaks of the range are high enough to sport year-round snowcaps, and most are covered in fair vegetation on their lower slopes. In addition to the claims of terrible flying beasts, people of Faelunas claim that their hunters have sometimes spotted what is known in the Verkem language as a chaumsinn("yeti" in the common tongue). Wild declarations by Tehralese folk of similar such sightings in the Shuwai Peaks lend additional mystery to the topic. The few and far between inhabitants of both mountain ranges say little when approached about such stories.

[/spoiler]

She tread the water, shaking out of fear, cold, and the pain of the wicked wounds in her right leg. Her ship had gone down here in the northern Tulsun Sea strangely, and now she bobbed in its waves, praying someone would find her soon. Blood from her wounds clouded the water, and she knew that the tulsan sharks would smell it and be upon her soon. She cried, her tears mixing with the foam and salt water around her.

Hypothermia quickly began to take hold, and she felt herself struggling to stay awake, her face often dipping beneath the waves and giving her a glimpse of the cold abyss below. Her senses were rekindled however, when she noticed something. It was a cloudy evening and surely past midnight, but despite the darkness, the water below her was not dark. There was a glow emanating from the water beneath her. She could see three tulsan sharks circling her a few feet under the surface, but that wasn't what worried her. Something horrible approached. She tried to scream, but only bubbles of air escaped her body.


[spoiler=Pernicious Peaks]

The Shuwai Peaks

Located between Faelunas and Tehrale, and on the northern edge of the Star Desert, the name of the Shuwai Peaks does not detail them entirely correctly. The Peaks are as much a ridge as a mountain range at the top of which sits the plateau of Tehrale (south of the Shuwai Peaks, there is actually a gradual rise in the land that leads up onto the plateau). There are mountains however, on the inside of the Peaks, that can be seen from outside the plateau (and this is where their name comes from). Either way, the Shuwai Peaks are a major reason for Tehralean isolation from the rest of the world, making their culture so unique (even with some similarities to Faelunas).

The Shuwai Peaks, like the Mourning Mountains farther to the west, are home to many rugged trails, hardened residents, and insane claims. Verkem monks long ago built pagoda shrines in the range, and many of them are still in fair condition today, looming on outcroppings across the Peaks. Members of the Stormfolk sometimes undertake long ventures to this collection of shrines, believing them to have special relation to their reverance of weather (partially because the Peaks see a lot of rain, and because the Verkem seem to have been very interested and awestruck by storms). Only the most brave and skilled folk (which include their residents) generally traverse these mountains however, for stories of a creature called the luk'ssiss ("yeti") abound, and few of them ever end well.

The Starsight Mountains

The Starsight Mountains are perhaps one of the most benign and peaceful of places in Vilydunn, though they are remote and far from popular civilized settlements. They do not reach as high into the heavens as do the Wall of Vilydunn or the Daylight Tors in Sundayr, and are unusually warm even in the upper altitudes, so they rarely become snow-capped. Additionally, they see frequent storms, making them a popular haunt for the Stormfolk (though they are also popular with stargazers, since when it is not storming the skies are "the clearest Vilydunn has seen in a thousand years"). Many rivers flow from them, and it is said that somewhere in the range is a massive series of waterfalls of mystical power. The Starsight Mountains are a very wet place.

There is one fairly well-known outpost in the Starsight Mountains that sits on the edge of Lake Ocajenm, called Elunan's Bluff. Many travelers make it a pitstop on in their journeys, including traders going to or coming from Grugast (even though Elunan's Bluff is several miles off track). It is a small town but sports several inns, taverns, supply shops, a mining guild, and a decent local militia. The inns are usually anywhere from half to three-quarters full, though many of these folk are travelers turned residents when they could not get up the will (or the interest) to stop drinking and continue on their travels.

Recently, these peaceful spires seem to have become less so, though little is heard outside them or Elunan's Bluff. Folk who have recently gone that way have returned to their homes speaking of bodies turning up horribly charred with gruesome marks across their bodies.
The residents of the town do not know what is happening, but they have seen much decreased business as of late.

[/spoiler]

A trio of men strode nervously through the thick brush completely oblivious to direction. Night had fallen, and the unfortunate group of would-be heroes was lost somewhere north of Faelunas. They had gone in search of children missing from a tiny village in the Mourning Mountains but had quickly added concerns to their list, including their own survival. As they moved they prayed, hoping the gods would bless them and not lead them into the forsaken northern land they all feared. Prayer was their reassurance.

The path they walked obviously hadn't been used in years and was heavily overgrown, sloping downward off of a mountain's lower slopes into a thick forest. It had been oddly quiet for some time, with no noises emanating from the forest except their own. This unnerved them and left them looking about anxiously, as if something was watching them. Reaching much more even ground, they realized the horror that now beset them: the leaves of the trees were the color of autumn, though it was early summer in the south. They had come to the Autumn Kingdom.

"Sssskreeeeeee!" was the sound that pierced their eardrums suddenly, driving their already weak morales into the ground and causing them to panic. They ran off in different directions, weapons drawn and eyes darting back and forth while the wind blew softly among the branches, as if the trees cared not at all. The forest however seemed to grow darker as their feared increased with every beat of their hearts.

One of the three soon found himself alone and on the edge of a misty bog. His fear began to toy with him, guessing at what nasty things could be lurking below the water, but still he leaped into the swamp, eager to move away from whatever had made that noise. It could be anywhere, but he was sure it was behind. Then, a new terror arose - not a sound - but a sight. He could swear that as he moved he could see something out of the corner of his eye, but as he turned to look it disappeared, only to be visible at the edge of his vision once more. He picked up the pace, sloshing through the viscous and putrid swamp water, trying to find a place to hide.

The vision did not stop, however. No matter where he looked or what direction he moved, it was there, hiding from his direct eyesight. He couldn't make out most of its figure, other than it had charred black stumps in place of feet, and its eyes - oh, those horrible eyes - were illuminated with what was surely to be pure malevolence. The lost man began to cry for his life from a level of fear that he had never before experienced. Half-blind from his sulking, he stumbled and fell. Pulling his filth-coated head from the bog, he screamed, seeing the creature before him. It raked its claws across his neck and sunk its teeth into his upper back, and he knew no more.


[spoiler=Forsaken Frontiers]

Verelwood

Skulking behind the eastern branch of the Mountains of Mourning, blanketing the fallen kingdom of Cimilrin in a haunting golden color, is Verelwood, the Forest of Sorrow. They say that Verelwood weeps for what once was and what shall fail to be, though the atmosphere of the place is hardly sympathetic. Winds sometimes blow south and eastward, seemingly from the depths of Verelwood, sounding almost like a terribly dismal song of bone-chilling harmonies and words of despair. It is as if the trees themselves contemplate life, time, and ruin, and if the glory of their land shall ever rise again (and if they could talk, then they'd surely be able to solve an age-old riddle about the end of Cimilrin). Despite these things however, the Forest of Sorrow hardly seems somber to those who've walked its leaf-laden paths.

Inside Cimilrin, things are not all they seem on the outside. Wistful thought is quickly replaced with alarm as the nature of Verelwood's deep groves are seen. Impossibly sonorous screams and laughter can be heard emanating from between the trees many miles away from the forest edge, and only the gods know what causes them. Worse, those who return from Verelwood claim to have seen something that has no name except in the language of Grugast and the lost language of Cimilrin - "wyndimagek(win-dih-mag-gik)" - that hunts them, but cannot be viewed except on the edge of their vision, no matter how or where they move their gazes. Lending itself easily to Cimilrin's 'fairy' tales, such dreadful stories have been related to the lost king of the fallen land - many say it is him, returned as a spectre with undying hatred for those who enter his realm.

The Tulsun Sea

The Tulsun Sea is an important part of Vilydunn, not only because of the transportation and wealth it provides, but also because of its relation to the current Western culture. The Tulsun Sea is what aided in the prosperity of the Tulsan peoples' ancestors, and is what their race is named after. It is a warm body of water and fairly calm, though it does see many storms during Wae and Autumn. The Sea is also home to a well-known aquatic predator appropriately named the Tulsun Shark, a deadly creature shown on the flag of Bravila.

Of course, the Nightmare would not be the Nightmare without something to fear in such a place as well. Most of the Tulsun Sea is as benevolent as any other large body of water, but the northern inlet is a place where only the insane and mislead would ever sail. Beyond the Mouth of Uero, the waters become unusually rough and many rocky protrusions jut from the surface, easily capable of tearing gashes in a ship's hull. Worse, there is known to be a red jelly-like substance that floats a few feet below the surface capable of sapping the strength from living creatures unlucky enough to enter its space. Those who are weakened by it are quick to succumb to the pounding waves even if they are decent swimmers.

The Forgotten Dale

Like a treasury of hatred hidden behind walls of deceit, the Forgotten Dale waits beyond the southeastern border of Nilmavwood for those believing that beyond the forest is comfort. They are sadly mistaken.

The Dale is an erratic collection of hills, river valleys, forests, and plains all crowded amongst each other. There was once a kingdom in its lands, but it has been so long that few memoirs of its existence remain. Still, the occasional ruined battlement or crumbling tower is happened upon by those who do come to the land (intentionally or not). Many stories related to the Forgotten Dale tell of a river flowing out of the mountains on its eastern edge that can heal mental wounds and ailments by immersing one's hair and index fingers. The ritual is odd, but those that believe in the river's powers are hardly skeptical about the method of curing.

Many tales also tell of ancient burial cairns that conceal passageways into tunnels beneath the earth, leading to a place only their constructors would have knowledge of. A few of these cairns have been known to be found in the past, though none who have passed down the tunnels within them have ever returned.

[/spoiler]

---

Well, there's a little porting from WotC for you to view if you haven't already. :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Matt Larkin (author)

I have not gotten through all of this yet, but the fluff is very nice.  Its got that dark fantasy edge I love, without the gratitutiousness that makes some settings hard to take seriously.

Does this setting relate to The Dream (that was one of your settings, as well, yes?)?

Oh, and credit for thinking up a new season.  The very idea of such a thing had never even occured to me.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Hibou

:)

Yes, Aath - The Dream was one of my settings back on WotC (it is[/b] going to be here sometime, but I don't know exactly when). Aath, Sundown, and Vilydunn all relate to each other in many ways, and one of them may very well be secret planar connections... ;)

The creation of a season was a strange step to helping my mind get the mood of the setting more than anything else. Wae is a time of the year where the inhabitants of Vilydunn experience even more fear, paranoia, and superstition than they already do. It's definitely my favorite part of the year in The Nightmare, because the things I can do with it to scare as a DM are endless :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Some news on (SHOCK!) a very old thread. I'll be doing some cleaning up and updating with both Sleep and Golden Age of the Nightmare in the next little while in an attempt to flesh out Haveneast's back-story a little more. Hope people enjoy what they see when it comes up. :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

SA

That's great!  There was no Vilydunn goodness for such a long (long, long, long) time.

Ishmayl-Retired

I, too, am very excited about this.  Can't wait, Troll.
!turtle Ishmayl, Overlord of the CBG

- Proud Recipient of the Kishar Badge
- Proud Wearer of the \"Help Eldo Set up a Glossary\" Badge
- Proud Bearer of the Badge of the Jade Stage
- Part of the WikiCrew, striving to make the CBG Wiki the best wiki in the WORLD

For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Hibou

I seem to keep promising things and not getting around to doing them, so I'm going to post something soon (and I will have time for a few days since I just had a small surgery). This is partially in preparation for the Vignettes concept that has been mentioned, and partially just a general advisory section on running the setting.

Vilydunn - A d20 Perspective

In progress: Classes, Building Vilydunn Characters, What the Characters Know, Atmosphere, The DM in Vilydunn, The Sanity Mechanic, and Other Variant Rules
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Vilydunn - A d20 Gaming Perspective

Playing in and running Vilydunn with d20 (or any other system, for that matter) requires a fair amount of work, and not just because it's a new setting. It's designed to be run with somethings that set it apart from the standard game style, not all of which can be easily integrated.

Theme

The Nightmare first and foremost is a horror setting, with fantasy elements. If I were to categorize it, I'd call it "horror conspiracy" because not only are things terrifying and destructive to one's mental health, but few things are as they seem and the very world itself seems to conspire slowly and subtly against its inhabitants. This theme is represented strongly through different aspects discussed further down (most notably the Sanity mechanic).

Required Materials

Vilydunn only requires access to the Core Rules/SRD to be run. Though I've sometimes mentioned other materials, these are of course optional.

For Players and DMs[/size]

Building a Vilydunn Character

The most important thing to remember when building a character from Vilydunn is this: fear is a common part of life. Be it just misguided superstition, or a realization that the darkness is truly alive and wants nothing more than to hurt you, inhabitants of The Nightmare have reason to be afraid. This doesn't mean they're weak - on the contrary, Vilydunic people are hardy, especially those that become its heroes. It just means that they must be cautious and clever in order to survive.

[spoiler=Stats]

With any character, often the first thing that is determined are his/her attributes, and the recommended method for Vildyunn is 30-32 Point Buy. Those that rise to become Vilydunn's greatest saviors (as well as its most fearsome villains) are a number of steps above the average individual. Additionally, a little should be said about which attributes are most important: regardless of class, every character benefits from a decent Wisdom score with which to better resist the effects of madness (see the Sanity mechanic and the related information posted below). This is especially true for spellcasters, whose greatest asset is also their greatest worry - those who wield too much power too often will lose their minds quickly.

[/spoiler]

[spoiler=Race]

Characters in Vilydunn may only be of one of the three human races; there are no elves, dwarves, or the like. Each subrace of human suggests a specific region that one will come from, and colors the foundations of how that character may develop. Many Tulsan people are superstitious and devout; even the most martial Nusa is well-read and knowledgeable of science compared to his foreign peers; and the Aust'ene are steadfast, direct people that are adept at self-sufficiency and providing something in any situation. These qualities however are not represented by varying racial stats, and all characters in Vilydunn use the Human racial statistics found in the Player's Handbook.

[/spoiler]

[spoiler=Classes]

Barbarian
What is it to be a barbarian? The term is often used to describe marauders and foreigners whose way of doing things vary greatly from others', but as a class it represents a warrior who draws on inner, primal energy to become a fearsome juggernaut in combat. It can certainly be assumed that one who does so hasn't had much formal training, but it isn't the rule. Warriors from the bustling hearts of civilization could certainly be members of the barbarian class, choosing to "follow their heart and intuition", while those from the most isolated and forgotten settlements can certainly dream and develop the kinds of martial abilities that the barbarian's rival, the fighter, would learn. In Vilydunn, the Barbarian may ultimately have the upper hand, as through his rage he may be able to shrug off the evil that tears at the mind.

Bard

No world has ever been without music, and even dark Vilydunn is unable to change that. The bard as always holds a special place among musicians in a world because she can work wonders with it, be it magic akin to sorcery or making her allies feel as though they were invincible. However, bards who slip into madness are every bit as disturbing as the most vile of demons, playing songs that chill the very soul and destroy the spirit of all who hear it.

Cleric

It's almost surprising that clerics are as rare as wizards, sorcerers, and druids in Vilydunn, considering how religious the majority of the populace is. However, the mental effects of divine magic are as taxing as the arcane, and as such it is seldom used. Perhaps it is simply that men were never meant to wield the power of the gods, as they were never meant to know the secrets of the universe that foolish wizards and sorcerers unlock - or perhaps it is just that the gods are not as benevolent as their magic suggests.

Druid

Of all major spellcasters in Vilydunn, druids have it best - their magic, which comes purely from the natural world, is far less alien to the mortal mind. This doesn't mean that they're much more common - in fact, unlike other worlds Vilydunic druids have a much more frail organization, with long lines of mentors passing on their secrets to one and only one apprentice at a time, resulting in many lines of druids traceable farther back in time than all of known history. Druids adventure for various reasons, most often being to protect the land that they love or control.

Fighter

Heroes (and mortal villains) in Vilydunn most often do battle through the sword, not spells, and as such belong to classes such as the fighter. Though they represent a level of training above that of the common warrior, they are often mostly indistinguishable from militia or members of armies - that is, until, one puts them in the face of darkness.

Monk

The monk really doesn't have any place in Vilydunn - not because there are a lack of Eastern-flavored, monastic warrior traditions, but rather because it is not part of human nature to achieve something supernatural through the same means. Those who are so in tune with other worlds as to defy the one they're in aren't compatible with The Nightmare - at all.

Paladin

There is no hero Vilydunn needs more than a paladin. A strong hero devoted and powered by ultimate goodness, capable of actively seeking out evil is the darkness's greatest foe. This may be the most solid choice for a player and is probably the class most likely to survive the trials of darkness and come out a victor and a power for good. They are also likely to have some form of sponsorship or at least recognition by a church or small portion of the populace.

Ranger

Rangers might be somewhere between the situations of fighters and druids, or fighters and paladins. They excel at doing battle through methods that won't themselves cause insanity, and as they grow in ability they become more and more capable of destroying the horrors that lurk everywhere. The benevolent ones make good heroes; as it seems folk are often being carried off into the night by monsters, the ranger's ability to track is a useful and sometimes vital skill. The wicked rangers that roam the land might, as time goes on, become indistinguishable from the supernatural things they share the night with - with such cunning at hunting and stalking, few would see them coming and fewer would know just what it was that attacked them.

Rogue

Rogues in Vilydunn are much like they are in other settings - ignoring the madness that can affect them as well as any other mortal. They move through life in varied ways and possess a wide range of skills to aid them, and though the scales aren't exactly tipped in their favor, they do have an edge over the terrors of Vilydunn. Few rogues are incapable of sneaking covertly through any area, or remaining hidden as others approach; the ability to be seen only when one wishes may ultimately allow one to get the upper hand on their hunter.

Sorcerer

Sorcerers are more common than wizards in Vilydunn, but that doesn't make them any better off. Arcane magic may ultimately be the most devastating of all to the mind, and as the sorcerer is so  skilled at wielding it almost endlessly, it is a rare individual indeed who is not mad by the end of their teens. However, they are blessed in that their power source is not one found in dark places and in texts that were written by those who should be forgotten - or at least, they can't be sure.

Wizard

The wizard in Vilydunn is a very rare individual. Why? There are no known places to study the arcane arts. The few still-sane people who can be called wizards guard their powers carefully much like druids, passing on their knowledge to few. Sometimes, wizards are born from adventurers who have already braved some foul depth of a forgotten crypt, uncovering the demonic writings kept in a spellbook only to foolishly attempt to understand them. A wizard who manages to keep his head in The Nightmare finds no shortage of texts with which to expand his repertoire, however - Vilydunn has a past that hides many things, but there is always another codex of power waiting to be discovered.

[/spoiler]

[spoiler=Skills]

Most skills retain their typical usefulness in Vilydunn, but it's important to note the change to the Heal skill. With the Sanity rules, Heal becomes all the more vital as now it can not only treat physical wounds, but wounds to one's mental stability as well.

In addition, Vilydunn is host to the Knowledge (forbidden lore) skill introduced with the Sanity system, and follows the normal rules for it.

[/spoiler]

Adventuring in Vilydunn

[spoiler=Finding a Reason and Play-Style]

Whether the party is cautious and calculating or fearless and direct, Vilydunn presents plenty of opportunities for adventure. Vilydunn's history is unknown beyond a little over a millenium into the past, but the Verkem, Ayrmarians, and other civilizations even older left behind many secrets and relics waiting to be discovered. A castle overlooking the southeastern edge of the Forbidden Swamps may conceal a maze of endless hidden dungeons, crypts, and tunnels beneath its crumbling, foreboding exterior, and some of them have not seen visitors since before Verkemy was born. The knowledge hidden deep within the darkest recesses of a catacomb may be ultimately be too awful and horrifying for one to handle, but it may also reveal a truth that is so desperately needed in The Nightmare. Here, few things are what they seem, and few are understood.

That, however, is a very straightforward reason to adventure. Quests and entire campaigns in The Nightmare can avoid long-lost dungeons and caverns entirely, as there are many other things that must be taken care of. There is always someone at war, and even Vilydunn's most peaceful nations seem on the brink of shattering into hundreds of petty kingdoms. The Church of the Holy Star itself, for all its goodness and light, is infiltrated by the corrupt Na'Ril Dum and other enemies, and sometimes it is not even due to an outside source that one of its members falls from grace. And there is always something wrong in the countryside - disappearances abound, bandits on the roads, or countless things more sinister.

When adventuring in Vilydunn, often one of the most pivotal aspects of the game is paranoia - not knowing who is an ally, and who is an enemy. Everything horrifying that could possibly be true cannot be confirmed, except by players brave (or foolish) enough to try and uncover the reality - even if in the end they wish to bury what they've found.

[/spoiler]

[spoiler=Knowledge and Power]

Inevitably, any character who survives to uncover ancient artifacts and grow in levels is going to possess powers and information that can destroy the veil that hangs over Vilydunn. Some of these secrets (there are a great many) may be so moving that, if they were revealed for what they were, the entire world could be changed. Is this a bad thing? Some would think so. In The Nightmare, most wars waged are covert battles behind the scenes between parties that the majority of the population don't even know exist. What is learned is sometimes best used only by those that know it. Those that believe their fears are merely bad dreams can keep doing so - the players can be the heroes that chase those dreams away without them ever knowing.

It may be that the players, who can and will come to possess untold knowledge, will find it best to hide what they've learned away in their hearts, where no one will know but them. To reveal too much to the people would be catastrophic - at least until the Golden Age. The only people who one might inform would be others like them - and finding similar individuals who have experienced what they have may be another perilous adventure all on its own. Characters may find that the more they search, the more futile their battle becomes, as they lose more and more of their comrades to madness...

[/spoiler]

For DMs[/size]

[spoiler=Foreword]

As the DM for a game in Vilydunn, your job is probably going to be tough. Other settings might be difficult because they introduce very unique cultures or change the way the game is played. Vilydunn does both - it utilizes and requires a horror atmosphere to work, and the way that this atmosphere is conveyed is through the way that the denizens of The Nightmare live, think, and act, and the way their world developed because of it. Vilydunn is inspired by the writings of H.P. Lovecraft and Edgar Allan Poe (as well as my own nightmares), but also takes a lot of inspiration from video games, most notably Doom 3 and Diablo / Diablo II. These sources should be your primary sources for your own ideas if possible, but they are by no means the only options available to get the right feel for Vilydunn.

[/spoiler]

Building a Campaign

The beauty of the way Vilydunn is designed is that many things are only superstitions, rumors, and what-ifs; the real nature of things is up to you. Although reading Golden Age of the Nightmare and Haveneast will reveal what eventually happens to the world, what happens now (and maybe even in the end) is up to you. There is a wide variety of antagonists to use on your game, including a large number of monsters right out of the Monster Manual.

[spoiler=It's Your Game]

As has been said before and is emphasized in D&D, the campaign is ultimately your game. That is why Vilydunn is intentionally left vague in its histories, origins, and realities: so that you can decide what they are. It might be that you choose to follow the "canon" (as in, what I've written in the offspring of Vilydunn, Golden Age and Haveneast) of the setting and have it be that eventually Vilydunians learn that they are the monsters, or you might do it a different way. Each piece of knowledge however large or small is subject to debate by a DM and inquiry by the players - and sooner or later you'll have to make a decision on what the answer is. Much of what terrorizes the common people might truly be supernatural, or you might choose a more mundane approach (a la The 13th Warrior) and have most of it actually be twisted mortals (there is actually an option set up for this in the Na'ril Dum). Vilydunn may be on a planet like Earth, or it may actually be a flat world, beneath which through dark tunnels and mine shafts lurks the Abyss of the Damned and other horrific places, and above which is Azlorn, though the stairs to ascend crumbled long ago and allow passage no longer.


[spoiler=Where to Run It]

An encounter or series of encounters that leads to an entire story can be found most anywhere in Vilydunn, be it in the middle of a city, in the stormy Gulf of Jivyl, or lost in the Forbidden Swamps. The setting isn't set up so that all of the potential dungeons and other adventure locales are already written and located on a map (quite the contrary, actually), so as a DM you can do what you want to do nearly anywhere. What is important to note is that in Vilydunn, run-down and condemned insane asylums are every bit as common as castles overlooking borders, and outside the cities and often-traveled countrysides, strange obelisks, ruined temples, and forgotten mines that lead to who knows where are frequent. The farther one gets from civilization, the more lonesome and ancient the features of the land become. Even if you decide your campaign involves uncovering a conspiracy in the heart of the city and doesn't do a lot of dungeon delving, you will not be left high and dry - there are many cities of varying appearance and personality dotted about the land.

[/spoiler]

[spoiler=Finding a Story]

Coming up with a plot should be fairly easy for you - no matter who you are, if you live in Vilydunn something terrible is going to find its way into your life - be it one of the Na'ril Dum who hunt you knowing their dark masters will devour their souls should they fail, a long-forgotten city being uncovered on a frontier and accidentally awakening an undead menace, or a search for a cure to madness while seeking to put an end to what causes it. It seems that The Nightmare and its malicious inhabitants work in many ways to corrupt and terrorize, as more texts of unknown age are always turning up in unexpected places that cause the foolish to run off with sword in hand. A player might accidentally witness a creature not of the mortal world moving about and be compelled to learn more. The Hallowed Order may seek out capable warriors to do work for them, while these warriors are unaware that those who summoned them are corrupt and as wicked as those they claim to battle.

It may quickly end up that the players have bitten off too much to handle at once, and this is fine - the burden of having such great responsibility with the knowledge they possess tied with the things they are required to do and the knowledge that the world itself is against them are effective means to immerse the players into their role as good's only hope.

[/spoiler]

[spoiler=Rewards and Getting Stronger]

Eventually, your players will grow in power. They'll learn things, defeat wicked adversaries, and come to understand the world a little better. But in Vilydunn, with its damaging magic and superstitous populace, what could you give your players as a reward? Well, at the end of the day the thing the characters may need most is a pat on the back and some time in a padded room, but they are by no means restricted from magic items. In fact, the remnants of past civilizations such as Verkemy are littered with magic - and most magical items left behind do far less damage to the mind than actually casting a spell.

The only problem with this is, magic items no longer come with a real market cost; this is because there is no market to trade them on. Similar individuals they meet along the way, mysterious mentors, or even monsters who would otherwise be their enemies may present opportunities by which to gain new items by trading their old ones, but as a general rule the equipment that the players will find is there to stay. This isn't necessarily a bad thing - especially if a large amount of the equipment consists of general protective gear, or utility items.

As for leveling characters, there is no real change in the rate that players can grow. It actually makes perfect sense for them to gain levels quickly: as soon as they start learning things that have been kept secret for hundreds of years, as well as things never meant to be known, their power reaches far beyond that of their peers (this is true even with the warriors). If they survive what they're up against long enough, they may become the nightmares of the things that stalk the night.

[/spoiler]
in progress
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Mezerous[/size]

"You must understand that the world as you knew it is a lie," the man said as he stared at the parchment on his desk. The room was well-lit considering there were no windows, just bookshelves on the walls. The floor was overgrown with moss and in some places was uneven due to twisted roots of some dark tree that had broken through. In fact, the entire place was slowly being reclaimed by nature, though the occupants seemed quite comfortable. Various tools and pieces of equipment lay strewn about the room and to the desk's right there was an open doorway, beyond which was an altar-table of sorts where a cadaver lay, fresh out of operation. In there, everything was very neat except for the stains of blood and other matter near the altar.

"They used to tell you they were just bad dreams," he continued. "They said there'd be no worries for you, except when it came to your quotas for the year. You were a good worker, of course. I passed your farm several times - your wife was so beautiful - were you dressed in a nobleman's clothes the whole world would've mistaken you for a king. She's dead now, though, and I don't know where they put her." The figure at the desk said this to a figure standing some three feet in front of his desk, who said not a word.

"But I digress. No, they were not just bad dreams - I think you're about to find out just how wrong you were. If you could only read as much as I have, you'd know what's going on here in Vilydunn, inside each and every person - and they don't even realize. Perhaps you should know first," the man at the desk said, getting up, "that our world is much, much larger than any map you have ever seen has shown." The speaker's appearance became apparent as he stood and stepped forward: a tall, powerfully built man with wavy brown hair, dressed in simple earth tone tunic and breeches and a black cloak. His face was a handsome but the glare he gave was frightening - possibly because he had no eyes, just empty sockets. Oddly, he moved as if he could see perfectly well.

"Your journey now will likely take you beyond the boundaries you once obeyed, but not to worry; you won't fear what you used to now that your eyes have been opened." The eyeless man stepped face to face and placed a hand beneath the other figure's chin, moving his head about as he checked him over. His listener said nothing. "I'll need you to go on an errand for me, see - I need some... how can we put this? Ingredients," he said to this man, this servant again, stepping to the side and taking hold of a gnarled, black staff. The eyes of the one he spoke to flickered a little as he did so. "Don't stop until you've retrieved them, and don't travel the roads except  by night. I'm afraid there's not much to you, and the locals might be a little worried if they saw a skeleton walking around." The man with no eyes brought his face back to meet his servant's, and as he looked into his eye-sockets he felt a connection, as if he were looking in a mirror. "Any questions?"

There was silence. Tiny, red points of light so deep inside that skull flickered again.

"Good."




The Journal

 All of my life I have felt no need to keep a record of my habits. What would I tell, and who would read it? No one, except perhaps myself, that's who. Yet now I share what I know with this dusty tome, overgrown with moss and bound in metal so dark it saps the heat from the air. Read on, and you may learn some things about this world. You may find that all you were ever told was a lie, or you may choose to forget all you've read. I care not - I'll come for you soon.

[spoiler=Entry One, 83rd of Spring, Eastern Forbidden Swamps]

Whilst on the Hunter's Road north towards Apterly, I encountered a trio of lost Aust'ene merchants. Ironic that the legendary folk would be unable to find their way. I informed them to make camp beneath a festering orchard of trees where I could return for them after reaching the town - they didn't need to know what I was after. Upon reaching the town I quickly gathered the supplies - isolated herbalists in the Swamp always make the best medicine. I waited until nightfall and returned to the merchant camp as a great bear, dismembering them in the darkness and hiding their remains beneath a gnarled tree stump. Later I will return for them, but for now I have more important matters. The rain at this time of year provides me with all that I need to hunt. I shall write more once I return.

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[spoiler=Entry Two, 11th of Wae, Asylum]


The current patient has been reacting rather well to the medicine - his babbling ceased for a time, and at one point inquired as to where he was. It seems that the ilslica cures the mind of lesser afflictions. Upon operation, it was revealed that the damage sustained to the cranium and the soft tissue inside was almost entirely healed by the drug over time. Once again his screams of pain from lack of an anesthetic were distinguishable from those that declared his condition - it has been so long since they contained enthusiasm. I could sense that the crows perched on the beam above the operating table were eager to feast, and as I could gain little more from this subject, I allowed them. Those test subjects with the appropriate conditions whom I had captured were no longer necessary for the testing of the drug, so instead they served as subjects for the testing of my surgical implements. I stitched their bodies back together and animated them, sending them on their way to retrieve the merchants' bodies from a few weeks prior. One can never have too many servants.


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[spoiler=Entry Three, 19 of Wae, Asylum]

Today I encountered a demon in a dying grove. The creature thought it amusing that I did not cower, but I quickly assured it I was no laughing matter as the earth and the woods made it a prison. The things thrive on fear and resort to taunting in the rare cases where the former is ineffective - they have been dealing with the weak-willed for far too long. Were it that its master was there to witness it weep. I wonder if they are taught to fear? This one seems incapable. Perhaps the best remedy for this demon will be to set it loose in Bravila - a church would be a fine target. Indeed... there has been too much of a religious presence here among my vile forest. I shall have to find out who has informed them that I am here and use them for research, once I clean up the mess that the demon has made.

I find it odd and yet entertaining how the animals of the forest look at me. They regard me with genuine fear but obey my words to the letter. They are far more useful than the dead - it is a shame they are as squeamish as most humans. It is only the murders of crows and the lone wolves that will walk with me without being commanded now. Well, they and their undead counterparts. I understand that several small towns on the south border of the swamp have been assaulted by many elk with fur black as night and eyes that burn red - how unfortunate.


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[spoiler=Entry Four, 22 of Wae, Study]

Sometimes I forget what it is like to be unfamiliar with the world. These naive men and women understand nothing, not even the ones who spend all their lives tending to the earth. They believe that by tearing down the forests and damming the rivers they can improve their domains, but in reality they are only sealing their fate. As time goes on they will see that what they have done becomes difficult to reverse, but it will be too late. I will do my best to prevent this, but not because I care for them. Their war lies with their minds, not with nature.

It seems that my asylum is growing to be a popular site for inquisitors - I have witnessed no fewer than thirty members of the Order on my doorstep in the last week. I do not know how they located it, but they will soon find they won't be able to leave. I find it amusing reading captured maps of the area - the fools depict the entire northwest of the continent (barring distant Grugast) as nothing but swamp. It hasn't been that way since... since I came. Where things were once barren and rotting there are now woodlands and fields of a noxious beauty. Among some of the pits and other traps I have lain I have discovered the remains of more men and women from that annoying Order, and have hidden them away for later use. I have no doubt that their corpses shall make good minions, and I may even seek to gift one of them with a soul.


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[spoiler=GitHub]https://github.com/threexc[/spoiler]