Showing posts with label Hometown23. Show all posts
Showing posts with label Hometown23. Show all posts

Wednesday, May 10, 2023

Dungeon23 (Bonus): Encounters in Alkastra

Alkastra's Marketplace attracts people from all over the Marklands (AI image courtesy of NightCafe.)


My apologies for the delay of this post.  Unfortunately, trying to stay within that fine line between uselessly simple encounter tables and far too complicated ones (as much as I love Judges' Guild's Ready Ref Sheets, the encounters are a little hard to roll on the fly) made this a task go beyond the scope my main Dungeon23 project.   

Thankfully, Papers and Pencils’ very creative methodology for making random encounter tables came to the rescue, and I’ve used it here liberally.  I hope they meet expectations, (and if not…Hey! It’s free!  What do you expect?)

 

Using the Encounter Tables

Encounters in Alkastra have a 1-in-6 chance of occurring once per hour.  Some results may require additional rolls on the table or other tables below.  The writer recommends that these tables be treated as living documents.  Once you use an encounter, consider crossing it out and devising another, to keep things fresh.

 

Gate Quarter Encounters (2d6)

2. Roll on the Dragonkind table.

3. A group of six (6) traders hiring guards are actually werewolves securing future meals.  At night, a lost woman is actually a lesser vampire that somehow made it to shore from the Peregrine (see the Docks entry in the River Quarter.)

4. Five (5) young, (1st-level) thieves work together to pickpocket the adventurers.  At night, the same number of shadows, stalk them.

5. A merchant caravan is arriving or leaving and blocking the streets (movement cut by half.)  At night, five (5) mercenary guards (treat as brigands) are out for fun and may be belligerent.

6. Two (2) normal humans peddling their wares at adventurers from both directions.  The distraction has a 1-in-6 chance of resulting in a pickpocket.  At night, the same number of “saucy tarts” proposition the adventurers for their dubious services; there is the same chance that the proposition is a setup for a theft or mugging.

7. Roll 1d6: (1-4) 1d4 normal humans appropriate to the Quarter*, with reaction roll determining disposition, (5) roll twice (cumulative,) or (6) roll on the Alkastra NPCs table.

8. A beggar (normal human)…begging.  If given money, they have a 1-in-6 chance of providing a useful rumor, but also the same chance of attracting 1d4 more beggars (this is cumulative to the point the adventurers may have their hands full with a multitude of beggars and orphan children.)

9. Three (3) husky tradesmen (normal humans) don’t like the adventurer’s looks and shout epithets, but won’t get violent unless they outnumber them.

10. A gang of six (6) thugs (bandits) eye the adventurers and may follow them for a mugging (1-in-4 chance of them being gnolls working for Japhet.)

11. An infamous mercenary lord (9th-level fighter, AL C) and his entourage of six (6) fighters of 1d4+2 levels each, may be looking for new recruits, or just throwing their weight around.  At night, three (3) drunks (normal humans) may react variably to the adventurers (1-in-4 chance they are adventurers instead with classes and levels equal to the party.)

12. Roll on the Sorcerers of the Marklands table.

* Workers, messengers, callers, gawking market-goers, street performers, gossiping goodwives (1-in-6 chance of rumor,) etc.

 

River Quarter Encounters (2d6)

2. Roll on the Dragonkind table.

3. Five (5) loitering thugs (bandits) looking for easy pickings.  At night, the same number of sailors (buccaneers) looking to press people into service as rowers.

4. Two (2) sailors/laborers (normal humans) carrying heavy loads in the way of the adventurers (1-in-6 chance of dropping their load and blaming the characters.)  At night, the same number looking for diversion, which may involve a fight (2-in-6 chance per round of 1d4 more joining in.)

5. Four (4) dock workers or tradesmen (normal humans) are having an argument, which may come to blows.  At night, the same number of “brazen strumpets” turned health experts, recommend bed rests to protect the characters from harm.

6. Three (3) pushy peddlers offering anything from “fresh” fish and river oysters to small, finished goods and trinkets (players move at half speed.)  At night, the same number of “slovenly trulls” cat-call to adventurers, and insult or spit at them if they are ignored or denied.

7. Roll 1d6: (1-4) 1d4 normal humans appropriate to the Quarter*, with reaction roll determining disposition, (5) roll twice (cumulative,) or (6) roll on the Alkastra NPCs table.

8. Four (4) street urchins offering guide services for coin (1-in-6 chance of one being a pickpocket.)  At night, the same number of sorry-looking gobb-men with sharpened sticks looking for rats, river frogs…or other easy prey.

9. A number of merchant boats just pulled into the dock and are bringing in cargo (characters move at half speed.)  Trying to push past them may anger the sailors and laborers (treat as buccaneers.)

10. A thief (bandit) shadows the characters for a potential theft later.  At night, a lookout (bandit) shouts to six (6) smugglers (buccaneers) at work, which now threaten the witnessing characters.

11. A party of 2d4 rival adventurers (same classes/levels as characters).  These are 2d4 drunks at night; roll 1d6: (1-3) laborers/normal men, (4-5) sailors/buccaneers, (6) adventurers (same as day result.)

12. Roll on the Sorcerers of the Marklands table.

*Craftsmen, fishermen, laborers, sailors, unfortunate loiterers (esp. in the Crumbles,) etc.

 

Citadel Quarter Encounters (2d6)

2. Roll on the Dragonkind table.

3. A noble knight (3rd-level fighter,) his squire (2nd-level fighter,) and five (5) guards (1st-level fighters) on the move; 3-in-6 chance they are mounted.  At night, they are going to, or returning from an event at the Citadel, or a noble household.

4. A diplomatic entourage of four (4) dwarves (4-in-6 chance,) or three (3) elves (2-in-6 chance)

5. A well-to-do merchant with his bodyguard on business during the day, or pleasure at night; -1 to reactions during the day, -2 at night.

6. Two (2) servants (normal humans) cleaning; 1-in-6 chance they mindlessly empty a bucket, chamber pot, or sweep dust right on the adventurers.  At night, a swarm of 13 giant rats was expelled from one residence, and is looking for another.

7. Roll 1d6: (1-4) 1d4 normal humans appropriate to the Quarter*, with a reaction roll determining disposition, (5) roll twice (cumulative,) or (6) roll on the Alkastra NPCs table.

8. Three (3) commoners (normal humans) going to the Temple of Law for charity, but they may beg from the characters as well.  At night, it’s a medical emergency!

9. 2d4 City or Citadel guards (veterans) will question any characters that clearly look like they don’t belong there; they’re worse at night (-1 to reactions.)

10. A gentleman (treat as merchant) and his homely wife (day,) or stunning, courtesan mistress (night.)

11. Three (3) deliverymen (normal humans) on their way to somewhere important (Temple of Law, Citadel, noble, or merchant’s home.) Treat their package as U-type treasure.  If valuable, two of them are guards (veterans) instead.  At night, the same number of cloaked servants are actually wererats.

12. Roll on the Sorcerers of the Marklands table.

* Gentry, aristocrats (with veteran guards,) servants, monks/nuns (1-in-6 1st-level cleric Templars,) etc.

 

Outskirts Encounters (2d6)

2. Roll on the Dragonkind table.

3. A tiger has escaped captivity (likely from the Fighting Pit) and is stalking the Outskirts.

4. A gang of eight (8) wererats appear at first like bandits or smugglers.

5. Six (6) gnolls heard they could get solid work with their cousins in the city, but first they need loot to pay a smuggler to get them inside.

6. Four (4) bandits – robbers, thugs, and wolf’s-heads that typically infest the Outskirts.

7. Roll 1d6: (1-4) 1d4 normal humans appropriate to the Quarter*, with reaction roll determining disposition, (5) roll twice (cumulative,) or (6) roll on the Alkastra NPCs table.

8. Six (6) traders going to the city, Refugee Camp, or Downs.  At night, they’re smugglers, which may react badly.

9. Five (5) veterans (1st-3rd-level fighters;) Citadel guards in the south.  In the north, they are gladiators training or competing in the Fighting Pit, or Northmen for hire in the Camp.

10. Five (5) giant (driver) ants looking for (any) food.

11. Four (4) giant weasels hunting rodents that dwell on the river shore or are attracted to the grain in the mill near the Farms.

12. Roll on the Sorcerers of the Marklands table.

* Travelers, Farmers (Farms,) mourners or caretakers (Graveyard,) Northmen refugees (Camp,) the extremely unfortunate (the Downs,) etc.

 

Dragonkind (d4)

1. A subdued, white dragon is being brought into the city for sale.  There is a 1-in-6 chance that it breaks free and attacks.

2. A hydra (roll for number of heads) has emerged from the river docks and is rampaging through town!

3. A lone, gilded aristocrat or clergyman is actually a gold dragon in disguise.

4. 1d6 basilisks have wandered out of the Swamp (or escaped captivity) and are running amok.

 

Akastra NPCs (d100; in areas most commonly found)

01-04     Zeke Forrest (Outskirts in the Downs; adventure-specific)

05-08     Tybald Dufay (Citadel Quarter, any gambling establishment, incl. Outskirts in the Pit; adventure-specific)

07-12     Lord Aegon Krunner III, Duke of the Citadel Quarter (Citadel Quarter, places of vice in others, Fighting Pit in the Ouskirts; with entourage)

13-16     Jumal the Moneylender and/or family (Gate and Citadel Quarters on business, Street of Shrines for worship)

17-20     Marcus Hargran the Leatherworker (Stank Alley in the River Quarter, adventure-specific)

21-24     Rhodessa the Duchess of the River (River Quarter, Outskirts in the Downs; with gang members)

25-28     Jin Quan the Duke of the Gate Quarter (Obscure shop in the Gate Quarter; small community of fellow homelanders in the River Quarter; with bodyguard(s); or openly in the Cloaca)

29-32     Prince Cayl (Citadel, Gate Quarter; with heavy entourage)

33-36     Bishop Phelios (Citadel and Temple of Law in the Citadel Quarter; with entourage)

37-40     Abbess Aelgifu (Temple of Law in the Citadel Quarter, Gate Quarter in disguise to see daughter.)

41-44     Elder Geoffrey (Temple of Law in the Citadel Quarter, others with Templar entourage, or in disguise for secret sectarian meetings)

45-48     Zirhan the Astrologer (Street of Shrines in the Citadel Quarter; adventure-specific)

49-52     Publius Septorin (Citadel, Gate, and River Quarter on business; with bodyguard)

53-56     Nar Petrovin (River Quarter, Outskirts in the Fighting  Pit; adventure-specific)

57-60     Gytha Redbrand (Citadel Quarter; with entourage)

61-64     Eadild Redbrand (Citadel or Gate Quarters; with entourage)

65-68     Alric Redbrand (Citadel, Gate, or River Quarters; Outskirts to meet Iseult Verisey)

69-72     Helene and/or Gilbert Verisey (Citadel Quarter, with entourage)

73-76     Iseult Verisey (Citadel Quarter with family and/or entourage; cloaked in the Gate, River Quarters, and Outskirts to meet Alric Redbrand)

77-80     Milo Verisey (Citadel and Gate Quarters on business; possibly with family and/or entourage)

81-84     Remi Verisey (Citadel Quarter leaving or returning from a bender; drinking or lotus-smoking establishments in the Gate, River Quarters, and Outskirts, incl. the Downs and the Fighting Pit)

85-88     Grent the Smith (River Quarter on Smith’s Row; Citadel or Gate Quarters on business; Outskirts at the weekly Pit fight)

89-92     Hildegaard the Apothecary (River Quarter near the Crumbles; Gate Quarter and Outskirts in the woods or Swamp, obtaining supplies)

93-96     Hrefna the Floplady (River Quarter in the Crumbles; Gate Quarter in the Marketplace)

97           Tyrlach the King of the Downs (Openly in the River Quarter and Outskirts with bodyguards; in disguise in the Gate and Citadel Quarters)

98           Lythia the Consort (Citadel Quarter, others passing through with heavy entourage; Kingdom of the Downs in disguise)

99           Thraxus the Regent of Alkastra (Any, with heavy entourage: “Make way for the Regent!”)

100         The Crone of the Swamp (The Swamp in the Outskirts, possibly others in disguise)

 

Sorcerers of the Marklands (d4)

1. Efarihm the Blue (8th-level Magic-user, AL L): The current Magist of the Citadel is a thin, pock-marked older man wearing heavy, indigo garments, and leaning on a gnarled walking staff.  Efarhim affects the look and mannerisms of the stereotypical, wise, old wizard of stories, but he is more intelligent than insightful.  His counsel amounts to little more than repeating sage-sounding quotes from his many books that any well-read person would recognize.  Most know better than to point this out; lest he turn them into a newt (they won’t get better.)  In the city, he travels with four (4) Citadel guards (two 5th-level, one 3rd-level, and one 2nd-level fighter.)  His lanky apprentice, Fremund (2nd-level magic-user) is usually not far behind, carrying his teacher’s things.

"Remember!  A bird in the hand is worth two in the bush!" (AI image courtesy of NightCafe.)
 

2. Ilhaen of the Many-Rayed Star (8th-level Magic-user, AL C): This trim, middle-aged woman has flawless, tanned skin, black hair with a shock of gray, and an intense gaze.  She wears vestments in a style of a bygone age.  Ilhaen is older than her appearance suggests, and engages in many complicated revenge schemes against enemies forgotten to history and their descendants.  She plays the long game…literally.  Her three (3) ladies-in-waiting are actually sorceresses themselves (magic-users with 1d3 levels each) who spy and perform other tasks for her.  Her two (2) bodyguards (4th and 2nd-level fighters) also get their hands dirty for her from time to time.

"At last, you will pay for your great, great, great grandfather's insult!"  (AI image courtesy of NightCafe.)

 3. Ovisior the Fallen Prince (8th-level Elf, AL C): Ovisior is a particularly Fey elf with olive skin, long, bleached hair, and a glittering amulet showing from his immodestly-bared chest.  His siamese cat familiar is never far from him.  Ovisior is a perpetually-bored hedonist looking for greater and more bizarre diversions, and will use magic for the slightest reason, since he is addicted to its eldritch sensation.  Although he is a son of the late Xengar, he bears no grudge against Alkastra and its people (“Father was always such a short-sighted boor.”)  His entourage includes 2d4 fans, lovers, hangers-on, and/or sycophants, many who join Ovisior in his bizarre escapades.  They range from normal humans or other elves, to adventurers with 1d4+1 levels (2-in-6 chance each.)

4. Omonzohra the Seeress (10th-level Magic User, AL N): This frail-looking woman always has the appearance of being on the road, with dusty clothes, sun-beaten skin, and pale, disheveled hair.  She wears multiple chains with arcane charms around her neck, and her eyes dart around frantically, as if she’s she is observing multiple things at the same time.  Her random appearances and actions may seem inscrutable, but she is actively witnessing (or meddling in) complex prophecies.  She travels with four (4) other seeresses (magic users with 1d3 levels each) from her obscure order, and their faithful bodyguard Kintaro (3rd-level fighter, AL L,) an honorable warrior with an exotic sword.

Omonzhora already knows your fate.  She is just helping it along.  (AI image courtesy of NightCafe.)

 

Monday, May 1, 2023

Dungeon23 (Hometown23): Alkastra City Map

 Map of Alkastra

 

This map is released under the terms of the CC BY-SA 4.0 license.

Area Keys

Gate Quarter (Entries 1-7)

River Quarter (Entries 8-14)

Citadel Quarter (Entries 15-21)

Outskirts (Entries 22-28)


Movement on the Map

Movement on the city map can be done in the same manner as dungeon exploration.  However, due to the city's cramped nature and winding, narrow streets, parties move at half speed.  Encounters occur as normal for dungeon exploration, and hourly rests can entail people-watching, enjoying street food ("you don't know how long it's been there!",) or ducking into a tavern for a drink.

Link: Alkastra Encounter Tables (Forthcoming)

Link: Alkastra Rumor Tables

 

Commentary

 

The Murder-Hobo Dungeon

I am definitely in agreement with some voices in the OSR that say the home base should be essentially the Chaotic dungeon, where the proverbial murder-hobos can get up to all sorts of shenanigans and trash the GM's carefully-constructed setting.

However, this tends to work better in the smaller scale, with Gary Gygax's Keep on the Borderlands and The Village of Hommlet being the seminal examples of this.  In deciding for Alkastra to be a larger settlement, and with only 28 entries to fill, I had to abandon that idea.  Yes, I am more than familiar with the City State of the Invincible Overlord, but again, I had a mere 28 entries to work with, and so I asked myself: "Am I Bob Bledsaw?"  The answer was "No."

The Invincible Overlord himself.  RIP.
 

Instead, I decided to err on devising interesting characters, adventure hooks and situations, and (hopefully) fun encounter tables, while also answering the important 20 Questions of a campaign setting.


Is Alkastra a City or a Town?!

Well, its both.  I don't mean to be coy, but I couldn't decide and it shows in the entries.  Technically, it has been both throughout its checkered history.  I finally settled on a small city of about 13,000 souls, similar to 14th-century York.  (In fact, I can neither confirm nor deny that if you squint and turn the map of Alkastra just right, you might see a bit of medieval York.)  That number grows or diminishes depending on the season. 

To better visualize the city, think of the stone structures and ruins as a mix of Roman Britain and Moorish Spain, with wooden and thatch buildings varying from the Viking and Anglo-Saxon periods of England's history; if they had all somehow existed together on the shores of the Mississippi, that is.  There is also inspiration from the Expert Set's town of Threshold, and The Temple of Elemental Evil's seedy town of Nulb in the form of the Downs shantytown.


Return of the Robots!

You will no doubt notice that I began playing with AI art via NightCafe.  Like ChatGPT, the results seem to be 20% amazing, 80% trash and/or the stuff of nightmares (though it worked for the Laughing Man. Hah!)

I realize there are ethical issues involved with using AI art, and I hope the dear reader will forgive a humble hobby blogger that wishes to add color to their otherwise drab blog.

 


Dungeon23 (Bonus): Rumors in Alkastra

The taverns of Alkastra are abuzz with rumors and hearsay (AI image courtesy of NightCafe.)


Rumor Table (d6)

1-2 Temple of the Snake Cult

3-4 City of Alkastra (not recommended for basic-level characters)

5-6   The Northern Marklands (not recommended for basic-level characters)

 

Temple of the Snake Cult Rumors (d20)

1.       The Snake Cult brought both treasure and horrors from distant lands in large urns.  (True)

2.       The Temple of the Snake Cult is lousy with vicious little mongrelfolk that will try to ensnare you with ambushes and cunning traps.  (True)

3.       Inside the Temple of the Snake Cult is a bronze cage where they kept their most valuable hostages.  There might still be jewels with those unfortunate bones.  (False)

4.       The Snake Cult sometimes kept snakes inside their unholy altars, but surely they must be all dead by now.  (False)

5.       Did you hear about Selonius?  The Watch was looking for him and his crew on smuggling charges, but the sly old dog fled to the hills before they could catch him.  (True)

6.       The priests of the Snake Cult were entombed with their treasures, but guarded with traps and watched by the undead. (True)

7.       Those who delve deep into the Temple of the Snake Cult may fall to the vicious traps of the hobb-men that dwell within.  (True)

8.       The Snake Cult’s High Priest had a magic mirror that told him the future.  (Mostly false, but partially true)

9.       The Snake Cult used to embalm their precious dead, others they would just dump in a cavern below to become food for their priests. (Disgustingly true)

10.   The priests of the Snake Cult enjoyed many luxuries and pleasures in their Temple.  They even had their own bathhouse!  (True)

11.   The Snake Cult had an inner sanctum where they enjoyed the most decadent, forbidden pleasures.  I imagine naught is left of those lucky revelers save their shades.  (True)

12.   The Snake Cult sometimes hid their treasures behind sorcerous illusions, but once past these it is safe to take the wealth. (Partially true, but also dangerously false)

13.   I heard the leader of the hobb-men below the Temple is rather reasonable, for a monster. (Mostly false)

14.   Under the Temple is a library of valuable works, but they can never be taken from this room.  (Partially true)

15.   Be wary of passing through the gaze of the Snake God!  It will weaken the heroic of heart!  (True)

16.    Giant insects live in the caves under the Temple of the Snake Cult.  (True)

17.   The members of the Snake Cult were degenerate anthropophages.  They had burly, mongrel servants that butchered and served human flesh to their masters.  (True)

18.   Don’t go to sleep in the caves under the Temple!  Glowing snakes will enter your mouth and you’ll never be the same again!  (Partially true)

19.   Beware giant fish with pearls in their mouths!  (True)

20.   Those who make the arduous climb into a gorge behind the Temple of the Snake Cult may find secret caves that lead inside.  (True)

 

Alkastra Rumors (d20):

1.       Pay decent coin at the Caravanserai, and your animals and goods will be safe (True)

2.       Jumal the Moneylender is an easy mark to rob; barely any guards at his place. (False)

3.       Watch your pockets and purse when you’re at the Marketplace! (True)

4.       Jumal is a dishonest moneylender.  He will never deal with you straight! (Mostly false, but partially true)

5.       The Captain of the Watch is looking for someone to help solve that terrible murder near the marketplace.  Mythras bless his kind heart!  (True)

6.       Hrefna’s rooms are pretty quiet and private, for a place in the Crumbles.  (False)

7.       If you can’t afford the Temple of Law, you can get help for your ailments at Hildegaard’s.  I heard she even has special herbs for “cleaning” if you’re connected.   (True)

8.       You can get the best weapons and armor at that dwarf Grent’s shop.  That’s why even the Regent and his men buy from him.  (True)

9.       I got fleas sleeping at Hrefna’s Flophouse, but at least I didn’t get robbed. (True)

10.   I saw that pretty daughter of the Veriseys down in the River Quarter.  I hope she didn’t get hurt there.  (True)

11.   I heard old Nar the beast seller is at the Pearl looking to pay folks for a job.  (True)

12.   I got my fortune told at the Street of Shrines, and it came true!  (Partially true)

13.   Remi Verisey may be a drunk and a lotus-smoker, but he tried to stop that poor old prophet from getting murdered.  (False)

14.   Zirhan the Astrologer is a kindly soul.  That’s why so many people go to see him to have their stars read. (False)

15.   Don’t go to the Graveyard at night.  It’s the dead’s time.  (True)

16.   Good, strong Northmen for hire in that camp past the North Gate.  They’ll work for cheap too!  (True)

17.   I heard that “minotaur” champion in the Pit is just a burly man wearing a bull’s head.  I’m going to bet against him next match.  (False)

18.   If you get caught by the Watch, they’ll send you to work at the Regent’s Farms, and if you make a fuss, you get sold to the Veriseys for their mines!  (True)

19.   Deep in the Swamp, you can find the Crone if you have the heart and bollocks for it.  She’ll grant ye a favor for a price.  (True)

20.   I heard that wanted pirate, Zeke Forest is spending a lot of time in the swill shops of the Downs, but bring steel if you head there.  (True)

 

Rumors of the Northern Marklands (d20)

  1.  The Patriarch of Sargos keeps the town orderly and safe for pilgrims of the faith. (False)
  2. In the northern periphery of the Feywood Forest, there is the tomb of a great king with treasures ripe for the taking!  (False)
  3. Good profit to be made on the route from Avoney to Oakhamshire.  (False)
  4. The first oasis in Akkha on the road to the Endless Waste is a safe place to stay and supply for the journey. (Somewhat false)
  5. It's not safe for dwarves in Avoney anymore.  A few were taken in the night!  (True)
  6. There is a piece of the ruined City of Humankind two days or so southwest of Akkha.  (True, but this is a fatally wrong location)
  7. Those halflings over the Mantle Hills to the northwest are very friendly and welcoming to outsiders. (Currently false)
  8. Oakhamshire is no longer safe to trade in.  The Baron's men will take you for everything you have, or send you to the dungeon!  (Currently true)
  9. The dwarves in the mountains north of the Feywood have a fabulous hall where they make high quality arms for a reasonable cost.  (No longer true)
  10. Legend has it that he Lord-of-all-Cats lost his Eye, but it still exists.  Surely he would grant a boon to anyone that can return it. (True)
  11. In the woods across the river south of Avoney, there is a ruin full of faerie folk that sometimes grant wishes.  (False)
  12. We passed a handful of wrecks on the forested side of the river north of the Highlands.  I wonder if there was good salvage.  (True)
  13. Oakhamshire is an excellent place to trade, and the Lord of the town is fair and just.  (Currently false)
  14. The ruined Castle Delwynn near the Dread Mire has great treasures stored high above in its tower. (Mostly false)
  15. People have been disappearing around the North Highlands.  (True)
  16. There is a peaceful meadow full of fat herds southwest of the Riverwatch Hills (Partially true.)
  17. There are fruit orchards past the North Highlands where the locals are real friendly.  (Mostly false)
  18. The Jarl of Soderstrand is a secret convert to the Lords of Law, and wants to spread the faith in the barbarian north.  (False)
  19. Watch yourself in Soderstrand; Jarls’ spies are everywhere. (True)
  20. If you want a pegasus mount, it’s easy to catch one in the Wildwood a day or so south by river from Avoney.  (Slightly true.)


Year Two (or How to Sink a Blog)

  TL/DR: Year Two was the lesser, but still fun sequel to Year One. Happy New Year, and welcome to 2025! Been a while, huh? I don’t know how...