Pruinaz - City of Cold and Ash

By Al Baker

Locked in Time…

Near the whispering plumes of the Ashen Twins, lies the ruins of a once magnificent city. Drifts of ashen grey snow wash along streets that were once filled with life many centuries ago. Called “Pruinaz” by those who came across it, this city remains locked in the cold, pallid claws of time. Under the dreary, overcast sky, all is not still and silent within its walls. Amidst soot-covered towers, shops, mansions and homes, the dead walk.

The inhabitants, long perished from a cataclysmic tragedy eons ago, haltingly move about in parody of life. Clothes and skin encased in pallid dust, many of them go about the tasks they were engaged in before their sudden demise. These sad caricatures of the past are eternally trapped in a cycle of toil and tedium.

Venturing further into the sprawling metropolis, where the buildings are more grandiose, this is not the case. The elites and aristocracy, while still moving with a stiffened gait, clearly have more of a will. Though much time has passed since they drew breath, they still plot and scheme to further their power and ambitions. All of these courtly machinations permitted under the all-pervading gaze of the Tornasus, the King Entombed!

 

 

Though called "Pruinazi" by the local inhabitants, the dead of the sprawling ruin of Pruinaz have been given another name; the ashencold. These poor, unfortunate souls are trapped in the physical world by the horror of their ash crusted bodies and the indomitable will of The King Entombed. When not moving about in the doomed cycle of the past, they have been seen falling under the sway of those of stronger will, becoming chattel. Many of the more willful of the dead of Pruinaz can be found among the city’s once affluent, though there have been exceptions.

Once in a while, an ashencold’s mind can reawaken from their fugue state, coming to the realization of their plight. This can result in ashencold rampaging through the streets, venting their rage and confusion on whatever is within reach. When this fury has played out, the wakened ashencold will come to terms with its situation. If their will is strong enough, the awakened may strive to make those around them into chattel and grow their own influence. Others will seek out their kin and loved ones to shepherd them to places on the outskirts of the city, hoping they too will awaken. Fewer still leave the city, seeking either a cure for their condition or final release from their cursed form.

 

Beyond the common rabble of the city, are the expansive manses and grand estates of Pruinazi’s upper echelon. Within ancient walls, whispered secrets haunt dusty hallways. Amidst elegant gardens full of corrupted foliage and trees bearing glowing fruit, the undead affluent plot.

During the city’s peak, there were many wealthy and noble families that gained their power either through royal favor, political maneuvering or monetary influence. However, attainment of this lofty status was oftentimes not enough. Luxury and wealth did not guarantee a peaceful life. These families would engage in subterfuge, bribery and even assassination, to further their ambitions. In the game of power, alliances were born, factions formed, and treachery became the rule of the day.   

After the pyroclastic embrace and the power of the Ashencold Curse claimed the city, many wealthy families were lost. As the centuries passed, the new dynamic of dominance began to hold sway. Where once power was gained through fame, wealth or power, now it is attained through strength of will and number of chattel. Most of the aristocratic houses have now been consolidated into five Great Demesnes, each vying for supremacy. Contests and disputes arise over territory and chattel, as the Eternal Dance for supremacy carries on.

 

 During the late Transition period of Kandris, the boy who would become The King Entombed was born into a family that ruled a small kingdom for over three centuries. As a boy, Tornasus was precocious and affable, with a magnetic charisma that marked him as a king. All throughout his youth and tutelage, he amazed those around him with his understanding of politics, economics and statecraft. His royal parents were overjoyed at the almost limitless potential of their son and the kingdom’s future.

Sadly, tragedy occurred while he was scarcely out of his adolescence. A powerful earthquake struck the kingdom, damaging many buildings, even the palace. Once the rumblings subsided, a full third of the land was destroyed. Many tears were shed at the loss of homes and loved ones. Chiefly among them was the young prince. His parents were both crushed under rubble found in a nearby hallway. Tornasus was weighed down under the terrible realization that his mother and father were taken from him. Fearing chaos and instability, the young man was hastily crowned king.

As the people buried their dead and tried to rebuild, the surviving courtiers plotted and positioned, each seeking to gain control over the brilliant, but untested new king. Not a small amount of blood was spilled in attempts to secure power in the coming regime. Overcoming his grief and inexperience, Tornasus expertly pitted them against one another. This ensured that no one faction could gain too much influence and pose a threat to his power. Time passed and the young man became a master of not only his domain, but the inner workings of the region, shaping his kingdom into a true political power.

The kingdom’s influence spread far beyond its borders, and it enjoyed a veritable golden era under Tornasus’s rule. This promising time came to an end suddenly, when two of the nearby mountains suddenly erupted. Before anyone could register what happened, a titanic cloud of volcanic ash swept over the entire capital city. Everything, from the furthest outskirts to the royal palace, was claimed by the fury. Unwilling to relinquish the city and kingdom he had sacrificed for, Tornasus’s unyielding will and spirit clung to the mortal world and all he considered his, from the smallest blade of grass to the grandest estate. Centuries passed until the planet finally rested from its traveling. Now with the strange forces that course through the land, the dead of the city now called Pruinaz are walking, forever bound by the baleful edict of their king.

 

 Although given a wide berth by the nearby communities and settlements, the strange condition of Pruinaz draws the attention of the daring and curious. Many expeditions have set off into the sullen ruin of the city and returned with many artifacts and new knowledge of the area’s history. However, it is often the case that some, if not all, of the party are lost in the effort. Those that survive the trip may be wounded in one way or another. Regardless of the results, the local inhabitants will avoid these explorers at all cost. This custom is stringently enforced, as the people here have learned a hard lesson; any who enter and leave the city may soon return to it, permanently.

The Curse of Ashencold or the Ashencold Curse, is a slow and deadly malediction. Any physical contact with either the residents, buildings or anything within Pruinaz’s environs has a high chance of inflicting this curse. Those afflicted will begin growing patches of light gray ash on various places on their body. Over time, as more ash patches will appear, the victim will begin moving in a stiffened manner. If left untreated, the afflicted will die within a few days. Sometime after their death, unless the body is cremated, the victim will resurrect as undead. Whatever clothing and goods were buried with them will appear rotted or crusted in ashes, regardless of passage of time. The newly risen ashencold will begin marching wordlessly and unerringly towards the city of Pruinaz, adding to its population.

The 5 Sisters - Volcanic activity on Kandris

The Twilight Mountains, home of the 5 Sisters

By Al Baker

Situated within the spectral expanse of the Twilight Mountains, a veritable chaos of jagged rock formations reaching skywards, a formidable constellation of five stately volcanoes—known collectively as the Five Sisters—casts a solemn, watchful gaze over the icy wilderness of Kandris, an extraterrestrial planet. Each of these towering colossi, currently existing in unique stages of geothermal activity, visually narrates the stirring tale of the planet's tempestuous geological chronology. Like indomitable sentinels, they provide testament to the relentless processes of creation and dissolution, an unending dance of shaping and reshaping that marks the frost-clad landscape of this far-flung world. Each Sister contributes an individual tone, a distinct resonance, to the harmonic symphony of Kandris's natural narrative, their voices echoing through the eons.

 

The first among these natural marvels is Rhumburada, aptly christened 'The Thunderous'. This geological titan conducts a dramatic ballet of fire and fury, its spewing embers pirouetting in the alien night sky, painting a terrifying yet awe-inspiring spectacle. A beacon of potent heat, it serves as a lone hearth within the otherwise merciless, biting cold of the Kandris environment. The seething pyroclastic storm paints an extraordinary tableau of volcanic lightning, with each electrified stroke etching a brilliant silhouette against the backdrop of the eternally dusky sky.

Rhumburada's imposing spectacle is more than merely visual, as it captures and encapsulates the inherent extremes of the Kandrisi existence. It serves as a poignant symbol of paradoxical elements—here exists a world frigid and frostbitten on the surface, yet nurturing a fervent, incandescent heart beneath. Rhumburada, with her passionate flares and ardent eruptions, highlights this stark dichotomy. She bears a visual testament to the elemental polarities contained within this icy planet, setting a stage for the waltz of creation and destruction, birth and death.

 

Casting long, quivering shadows far from the fierce illumination of Rhumburada's volcanic pyrotechnics, the Ashen Twins weave their own tale—a tale of quiet, enduring resilience. Their ceaseless belching forth of thick, heavy volcanic ash cloaks the immediate territories in a blanket of gray, the resulting landscape a monochromatic counterpoint to the searing, incandescent display of their older sister. The Ashen Twins, with their gray veils and monotonous pallor, contribute a serene, calming influence to Kandris's otherwise tempestuous geological theatre.

The Twins' contribution to the planet's narrative is not as visually striking as their older sister's, yet it's vital in its own way. Through their ceaseless ash emissions, they create an undulating canvas of gray dunes, shaping and reshaping the landscape with each passing moment. The ever-changing dunes, subtly shifting under the quiet caress of the alien winds, add a note of tranquillity, a soothing motif to the planet's otherwise raucous geological symphony. They represent the patient, unyielding strength of Kandris, a testament to the enduring spirit of the frigid world they inhabit.

 

Next, we encounter Idene, a geothermal giant fondly referred to as 'The Seething'. Unlike her more dramatic siblings, Idene is a study in muted elegance, her pockmarked crown perpetually cloaked in billowing clouds of silvery steam. The constant plumes unfurl themselves into the sky, their ethereal tendrils reaching out to embrace the distant heavens, a gentle reminder of the latent inferno that pulsates beneath Kandris's icy surface.

Idene, in her subtle majesty, embodies the paradox that is Kandris. On the surface, her calm, tranquil display of steamy exhalations paints a serene picture, yet it belies the tempestuous energy simmering beneath. The seeming tranquility is a mere mirage, concealing the seething heat and fiery rage that lurk beneath her frosted exterior. With her steamy crown and icy veneer, Idene is a testament to the hidden complexities of this extraterrestrial world, a quiet, solemn ode to the simmering potential beneath its icy shell.

 

The closing chapter of this quintet is heralded by Shalembrim's Crucible, a volcano that brings a tinge of the mystical to Kandris's geophysical narrative. This last Sister is more than a geological marvel; it is a spiritual nexus, a home to restless spirits and ephemeral elementals that defy physical constraints. The Crucible's heart pulses with a form of energy that transcends the ordinary, its otherworldly glow a beacon for entities that exist beyond the physical plane.

The spectral inhabitants of the Crucible, their ephemeral forms flickering against the backdrop of geothermic activity, add a touch of the supernatural to the Five Sisters' saga. These spectral beings lend layers of depth and complexity to the Kandris narrative, their mystical presence creating a vibrant juxtaposition against the geological drama played out by the Sisters. This meeting of the ethereal and the physical adds a rich note of enigma to Kandris's symphony, a motif of mystery in its grand geological composition.

 

Collectively, the Five Sisters, each unique yet unified in their common themes of volcanic activity and geothermal dynamism, paint an intricate and captivating tableau of Kandris. They stand as potent symbols of the raw, untempered forces at play in this icy world, their individual and interconnected tales combining to weave a larger, more captivating narrative. Each contributes a different tone, a unique note, to the concert, their collective music echoing across the frosty expanses of the planet.

This ensemble of natural marvels tells a tale of contrast and harmony, of fire and ice, of creation and dissolution. Each Sister, in her unique way, adds to the depth and richness of Kandris's tale, crafting a harmonious and captivating narrative that speaks to the geological grandeur and ethereal mystique of the planet. Their combined voices narrate the symphony of Kandris—a symphony of dynamic landscapes and ethereal energy, of silent resilience and seething fury, of mundane ash and extraordinary lightning—a testament to the remarkable planet and its extraordinary geological narrative.

Each element of the tale—the fiery brilliance of Rhumburada, the silent endurance of the Ashen Twins, the steaming tranquility of Idene, and the spectral allure of Shalembrim's Crucible—comes together to form the unforgettable saga of the Five Sisters. Together, they weave a narrative tapestry that is as rich and varied as the landscape of Kandris itself—a tapestry that embodies the planet's geophysical character and echoes with its indomitable spirit. Thus, the tale of the Five Sisters continues to unfold, a never-ending story in the icy wilderness of the planet Kandris.

Hoarfrost Host

By: Al Baker

Lore

Cold…

 That was the first thing I felt.

 Unending, cold--a complete absence of warmth.


 “Who am I?” I ask myself.

 You are no one--just a spirit, a spark of consciousness, a voice in my mind answered.

 “Why do I exist?”

 To serve.

“What am I?”

 You are a slave meant to do my bidding.

 “Yes master.”

  

Created from ancient ice and animated by the souls of living beings, hoarfrost hosts are walking contradictions. On the outside, it appears to be nothing more than a walking ice sculpture but within it lies a glowing bluish-white ember of consciousness.

 


Characteristics

 

Based upon the mindset of its creator, a host's appearance can almost be anything; from crudely cobbled together constructs to beautifully crafted works of art. Hoarfrost hosts are generally asexual, unless their creator gives them a specific gender when making them. They usually tend to be either a clear or icy blue to transparent in color. The only common factor is a brilliant, pulsating sphere of bluish-white light within its chest. Hoarfrost hosts are considered constructs and not undead, even though they are powered by the spirits of the dead.

A Mindworker and his Hoarfrost Host Servant

Construction

 

A hoarfrost host must be constructed from elements like snow or ice and the soul of a living creature, which is called a "spark". This "spark” must be from a humanoid or any creature that is at least sentient/intelligent. All memories from the spark’s previous life are suppressed.

To create the Hoarfrost requires Mindworkers of great mental strength and skill. The process is mostly straightforward but requires the strictest concentration and prodigious deft. The two-stage procedure is as follows:

1. Abilities – Taking the Soul out of the victim.

Psionic Supremacy – Similar to Psychic Domination [Unearthed Arcana] (Breaking the Ego Barrier).

Drahjan's Grasp – Removes the “spark” of a Victim of Psionic Supremacy. [Greater] version works on sentient creatures Large+.

 

2. Construction – Take the snow/ice/rime/etc (250-1000lbs). Craft the Host in any shape you wish.

                Binding the Soul – Symbols of Confinement.

Carve the Seven Sigils of Submission [Ring of 6 smaller symbols surrounding a larger 7th Owner’s Mark (Symbol MUST be one the Owner wishes to use to identify themself)] somewhere on the Host’s body.

Freeing the spark from the host requires destroying all or part of the ring and attempting the ability Reclaiming the Lost.

DC (20 average) reduction per sigil damaged:

·         1 sigil = -2

·         2 sigils = -4

·         3 sigils = -6

·         4 sigils = -8

·         5 sigils = -10

·         6 sigils = -12

 



Special Abilities

Construct immunities, double damage from fire, immune cold, death burst (when destroyed)

  

Alignment

 

Like all other sentient beings, hosts can be of any alignment. If they have no master, they tend toward neutrality, though it may be with a lawful bent to them. When under a master’s control they immediately gravitate to his/her alignment. In very rare cases, some hosts regain their spark’s memories and become the alignment of their personality. Some hoarfrost's have been known to be driven insane by the experience of remembering their past life and become chaotic neutral or even chaotic evil.

 

Worldbuilding Campaign 1 (Kandris) Launch

As you may have read in my last post, I’m in the process of reworking the Worldbuilding blog to chronicle/update the process and have a centralized place to publish my content for this campaign. So here what I’ve got done so far.

I’m making a playlist of my efforts on YouTube!

 

Campaign Seed for the Kandris Setting

 

Custom Cards for Magic the Gathering

I’ve got great help from knowledgeable folks like Snarlfox on my Discord and Begin Download on YouTube brainstorming up great ideas. This will make the content so much better and really of value, as far as I see anyway. I’m hoping to have this done in a year and release it as a SYSTEM-AGNOSTIC setting that people can use for their homebrew campaigns in any of the Big Boys, like Dungeons and Dragons, Pathfinder, Kobold Press, and also for smaller TTRPGs like Miscast’s Arcane Ugly. This is going to be a great project and I’m looking for your help in making it so! SEE YOU THERE!

LOOKOUT FOR THE CHANGE-UP!

I’m taking Worldbuilding in a WHOLE NEW DIRECTION!

 

So, it’s been awhile since I’ve done anything on this blog.

Well time for that to change!!

I’m reworking how I’m doing worldbuilding DIFFERENT! I’m making worldbuilding CAMPAIGNS, where we (you, me and the folks on DISCORD) create content from my ideas that can be used by the Homebrew TTRPG community and BEYOND! Did i mention there would be CUSTOM Magic the Gathering cards as well? I made a new playlist for all my work and efforts you can look at and give you thoughts/feedback.

Here’s some of the art I’ve used.

 

I’m shooting to have this done in like a year or so. Maybe I’ll make a book or PDF for people to download and use and give out the cards on my Discord with a bot or something. Maybe Chat GPT can help me with that. I’ve got great folks helping me out to really fill this out and create something worthwhile. I’m having a lot of fun with this, so I hope I can carry this through. If you’d like to help or just curious, stop by the Link in this post! I’ll be there to greet you!