Showing posts with label contest. Show all posts
Showing posts with label contest. Show all posts

Sunday, April 12, 2020

OSR: Walfalkon

Walfalcon from the OSR Discord server gets as part of the Jackalope 2020:
A town for a medieval/renaissance/tokuwaga/3000 years of ancient egyptian history simultaneously/kitchen sink fantasy setting, in however much detail you want. Feel free to include or exclude whatever cultural inspirations you want.

History of Walfalkon

The First walked across continents with ease. For they were Giants. With every generation their size dwindled. Those who kept their lineage closer to those titans, are still regarded and seen as giants among humans today. Jotun are the most obvious example, that one can see atop the mountain peaks, guarding civilization. The few Giant clans of solitary children remain as well.

The history of Walfalkon got kickstarted with the first Giants. Will Tropp, great-grandchild of the First One, famously lost a boot after a slumbering nap that lasted 9 years, 3 months, and 2 hours. Barkane, husband, father, and later called the Humble, settled in the building-sized leather unit, moving his whole family with him. This, with time, was the foundation of what today is known as the town of Walfalkon.

Located at the edge of the Kingdom, Walfalkon survives in symbiosis with the Sihlwald forest to the North. A looming threat with many dangers, both places need each other more than they'd like to admit.

Walfalkon thrives on cobblers, and exports boots, and other finely crafted leather goods around the Kingdom. Recently, a mercenary company called the Golden Griffon Curio Corporation settled in town to assist with raids and other dangers from the Sihlwald (and also to plunder old relics scattered therein).

Population: 839
Demographics: 50% Humans, 10% Halflings, 10% Fauns, 10% Spiderlings, 20% Other (Deerlings, Froglings, Goblins, Dwarves, etc.)
Ruling: Graf Macsen Deliz, under the Kingdom
Industry: Cobblers (export), Pig Farming (for self-subsistence), Wood-working


Laws, Festivities, and Customs

  • [Law] Anyone entering town has their name taken, and must deposit their weapons (save daggers), which will be returned upon exiting.
  • [Summer] Every year, the graduating apprentices take over the Botin Tavern to drink and feast, wearing their best creations. They then have to sleep in their cups outside the locale, and leave a boot as a mark of future fortune and wealth in their new profession as cobblers. The boots are then put in a pile and set ablaze on the next morning.
  • [Customs] Cats are feared and despised, as everyone knows they are demons in disguise. Cursed. Dogs are ok.
  • [Customs] Anyone local who passed away will be buried at the Cemetery of Dead Masks by priests of St. Barkane.

Landmarks 


1. Botin Tavern
Botin Tavern is the heart of Walfalkon. Historical, dated, and full of life, booze, and activity at all times. The building is an actual gargantuan leather boot, reinforced with wooden panels and copious amounts of grease throughout the decades. There are 8 private rooms for rent on the upper floors, as well as a common room in an adjacent building.

The common room has a huge fireplace warming the space, and the taxidermy of an owl the size of a horse, with emerald gems for eyes. A hunt of St. Barkane from the Sihlwald, as the story goes.

Pello Barkane and his family run the establishment with hectic efficiency, beloved by the locals. They work at the counter and kitchen, overseeing the room occupancy. Sirizio and a good number of servants tend to the busy tables. Locals, foreigners, and guards off-duty mingle here at most times.

If the PCs spend a considerable amount of time at the Botin, or if they carouse here, the Referee can introduce the following:
  • Recently, a group of 4 hired killers called the Ivory Centipedes have established themselves at the tavern. Masters of poisons and slow killings, each has a tattoo of a centipede on their chest. They lack an agenda due to the recent (accidental) demise of their leader.
  • An ensemble of sculptor artists, masters at woodworking, are more political than they might seem. Disgusted by the exploitation of the Sihlwald's resources, they aim to defend the forest's traditions from the recent influx of treasure hunters and other adventurers. The Monastery to St. Barkane, the Humble as well as Macsen Deliz have to go. If only these woodcarvers had more ressources...
Also, d66 Random Inn NPCs can be introduced.

2. Graf's Manor
The austere mansion, belonging to the ruling Graf Macsen Deliz and his family, is the first thing anyone will see when entering Walfalkon. Made of stone, completely utilitarian. Visiting nobility and wealthy merchants take residence as guests in the three story building.

3. Justus' Monastery to St. Barkane, the Humble
Justus, a former monk with no experience in architecture or construction, erected this building out of donations and discarded materials about two centuries ago. Wanting to capture the essence and devotion to St. Barkane, many have cloistered themselves in the monastery. Anyone is welcome, and upon entering and joining the monastery, they have to stop wearing shoes and shaving or trimming their hairs. Father Igor is in charge and oversees the day to day. There are 6 additional monks in the monastery (Level 1-2 Clerics).

4. Labiano's Tower
This bricked construction has 3 levels, and contrasts with the rest of wooden buildings in town. There is only one wooden door entrance. Olga Labiano made climbing to sneak through one of the upper windows impossible by use of permanent Grease spells on the outer walls.

When first visited, will only communicate through a crystal ball in her foyer, which has couches with fluffy pillows, and little else for furniture. Two cats lure there, which drives the locals away (demons! blasphemy! cursed!). Only trusted acquaintances will be allowed to her upper study for a meeting in person (for instance if PCs bring her gifts like jewels or magic items for her to purchase).

Olga never sells secrets, scrolls, or magic items, but will happily buy them off from the PCs (at a -25% price reduction of their market value). Jewels are only taken as gifts. Strange items can be identified with a week's work and a flat 75gp fee.

5. Outpost of the Golden Griffon Curio Corporation (GGCC)
The Griffons have a building in town, where men-at-arms and other hirelings can be recruited. Elvin Lagadic oversees the day-to-day operations, but Merlin Copperpot, the accountant and lawyer, will have to agree to any transaction. They will point to lucrative jobs (for a fee of 20% of any profit). Mercenaries of the guild hired follow their contract to the letter, and won't hesitate to take a higher paying clients to switch sides at the most inconvenient time.

6. Flailing Turret
As tall as Labiano's Tower, the Flailing Turret serves as the guard's barracks, and the edifice of law. Executions of the most capital crimes (murder, harming a noble, stealing something north of 1000gp) are carried out at the turret. Offenders will be hung by a rope for 3 days, hence the gruesome name of the place. For less serious crimes, the prison cells in the basement serve as penitence.

There are 60 guards protecting Walfalkon, led by Valter Three-Fingers. However, some will be off-duty or patrolling the roads, and farms and huts near the Sihlwald. In times of dire need, any male of 16 or above can be mobilized as improvised militia.

7. The Barren Flag
A sole flag, but not of the Kingdom's sigil, or even Walfalkon's. The blue cloth has sewed the contour of a mockingbird. A tribute to Victoire and the rangers that protect the town from dangers from the forest. A reminder that despite that, Walfalkon needs the Sihlwald, and vice-versa. The elder in town assure the blue flag bares protective powers, shielding the town from the darkest creatures of the forest. Tales repeated over and over to scare the children, and foreigners.

Macsen has been trying to replace it with a more modern incarnation including Walfalkon's heraldry, as well as the Kingdom's. But every time the subject arises, it's meant with fierce opposition of the folk. So it remains.

8. Cobbler's Guild
Cobblers fuel the economy of Walfalkon. At any given day, the place is bursting with members and apprentices immersed in their craft. The smell of leather is as intoxicating as the incessant activity. Guildmaster Lexie has run the organization for two decades with economic precision.

Adventurers seeking leather armor and boots will find excellent products here, and at (regulated) market prices. Boots crafted by Lexie herself will cost 10 times more, but have a 10% chance (plus an extra 10% for every 100gp spent on top) of being magical.

9. Cemetery of Dead Masks
A dozen logs as lumbering pillars on the field, each covered by wooden masks from top to bottom. See, when a  local resident of Walfalkon dies, the monks of St. Barkane's Monastery officiate the funerals. After, the body is burned, ashes dispersed on the southern fields, by the pillars. Fields that barely grow any grass. After, a wooden mask is carved, it gets hung from one of the pillars.

This blend of St. Barkane's new officiating rituals and the Old Ways of the Sihlwald are the common accepted common in Walfalkon. Father Igor or another priest will officiate a funeral for a 20 gp donation to Justus' Monastery.

10. The Sihlwald
The thick forest North of town, the Sihlwald is roughly 70 by 25 miles. Semi-official measurements, traversing it is both dangerous and reckless. Horses are useless and can't be mounted, the brush and vegetation too dense for them. The closer to the core, the more time and space distort. Beasts, hags, demons, centaurs, and fae coexist within. Abandoned buildings and natural mazes are rumored to be filled with treasures of past.

Despite the dangers, the edge of the reputed forest is common walking ground for the inhabitants of Walfalkon. Wood-cutting, foraging, and hunting being usual activities.

Victoire and the rangers, nicknamed the Mockingbirds, protect the balance between forest and civilization. They are heavily understaffed, and partially opposed to the ruling Graf, hence their weak position. A Mockingbird can guide PCs into several sites within the Sihlwald in exchange of a considerable favor, if they believe it will move forward their agenda, or for 300gp per day.

11. Road to the Kingdom
The road sees frequent transit, and is the main travel point to the heart of the Kingdom. The next town is one day away by foot, half day by swift horse. Most imported goods (food, leather for the Cobbler's Guild, weapons, etc.) do come from this direction.

12. Road to Pfaff Lake
Takes about a full day of march to reach this sizeable lake by foot. At the end of the road rests the moot hamlet of Rietikon, really not much more than some scattered huts. Their livelihood is ensured by fishing and trade with their bigger counterpart, and there's an understanding respect for Walfalkon. In times of need, their jurisdiction and protection directly falls under Walfalkon.

Notable Personalities

  • Macsen Deliz (Human, Level 4 Fighter) / Ruler of Walfalkon
    • Graf Macsen Deliz is reserved and cautious of foreigners, and treats the people of Walfalkon as his pack.
    • Commanding presence, and piercing different colored eyes.
    • His biggest virtue is also his biggest flaw: he will protect his people and everyone from Walfalkon first. Including incompetent family members like Willm. Foreigners will be blamed first.
    • Happily married to Susana.
  • Susana Deliz (Human, Commoner with 14 Intelligence) / Noble
    • Susana is torn between the status quo and helping the poor and common of birth.
    • A philanthropist at heart, she uses her position to foster the Cobbler's Guild.
    • She's a book worm. Would love to open and sponsor a library (preferably with her name at the entrance), but that is an expensive dream.
    • Married to Macsen.
  • Willm Deliz (Human, Level 1 Thief) / Disenchanted Noble
    • The Graf's young brother, Willm has cut corners his entire life. Privileged position allowed that, including Macsen's compassion.
    • Tall and big, has an obnoxiously short attention span. Picks a new hobby every other week, to drop it for the next thing interesting him.
    • Like a curious cat, Willm has developed a few eccentricities with the years, and is interested in obscure trinkets.
  • Valter Three-Fingers (Dwarf, Level 5 Fighter); Lawful-Neutral 
    • Bald, missing half his left hand (hence the name), grey beard, battle-scarred.
    • Local Law Enforcer, and right hand of the Graf. Over-protective.
    • He'd like to see more Dwarves thriving in the region, whilst still supporting the Graf's sovereignty.
  • Olga Labiano (Human, Level 5 Magic-User) / Local Sage
    • 83, looks as if in her 20s. Stays young with a mix of elixirs and magic items.
    • Dislikes visitors. Will dismissively nickname "Worm", "Speck", "Pinky", "Snot", and similar derogatory terms to Magic-User PCs.
    • Makes an excellent impression (witty, firm), and will always tease with taking apprentices (promise that never materializes).
  • Uttam IV (Faun, Level 4 Magic-User) / Visiting Nobleman 
    • Slender, graceful, skin as pale as milk.
    • Permanent visiting resident at the Graf's Manor. Everyone questions the regal status, but are too afraid to act on it (lest it cause a diplomatic dissonance).
    • Knowledgeable, trustworthy, can secure valuables for the PCs for a 5% fee at withdrawal.
    • Meticulously studying religion and St. Barkane from an academic standpoint. Secretly working on a manuscript to discredit the local Saint-hero.
  • Clothilde (Spiderling, Level 3 Magic-User) / Fortuneteller 
    • Old, scarred, bizarre.
    • Extremely superstitious: everything's an omen!
    • Knitting as a way of life. That's also how they read fortunes, by seeing the implemented patterns on the knitted webs.
    • Famous in Walfalkon and the region for the readings. Can do one for 100gp.
    • 1:2 of potion of healing, 1:4 of other potions. Restocked weekly.
    • Knows a way into the heart of the Sihlwald. Will only trade it for another capital secret.
  • Pello Barkane (Human, Level 3 Fighter) / Owner of the Botin Tavern, Inn-keeper
    • Distant heir of Barkane, the local Saint of Walfalkon.
    • Wrinkled, with his best years behind him. Pello adventured the Sihlwald extensively, wanting to prove himself worth the last name. Will ramble on an on about it.
    • 1:2 chance of providing a rumor, if listened for long enough (at least 1 hour).
  • Sirizio (Human, Level 2 Thief) / Master Bartender
    • Stoic, auburn hair, deep voice, with ale-stained clothes.
    • Master Bartender at the Botin Tavern.
    • Doppelganger in disguise, feeding information to Zitta Zwykle, the Hag of Sihlwald.
  • Lexie (Deerling, Level 1 Thief) / Guildmaster of the Cobbler's Guild
    • For all her wealth, she wears tasteless clothes. Stubborn as an ox.
    • Goes on a first-name basis with everyone, regardless of position.
    • Holds the real power in town, and she knows it.
  • Father Igor (Frogling, Level 5 Cleric) / Monk of St. Barkane, the Humble
    • Hair like an unruly mop. The aura of a leader, with a know-it-all attitude.
    • Runs the Justus' Monastery to St. Barkane, the Humble, and will admit pious or lawful PCs for recovery, at an encouraged donation to the monastery.
    • Confidant to the Graf Macsen Deliz.
  • Amatza Lagadic (Human, Level 5 Fighter) / Mercenary Guildmaster
    • Bronze-skinned, with the neck of a bull. Your stereotype loud Bro.
    • Breeds dogs as a hobby. Some for scouting, some for selling. Has d6 war dogs to sell every month.
    • First in command from the Golden Griffon Curio Corporation.
    • She's a secret agent sent by the Royal Crown to keep an eye on the Graf, the Mockingbirds, and insurgence. As a faraway town, Walfalkon needs an eye out. More cerebral than she'd like to admit.
  • Merlin Copperpot (Halfling, Level 2 Magic-User) / Lawyer
    • Craggy, and with oiled brushed hair.
    • From the Golden Griffon Curio Corporation mercenaries, second in command. Oversees any signed contracts and transactions. 
    • Bookish, knows loopholes to contracts, etc. Revels in anecdotes.
  • Qutt (Goblin, Level 3 Thief) / Surgeon
    • Grizzled and with acid scars on his hands.
    • Despised by the townsfolk for his mannerisms and brutality. And because of Goblinoid stereotypes, of course. Still seeked in desperate times, by the non-religious, and women trying to rid a child.
    • Barber shop, repairs limbs, can add a wooden prosthetic to severed limbs for enough gold.
  • Victoire (Spiderling, Level 4 Fighter) / Ranger
    • Bitter, an with a square jaw.
    • Has a reputation. Will save your life, and gut a deer as they talk about the rain to come.
    • Leader of the rangers known as the Mockingbirds, that keep balance between Walfalkon (civilization) and the Sihlwald (wilderness).
    • Her goal is to protect and save as many as possible.
    • Runs a side business smuggling honey liquor from a few folks she knows deep in the Sihlwald forest.

    d20 Rumors in Walfalkon

    T: True; F: False; P: Partially true
    1. Willm Deliz is rumored to cater two eccentric interests. Exotic (but useless) sabers and frogs. His basement (at the Graf's Manor) hosts a collection of 100 stuffed frogs, carefully arranged in everyday scenes (barber shop, feasting, gambling). The taxidermy scenes are priced and valuable to exotic collectors (up to 15gp each; easy to damage) [T]
    2. New altars in the Sihlwald are dedicated to the dark Goddess Viera, Master of Cursebones. [F]
    3. There's an ancient and gnarled oak tree, centered in a glade in the Sihlwald. It's the entrance to a mysterious place full of treasure. You'll recognize it when you see it. [T] Connects with "Hole in the Oak" from Nectrotic Gnome.
    4. Beware! Brigands plague the roads during Spring and Summer, overwhelming caravans and travelers on the Road to the Kingdom. [T]
    5. Sirizio from the Botin Tavern had his memory wiped clean by a bargain with a demon. [F]
    6. Cannibalistic Centaurs have been raiding the pig farms near Walfalkon, wreaking havoc and killing everyone in their way. [T]
    7. Olga Labiano had her Tower magically built 10 years ago, overnight, to the discomfort of everyone local. Nobody knows how that happened. A Giant's bean? The favor of a Hag? [P] Somebody in fact knows how that happened. The details are left to the Referee to figure out.
    8. Olga Labiano and Graf Macsen have a secret, torrid affair. Producing proof would be rewarded greatly by Susana. Or serve as blackmail... [F]
    9. The massive owl hanging in the Botin Tavern's common room was an oracle from the Sihlwald. Set it ablaze, and ask any two questions. You'll get the true answers. [T]
    10. The rangers known as the Mockingbirds allied a sorcerer, in aims to overthrow the Graf Macsen. They will make their move in 3 days. [F]
    11. Victoire is stealing from all of Walfalkon. Brings curses down to every single one of us, killing our pigs. The Mockingbirds are evil. [F]
    12. In the guts of the Pfaff Lake, quiet and tiny in size, has an island in its center. Two dozen crimson dolmens stand in a circle. Different keys to a realm of the Elves. [P]
    13. A Green Knight got wrongfully imprisoned after a wild night at the Botin Tavern, where he killed two pick-pockets. He will be hanged with the break of dawn. Stop it. [T]
    14. The dryads are being hunted by the troll tribes, deep in the Sihlwald. Find out what caused this. [P]
    15. The Scorpion has the magical bastard sword Curseweaver. Anyone who bests him in one-to-one duel can claim the item and title from him. Find him by the endless bonfire in the Sihlwald. [T]
    16. An abandoned inn stands at the center of the Sihlwald, called the Swan's Pipe. Five magnificent floors. Said to be haunted for more than 100 years, past its prime. It'd be top property to flip, or have some valuables I reckon. [T]
    17. The trolls in this region are afraid of fire and acid, as it tampers their regeneration. [F] Make trolls more interesting.
    18. Careful with the strawberries you pick from the forest. They will restore your vigor and health, but will blind you for a day in return! [F]
    19. Father Igor and his monks plundered ancient sites from the region for their treasures. Under the bowels of their Monastery lies a crypt with powerful curios and artifacts. [P]
    20. Every full moon the Pfaff Lake gets swarmed by locusts for the night. People hide in their huts, and pray for it to end. In the morning, all unprotected food and leather are gone. [F]


    Notes from a different Dimension

    • Restaurante Botin in Madrid, Spain, is the oldest running restaurant in the world. "Botín" means "small boot" in Spanish.
    • Many towns in the German-speaking part of Switzerland do end with the suffix *kon.
    • The Sihlwald is actually a small forest in Switzerland.
    • Atlas Obscura was used as inspiration for several prompts and ideas.
    • I tend to prefer using Fauns instead of Elves, leaving the latter for the truly alien and unknown. Also adding other races (Deerling, Frogling, Goblin, etc.) Replace as needed.

    Thursday, December 19, 2019

    Santicorn 2019: Drow Econ 101

    Martin O requests the following gift:
    What trade goods do the Drow export in order to destabilize their human neighbors? Gimme the weird stuff.
    Things that make the Drow unique as a society compared to their surface-dwelling humanoid counterparts:
    • Live underground. Duh.
    • Full of hatred; waiting for their moment to snatch their deserved respect.
    • Do deeds that would be beneath other societies' standards. Slavery being the most obvious example.
    • Highly hierarchical, they follow a code of their own. Impossible to decipher for any non-Drow.
    Drow prefer to destabilize a society with fear, blackmail, secrets or other powerful intangible currencies. From the shadows, without incriminating themselves. Letting their lackeys do their biding. Carrying out a carefully planned assassination. But let's focus on a less obvious take: Trade goods. Tangibles. What can Drow do to a society and destabilize your typical medieval-esque fantasy economy? With a longer horizon for fruition, economical destabilization through (mostly) licit trading can have dire consequences.

    Due to the difficulties presented in the Underground, it will be tough for the Drow to tackle mass market and export of goods. Or compete in a price war. Food is more valuable than gold in the world below the surface. Therefore, either a very meticulous and calculated strategy or a stroke of luck (likely provided by the aid of a 3rd party) are the only ways such an edge can occur when talking edibles. Similar logic can potentially apply to energy sources, lacking the sun in the Underground is a HUGE disadvantage.

    Generally, Drow can outperform and potentially destabilize their surface counterparts with one of two strategies:
    1. They produce luxurious items, finely crafted or rare on the surface. Requiring Drow expertise in manufacturing.
    2. They export or manufacture an item not available on the surface. Assuming a geographical advantage; access to artifacts or edibles not present outside of the Underground.

    To the Point, Hammer!

    I present 8 tangible trade good examples the Drow can use, broken down into broad categories (food, energy, etc.). Pick and choose. Or roll a d8. Or take all 8 at the same time and have a train-wreck. Treat each one as campaign fodder. Entries follow these formatted points:
    • Description: what is this, and why is it special?
    • Effect: does it have an in-game effect of interest to a group of adventurers? 
    • Cause: what has made the Drow capable of producing this item at an alarming rate, and/or at a low price?
    • Omen: what begins to happen when this good is introduced into a surface dwelling humanoid society?
    • Destabilization: longer term, why does this item destabilize their human neighbors?
    The Omen is the first thing the PCs will notice. Perhaps they arrive to a new city or town. Or they return after a long hex-/dungeoncrawl to civilization, to find this new item appeared. The challenge for the PCs will be to investigate and uncover that this is a ploy, and will have dire consequences to the society in the long run. Allow some time (randomly roll some dice with to determine a horizon) until the Destabilization phase kicks in. That's usually the point of no return, and wiser adventurers would better leave town.

    Food

    Food is hard to get by in the Underground. Down there, starvation is the real enemy. Achieving destabilization through common edible goods would require a tremendous breakthrough, and is possibly not worth the effort for the Drow. There are more effective means to destabilization.

    1) Troll Steak

    • Description: thick and gnarly meat, filling.
    • Effect: Troll Steak is a feast when in the Underground. But continuous consumption can have... interesting effects. If a person had troll meat for 3 consecutive days, Save vs Poison. On a fail, skin and inner organs start mutating, adopting the regenerative properties of a troll, but without the fire vulnerability. Of course, people can still die of age. Missing a day of meat consumption reverts the effects.
    • Cause: after years cross-breeding trolls in their laboratories, the Drow found the key to fertilizing them. Increasing the troll population at their whim, it is just a matter of waiting for a particularly harsh winter, where the grain reserves are running low on the surface cities. Drow can be patient to make their move, and will wait decades if necessary.
    • Omen: feeding entire populations is no longer a challenge. A surplus of meat is always a win, right? Well... cattle farmers will go out of business, unable to compete on the price race. Troll meat becomes a standard of living, consumed by all class segments of the population. Repeated consumption brings the regenerative effect to a sizeable portion of the population.
    • Destabilization: people develop the regenerative effect, after repeated consumption. Most wounds no longer being fatal, even the smallest disagreements turn to a violence bath. Creative torture measures flourish. Some even develop a twisted taste for physical pain, akin to the first segment in Black Museum. Society embraces the new currencies: violence, torture, and pain. Now the Drow only have to swap the Troll Steak back to a counterfeit. Or enjoy the society they helped create.

      Energy

      Similar to food, but to a lesser extent. Potentially hard to transport to the surface efficiently. In our world, oil and gas would be an incredible asset to have. But their value is unclear to me in your typical D&D game (magic being more common and all).

      2) Fecal Coal

      • Description: mundane coal, but in ridiculous quantities.
      • Effect: coal is black fuel. Nothing more, nothing less.
      • Cause: Drow houses struck a deal with Xiromanthas, a red dragon the size of a mountain. The dragon poops as much coal as the elves need, and then some, in exchange for gems and golden coins. An unprecedented surplus of the black.
      • Omen: coal prices have been driven to the mud. It's cheaper to warm your house than ever before, and winter is no longer the harsh season of the year. A coal cargo stored in a warehouse requires no locks or bodyguards. A cart of the black fuel will only get you a handful of apples.
      • Destabilization: this one is all about geographical location. In a town where half its working force is employed at the local mining industry, the effects can be devastating. Unemployment would hit hard, with the depression that surfaces from that. The working class taking the hardest hit (as always). They would be looking for new leadership that can put food on their tables... Time for the Drow to infiltrate an agent, push the politician on their pocket, or a similar ploy.

      Drugs

      Drowning, Pamela Gomez

      Drugs move insane amounts of money, power, and influence. They can destabilize whole countries and economies. There are plenty of examples in our own world, where disposable 1.5 million $ submarines are used to transport them across the sea. They empower those distributing them illicitly at an exponential rate.

      Assuming the Drow can create an efficient network for distribution of rare drugs, these can easily destabilize whole nations both economically and through devastating effects to their consumers.

      3) Blue Roses of the Syn'ar Valley

      🌷 DEMORIE 🌷
      • Description: their metallic scent elevates you in eerie, giving a feeling of relaxed power. Describing them as drugs is misleading, because the fact these roses are one is only known to the Drow and the most skilled scholars. Blue Roses are subtle.
      • Effect: when within smelling distance Save vs Poison, or become indifferent to sighting any sort of violence, no matter how crude or visceral. Someone getting knifed to death in front of you becomes less interesting than your morning's porridge... The act is not invisible to you, just utterly mundane and uninteresting.
      • Cause: Drow cities always had copious supplies of the Blue Roses from the Undeground Syn'ar Valley. The distribution network and their survival to the surface were the missing keys. But the right fertilizer started allowing the roses to grow on cities washed by the sun. Accelerating ultimately their rapid distribution. They have to spread quickly, otherwise their effect might be uncovered! loosing their destabilization effect.
      • Omen: priced items, Blue Roses are introduced to the surface dwellers by powerful merchant families. Soon every petty noble wants their gardens full of them. It's a symbol of status. And the rich always want to be part of a material capitalistic trend. Full grown gardens are a slow process to attain, but a worthwhile one.
      • Destabilization: when every garden, grove or patch of land is full of these roses, the ruling class is literally indifferent to any sight of violence. Assassinations can be carried just in front of them at a dinner party, and they won't even blink twice. Guards won't be alerted on a violent revolt. An orgy of violence can unleash without anybody of power moving a finger. The moment is ripe for the Drow taking over, and keep the common-folk as slaves. Maybe.

        4) Ghoul's Marrow aka "Black Gums"

        • Description: denser and darker than honey, the two could be confused otherwise. Has to be eaten to apply the effects. Highly addictive, and can have fatal side-effect consequences. Could be sold as a medicine even, the endurance inducing properties to body and soul so invigorating. "Black Gums" is both the visible cue on consumers, and the name commonly used for this drug.
        • Effect: even one consumption is extremely addictive. Anyone trying the drug has to be restrained for the next 3 days, or they will try by all means possible consume more doses (even going to self-harm to do so). On every consumption of the drug, Save vs Poison. Gain d10HP and +2 to all Saves regardless of the result. On a fail, the consumer turns into a ghoul in exactly 7 days. No Clerical prayer will work to prevent this, it's not a curse.
        • Cause: the name is just a mislead, the consequence of consumption. PCs will think that's the source of the drug. Let them. The origins are a bit more twisted. Drow have been cross-breeding cannibalistic slaves for generations, studying their behavior. Finally understanding their physiology, the Drow found the key cranial source of the appetite. And are able to induce it with the right combination of narcotics.
        • Omen: stories of miraculous recoveries, elder cripples able to walk again, reach the PCs ears. The local duke won the recent war against all odds, like by a miracle. His soldiers more efficient at their task, able to endure more physical and mental pain. Then the first ghoul sprouts. From there, it's a quick down spiral.
        • Destabilization: the population is either addicted to the drug, or a ghoul as a consequence by now. The undead creatures lurk at night like an army. "Show me your teeth" becomes a common greeting when encountering strangers. The Drow have a weakened target, and half a ghoul army waiting to take over.

        Mundane Luxury Items

        Slaves provide skilled hands to produce some of the finest items. In almost every segment, objects of quality and bizarre properties attract surface humanoids. Their alien nature part of the selling point. Barring problems in their distribution network, Drow can gently introduce luxury items to visible individuals (merchants, nobles, warlords), in hopes of forcing a fashion trend. Fear of missing out is real. Very real. And acting recklessly is a natural consequence of said fear.

        5) Spider Silks

        exellero
        • Description: brightly colored silks, soft as a lover's touch. Embroidered out of spider webbing by tiny gnomish slave hands. A prized possession for fashionistas and adventurers alike.
        • Effect: Let's focus on Spider Silk cloaks. Their price go at d4*100+300gp. Roll a d6 for the effect on this cloak:
          1. Fair piece of garment, envy of sultans.
          2. This silk can't be stained by blood.
          3. Counts as leather armor, but takes no weight in encumbrance/item slots.
          4. Wearer takes no falling damage on a 20ft or shorter drop.
          5. Increase the number of followers/henchlings you can have by 1, regardless of your Charisma score.
          6. Translucent, wearer or objects concealed by this silks gain a +1 to hiding when in shadows.
        • Cause: locating the gnome enclave within the Underground was an arduous task. But with that, plenty of skilled hands in the crafting of Spider Silk were added to the slaving task force of the Drow.
        • Omen: these fine cloaks become a status of symbol. Everyone wants one. Squires queue in front of the regal tailor shop. Loans become frequent to purchase multiple changes. Burglaries and planned heists increase exponentially, as manors start protecting their wardrobes more than their treasure chests.
        • Destabilization: taxes get a hefty increase to finance the ruling class and their fashion habits. Disenchantment between the common-folk, protests and strikes flourish. Social unrest. Several merchant families and nobles go bankrupt, leaving a power vacuum. Unable to pay for mercenaries or hired swords, they are at the mercy of their lenders.

        6) Myconid Cranial Condiments

        • Description: sized colorful grain-sized, somewhat mushy.
        • Effect: sprinkling a pinch renders anything amazingly flavorful. It's like hearing Beethoven after being born deaf. Priced reasonably (cost of a mug of ale per portion).
        • Cause: smoking powdered myconid brains has been practiced in the Underground for centuries. But the Drow know how to twist the knife a little deeper. Experimenting. Plotting on extravagant uses. Alchemical labs and gourmands alike arrived to this condiment.
        • Omen: you come across an inn where they serve a dish of worm stew. Street food stalls offer grass, cloth, and even mud, complimented with the novel Myconid Cranial Condiments. Food gets creative.
        • Destabilization: able to overcome any food shortages. Missing a crop shipment? Eat spiced maggots. BUT, this doesn't change the nutritional value one bit. Illnesses and famines begin to sprout. Mercantilism in the mid to high end food industry takes a hard blow. Open feuds between merchant families, some going completely broke.

        7) Carnal Suitor Perfume

        • Description: smells like a mixture between intertwined sweaty bodies, roses, and faint dried plasma. Invigorating. Pleasant.
        • Effect: this perfume could well be in the drug category. A vial is priced like a good seasoned wine. Lascivious immediate effects, that can spiral in the very long term. Anyone smelling Carnal Suitor has to Save vs Poison, if they decide to resist the effects (Drow are immune). On a fail, the perfumed individual becomes a libido driven sexual magnet. Urgency to fulfill the most primitive needs grows.
        • Cause: mixture of watered down floor swipes from Underground orgies dens and fighting pits.
        • Omen: the PCs could come across a wild orgy at their tavern of choice. Or individuals openly fornicating on the open of a freezing night. More than one odd matching pair should raise eyebrows.
        • Destabilization: local churches and temples start a holy quest to finish this descent into mad lasciviousness, causing social unrest. Long term, the birth rate torpedoes to the roof. The overpopulated city will become hard to feed with time.

        Mundane Magical Items

        The artifacts and magical paraphernalia found within the twisted labyrinths of the Underground are akin to our own gold rush. In comparison, the surface wands and magic trinkets are like the only souvenir shop selling hats before a day-long tour of the Egyptian pyramids. Mid-summer.

        Including these seems like a cheat when talking about trading goods. But minor magics are fair game. Enough of them can make it to the surface, and they don't disturb the day to day life to the point of destabilization.

        8) Subsurface Shells



        Aaron Griffin
        • Description: shaped like a broken egg-shell, covering the eyes when worn. Surprisingly comfortable. Black like the abyss.
        • Effect: wearing a Subsurface Shell confers blindness after a 30ft range. Mildly inconvenient. On the flip side, it grants powers to communicate telepathically at a distance of up to 1 mile, if the individuals have previously met and shaken hands (basically any type of physical contact). Constant communication is so addictive... Save vs Device to take it out.
        • Cause: Drow assassinated a city of Illithids. Every. Single. One. The octopi invented an apparatus capable of the most pathetic telekinesis. Producing them is surprisingly simple and cheap.
        • Omen: Subsurface Shells are introduced en masse. Cheap as they come, everyone wants one. And they can have it for change. To kick, it's all advantages. Information just flows. Fast. Transportation is relegated, no longer necessary. Leaving the security of home becomes... inconvenient.
        • Destabilization: tuning in becomes an effort. There is no way to refuse telepathic communication. But at the same time, physical isolation is the real deal. There's no incentive to leave home anymore. So you just stop doing so. Talk is cheap, and the signal-to-noise ratio is garbage. Yet this new form of communication is highly addictive. Gaining a "connection" by touching another Shell user is charged at a hefty rate. Whores and escorts no longer need to open their legs, but instead to have an interesting rhetoric. Now an isolated society, the Drow could literally march through town unnoticed. The 30ft visual range doesn't help of course.

        Reading Reference