Professional Documents
Culture Documents
Curse of Xiogru
A. Natural
Features
At
the
outset
of
the
campaign,
each
of
the
player
characters
hails
from
the
region
along
an
east-
west
oriented
mountain
range
at
the
center
of
a
nameless
continent.
While
each
culture
has
its
own
name
(or
names)
for
the
mountain
range,
the
peaks
are
most
widely
known
in
the
common
tongue
as
the
Qin
Mountains
[pronounced
KEY-in],
after
the
ancient
religious
redoubt
at
the
approximate
center
of
the
expanse.
Among
the
western
elves,
the
mountains
are
dubbed
the
Larrange
[Luh-RON-jeh],
a
very
old
term
of
unknown
origins.
The
southern
dwarves
have
no
known
word
for
the
entire
mountain
range,
but
refer
to
its
eastern
arm
as
the
Decaynes
and
its
western
peaks
as
the
Zints.
And
along
the
coast,
in
the
port
city
of
Balvin,
locals
have
taken
to
calling
the
range
the
Amalos
[Ah-MAHL-ohz]
after
the
tallest
nearby
peak.
Still
other
bands
and
cultures
undoubtedly
use
other
terms,
of
course.
Climate
patterns
here
are
predominately
temperate,
but
the
quirks
of
mountain
weather
and
the
ocean
shore
to
the
east
combine
to
produce
no
end
of
local
micro-climates.
Areas
north
and
west
of
the
mountains
receive
ample
precipitation,
and
are
covered
by
vast
forests
and
swamps.
The
mountains
themselves
are
young
and
vast,
with
high
ridges
and
active
stratovolcanoes
topping
25,000
in
elevation.
Major
peaks
include
Mt.
Marvell
(18,000),
Mt.
Amalio
(20,500),
Mt.
Decayne
(24,000),
and
the
enormous
black
mountain
Mt.
Zind
(25,250).
The
snows
at
the
mountaintops
feed
several
fast-flowing
rivers
that
run
to
the
north
through
the
woods
and
marshesthe
most
famous
of
which
include
the
Marvell,
the
Sampao,
the
pedestrianly-named
North
River,
and
the
dirty
River
Trager.
Areas
east
and
south
of
the
mountains
are
much
drier,
and
feature
savannah-like
coastal
plains
and
rocky
inland
deserts.
This
includes
the
infamous
Zind
Desolationa
dark
land
of
ash
and
ruin,
home
only
to
fell
beasts
and
corrupted
vegetation,
that
lies
in
the
shadow
of
towering
Mt.
Zind.
Closer
to
the
coast,
the
milder,
Mediterranean
weather
patterns
enable
some
of
the
only
intense
agriculture
in
the
region,
which
enables
the
one
true
city-stateBalvin
Portto
achieve
a
meaningful
level
of
urbanization.
Version
1.0
May
17,
2015
B. Races
Additional Races
C. Civilizations/Peoples
Marsh Hobbit
Half-Trog
The
greenish-gray
race
of
trogs
that
inhabit
the
western
forests
and
often
raid
human,
elven,
or
hobbit
travelers
and
settlements
sometimes
impregnate
women
taken
as
slaves
or
captured
in
brutal
attacks.
For
those
unable
or
unwilling
to
terminate
their
pregnancies,
the
results
are
half-
trogs:
mottled
children
on
the
margins
of
both
these
worlds.
Size:
Average
size
for
a
half-trog
is
66
tall
(
10)
and
250
lbs.
(80
lbs.).
(Medium)
Ability
Score
Increase:
Half-trogs
gain
+2
to
Strength
and
+1
to
Constitution
Alignment:
half-trogs
can
be
of
any
alignment,
but
most
find
the
customs
and
rules
of
their
conflicted
ancestry
burdensome,
and
reject
the
same
to
follow
their
own
paths.
Half-trogs
thus
tend
toward
chaotic
alignments.
Speed:
base
walking
speed
is
30
feet.
Darkvision:
Like
elves,
half-trogs
are
accustomed
to
twilit
forests
and
moonlight.
They
can
see
in
dim
light
within
60
feet
as
if
bright
light,
and
in
darkness
as
if
dim
light,
without
discerning
color.
Languages:
Common,
Giant
Anguished
Heritage:
Most
half-trogs
who
choose
human
o r
demi-human
settlements
resent
the
circumstances
of
their
conception,
and
gain
a
+2
to
attack
rolls
against
medium
humanoid
enemies,
such
as
true
Trogs,
Orcs,
Gnolls,
and
Goblins.
Version
1.0
May
17,
2015
Roughly
300
miles
west
(as
the
crow
flies)
of
Balvin
is
the
high
mountain
settlement
of
Qin.
As
the
center
of
the
popular
Di-Theist
religion,
many
throughout
the
region
count
a
pilgrimage
to
Qin
among
their
highest
aspirationsthough
few
ever
come
upon
the
opportunity
and
fewer
still
hold
the
nerve
to
attempt
it.
Qin
lies
several
thousand
feet
above
the
oceans
level,
in
a
bowl
between
several
peaks
at
the
end
of
a
brutal
climb
through
terraced
farms
and
pastures.
Perched
on
a
major
fault
line,
Qin
is
known
to
have
been
destroyed
and
rebuilt
countless
times
through
history,
and
is
thus
said
to
now
resemble
a
veritable
museum
of
architectural
styles
and
techniques
spanning
from
ancient
times
through
the
most
modern.
Far
to
the
west,
the
once-great
elven
city
of
Larsong
stands
against
the
shadow
of
fearsome
Mt.
Zind.
The
High
Elves
founded
Larsong
as
a
bastion
against
the
rapacious
tribes
of
the
south,
and
welcomed
the
High
Oracle
of
Larsong
to
a
brilliant
elven
temple
on
a
high
bluff
over
the
city.
But
Larsong
was
largely
leveled
in
the
Darkfall
and
what
remains
today
is
but
a
fragment
of
its
former
glory.
To
the
ruins
have
come
the
human
cattlemen,
who
have
reportedly
turned
Larsongs
southwest
quarter
into
a
thriving
livestock
market.
The
stockyard
stench
and
squalor
has
naturally
driven
the
remaining
elves
to
an
enclave
within
the
settlement,
such
that
you
now
picture
Larsong
as
resembling
two
citiesa
bustling
stockyards
district
dominated
by
dirty
men
and
their
commerce,
beside
a
cloistered
artisanal
district
populated
by
elves,
craftsmen,
and
priests.
Other
noteworthy
settlements
in
the
Qin
Range
include
the
Marsh
Hobbit
shire
at
Tivitinsaid
to
be
a
genuine
oasis
amid
the
Tivitin
Swampsand
the
famed
undermountain
dwarven
halls
at
Mt.
Decayne.
Otherwise,
only
scattered
bergs
and
hamlets
that
dot
the
countryside,
as
obscure
as
they
are
uncommon.
Many
are
dominated
by
local
warlords
or
strongmenwith
slavery
an
all-too-common
existence
for
the
dominated.
Several
roaming
bands,
such
as
the
Te-Hok
and
Sikk-See
horsemen
of
the
eastern
plains,
the
alpine
Mirk-Wen
hunters,
and
the
fearsome
Lono-
Knollen
marauders,
roam
the
wilderness.
D. Technology
Much
of
the
Qin
Mountain
region
is
decidedly
low-tech.
Agriculture
and
ranching
are
dominant
lifestyles,
but
occur
on
largely
unimproved
and
unenclosed
lands.
Leather
and
various
types
of
woven
cloth
are
frequent,
as
are
wooden
and
stone
implements
of
many
varieties.
But
metalwork
is
an
uncommon
skill
upon
the
surface,
and
mining
an
even
less
frequent
occupation.
Much
of
what
metal
items
are
available
come
from
the
dwarves
of
Mt.
Decayne
or
the
gnomes
of
Mt.
Zind,
though
blacksmiths
and
other
metalwork
infrastructure
actually
does
exist
in
larger
villages
and,
of
course,
population
centers
like
Balvin
and
the
Tivitin
shire.
Another
frequent
source
of
metal
throughout
the
region
are
ruin
sites,
particularly
from
the
south.
There
are
no
smiths
among
orcs
and
goblins
and
the
like,
but
they
loot
heaps
of
salvage
from
cities
razed
in
the
Darkfall.
2. Deities
Even
in
a
region
as
small
as
the
Qin
Mountains,
the
deities
that
people
and
humanoids
follow
are
too
numerous
to
count.
But
substantially
everyone
in
the
region
is
acquainted
with
the
areas
two
dominant
religionsthe
Di-Theisms
of
Qin,
and
the
centaur
religion
of
Cygnivaland
has
at
least
heard
of
a
few
others.
A. Di-Theisms of Qin
Version
1.0
May
17,
2015
Far
and
away
the
most
popular
religion
in
the
Qin
Mountains
is
the
so-called
Di-Theisms
of
Qin,
which
centers
around
five
pairs
of
oppositional
deities.
In
the
most
orthodox
form
of
the
religion,
associated
with
the
high
priests
of
Qin
itself,
these
then
deities
are:
The
high
Qin
priests
are
said
to
pray
for
balance,
and
attribute
disasters
and
misfortunes
to
imbalances
produced
by
mortal
beings.
In
Orthodox
Qin
Di-Theism,
the
(inherently
virtuous)
human
and
demi-human
races
produce
balance
by
countering
the
(supposedly)
much
greater
forces
of
evil
and
destruction
represented
by
orcs,
trogs,
and
other
fell
creatures.
Evil
among
people
is
acknowledged,
but
deemphasized
as
a
cause
of
imbalance.
In
some
common
adaptations
of
Qin
Di-Theism,
the
ten
oppositional
deities
are
collapsed
into
a
single
pair,
usually
Sol
&
Ln,
who
represent
the
opposing
sides
of
every
possible
pairing.
In
other
adaptations,
the
acts
of
evil
humans
and
demi-humans
are
attributed
much
greater
significance
to
the
cosmic
balanceand
the
acts
of
beasts
and
outlandish
races
are
downplayed
or
made
irrelevant.
In
the
past,
significant
religious
discord
has
centered
on
the
conflicts
inherent
in
these
divergent
viewsand
feelings
of
suspicion
and
distrust
persist
across
the
denominations
to
date.
B. Cygnival
Along
the
coastal
plains
and
in
the
port
city
of
Balvin,
the
centaur
god
Cygnival
is
ascendant.
A
much
simpler
and
unified
faith,
Cygnival
is
associated
with
forests,
life,
and
breathwith
his
temples
commonly
erected
around
standing
evergreens.
Many
of
the
Qin
religion
view
the
Cygnival
adherents
as
merely
an
overgrown
cult,
but
the
breadth
and
influence
of
Cygnival
is
by
now
undeniable:
forest
chapels
to
the
centaur
god
are
frequent
along
the
Central
Road,
as
are
rough
groups
of
pilgrims
marching
under
the
familiar
Tree
of
Cygnival.
C.
Other
deities
of
note
Salomirak,
the
toxic
god,
appears
as
a
fearsome
snake
or
reptile.
He
is
popular
with
northern
cultists
and
woodsmen,
not
so
much
worshipped
as
feared.
To
your
understanding,
adherents
of
Salomirak
must
adopt
and
follow
lives
of
pure
virtue,
for
which
Salomirak
rewards
them
by
not
afflicting
disease
or
contagion.
Scaol,
the
harsh
war
god
of
the
Lono-Konollen,
appears
as
armored
figure
of
an
ambiguous
but
humanoid
race,
bearing
a
wavy
sword
and
a
stern,
ominous
face.
Scaol
is
associated
with
cold,
hardness,
and
austerity,
his
symbol
being
a
plain
iron
X
at
the
end
of
a
rope
or
chain.
Paomeoer
is
the
well-known
dwarven
god
of
weather
and
heavenly
bodies,
and
widely
in
favor
under
Mt.
Decayne.
Indeed,
Paomoers
symbol,
the
triple
lighting
bolt,
appears
on
so
many
shields,
helms,
and
other
items
of
dwarven
metalcraft
that
the
symbol
is
often
presumed
a
mere
dwarven
mark,
rather
than
the
symbol
of
a
deity.
No
one
knows
if
the
Encrod
water
deity,
ToaToboh,
still
exists.
Many
believe
the
god
to
have
been
destroyed
entirely
in
the
Darkfall.
Others
believe
ToaToboh
merely
lies
asleep
and
will
someday
awaken
to
have
his
vengeance
on
Xiogru,
while
still
others
insist
he
assumed
a
mortal
4
Version
1.0
May
17,
2015
form
in
penance
for
the
failure
of
Xiogru
and
walks
the
realms
of
men
as
pauper
or
slave.
No
matter
the
form,
ToaToboh
is
unquestionably
regarded
as
a
fallen
god,
at
leastone
that
once
appeared
as
an
animated
wave
or
beast
of
living
water.
As
the
dominant
god
of
fish,
lakes,
and
rivers,
his
symbol
was
once
a
raindrop
with
a
fisheye
in
the
center.
These
days,
different
sects
of
the
Encrod
religion
dress
in
rags
or
depict
their
deity
as
a
beggar,
while
others
have
taken
on
a
darker
cultish
aspectadopting
skulls,
horns,
and
other
symbols
of
undeath
and
dablling
in
black
arts.
3. History/Lore
Everyone
knows
the
name
of
Xiogru.
Once
a
high
archmage
of
the
Encrod
whose
powers
rivaled
those
of
ToaToboh
himself,
Xiogru
famously
came
upon
an
otherworldy
artifact
deep
in
the
underdark
beneath
Mt.
Zind.
The
device,
a
rod
or
wand
of
some
kind
that
Xiogru
called
The
Grimrod,
carried
truly
unspeakable
powers.
Elders
speak
of
the
Grimrod
calling
acid
from
the
clouds,
pulling
avalanches
down
the
mountain
sides,
or
raising
vast
armies
straight
from
the
ether.
Some
even
say
the
Grimrod
could
have
blacked
out
the
sun,
had
its
bearer
so
desired.
It
has
never
been
said,
however,
that
Xiogru
actually
sought
to
black
out
the
sun.
What
he
did
desire
was
an
immortal
existence.
And
so
he
raised
an
army
from
the
soil
beneath
Mt.
Zind
transforming
that
once
fertile
plain
into
a
corrupted
terrain
of
dust
and
decayand
marched
on
Larsong
bearing
the
flag
of
the
Encrod.
Farms
and
villages
burned
in
his
wake,
and
even
the
very
land
shriveled
to
death,
while
Xiogru
himself
became
something
inhuman.
On
reaching
Larsong,
Xiogruby
now
horned
and
fully
black-complected,
brought
the
Grimrod
before
the
High
Oracle
of
Larsong.
In
the
courtyard
before
the
old
elven
church
he
did
so,
and
Xiogru
delivered
his
ultimatum:
Your
gods
shall
make
me
immortal,
Xiogru
demanded.
Or
the
Grimrod
shall
destroy
your
gods
along
with
you!
At
his
words,
the
very
sky
erupted
with
an
indescribable
light.
Three
angels
appeared,
joined
hands,
and
banished
Xiogru
to
the
watery
plane
of
ToaToboh.
There,
before
his
master,
the
Xiogru
no
longer
resembled
the
bookish
mage
who
had
long
served
the
Encrod
people.
His
eyes
had
darkened,
his
flesh
grown
black,
and
scaly.
Horms
protruded
from
Xiogrus
skill,
and
a
ripple
of
spikes
along
his
back.
Atone,
devil!
ToaToboh
commanded.
But
Xiogru,
having
secured
the
immortality
hed
so
terribly
cravedeven
if
in
such
a
badly
corrupted
formhad
no
thought
of
atonement.
In
anger
he
battled
the
god,
in
an
epic
firestorm
of
rage
that
tore
at
the
fabric
of
the
multiverse.
Accounts
vary
as
to
the
outcome
of
Xiogrus
battle
with
ToaToboh.
Some
insist
Xiogru
destroyed
the
water
god,
but
most
presume
the
diety
to
have
survived
the
confrontationeither
to
recover
in
a
rest
of
celestial
duration,
or
possibly
to
have
given
up
the
celestial
realms
altogether
for
a
trying
mortal
existence.
Xiogru,
it
is
said,
traveled
to
the
infernal
realms
and
made
his
lair
on
a
plane
of
absolute
blackness.
In
a
flash
was
Xiogru
gone
from
Qin,
yet
his
army
remained
behindhundreds
of
foul
raiders,
each
with
a
mind
for
nothing
but
blood,
to
run
amok
through
Larsong.
Their
violence
brought
the
once
grand
elven
city
to
a
low
from
which
it
has
never
recoveredand
for
which
the
High
Oracle
lamented
from
his
loft
that
the
Encrod
shall
be
a
cursed
people,
and
shall
know
no
peace
for
so
long
as
the
Grimrod
and
its
infernal
bearer
hold
sway
in
this
land.
Centuries
of
religious
strife
have
ensued,
as
the
despised
Encrod
have
been
chased
from
their
lands
and
driven
underground,
the
remnants
of
their
faith
splintered
and
broken.
The
persecution
has
turned
many
hearts
black,
as
countless
Encrod
have
perished
and
too
many
that
remain
have
become
slaves.
And
so
they
waitfor
one
day,
the
greatest
among
them
shall
return.
5
Version
1.0
May
17,
2015
4. Rules/Technical
This
is
a
Dungeons
&
Dragons
Fifth
Edition
(5e)
campaign.
We
all
love
first
edition,
myself
included,
but
lets
face
it:
the
first
edition
rules
are
long,
confusing,
and
unwieldy,
and
cause
too
much
time
to
be
consumed
on
boring
administrative
matters
(like
managing
rations
or
calculating
encumbrance).
The
5e
rules
are
lighter,
simpler,
and
hopefully
more
fun.
Players
can
obtain
the
5e
basic
rules
for
free
through
the
Wizards
of
the
Coast
website.
The
basic
rules
only
contain
a
limited
number
of
races
(elf,
dwarf,
halfling,
human)
and
classes
(the
traditional
fighter,
cleric,
thief,
and
wizard),
however,
so
players
wishing
to
utilize
a
gnomes,
half-orcs,
or
any
of
the
more
sophisticated
character
classes
may
wish
to
obtain
a
copy
of
the
Players
Handbook.
On-line
sessions
will
utilize
the
Roll20.net
virtual
tabletop.
The
program
provides
for
video-
conferencing,
text-chat,
on-line
character
sheets,
and
the
whole
nine.
Its
also
free,
and
runs
in
a
web
browserso
there
is
nothing
to
download
or
install.
The
one
drawback,
however,
is
that
the
video-conferencing
feature
does
not
work
on
Safarimeaning
Mac
users
will
need
to
install
Chrome
or
another
supported
browser.
A. PC
Races:
Permitted:
Human,
Elf,
Dwarf,
Hobbit,
Gnome,
Half-Orc,
Half-Trog,
Half-Elf
(all
subraces
including
Drow)
Under
Consideration/Development:
Tiefling,
Half-Dwarf
Not
Permitted:
Dragonborn
B. Character
aging:
All
human
and
demi-human
races
have
a
normal
human
life
expectancy
(d20+70
years).
This
applies
to
both
player
characters
and
NPCs.
(i)
(ii) A
PC
that
wishes
to
multi-class
must
locate
a
mentor
to
train
him
or
her
in
the
new
class;
the
mentor
will
charge
a
significant
fee;
(iii) The
PC
must
declare
the
second
class
he
or
she
wishes
to
add
while
at
least
one
full
experience
level
from
being
able
to
add
it.
(For
example,
Thor,
a
4th
level
fighter
with
3,000
XP,
wants
to
multiclass
to
become
a
fighter-sorcerer.
Under
the
Players
Handbook
rules,
on
reaching
6,500
XP
Thor
would
have
the
option
of
either
advancing
to
level
5
as
a
fighter
or
level
1
as
a
sorcerer.
Under
the
CoX
House
Rules,
however,
Thor
must
declare
his
intention
to
become
a
sorcerer
while
at
least
a
full
experience
level
away.
Since
Thor
is
less
than
a
full
level
from
advancement,
he
must
declare
his
intention
to
become
a
sorcerer
before
reaching
6,500
XP,
and
can
then
add
the
sorcerer
level
once
he
reaches
14,000
XP
(level
6).
D. Feats:
The
optional
rules
for
feats
are
not
utilized
but
remain
under
consideration
for
future
implementation
E. 5e
Homebrew:
The
Runeblade
and
Swashbuckler
character
classes
from
the
D&D
Wiki
5e
Homebrew
are
permitted.
6
Version
1.0
May
17,
2015