Over the last few weeks, rumors have begun to circulate that the magical wards that once sealed off the great fortress Dwimmermount have fallen. Shadowy figures are reportedly going into, and coming out of, the magical mountain.
For hundreds—maybe thousands—of years, Dwimmermount served as a fortress for a succession of empires. It fell two centuries ago, when a rebel uprising culminated in a mysterious cataclysm that sealed the dungeon off from the outside world.
Dwimmermount is located a few miles to the northwest of the fortified town of Muntburg. Many of the inhabitants of Muntburg and the nearby region known as the City-States are there to keep an eye on Dwimmermount. Some hope to enter the dungeon to get rich, others to free one of the powerful beings which the local authorities hope will remain locked away in Dwimmermount’s extra-dimensional prison.
Dwimmermount was excavated from the tallest mountain in the Wintertop range and is reputed to have at least half a dozen levels, if not double that number.
The dungeon was the site for the most important magical research of past eras, including investigations into time, space, and the creation of life.
Now, the race is on to uncover the secrets locked within and either claim them or keep them away from the competition. Several adventuring parties have been converging on Muntberg. Some are agents of local powers, others are simply seeking to make their fortune. Who will come out on top is anyone's guess. How will your group fare?
Campaign Background
Campaign Background
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Re: Campaign Background
Adventurers in the world of Dwimmermount may be men, dwarves, or elves.
Men
When adventuring in the world of Dwimmermount, men may belong to the following classes: assassin, barbarian, bladedancer, cleric, explorer, fighter, mage, priestess (or priest), shaman, thief, venturer, and witch. Each of these classes functions as described in ACKS or ACKS Player’s Companion, except for the religious classes, which have some variation in weapon choice and code based on chosen deity.
Dwarves
Dwarves in the setting of Dwimmermount differ slightly from the way that they are described in the ACKS rulebook. The most significant factor is that they are exclusively male; there are no female dwarves. Consequently, dwarves do not reproduce as men do, but rather by carving their “sons” from rock and magically imbuing them with life. Many outsiders consider dwarves to be artificial beings, akin to animated statues or golems. Exploring the truth about the origin of the dwarven race and what conclusions should be drawn as a result was a central theme in the original Dwimmermount campaign, and could be a strong motivation here.
Because of their unusual nature, when dwarves die, they turn to stone. Thus, they cannot be restored to life through the use of raise dead, but instead require the spell stone to flesh. However, dwarves do benefit from other healing effects including spells such as cure light wounds and magic items such as rings of regeneration.
All dwarves belong to either the delver, machinist, or vaultguard class. There are no dwarven craftpriests or furies in the world of Telluria.
Elves
The term “elf” is a Thulian word used to describe those intelligent, humanoid beings who can claim descent from the Eld. At the climax of the uprising against the Eldritch Empire, the Eld nobility retreated en masse back to the Red Planet in the face of the Thulian onslaught. Those Eld unable to return whence they came, in time, came to be known as elves. As relatives of the evil Eld, elves are generally looked upon with suspicion by men and dwarves to this day.
The defining characteristic of the elves is their longevity: so far as anyone knows, elves are immortal. They can be killed and certain ailments may slay them, but they never die of old age. All elves, regardless of their chronological age -- and many elves claim to be over a thousand years old -- look as if they were approximately in their late teens or early 20s from a human perspective.
Interestingly, elves, unlike most other races, cannot be raised from the dead if slain. The spells restore life and limb, reincarnation, and resurrection simply have no effect.
Though there are many tall tales of “half-elves”
— the result of a star-crossed romance, usually between a human hero and a beautiful elven maiden — there’s no evidence that such a thing is even possible. For their part, elves take no interest whatsoever in humans (or any other race) as objects of affection. Furthermore, though elves do have two genders that, outwardly at least, resemble those of humans, elves do not marry or form pair bonds or have any other kind of social arrangements that suggest either the formation of families or indeed any purpose to the physiological differences between the genders. It’s almost as if elves were male and female in imitation of humans!
Save for the fact that they cannot benefit from restore life and limb and related effects, the elves of Dwimmermount are functionally identical to those presented in the ACKS rulebook. All of the elven classes in ACKS (spellsword and nightblade) and ACKS Player’s Companion (courtier, enchanter, and ranger) are available.
Men
When adventuring in the world of Dwimmermount, men may belong to the following classes: assassin, barbarian, bladedancer, cleric, explorer, fighter, mage, priestess (or priest), shaman, thief, venturer, and witch. Each of these classes functions as described in ACKS or ACKS Player’s Companion, except for the religious classes, which have some variation in weapon choice and code based on chosen deity.
Dwarves
Dwarves in the setting of Dwimmermount differ slightly from the way that they are described in the ACKS rulebook. The most significant factor is that they are exclusively male; there are no female dwarves. Consequently, dwarves do not reproduce as men do, but rather by carving their “sons” from rock and magically imbuing them with life. Many outsiders consider dwarves to be artificial beings, akin to animated statues or golems. Exploring the truth about the origin of the dwarven race and what conclusions should be drawn as a result was a central theme in the original Dwimmermount campaign, and could be a strong motivation here.
Because of their unusual nature, when dwarves die, they turn to stone. Thus, they cannot be restored to life through the use of raise dead, but instead require the spell stone to flesh. However, dwarves do benefit from other healing effects including spells such as cure light wounds and magic items such as rings of regeneration.
All dwarves belong to either the delver, machinist, or vaultguard class. There are no dwarven craftpriests or furies in the world of Telluria.
Elves
The term “elf” is a Thulian word used to describe those intelligent, humanoid beings who can claim descent from the Eld. At the climax of the uprising against the Eldritch Empire, the Eld nobility retreated en masse back to the Red Planet in the face of the Thulian onslaught. Those Eld unable to return whence they came, in time, came to be known as elves. As relatives of the evil Eld, elves are generally looked upon with suspicion by men and dwarves to this day.
The defining characteristic of the elves is their longevity: so far as anyone knows, elves are immortal. They can be killed and certain ailments may slay them, but they never die of old age. All elves, regardless of their chronological age -- and many elves claim to be over a thousand years old -- look as if they were approximately in their late teens or early 20s from a human perspective.
Interestingly, elves, unlike most other races, cannot be raised from the dead if slain. The spells restore life and limb, reincarnation, and resurrection simply have no effect.
Though there are many tall tales of “half-elves”
— the result of a star-crossed romance, usually between a human hero and a beautiful elven maiden — there’s no evidence that such a thing is even possible. For their part, elves take no interest whatsoever in humans (or any other race) as objects of affection. Furthermore, though elves do have two genders that, outwardly at least, resemble those of humans, elves do not marry or form pair bonds or have any other kind of social arrangements that suggest either the formation of families or indeed any purpose to the physiological differences between the genders. It’s almost as if elves were male and female in imitation of humans!
Save for the fact that they cannot benefit from restore life and limb and related effects, the elves of Dwimmermount are functionally identical to those presented in the ACKS rulebook. All of the elven classes in ACKS (spellsword and nightblade) and ACKS Player’s Companion (courtier, enchanter, and ranger) are available.
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Re: Campaign Background
The clerical classes (bladedancer, cleric, priest, and priestess) represent men and women who have devoted their lives to serving one of the deities of the Thulian Great Church and been gifted with miraculous powers in return for their service. Only the races of man worship the gods; and all of the gods, regardless of their spheres of influence, support and protect the civilization of man. As a result, the various clerical classes are generally available only to humans of Lawful alignment.
The Great Church was a religious institution of the Thulian Empire, formed from an amalgamation of the nine most influential faiths among the Thulians. Eight of the original deities honored by the Great Church are shown on the table below. The ninth “deity” was called Anyastos, who was, according to orthodox interpretation, not a deity at all, but rather an abstract concept—The Divine— representative of the power above and beyond all the other gods. Anyastos had no priesthood or temples of his own, instead being revered by all of the Church’s constituent faiths. Of course, there have always been tales of secret societies and esoteric orders devoted to him. Later, Turms Termax identified himself with The Divine and his worship eventually supplanted that of Anyastos within the Great Church.
Anesidora (L/G) -- goddess of grain, fertility, marriage, and law
Asana (Law) -- goddess of strategy, heroism, and science
Caint (L/G) -- god of medicine, poetry, and music
Donn (Law) -- god of the dead
Mavors (L/E) -- god of warfare
Tenen (Law) -- god of travelers, craftsmen, and invention
Tyche (Law) -- goddess of fortune, prosperity, and destiny
Typhon (L/E) -- god of judgment, discipline, and trade
Anesidora -- Clerics, priests and priestess
Asana -- Clerics, bladedancers, priests and priestess
Caint -- priests and priestess
Donn -- cleric (male) or priestess (female)
Mavors -- Bladedancer or Cleric
Tenen -- priests and priestess
Tyche -- bladedancer, cleric, priest or priestess
Typhon -- clerics, priests or priestess
All martial clerical classes have custom weapon selection based on deity, and priests/priestess have custom vows based on deity.
Some men and women possess the ability to cast divine spells, although they serve neither Law nor the deities of the Thulian Great Church. Such men and women have – knowingly or unknowingly - thrown in their lot with Chaos, as embodied by the various demon lords and princes of the Great Void. The classes in this category include shamans and witches of Neutral alignment.
Shamans and witch PCs may be of Neutral alignment. They are calling upon both Lawful and Chaotic powers for their spells. They function exactly as described in the ACKS Player’s Companion.
The Great Church was a religious institution of the Thulian Empire, formed from an amalgamation of the nine most influential faiths among the Thulians. Eight of the original deities honored by the Great Church are shown on the table below. The ninth “deity” was called Anyastos, who was, according to orthodox interpretation, not a deity at all, but rather an abstract concept—The Divine— representative of the power above and beyond all the other gods. Anyastos had no priesthood or temples of his own, instead being revered by all of the Church’s constituent faiths. Of course, there have always been tales of secret societies and esoteric orders devoted to him. Later, Turms Termax identified himself with The Divine and his worship eventually supplanted that of Anyastos within the Great Church.
Anesidora (L/G) -- goddess of grain, fertility, marriage, and law
Asana (Law) -- goddess of strategy, heroism, and science
Caint (L/G) -- god of medicine, poetry, and music
Donn (Law) -- god of the dead
Mavors (L/E) -- god of warfare
Tenen (Law) -- god of travelers, craftsmen, and invention
Tyche (Law) -- goddess of fortune, prosperity, and destiny
Typhon (L/E) -- god of judgment, discipline, and trade
Anesidora -- Clerics, priests and priestess
Asana -- Clerics, bladedancers, priests and priestess
Caint -- priests and priestess
Donn -- cleric (male) or priestess (female)
Mavors -- Bladedancer or Cleric
Tenen -- priests and priestess
Tyche -- bladedancer, cleric, priest or priestess
Typhon -- clerics, priests or priestess
All martial clerical classes have custom weapon selection based on deity, and priests/priestess have custom vows based on deity.
Some men and women possess the ability to cast divine spells, although they serve neither Law nor the deities of the Thulian Great Church. Such men and women have – knowingly or unknowingly - thrown in their lot with Chaos, as embodied by the various demon lords and princes of the Great Void. The classes in this category include shamans and witches of Neutral alignment.
Shamans and witch PCs may be of Neutral alignment. They are calling upon both Lawful and Chaotic powers for their spells. They function exactly as described in the ACKS Player’s Companion.
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Re: Campaign Background
Languages in Dwimmermount area:
Common: The trade and diplomatic language spoken by the nations and City-States that were once part of the Thulian Empire. This varies from place to place, so there is some chance of not understanding someone from a different area.
Low Thulian: The historical form of Thulian once spoken by the lower classes and subjects of the Thulian Empire. It is very similar to Common, but would seem archaic to modern ears. It will be understood by most speakers of common.
High Thulian: The elegant language of the aristocracy and scholars of today, it was the language of the literary classes in the Thulian Empire. It is also used in the Liturgies of the Church. This is the main language that someone who would consider themselves a scholar would want to know.
Ancient Thulian: The language of the original Thulian barbarians. Preserved mostly by sages. The oldest books of the Church are written in Ancient Thulian. This is the language of the early Thulian Empire, not god language of the "Ancients". That language is lost to history.
Bestial: The tongue of the various beastmen. A rough dialect of Low Thulian. This will sometimes be understandable to those who speak common.
Elven: The liquid, lilting tongue of the elves.
Dwarven: The workman-like language of curt words with a highly regular, efficient grammar spoken by the dwarves.
Goblin: The fast and gutteral language of the goblins.
Common: The trade and diplomatic language spoken by the nations and City-States that were once part of the Thulian Empire. This varies from place to place, so there is some chance of not understanding someone from a different area.
Low Thulian: The historical form of Thulian once spoken by the lower classes and subjects of the Thulian Empire. It is very similar to Common, but would seem archaic to modern ears. It will be understood by most speakers of common.
High Thulian: The elegant language of the aristocracy and scholars of today, it was the language of the literary classes in the Thulian Empire. It is also used in the Liturgies of the Church. This is the main language that someone who would consider themselves a scholar would want to know.
Ancient Thulian: The language of the original Thulian barbarians. Preserved mostly by sages. The oldest books of the Church are written in Ancient Thulian. This is the language of the early Thulian Empire, not god language of the "Ancients". That language is lost to history.
Bestial: The tongue of the various beastmen. A rough dialect of Low Thulian. This will sometimes be understandable to those who speak common.
Elven: The liquid, lilting tongue of the elves.
Dwarven: The workman-like language of curt words with a highly regular, efficient grammar spoken by the dwarves.
Goblin: The fast and gutteral language of the goblins.
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Re: Campaign Background
We'll be starting in a village of Muntberg, close to Dwimmermount. Muntberg is near Adamas, one of the big City States in the area. Other major nearby City-States are Yethlyreom, a City of Lawful Necromancers, full of undead, and Retep City, a rival of Adamas several days south.
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Re: Campaign Background
Thanks for moving all this here.
Re: Campaign Background
No prob. I realized stuff was starting to get lost. ..
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Re: Campaign Background
Human Beliefs about Dwimmermount
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Re: Campaign Background
Dwarven Backstory
Dwarves and the Makers
Dwarven Beliefs about Dwimmermount
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8