Grandfathers
My previous post if for safety in the future, I'm still on hiatus until we finish renovating
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Grandfathers
My previous post if for safety in the future, I'm still on hiatus until we finish renovating

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Aetherlight
Orcish Inspiration
1st-level Revolutionary feature
When you speak the terms āORCāS UNITE.ā you regain 2d6 + Wisdom modifier hit points, and gain Inspiration.
Published by: John Grady (Gwyn Grady)
Published on: 01/12/2023
THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST!
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
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12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Aetherlighy @ 2023, John Grady (Gwyn Grady)]; Author: John Grady (Gwyn Grady).
END OF LICENSE
Something I whipped up quickly for tomorrow's pathfinder game.
Prism of Passage
Whatās in my pocket? | #4 Cobalt Sail Corsair
An eyepatch made from the end of a peacock feather.
A plain bottle containing Khalahagi Viper Rum
A basket-hilted saber with its blade snapped in half, a jeweled crest of House Savik is fixed into the hilt.
Three live Khaltri shrimp in a small glass jar
An ornate collapsible telescope, clouds never seem to block its view of the stars.
A silver necklace set with twenty-four sapphires wrapped in a ransom letter
A wooden chest containing several small jars of soil, each labeled with the name of a port.
A brass starmap with a phrase engraved into it, āTo reach the lands of shadow and light seek the stars sunken from sightā
A copper compass from Salir that always points to the nearest storm.
A bag containing seventeen Vorn secret coins. Each one holds the memory of a murder committed by The Saltstone Strangler.

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Drakkenspeer House Reznik
āRoar Louder Than The Dragonā
Ruling over Northern Wyrmsrest, members of House Reznik are both savage warriors and skilled musicians. Since the earliest days of Drakkenfall House Reznik has been renowned for their courage and ferocity. Soldiers will often credit the warcries of this house for turning the tide of desperate battles. Reznikās founder Mykola was a talented vocalist and musician, composing the Drakkenfall anthem āOur Banner Flies as Tyrants Dieā. Every member of House Reznik bears a curse as punishment for the actions of their founder. Having lost his youngest daughter when a sabercat wandered onto his lands, Reznikās retribution was severe, embarking on a crusade to eradicate the beasts. Mykola himself is said to have slain the last sabercat, in doing so he earned the wrath of the Archfey Lorcan who bestowed the curse upon his house. From the moment of their birth, each violent act changes them slightly to resemble the great beasts they so despised. Those who cannot control themselves, or who find themselves in war inevitably become feral. The curse has sown division within the house, some view it as a dangerous burden that must be controlled, while others revel with each change that brings them closer to being the perfect hunter. Despite its contributions to both culture and warfare, members of House Reznik are often looked down upon by other Drakkenspeer houses, especially House Balan and House Markov due to the nature of their curse.
This week we are covering one of my favorite Drakkenspeer Houses, House Zelenko!
Drakkenspeer House Zelenko
āSharpen Your Chainsā
As one of the original Drakkenspeer houses to survive to the current day House Zelenko traces its linage back to the founding of Drakkenfall. Its progenitor was Mischa Zelenko who forged the chains of her oppression into blades to arm the uprising. In the years that followed she served as Aleric The Greatās chief smith and engineer, a tradition that runs strong in her family. Today the Zelenko govern northern Blackwall an area with significant mineral wealth, but little in the way of farmable land. While House Zelenko supplies arms to the bulk of the Drakkenfall military few innovations are produced for the average soldier. Instead with help from and at the urging of The Aetherlight Society most development has gone into two special weapons for the Drakkenspeer noble houses. The Drakenbreachers are large lances used to deliver explosive payloads and the Sthalwaltzer is a super heavy armor powered by Aetherium. While powerful these weapons require significant resources to create and maintain and are deployed almost exclusively in response to Aether-Breaches or hostile dragons. The Zelenko family is known to have a fascination with creatures from the Craglands. And through a remarkable series of events, they have adopted an entire clan of centaurs into their family. It remains to be seen if these newcomers can gain the respect of the other Drakkenspeer families, but within Zelenko, they are viewed as true equals worthy of the family honors.
Dungeon Elements #1 | Chests and Containers
I will be covering the Aetherlight Society in detail soon, for now you can think of them as a mix between warehouse 13 and The MiBĀ
Cosmological Chronicle - Aldir, The Plane of Water
The realm of water, Aldir is a place of untold wonder. Its boundless seas contain magnificent coral palaces, grand promenades of silver and glass, and a bounty of life seen nowhere else. However, for every wonder, there is an equally terrifying horror.
Currency
Aetherium Shards hold much less value in Aldir than other planes, due in large part to the presence of Weynok Oysters. These oysters create Aetherium Pearls which are prized among the Aldiri and serve as the primary currency of the plane.Ā
Culture and Customs
Aldir is a plane of stark contrast where civilization has reached heights unimaginable to most. Within its metropolitan centers, there is a strict hierarchy where oneās place in society is solely determined by standards of physical beauty.
However, outside the cities, Aldir is a rugged and unforgiving place overrun with savage beasts, cunning pirates, and unimaginable horrors. Despite this, many choose the freedom and self-determination offered by the outlands of Aldir over the oppressive luxury of the cities.
Treats and Entertainment
Aldir is renowned for the gushing bursts of flavor that one experiences when biting into its many varieties of Jelly Fruits. Unma Bites are another popular snack, consisting of a small oily fish wrapped in seaweed. Within its cities, great opera halls hold positions of prominence and attract thousands to the performances held in them. Among the outlanders, skiff racing is practically a way of life, with large prizes and wagers often on the line. The outlanders often complain that Aldir would win The Aether Grand Regatta every year if they were allowed to represent the plane in the event.Ā
Places of Importance
Yontaris The Crystal City
Aldirās political and cultural capital, Yontaris is home to The Palace of Tides, Lady Morikaās School of Performing Arts, and The Wavebreakerās Spire. The city itself is divided into seven tiers with the upper tiers being reserved for those of high status.
Erdomai The Boneyard
The lair of Serasis, Erdomai is an accursed graveyard of ships filled with the shambling bones of all who have fallen victim to the great beast. The bounty of ten thousand vessels, Serasisās hoard is the greatest treasure in Aldir.
Mintoris The Silver City
The economic capital of Aldir, Mintoris is home to a great many shipwrights and sits atop the largest deposit of precious minerals in Aldir. Its mines are legendary for both their great bounty and unimaginable cruelty visited upon those who work the mines.
Valakai The Abyssal Seat
Shrouded in darkness and surrounded by boiling volcanic waters, Valakai is the ruined palace of Lady Tsunariās lost sister. Travel to these ruins is punishable by death and rumors persist that the empress fears nothing more than the secrets of Valakai being uncovered.
Teldaris the First Reef
Aldirās largest city, Teldaris is a massive reef shelf that is ever-growing. The powerful and connected of Teldaris reside within the beautiful and bustling āliveā part of the reef, while the poor and downtrodden take up residence within hollows carved into the skeletal base of the shelf.
Individuals of Note
Mirra & MorraĀ
The true elemental rulers of Aldir, the twins exert no political power within the plane as most of their time and attention is consumed by their role as the moon keepers of the material plane.
Lady Tsunari: The Dancing Wave
The Empress of Aldir, Tsunari channels the twinās authority and rules over the plane. Since the disappearance of her sister, Tsunari has become secretive and prone to massive swings in temperament. Many whisper that without her sister to share the burden of power, Tsunari is slowly falling to madness.
Lady Shilako The Crashing Wave
Before her disappearance, Shilako ruled aside Tsunari channeling the destructive power of Morra, while her sister channeled the healing powers of Mirra. In her absence, Tsunari has been forced to channel both powers.
Kratok The Hermit
Perhaps only rivaled in his wisdom and age by The Grandmother of Dolgir, Kratok is a cantankerous and solitary sage who often appears as a bipedal Hawksbill turtle. He is a collector of trinkets and artifacts who can recount the provenance of nearly any item. Though age has slowed Kratok somewhat, he remains as he was in his youth a monk of exceptional skill and should not be underestimated.Ā
Hekthi The Dread
Pirate queen and sea witch, the fearsome sabertoothed tiger shark, Hekthi is the closest thing to a ruler that exists in the outlands. Her forces regularly engage in battles with servants of Lady Tsunari. While ruthless against her enemies, Hekthi is quite warm with her friends and a stalwart ally to those in her good graces.
Serasis The Deep Hunger
A titanic beast Serasis tolerates no trespass within her domain. This serpent is an avatar of avarice and gluttony, hoarding treasures beyond measure and devouring the souls of any who stray to near. Despite her ferocious nature, the song of Serasis is said to be the most beautiful in existence a testament of sorrow and longing.
Creatures of Note
Kaltri Shrimp
These symbiotic shrimp are about 6 inches in length. They use their hook-like legs to attach themselves to a host, usually on the back before puncturing a major blood vessel with their syringe-like proboscis. The shrimp provide oxygenation of the blood through their highly efficient gills while using the host as protection against predators. While short term exposure is harmless, long term bonding will result in physical changes to the host and a melding of minds with the shrimp until the two become one being, perfectly adapted to underwater life.

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Whatās in my pocket? | #3 Blackpaw Goll Tribe
Fear not, more long-form content is coming, Iām finishing up Aldir The Plane of Water right now. It should be up in a few hours.
Have a haunted werewolf warbanner everyone
Well, I went ahead and got creative cloud set up, nice to be upgraded...less nice that I was forced into a subscription service by hardware failure.
Superior Shops #1 | The Three Hound Smithy
Shop:Ā Superior Armorsmith
Proprietor: GrisumĀ
Location: Ravenstone Township
The Three Hound Smithy was once an imposing two-story building of oaken timber and heavy stone, but it has fallen into disrepair and neglect. Many of its wooden roof shingles are peeled back, and its heavy iron ribbed door always hangs slightly ajar. Inside a large countertop stands between the shopfront and the rooms beyond. Brigandine and mail hang about available for resizing and a few examples of plate armor stand in glass cases, a testament to the smithās skill. Only a single weapon can be seen on display in the shop, the two halves of a shattered arming sword mounted to a plaque above the countertop.
An open forge-yard sits beside the shop, many tools and works in progress sit about guarded only by a short fence, and two large Sylbrian Wolfhounds with ashen fur that sleep in the yard.
Grisum is the owner of the shop and a skilled smith. A stout man in his early forties with a potbelly and a jet black beard. He bears himself with a somber and grueling demeanor. While by no means a dim man, Grisum prefers simple words and plain language.
If ever asked about the shattered blade that is mounted above his countertop, Grisum simply replies, āThatā¦..that is a testament to failure and a warning against pride, and I will speak no more of it.ā
Characters of note
Marshall
- The largest of Grisumās three wolfhounds, and the one that seems to never leave his side.
Duke
- Young and full of energy, Duke is the most likely of the wolfhounds to cause trouble with passersby or other animals
Lilly
- Lazy and laid back, Lilly has a kind demeanor to anyone she cares to take an interest in but most often is content to sleep, and ānoticeā things simply by raising a single ear.
Secrets
Secret: In his younger days Grisum was a gifted weaponsmith, however when his best friend Tandrid fell in battle after the sword Grisum made for him shattered, the smith swore to never forge a blade again and has since dedicated his life to crafting the sturdiest armor around.
Discovery: A few of the older people in town will know this information and may reveal it if asked about Grisum.
Secret: Marshall, the largest of Grisumās hounds is a Hound Arcon in disguise. Forged from the spirit of Tandrid after his death, and unable to assume a humanoid form or leave the mortal realm until his task is complete. Marshall watches over his old friend and his shop, always seeking ways to inspire the old smith to return to his true craft.
Discovery: If the players discover the truth behind how Tandridās sword was shattered and tell Grisum, then Marshall will be free to reveal himself.
Advancement
Upgrade 1: If Marshall can lead the players to discover the truth behind the shattering of his sword, Grisum can be convinced to begin forging weapons again, And will over a few weeks perform some much-needed maintenance on his building. Upgrade 2: If a suitable candidate is found, Grisum can be convinced to take on an apprentice, This will reduce the time it takes him to complete commissions by ½. Upgrade 3: If the players encounter the hungry fire elemental Tinatin and choose diplomacy over violence, it is possible to convince Tinatin to live in Grisumās forge where he will be fed in exchange for his heat. This will allow Grisum to work skymetals and other exotic materials.
Relics of Renown #1 | Glimmerhorn, Moonblade of The Nelenāwe
Type: Longsword
The blade of Glimmerhorn is made of unicorn ivory taken from the stallion Riā. Its fittings are silver, and it is set with 3 large amethyst. The Runes along its blade are carved into the ivory itself and left hollow with no inset. Its Guard is made of mithril and depicts a unicornās head on each side. Its handle is wrapped in purple and silver silk. A cord of each color hangs down past the pommel, which is a ring of mithril with a glass compartment containing a small illegible scrap of parchment inside.
Glimmerhornās Scabbard is made of purpleheart wood wrapped in a lattice of silver swirls.
Properties:
Glimmerhorn Functions as a +3 Defender weapon
Twice per day you may cast Friends as a spell-like ability
Once per day you may cast Calm Emotions as a spell-like ability
When you Unsheath Glimmerhorn the Whinny of Riā echoes for 10 feet
Secret: The parchment inside the swordās pommel is an ancient treaty between House Nelenāwe and their hated rivals House Taālith. Swearing eternal friendship and mutual defense.

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Cosmological Chronicle - Dolgir, The Plane of Earth
The plane of Earth is a place of ancient traditions and old magic. Within this realm of crystalline fields and fungal caverns rest many secrets lost to time, however any who would claim them must face toxic gases, radioactive stones, and creatures both stubborn and primal.
Currency
Dolgir is filled with a bounty of precious metals and jewels, as such these things hold little value within the realm of stone. While Aetherium Shards are accepted by some merchants here, the only truly universal currencies within Dolgir are time and technique. To bargain here is to labor as an assistant to a craftsman, or to teach a new skill or technique to the one you bargain with.Ā
Culture and Custom
Dolgir has a reserved and respectful culture. It is a place where mastery and age hold great social value. With its rigid structure, Dolgir may seem like a place where one holds little power to change ones station, but nothing could be further from the truth. Hard labors and dutiful practice are what matter here, it is fundamentally a land of merit, but recognition is not given easily, within Dolgir one impatient mistake can undo a thousand successes.Ā
Treats and Entertainment
The food of Dolgir is rich and hearty, favored among its denizens are Braized Bore Worm Kabobs and Candied Citrine Carrots. Entertainment in Dolgir is mostly an affair for the strong or skilled. Wrestling matches are large spectator events that occur regularly and while they draw impressive crowds they are small compared to Dolgirās annual craft fair, where smith and mason alike compete for the honor of creating the trophy for the next years Aether Grand Raggata. The regatta itself is an interesting prospect for the citizens of Dolgir, while they have never won the regatta, and their team receives little support or fanfare. Those who reside in Dolgir take great pride not only in the trophies they craft for the event but in the grim fact that the most dangerous leg of the race passes through Dolgir.Ā
Places of Importance
The Hall of Facets
Dolgrimās great palace sits at the exact center of Dolgir. At the pinnicle of its central tower is a massive fragment of Aetherite, the light of which is refracted by the palace and focused by The Paragon Pillars in such a way as to light the entire realm from this one gleaming source.
The palace itself is surrounded by a great labyrinth of mirror-like crystals. Those who enter the labyrinth fall under its enchantment , so long as they wander its halls they shall not age, nor experience hunger or thirst. But this is no blessing, rather it is a curse, for those who cannot solve the labyrinth may not even escape it through death.
The Archos Caverns
A dark and dangerous place, the crystalline spiders and driders of these caverns are not generally welcoming to outsiders, viewing most unexpected guests as thieves. Aside from the webs of its denizens, the caverns themselves are filled with ruins and tattered tapestries from various ages and styles. It is as if every time civilization advances in this place it is violently snuffed out.
Razorgore Ravine
A trench filled with shattered ships and countless bones, for many racers in the Aether Grand Raggata this is where their lives end. This volcanic ravine is home to active lava flows, it regularly belches forth scalding water and toxic gasses, and jutting from every cavern wall are razor-sharp obsidian spears large enough to impale a dragon.
The Paragon Pillars
These massive pillars hold up the roof of the great stone chasm. Each is the first and largest example of its respective gemstone. As Dolgir expands new types of gem come into existence along with their respective pillar. No diamond pillar exists, many say that Dolgrim himself is the Dimond Paragon, given life and will.
Individuals of Note
Dolgrim, The Father of Diamonds
The lord of Dolgir, Dolgrim is a living mountain, a massive rune-carved diamond giant, he is a stoic king, diligent and attentive to the needs of his realm. He is also impossibly stubborn, it is said that his word is as diamond, unbreaking, unchanging, and eternal. He resides within The Hall of Facets, a grand palace at the heart of a winding labyrinth.
Grandmother, The First to Weave
Known to all simply as Grandmother, this entity may appear as a great spider, a kindly old woman, or anything in-between. None still live who know of a time before her, and all hold both her character and power in high regard. She is kind and often dispenses wisdom, though her advice is often cryptic. The crystalline spiders of Dolgir revere her not only because she is their matriarch, but because among them only she can weave every form of crystal-silk. While it is said that grandmother resides within a simple hut, none know its location. In truth, Grandmother is always exactly where she is needed.
Teja, The Earth Carver
The great serpent of Dolgir, Teja is cursed to eat only stone, carving out great caverns as she burrows through the depths, through her hunger Dolgir is always expanding. She is also a cunning trickster, for she hates the taste of stone, and will often try to convince travelers to walk into her belly so she might consume them.Ā
Items of note
Oathstone
This small stone is carved with primordial runes that read āMy word is stronger than graniteāĀ
When one utters an oath in the stone-tongue and then tosses an oath-stone upon the ground, they cannot move, or be moved from that spot until they have fulfilled their oath.
In the realm of Dolgir it is not uncommon to come upon some foolish soul who worded their oath in such a manner that it could not be fulfilled. A Break enchantment spell can free someone from their oath, but great shame forever follows an Oathbreaker within Dolgir.
Gemsilk
Spun by the crystal spiderās of Dolgir, Gemsilk is a rare and valuable material that comes in several varieties it can be woven into cloth for crafting.
(See upcoming post on advanced crafting systems)
Epic Mundane Treasure #1