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Merge pull request #26 from arlowatts/add-people
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Add people
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arlowatts authored Jan 9, 2025
2 parents 5e4fe74 + 1ecc097 commit e790745
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2 changes: 1 addition & 1 deletion _includes/header.html
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<header class="site-header">
<div class="wrapper">
<a href="{{ "/" | relative_url }}"><img width="25%" style="padding: 5px;" src="{{ "/" | relative_url }}assets/images/logo-full.svg" /></a>
<a href="{{ "/" | relative_url }}"><img height="50px" style="padding: 5px;" src="{{ "/" | relative_url }}assets/images/logo-full.svg" /></a>

<nav class="site-nav">
<input type="checkbox" id="nav-trigger" class="nav-trigger" />
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13 changes: 5 additions & 8 deletions scripts/build-table-of-contents.py
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import os

def main():
append_dir_list((".git", ".github", "_config.yml", "_includes", "assets", "scripts", "LICENSE", "README.md"))
append_dir_list((os.listdir("world"), os.listdir("stories")))

# create a list of the current directory's contents and append it its index file
def append_dir_list(ignore: tuple = ()):
def append_dir_list(dir_list: tuple):
index_path = "index.md"

# check that the directory contains an index file to write to
if os.path.isfile(index_path):
dir_list = sorted(os.listdir())

# check that the directory does not contain only the index file
if len(dir_list) > 1:
content = "\n## Read More\n\n"

# add each path to the list
# add each path to the list except the index file
for path in dir_list:
# check that the path is one that should be listed
if not path in ignore and os.path.basename(path) != "index.md":
if os.path.basename(path) != "index.md":
content += get_list_entry(path)

# if the path is a directory, recurse
if os.path.isdir(path):
os.chdir(path)
append_dir_list()
append_dir_list(sorted(os.listdir()))
os.chdir("..")

with open(index_path, "a") as file:
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2 changes: 1 addition & 1 deletion world/stories/stormstruck.md → stories/stormstruck.md
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Expand Up @@ -48,7 +48,7 @@ In Sibal any goods can be purchased at a fair price, making travel preparation a

#### Mandy

**Mandy** is a **Booksmith** meteorologist, a wizard who specializes in the study of weather and weather magic. He owns vast tomes containing records of every storm observed in the past 250 years, descriptions of attempts to control weather with magic, and the steps that were successful. Mandy is by far the most knowledgeable individual in Sibal when it comes to storms. He can be found in his office in the harbour at **Trapwater Bay**, working with scrying dishes and other divination tools to determine the nature of the storm. His conclusion, which others may have already hastily reached, is that the storm is not natural and was created by powerful magic. However, such a storm far exceeds the capabilities of any known meteorologist and Mandy observes that merfolk do not generally tend toward such spells. He believes there must be some greater force at play, such as a deity or, worse, a hidden cult of powerful druids in **Leuber**. He suggests Leuber only because the storm is coming from that direction.
**Mandy** is a meteorologist, a wizard who specializes in the study of weather and weather magic. He owns vast tomes containing records of every storm observed in the past 250 years, descriptions of attempts to control weather with magic, and the steps that were successful. Mandy is by far the most knowledgeable individual in Sibal when it comes to storms. He can be found in his office in the harbour at **Trapwater Bay**, working with scrying dishes and other divination tools to determine the nature of the storm. His conclusion, which others may have already hastily reached, is that the storm is not natural and was created by powerful magic. However, such a storm far exceeds the capabilities of any known meteorologist and Mandy observes that merfolk do not generally tend toward such spells. He believes there must be some greater force at play, such as a deity or, worse, a hidden cult of powerful druids in **Leuber**. He suggests Leuber only because the storm is coming from that direction.

#### Plov

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14 changes: 8 additions & 6 deletions world/stories/tuvdaks-gift.md → stories/tuvdaks-gift.md
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title: Tuvdak's Gift
---

Tuvdak's Gift is a lighthearted standalone adventure designed to be completed in one session. The adventure takes place in **Bekebel Citadel**, beneath the shadow of the fiery mountain **Oro-oro-ponoro-poron**. Since **Bekebel** is inhabited only by kobolds, all the characters in this adventure should also be kobolds.
**Tuvdak's Gift** is a lighthearted standalone adventure designed to be completed in one session. The adventure takes place in **Bekebel Citadel**, beneath the shadow of the fiery volcano on **Oro-oro-ponoro-poron**.

For additional information about the setting of this adventure, see also:
- [Oro-oro-ponoro-poron](../places/oro-oro-ponoro-poron/index.md)
- [Bekebel](../places/oro-oro-ponoro-poron/bekebel/index.md)
## Introduction

It is tradition and custom for **Babanak the Great**, leader of the **Bekebel** clan, to present a gift to **Tuvdak the Magnificent** on every ninth day. But today the gift is stolen, and there are only a few hours to retrieve it before Tuvdak destroys the clan in his rage!

The player characters make up the elite guard of Bekebel Citadel. Commanded by **Lomon the Warrior**, they will be tasked with tracking down the thief and bringing the gift to the highest point of the citadel, where Tuvdak will accept it.

## Overview

Expand All @@ -26,7 +28,7 @@ During this time, the characters may wish to search the private chambers of **Pa

The third chapter details the characters' pursuit of Paparnad through the tunnels and caverns below **Bekebel Citadel**. Along the way they might find hints of Paparnad's passing, and magical tools like the **Gorgor Counter** will help them find their way. As they descend ever deeper, leaving the smooth tunnels behind and entering the natural caves, the characters will have to fight dark monsters and might encounter an unfriendly dragon.

The fourth and final chapter sees the characters finally catch up to Paparnad above a deep chasm flooded with magma. The climactic battle hopefully ends with the characters defeating Paparnad and retrieving the crown. The chapter ends as the characters return with the crown and personally present it to **Tuvdak the Magnificent**. Now, having received a preferable replacement, Tuvdak drops his older crown on the ground in front of the characters as a reward for their tremendous efforts.
The fourth and final chapter sees the characters finally catch up to Paparnad above a deep chasm flooded with magma. The climactic battle hopefully ends with the characters defeating Paparnad and retrieving the crown. The chapter ends as the characters return with the crown and personally present it to **Tuvdak the Magnificent**. Now, having received a preferable replacement, Tuvdak drops his older crown on the ground in front of the characters as though to reward them for their tremendous efforts.

## Chapter 1 - The Gift

Expand All @@ -42,7 +44,7 @@ Babanak spits these last words with a startling fury, but he quickly settles.
### How it happened

Half an hour earlier in **Bekebel Great Hall**, thousands of kobolds are gathered to witness **Babanak the Great** reveal the latest gift he made for Tuvdak. Babanak stands at the front of the stage at the head of the hall, with **Lomon the Warrior** and two other soldiers at his side. At the back of the stage stands **Paparnad the Mystic**, and sitting next to Paparnad is **Elned the Wise**.
Half an hour earlier in **Bekebel Great Hall**, thousands are gathered to witness **Babanak the Great** reveal the latest gift he made for Tuvdak. Babanak stands at the front of the stage at the head of the hall, with **Lomon the Warrior** and two other soldiers at his side. At the back of the stage stands **Paparnad the Mystic**, and sitting next to Paparnad is **Elned the Wise**.

Babanak steps forward. Then, his voice magically amplified, he addresses the massive crowd.

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12 changes: 10 additions & 2 deletions world/stories/warstorm.md → stories/warstorm.md
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Expand Up @@ -82,12 +82,20 @@ In **Firecomb**, the kenku wizard **Pyrite** learns of the adventurers' quest to

## Chapter 5 - Ruemin Cavern

The **Ruemin**s welcome the adventurers and offer them assistance if they promise to fight alongside the armies of **Andal**, against the giants, to restore the **Booksmith**s to their ancient glory.
The **Ruemin**s welcome the adventurers and offer them assistance if they promise to fight alongside the armies of **Andal**, against the giants, to restore them to their ancient glory.

## Chapter 6 - Tado

The ruins of **Tado** are home to none but **Ghielm**, the Keeper of Tado. The inhabitants of Tado were called away to **Carothera**, the capital of **Leuber**, by a vision granted by **Taor'taemed** foretelling a great disaster.

## Chapter 7 - Carothera

**Carothera** is the capital of **Leuber**. All of the giants of Leuber have been called to Carothera to prepare for an imminent disaster seen in a vision.
**Carothera** is the capital of **Leuber**. All of the giants of Leuber have been called to Carothera to prepare for an imminent disaster seen in a vision. Carothera is built from white quarried stone and the buildings are all one or two stories (but are naturally built for the scale of giants).

Upon reaching Carothera, the characters find the giants preparing for war, the streets of the city are filled with armed warriors marching in formation towards the coastline. Scouts have spotted Andal warships approaching Leuber. The giants will be distrusting of the characters and will assume they are spies sent to gather intelligence, and so will be detained if they are caught. They will be questioned, and if they convincingly explain their innocence, the giants will ask them to help negotiate with the Andal army. The interrogator is named **Kerssh**. The giants want to know why the Andal army is invading, and they want to try to compromise to avoid needless conflict. If the giants find out that the characters are in Leuber to steal water from the Taor'taemed, then the characters will be held as hostages unless they explain that they intend to help the giants and promise not to take the sacred water.

If the characters reveal to the giants that the secret of their long lives has been exposed to the world, they will become frightened. The more interrogator will recognize immediately that they will never again have peace as long as the outside world knows about the river of life, and that even if they repel the Andal army that there will always be more invasions. Due to the giants' long life spans (800+ years), invasions feel much more frequent than they do to the humans.

If the giants get their way, the characters will join them on a small boat to go and negotiate with the admiral of the Andal fleet. The admiral's name is **Luna**, and she is an experienced captain on a warship. She is also familiar with politics, and she knows that the Giants are strong. However, she doesn't know that the giants were warned (by a vision) of the Andal army, and she will be dissuaded from a direct attack if the giants or the characters tell her how well-prepared they are. Luna will not leave only when she finds out that Carothera is well-defended, however. She also recognizes that the truth is out regarding the river of life, and she wants a piece of it. She wants to be allowed to set up a small fort along the river and to collect water from it to drink and to sell in Andal. Kerssh wants the Andal army to leave Leuber alone, but will allow Luna to establish a small fort on the river within sight of Carothera as long as she never exports any of the river water. Kerssh also wants the humans to never expand their fort. With the characters' help in negotiation, Luna will agree. Then the giants will make good on their promise to the characters and let them go free.

If the characters avoid capture, the giants will attempt to chase them down, but will not pursue them far beyond the bounds of the city (which is not walled). The Taor'taemed flows through the middle of Carothera, so the characters will easily be able to take samples from it once they travel some distance away. The river is clear, fast-flowing, deep, and very cold. It is not possible to safely swim or paddle across it, but there are bridges in the town. A bottle of water from the Taor'taemed functions as a healing potion, but only works on a character once per day. Then the characters may return to Firecomb by the same ways that they came, and should not expect any further difficulties. When they reach Firecomb, Pyrite's spies will tell him and he will seek out the characters on the first night of their return if they do not find him first. He will demand the water from the river, and will threaten to kill the characters if they do not have it. If they refuse to give Pyrite the water, he will set guards on their room and promise to kill them the following morning. If the characters manage to escape his scouts and can make their way down to the docks, then they can escape by stealing or commandeering a boat.
7 changes: 7 additions & 0 deletions world/andal/days-end/ahahbu.md
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---
title: Ahahbu
---

**Ahahbu** is the healer of Day's End. She is constantly patching up cuts, broken bones, and worse. She has some limited magical abilities; she can cast simple healing spells and can prepare healing potions in her kitchen.

Ahahbu has a dark secret; she is, in fact, a **Druid of the Eclipse**. Though her powers would be relatively weak even during the noon-night, she becomes stronger with each passing Eclipse. Druids of the Eclipse, like lycanthropes, derive their strength from the night-in-the-day, and become more powerful where the Eclipses are longer and more extreme. Much farther west of Day's End, it would be nearly impossible for a powerful druid to resist the corruption the darkness brings. Ahahbu is not severely affected because her powers are few as it is, and the Eclipses are very brief in Day's End. But she does feel the pull towards the darkness, and is slowly learning to use more magic.
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