Welcome back to the blog. I have been busy for a while, as I am a schoolteacher and have just gotten back in business, conventions and teacher stuff and the like, rewiring my brain for work after my vast, well-paid vacation, ha ha. So far in exploring the Patchwork Planet of Porphyra we have visited The Middle Kingdoms, Nor-Du-Mag, and the Trade Consortium of Blix. Moving northwest of Blix, we cross the bizarre sculpted towers of the Ashmounds and enter the land called the Bulwark of the Halfling Nations. This is a country with a harrowing and richly varied history, and is rendered in the present day into several distinct areas; the Plains of Ash/Plains of
So far in exploring the Patchwork Planet of Porphyra we have visited The Middle Kingdoms, Nor-Du-Mag, and the Trade Consortium of Blix. Moving northwest of Blix, we cross the bizarre sculpted towers of the Ashmounds and enter the land called the Bulwark of the Halfling Nations. This is a country with a harrowing and richly varied history, and is rendered in the present day into several distinct areas; the Plains of Ash/Plains of Enor which are the more-or-less “safe” areas of the land, the former farms and gardens of the previous nation of Enoria; the Forest of Gora, a Landed territory of plant growth gone insane and full of horrible extraplanar creatures call Mâlites (found in the useful Gods of Porphyra); and a second Landed territory named ‘Faldon Town’, a district of conglomerated ruins from many lands, a weird region of wreckage and leftover flotsam from a thousand deceased dimensions. Several cities containing the ‘Small’ races of Porphyra dot the landscape, mostly to make the uber-powerful members of an adventuring party feel out-of-place and make them do a bit of roleplaying. Plenty of opportunities for adventure here, going on mâlite hunting expeditions in the Forest of Gora, which also contains many deliciously-named Mage Towers which are scattered throughout the Forest, an obvious draw for treasure hunters to chance a run through the dangerous land, and typically avoided by the hostile and malicious Mâlites. I have been writing some sketches for adventures in Faldon Town as well, and I have imagined it as a land of leftover cities of many eras- imagine a fantasy land where ruined skyscrapers from a destroyed New York City are the homes and lairs of packs of warring goblins and kobolds, each with their own muse (a Porphyra fantasy race) prophet to lead them in mad campaigns against one another for the limited food resources one finds in a ruined urban landscape! The Bulwark of the Halfling Nations is a serious place, but the fact that the inhabitants are all small folk makes for an unusual setting. Let’s look at a spell for the little people…
Level inquisitor 4, magus 4, wizard 4
Casting Time 1 standard action
Components V, S, M (a pair of leather shoes and 10 gp in coins)
Duration 1 round/level
Saving Throw none; Spell Resistance no
This spell can only be cast by a spellcaster who is of Small size. The caster’s body condenses in to a 3 ft. round spherical shape, granting him a +2 size bonus to attacks rolls and AC, and DR 5/adamantine; the sphere counts as adamantine for hardness and bypassing damage reduction. In this form the caster gains all-around vision, but cannot hear, speak, wield objects, climb stairs, cast spells, or perform any actions that require limbs or a humanoid body. The caster can move 30 ft. per round on level ground, 50 ft. per round going downhill, and 10 ft. per round going uphill. The only attack they can make is a bowling charge attack, requiring at least 10 feet of movement space; they may act as though they are performing a bull charge, overrun, or trip combat maneuver that adds big’un bowl’s spell level to the caster’s CMD, and negating strength and size penalties. If successful, the attack also deals 4 points of bludgeoning damage per caster level. The attack does not draw attacks of opportunity but movement through threatened squares would.