Thursday, June 24, 2021

The War of the Skull God
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

The War of the Skull God stands as the most devastating, era-defining conflict in the history of the arctic frontier. For centuries, the malevolent deity known as the Skull God ruled his frozen domain with an iron fist, radiating malice from his seat of power. This tyrannical reign was characterized by complete subjugation, as the dark entity demanded bloody tribute and absolute obedience from the mortal populations struggling to survive the harsh tundra. The war itself did not begin as a sudden explosion of violence, but as a slow, creeping dread that eventually united the desperate factions of the north against a singular, cosmic threat.

As the Skull God’s ambitions expanded beyond his historical borders, his horrific armies began to march across the mountains and into the desolate wastes. These forces were not merely comprised of mortal soldiers, but were a terrifying amalgam of ravenous undead monsters, corrupted regional beasts, and fanatical cultists who viewed the deity as the ultimate arbiter of death.

The early years of the war saw entire settlements wiped from the map, their populations either slaughtered to feed the necrotic war machine or dragged away into the dark to serve as forced labor and sacrificial offerings. Against this seemingly unstoppable onslaught, a fragile and desperate coalition formed among the surviving cultures, remote settlements, and remaining imperial holdouts of the northern frontier. Bound by the shared threat of total annihilation, these disparate groups pooled their dwindling resources, magic, and manpower. The war devolved into a brutal, grinding conflict of attrition fought across unforgiving icy battlefields, jagged mountain passes, and windswept tundras where the environment itself killed as many soldiers as the enemy blades. The turning point of the conflict finally arrived when the coalition forces managed to push the theater of war directly to the steps of the tyrant's stronghold. Perched precariously on the arctic frontier, at the stark border where the jagged peaks meet the endless wastes, loomed Castle Thar-Gannon.

It was here, within this colossal fortress of black stone and ice, that the Skull God directed his campaigns from a blackened throne. The siege of the castle became a legendary testament to mortal endurance, as the attackers braved dark sorcery and supernatural blizzards to breach the outer walls.

The fall of the Skull God was achieved during a final, apocalyptic confrontation that shattered the grand armies of the dark deity. While the exact details of the final blow vary depending on which bards tell the tale, the result was absolute: the Skull God’s physical manifestation was broken, and his spiritual grip on the region was forcefully severed.

Deprived of their master’s driving will and dark magic, the remaining legions of undead and cultists fell into chaotic disarray, turning the final hours of the siege into a desperate, chaotic rout. In the immediate aftermath of the entity's defeat, Castle Thar-Gannon was hastily abandoned by both the fleeing remnants of the dark army and the exhausted, battered survivors of the coalition. The fortress, once a radiant hub of absolute malice, fell completely silent, transformed into a massive tomb buried under shifting snows. Though the war was officially won, the cost of victory was catastrophic, leaving the geopolitical landscape of the northern frontier thoroughly fractured, depopulated, and scarred by lingering curses. The twenty years that followed the fall of the Skull God have been defined by a tense, fragile peace and an era of desperate scavenging. Without a central tyrant to fear, the old alliances quickly dissolved, leaving the region's surviving towns and cultures isolated and disconnected from one another.

Meanwhile, the grand ruins of Castle Thar-Gannon have sat largely undisturbed for two decades, holding centuries of accumulated, unclaimed riches and dark artifacts waiting for those brave enough to look for them.

However, the fall of the Skull God did not mean the permanent eradication of evil from the forbidden north. As a new generation of adventurers steps forward in Year 20 A.S., death still actively lurks within the deep shadows of the castle's ruins. The vacuum left by the dead deity has allowed a new, ancient doom to slowly stir and arise from the depths of the sprawling underworld, threatening to plunge the scarred arctic frontier right back into darkness.

Sunday, June 6, 2021

Archives
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Friday, June 4, 2021

Gods of the Forbidden North
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

The Forbidden North is a land of ancient mysteries, forgotten kingdoms, and untamed wilderness stretching far beyond the reach of civilized realms. Towering mountain ranges, frozen tundras, dark forests, and windswept plains dominate the landscape, creating a harsh environment where survival itself is often a daily struggle.

Few travelers willingly venture into these distant territories, for the North is a place where legends remain alive and ancient evils still stir beneath the earth. Every ruin, valley, and lonely road holds secrets from ages long past, waiting to be uncovered by brave—or foolish—adventurers.

Long before the current age, powerful civilizations flourished throughout the North. Mighty empires rose and fell, leaving behind shattered cities, crumbling fortresses, and forgotten temples buried beneath snow and stone. These lost realms wielded magical powers and knowledge far beyond what most modern scholars can comprehend. Today, explorers scour these ruins seeking relics of immense power, though many never return. The remnants of these ancient societies serve as constant reminders that the North was once the center of events that shaped the world itself.

The gods hold a unique and powerful influence over the Forbidden North. Unlike many lands where divine intervention is subtle, the presence of the gods can often be felt directly through miraculous events, sacred sites, and prophetic visions. Ancient shrines hidden in remote locations continue to attract pilgrims and zealots alike, while forgotten cults worship entities that civilized lands have long since abandoned. Some of these deities are benevolent guardians of civilization and nature, while others embody darker forces that seek to reclaim dominion over the mortal world.

The wilderness of the Forbidden North is as dangerous as any dungeon. Massive beasts roam the forests and mountains, many of them older than recorded history. Dragons nest in isolated peaks, giants rule hidden strongholds, and creatures born from ancient magic stalk the frozen wastes. Travelers must contend not only with monsters but also with brutal weather capable of killing even seasoned adventurers. Blizzards, avalanches, and supernatural storms are common hazards, making every journey an expedition into the unknown.

Scattered throughout the region are isolated settlements struggling to survive against overwhelming odds. Frontier towns, fortified villages, and hardy clans cling to existence amidst constant threats from monsters, raiders, and the harsh environment. These communities often rely on adventurers to defend them from dangers lurking beyond their walls. As a result, heroes can quickly become celebrated figures in the North, earning the trust and gratitude of people who have little hope of outside assistance.

Beneath the surface of the North lies an even greater realm of mystery. Vast networks of caverns, ancient dwarven halls, and forgotten underworld passages stretch for hundreds of miles beneath the mountains. Many of these subterranean regions remain unexplored, harboring strange civilizations, hidden treasures, and unspeakable horrors. Dark powers imprisoned in ages past continue to whisper from their underground tombs, tempting ambitious souls with promises of forbidden knowledge and unimaginable power.

At its heart, the Forbidden North is a setting built around exploration, discovery, and survival. It offers adventurers the opportunity to uncover lost histories, battle legendary foes, and shape the fate of entire kingdoms. Every expedition beyond the safety of civilization carries the promise of great reward and great danger. In the Forbidden North, the unknown is always just beyond the next horizon, and the greatest stories are written by those willing to venture into the darkness and return with tales no one else would dare believe.

Tuesday, June 1, 2021

House Rules
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Level One Hit Points: We give all level 1 characters max hitpoints. This is done "only" for level One. This gives the characters a fighting chance, especially the Wizard who could easily have 1-2 hit points. Yea I know, it is babying them at level 1. We try to make sure our players have a good time and not worry about tripping and taking lethal damage from a pebble. From level Two and higher, hit points are rolled normal.

Clerics & Level One Spells: With our more classic classes, Clerics do not normally start out with an opening spell at level One which I find a bit harsh so we have house ruled in that Clerics will gain one level One spell at level One. Level two and beyond the Cleric follows the spell chart as it is written. Basically we are following the rule from AD&D on Divine spellcasting for the Cleric class.

Death & Unconsciousness: We use the official rule in AD&D 1st edition "with a slight twist" that says—a character becomes unconscious at 0 hit points (HP) and begins to die, losing 1 HP per round if left unassisted "in our game instead of losing 1hp per round until death, we do 1d4hp per round until death at -10". Death occurs when hit points reach -10. If a character takes enough damage that takes him to -10 hit points or below, he/she is just dead. Our house rule we've added for recovery is, if a character is brought back to consciousness using non magical healing, that character requires one week of bedrest for recovery but if that character is brought back to consciousness using magical healing, that character needs to rest for eight uninterrupted hours before returning to full strength.

Playable Classes: A complete list of classes that we use are found here.

Wizard Starting Spellbook: The way we handle a Wizard's starting spellbook is, the player chooses one spell (any spell) from the 1st level list of Magic-User spells in the 1st edition Players Handbook as the starting spell for that character. The DM "gifts" the following spells to add to the starting spellbook—Write, Detect Magic & Identify which gives a new starting Wizard four spells to start with.

Elves Resistances: In our class system that we use, the Advanced Dungeons & Dragons rule is not included, so this will simply be a house rule for us. Elves, Drow and Moon Drow have a 90% resistance to spells/abilities that charm or unnaturally cause sleep. Half-Elves & Sylvan Elves have a 30% resistance to spells/abilities that charm or unnaturally cause sleep.

Elves & Resting: Elves, Drow, Moon Drow & Sylvan Elves do not need to sleep in the traditional sense. Instead, they engage in a meditative state called a "trance" for four hours, which provides them with the same benefits as eight hours of sleep for other races. While they can technically sleep if they choose, they rarely do, and it wouldn't provide them with the same restorative effects as their trance. Half-Elves however do require sleep.

Detect Magic Skill: The "Wizard & Sorcerer class" can detect magic on an item by concentrating for 1 full turn. This procedure is repeatable.

Identify Skill: The "Wizard & Sorcerer class" can identify a magical object by studying it for 3 full hours. They then have a 3-in-6 chance of successfully determining its effects. This procedure is repeatable.

Disadvantage/Advantage: If you have Advantage on a D20 check (DC), roll two d20s, and use the higher roll. If you have Disadvantage on a D20 check (DC), roll two d20s, and use the lower roll. "This is a house rule that may or may not be used, we are still deciding on this one".

Fighter Class Combat: Gain one extra attack on a critical hit (nat20) & Gain permanent +1 to hit & +1 to damage with weapon of choice.