Mounder in his human past.
In Moander’s official wiki page, one of his titles, besides The Rotting God, The Darkbringer and Beast-Lord is Oldy Moldy. Which is one and only way my pal and I call his weirdo behind the scenes.
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Mounder in his human past.
In Moander’s official wiki page, one of his titles, besides The Rotting God, The Darkbringer and Beast-Lord is Oldy Moldy. Which is one and only way my pal and I call his weirdo behind the scenes.
This is a post dedicated to a villain from my recent finished campaign. I picked up a story from an old friend, who got burned out DMing, and helped to finish it an DMed it till the end. The story took place in the forests of Cormanthor, where the locals struggled to fight back from the corruption of Moander, the deity of rot and decay.
Well, then I changed it a bit. I wanted the villain to be more real, more grounded, more personal than just an Abomination of Moander, which is a terrifying pile of flesh, but just a pile nonetheless. The villian became Mounder. He used to be a human, a very talented young wizard that had a privilege to study arcane arts in Myth Drannor. Although having friends and family there, he desperately tried to prove himself worthy of his talent. He tried to invent a new type of material - a very sturdy type of moss, spreading quickly and easily, that was able to grow on magical fields, such as Mythal covering the whole city, to strengthen it. But the moss brought disease, and Mounder became sick and then more and more obsessed with his project by the day, dying himself.
His maddened mind, his obsession, his corruption led to his demise. His friends tried to stop him, but he wouldn’t listen. His nature took central stage, as he drew his last breath, it transformed him to a terrible creature, a black dragon, that then destroyed the area in his desperation.
Centuries later, his presence affected the area, turning it into a monstrous swamp filled with deformed creatures, as he grew stronger underground, deformed himself, physically and mentally, as the rot does.
http://paoloaugusto.blogspot.com/2018/11/la-storia-di-hillsfar-le-fonti-e-i.html?m=1 #Hillsfar in questo quadro vasto e complesso si scopre essere una città diversa dalle altre più comuni città della regione. Il suo anno di fondazione si far risalire con precisione al 673 CV con la sua denominazione che merita un approfondimento. Hillsfar è la città più vicina alla grande foresta del #Cormanthor, e venne costruita durante gli anni d'oro di #MythDrannor, proprio su impulso del popolo elfico e dei numerosi mezz'elfi divenuti un gruppo di considerevole dimensione durante i secoli, attraverso le unioni miste. Il Settimo secolo del #CalendariodelleValli va considerato come un momento di lunghissimo splendore per la capitale elfica nella regione, la quale, in verità, non fu affatto un regno insulare, come a molti potrebbe apparire; in realtà prima della sua caduta Myth Drannor era una città cosmopolita che ospitava ogni genere di rappresentante dei popoli civilizzati, uomini e nani in primo luogo erano le sue “minoranze”. La fondazione della città di Hillsfar avvenne ufficialmente per questioni di commercio, e per questa ragione come sito di edificazione originario risultò un punto distante da quello di una baia d'approdo sul #MaredellaLuna, allora chiamata “Sterile”. Ma gli abitanti di Myth Drannor dovevano avere altri progetti per quel posto improntato a creare un punto di scambio e di incontro con i clan dei nani della Scarpata – una nazione di nani d'oro del lontano Sud. In particolare, per ragioni diplomatiche, come nome di battesimo per l'insediamento o avamposto di frontiera, fu scelto il nome di uno dei clan nanici con cui i drannoriani commerciavano: i #Safar, ed essendo l'insediamento in collina, questo venne chiamato «Colle dei Safar» per molto tempo, finché gli epocali sconvolgimenti storici non tagliarono il cordone ombelicale con le più antiche tradizioni, e per semplificazione (credo linguistica) la città divenne Colsfar, cioè Hillsfar. https://www.instagram.com/p/BqiAacGBwRZ/?utm_source=ig_tumblr_share&igshid=jwf8qi6v44c0
Emerald Enclave Portals
The Emerald Enclave is a druidic organization that has existed for almost 1,000 years, and it protects the interests of nature in the face of resource despoilers.
Given that in the Forgotten Realms, the myriad "resources" of nature sometimes speak and cry out in pain, defence of nature is not mere tree-hugging. To some, it is a literal civil rights crusade.
Inescapably active in the Vilhon Reach, the Enclave Caretakers have begun to concern themselves with preservation of nature throughout Faerûn.
In a recent proactive burst, the Enclave has begun small cells in the largest forests in Faerûn -- the High Forest, Cormanthor, the Wealdath, and the Great Dale forests -- forests they believe need their attention for various reasons.
To speed aid to these areas, they've built portals to these forests from their island headquarters of Ilghon. This is what those portals have wrought.
Portals of the Triad - Cormanthor Portal
Where the mighty Cormanthor Forest meets the fertile plains of Harrowdale, Torm placed his portal -- a place where his forces could deploy rapidly into the Dalelands when evil dared show itself.
An unusual couple of trees that were grown into an archway, just 30 yards north off the Halfaxe Trail, barely into Cormanthor's forest, is the chosen locale.
The two-way portal leads to similar portals on the Cormyr frontier, near Glister, and along the banks of the River Chionthar.
The portal operates at only three specific times per day: sunrise, highsun, and sunset.
The Cormyr portal is keyed to Tyr, the Glister portal to Ilmater, and the Chionthar portal to Helm.
To activate the Cormanthor portal, the traveller must stand between the tree trunks during one of the three proper times while grasping a holy symbol of Torm in her right hand and the correct holy symbol of the god who is keyed to the chosen portal destination in her right hand.
The portal never malfunctions unless a follower of Bane or Cyric attempts to use it. In this case, a column of holy fire descends and strikes the interloper. This fire comes crashing down each time an attempt is made by such a being.
The mad god Cyric gave a devoted follower of his a vision of this area and promised her great honours if she destroyed the portal.
The follower, a priestess of Cyric named Evah Rigo, is in the area and intent on obeying her lord. However, unknown to Evah, Bane has sent one of his own agents after her: a devoted priest.
The priest's mission is to intercept Evah, ascertain what she is doing, then preventing her from doing it, whatever it may be.
I haven't played d&d for so long. I can't wait to do it again. Let the good times roll ;)