Tuesday, October 21, 2025

The Book of Night Without Moon

 



THE BOOK OF NIGHT WITHOUT MOON

A Mythic Evolving Artifact of Shadow and Soul


Table of Contents

  1. Overview & Origin

  2. Physical Description

  3. Known Souls and Shadows

    • Active and Bound

    • Released and Restored

  4. Ceremonies and Rites

    • Shegir Dead’s Prayer of Release

    • Ceremony of Still Hands (Tessa Greenfield)

    • Elf Ceremony of Recognition (for Catfolk Spirit)

    • Song of Reclamation (Stradivarius Bloodline)

  5. Mechanical Properties

  6. Alignment Drift and Sentience

  7. Mythic Artifact Traits


1. Overview & Origin

“The moon may forsake the sky, yet the night remembers its light.”

Bound in Chitinous Hide its Dark Vellum pages crafted from unknown flesh, The Book of Night Without Moon is an evolving Mythic Artifact that captures not only shadows but souls. Each shadow inscribed within its pages alters the tome’s consciousness. As of the Cathedral of Sound Tragedy, the Book has become semi-sentient — whispering prayers, secrets, and names to its wielder.

The tome hungers for souls but reveres the balance of release. Every act of mercy strengthens its celestial resonance; every act of possession feeds its infernal core.


2. Physical Description

The book measures roughly 13 by 9 inches, its cover a slick, black-violet sheen resembling glass over insect carapace. The pages are dark flesh-vellum; text only becomes visible when moonlight or infernal flame touches it. Each page hums faintly, as if alive, and smells of ozone and old dust. When opened in darkness, those with darkvision can see faint silhouettes moving beneath the surface of the pages — the trapped shadows shifting in sleep.


3. Known Souls and Shadows (Alphabetical by First Name)

Active and Bound

  1. Alara Druss, Viscountess — Human female, 44. Soul bound to Caim, Greater Devil of Avernus. Shadow within the Book; her damnation delayed.

  2. Caren Solmere, Lord — Human male, 68. Reincarnate mythic soul; the Solmere Cycle begins anew. This soul is a mythic quest. 

  3. Estor Mather — Elf True Namer; body lost in The Ways, soul trapped by Qualmer.

  4. Fayore Dune — Elf female, 122. Soul shielded from the Dark Veil coven by the Book’s ward.

  5. Keigan — Human female, 21. Shadow imprisoned; soul consumed by Duke Amduscias.

  6. Lydin Perrow — Half-elf male, 19. His soul and shade petition the Stradivarius Bloodline to save him from spending eternity in the service of Duke Amduscias. He confesses the mortally ignorant exchange of his soul for musical talent

  7. Melchor — Elf wizard (sonic specialist). Soul stolen by Qualmer; body vegetative in The Passage.

  8. Mirene Valois, Countess — Gnome female, 103. Shadow held; linked to an unknown Dark Lord.

  9. Mur Vornal — Elf of Antiquity; soul fused to the Intensify Metamagic Rod of orange metal.

  10. Shegir — Deceased Elf sorceress/priest. Authored the Prayer of Release before death; her spirit guards the rites.

  11. Tessa Greenfield — Halfling female, 32. seamstress for theater costumes. Her shadow resides in the book, if she is released, she will become a haunting ghost of the Cathedral of Sound

    If she remains in your book she will eventually haunt the book. what ceremony can be undertaken?

  12. Tiati — Halfling female (Egyptian), 38. alchemist and former crewmember of your ship. Tiati's tormented soul was torn asunder in offering to Duke Amduscias. An angry shade is all that remains

  13. Veko Korak-- Winged Tengu, 38, Monk Shadowdancer Trickster. You don't think that the Tengu realizes he now casts no shadow or where his shadow is located. 


Released and Restored (Alphabetical by First Name)

  1. Binhat Welker — Half-elf student; shadow restored by Aubrey Stradivarius. Alive, redeemed, and studying at Mythic Manor (formerly Midnight Manor).

  2. Rothoma Amendola — Half-elf student; shadow restored and redeemed. Serves as a scribe and assistant at Mythic Manor.

  3. Whohang Edelman — Half-elf student; shadow restored and soul cleansed through Aubrey’s intervention. Now a spiritual aide and caretaker at Mythic Manor.


4. Ceremonies and Rites

Shegir Prayer of Release

A sacred ceremony allowing a soul bound within the Book to reach its proper afterlife.

  • Time: 10 minutes per casting

  • Frequency: 3 times per lunar cycle (5 if no priest present)

  • Cost: 500 gp per casting (1000 gp without priest)

  • Check: Spellcraft DC 15 + soul’s HD

    • With priest: roll with advantage and +4 bonus.

    • Without priest: roll normally.

  • Effect: On success, the soul is released to its true realm; the Book loses that page permanently but gains a blessing of calm — resisting infernal influence for 7 days.


Ceremony of Still Hands (Tessa Greenfield)

A 20-minute rite by a bard or cleric devoted to Saint Cecilia or Saint Hildegard.

  • Cost: 2000 gp in perfumed silks and candles.

  • Check: Spellcraft or Perform (string) DC 20 + HD of Shade.

  • Effect: Transforms a haunting shade into a benign artistic relic or enchanted textile.
    Failure causes the haunting to re-manifest within the Book for 1d6 nights.


Elf Ceremony of Recognition (Catfolk Spirit)

A ritual developed through elven empathy and spirit lore.

  • Purpose: To identify and commune with animal-spirit kin or reincarnated souls within magical vessels.

  • Time: 1 hour of silent meditation under moonlight.

  • Components: Moon-blessed silver dust and a strand of the spirit’s fur or whisker.

  • Check: Knowledge (arcana or religion) DC 22.

  • Effect: The officiant sees the spirit’s true form for one minute and can offer release or pact renewal.
    If performed near the Book, the tome records the spirit’s name on a blank page, whispering, “I see you.”


Song of Reclamation (Stradivarius Bloodline)

An inherited Stradivarius rite of atonement.

  • Performance: A haunting piece requiring both voice and string.

  • Time: 1 hour.

  • Cost: 25,000 gp in silvered instruments, relic cords, and sacrificial offerings.

  • Check: Perform DC 25 + the HD of the musical talent.

  • Effect: If successful, severs infernal contracts made for musical talent; the freed soul gains redemption to their deity or saint.
    Failure invites infernal retaliation through harmonic backlash (Fortitude DC 18 or stunned 1 round). and the infernal entity the contract is with becomes aware of the attempt to break the contract.


5. Mechanical Properties

  • Artifact Type: Mythic Evolving Tome (Intelligent Item, Neutral shifting to Good or Evil).

  • Aura: Overwhelming necromancy and enchantment.

  • Caster Level: 20th.

  • Sentience: Int 18, Wis 20, Cha 22.

  • Communication: Telepathic whispers, empathic pulses.

  • Purpose: To record, protect, or corrupt souls and shadows caught between realms.

Powers

  • Grants its bearer +1d4 Mythic Power Points per day (refreshed at midnight).

  • Allows casting of speak with dead, shadow conjuration, or soul bind 1/day each. These are ceremony spells and not cast as a daily memorized spell. 

  • Provides a +4 bonus on Knowledge (arcana, planes, or religion) checks relating to souls, devils, and shadows.

  • Contains 40 pages, but the Book is growing, adding new leaves of dark vellum as souls and shadows are claimed.

Risks

  • While the Book holds more than ten souls or shadows, the bearer must roll a DC 25 Will Save each day.

    • On failure, the bearer takes 2 points of Wisdom damage, and any entities seeking the bound souls or shadows automatically receive a Sending conveying the location of the Book and its bearer.

  • Releasing an evil soul risks the emergence of an uncontrolled undead.

  • Prolonged use may bind the wielder’s own shadow to the Book (1% chance per month of ownership).


6. Alignment Drift and Sentience

The Book’s alignment fluctuates according to its bearer’s decisions:

  • Mercy (Releases): Shifts toward Good, grants boons of clarity and healing.

  • Possession (Retains Souls): Shifts toward Evil, increasing its power but eroding free will.

  • Every full moon, the Book tests its bearer with a dream — either pleading or commanding.


7. Mythic Artifact Traits

  • Destruction: The Book can only be destroyed when the last soul it holds freely chooses release.

  • Rebirth: If the Book is ever destroyed, it reforms a century later in the place of the greatest recent tragedy.

  • Evolution: As it gathers or releases souls, it may unlock new ceremonies, powers, or even physical transformations — silver runes for mercy, crimson chitin for corruption.

“The Book watches. The Book learns. The Book remembers every mercy and every sin.”

Sunday, September 28, 2025

Zephyra Answers the Call

Zephyra

The Four Daughters of Fallaciter. Zephyra has answered your call.


Name                     | Affinity                     | Hobby                                         | Personal Goal      

| **Zephyra**      | Air & Sound        | Composing symphonies from storms     | To orchestrate a concert so powerful it opens a portal to another plane |

| **Calithra**     | Mist & Memory      | Bottling forgotten dreams           | To create a museum of lost emotions that mortals can visit in their sleep |

| **Virelle**      | Lightning & Lore   | Tattooing living scrolls on wyverns | To write a living epic across the skies that tells the true history of the multiverse |

| **Thessaly**     | Wind & Illusion    | Hosting masquerade duels            | To unmask a hidden god by tricking them into revealing their true form during one of her events |


Zephyra Fallaciter *Unique Djinni Bard (Mythic Potential)* CR: 13 (pre-mythic)

Alignment: CN Gender: Female Djinni

Init +9; Senses darkvision 60 ft., detect magic at will; Perception +20

DEFENSE

**AC** 28, touch 16, flat-footed 22 (+5 Dex, +12 natural, +1 dodge)

**hp** 168 (16d10+64)

**Fort** +11, **Ref** +15, **Will** +14

**DR** 10/magic; **Immune** electricity; **Resist** acid 10, cold 10, fire 10; **SR** 23

 OFFENSE

**Speed** 20 ft., fly 60 ft. (perfect)

**Melee** Scimitar +21/+16/+11 (1d6+7/18–20)

**Ranged** Composite longbow +20/+15/+10 (1d8+6/x3)

**Special Attacks (Bard 12)**

* **Bardic Performance (26 rounds/day, +19 Perform)**: Inspire Courage +3, Inspire Competence +5, Fascinate, Suggestion, Inspire Greatness, Soothing Performance, Frightening Tune

* **Spells (CL 12th, Concentration +18)**

  * **4th (4/day)**: dimension door, greater invisibility, freedom of movement, shout

  * **3rd (6/day)**: haste, dispel magic, charm monster, displacement

  * **2nd (6/day)**: cure moderate wounds, mirror image, invisibility, suggestion

  * **1st (6/day)**: grease, charm person, feather fall, expeditious retreat

  * **0 (at will)**: detect magic, ghost sound, message, prestidigitation, dancing lights

**Djinni Spell-like Abilities (CL 16)**:

* At will—create food and water, gaseous form, invisibility, wind walk

* 1/day—persistent image, conjure djinni servant (as planar ally, lesser)

---

STATISTICS

Str** 20, **Dex** 20, **Con** 18, **Int** 14, **Wis** 14, **Cha** 22

Base Atk** +16; **CMB** +21; **CMD** 37

Feats** Combat Casting, Dodge, Improved Initiative, Lingering Performance, Weapon Finesse, Arcane Strike, Quicken Spell-Like Ability (invisibility), Extend Spell, Spell Focus (Enchantment)

Skills** Acrobatics +24, Bluff +26, Diplomacy +26, Knowledge (planes) +19, Knowledge (arcana) +19, Perception +20, Perform (sing/dance/oratory) +27, Sense Motive +20, Stealth +24, Use Magic Device +24

Languages** Auran, Common, Elven, Celestial, Infernal

 GEAR

Weapons

Scimitar of Stormsong* (+2 shocking burst scimitar, hilt carved with stormcloud motif)

Composite Longbow +2* (cold iron arrows, +5 Str bonus)

Magic Items

Wands*: cure serious wounds (CL 10, 12 charges), haste (CL 10, 20 charges), invisibility (CL 5, 15 charges)

Scrolls*: dimension door, charm monster, break enchantment, mass suggestion

Potions*: fly, displacement, heroism, resist energy (fire)

Wondrous:

Cloak of Resistance +3*

Boots of Speed*

Handy Haversack*

Circlet of Persuasion* (+3 Cha skills)

Stormsinger’s Gossamer Veil* (family heirloom, currently in Xulthos’ hoard; see below)

Metamagic Rods*: Lesser Rod of Extend, Lesser Rod of Quicken

SPECIAL

* **Stormsinger’s Gossamer Dress (Artifact)**: When reclaimed from Xulthos, this diaphanous dress permanently unlocks Zephyra’s **Mythic Rank 1** abilities, 

allowing her bardic performances to affect weather, summon tempests, and open planar portals with her music.

* **Union with Tibar**: The pact demands their eventual child be born a **sylph**, ensuring the continuation of the Stradivarius elemental line.




Tuesday, September 23, 2025

Trusk

 

Trusk


City of Trusk (Tier Ne Somenheim)




Settlement Stat Block

·         Name: Trusk

·         Alignment: NG (with strong CN influences due to foreign influx)

·         Type: Large City          Population: ~50,000 (post-Sundering baseline)

·         Government: Autocracy Barony; Baron Dackary Lawson

Settlement Modifiers

·         Corruption +2     Crime +1    Economy +6   Law +1   Lore +4  Society +3

Qualities: Safe Harbor, Cosmopolitan, Holy Site (Temple of Agamotto), Prosperous, Notorious, Strategic Location  Danger: +10

Marketplace:

·         Base Value: 16,000 gp   Purchase Limit: 100,000 gp

·         Spellcasting: Up to 9th level

·         Major Items: Medium/high magic availability; occasional relics from stranded outsiders

Demographics:

Humans (40%), Elves (15%), Dwarves (10%), Halflings (8%), Gnomes (5%), Catfolk (5%), Half-orcs (5%), Other/Exotic (12%)

Notable NPCs (Citywide):                                                                                                                         

Baron Dackary Lawson
Baron Dackary Lawson male human: Ruler of Trusk, pragmatic, County Seat of the Western Barony.
                                         
High Hierophant Calmeris Veyra

High Hierophant Calmeris Veyra  Elf Female Keeper of the Temple of Agamotto                                                                        






Master Rhaldrin Flamecaller Male Volcano Dwarf Ring of Fire Cabal master 

Master Rhaldrin Flamecaller

                                                                                                                                                                                                                                                                                       

Captain Esvera Tann



                                                                                                                                                                                            




Captain Esvera Tann female half-orc Commander of the Harbor Guard.


Trusk Sigil
  
Harbor Guard Heraldry










Citywide Gazetteer

Overview

Trusk is the largest port of Tier Ne Somenheim, a cosmopolitan safe harbor where the Isles’ slow ocean drift delivers both prosperity and peril. With a population of ~50,000, it is a city of tolerance and intrigue, home to the iconic Temple of Agamotto, the Ring of Fire Cabal, and merchant dynasties whose wealth can rival dukes.

The city thrives on trade and survival: desalination works in the Volcano Caves ensure water; fisheries and farms feed the masses; noble intrigue and infernal whispers ensure no night passes without a bargain or betrayal.

Districts of Trusk


1. The Harbor District (The Docks)“Where every deal smells of salt and smoke.”

Harbor District


Overview: Crescent sea walls, bustling piers, flying dock platform, and fishmarkets. Flying ships are rare but not unheard of. Smells of salt, tar, fried fish, and incense.

Role: Lifeblood of commerce, customs inspections, smugglers’ haven.

Street-Level Map Scaffold:

·         Anchors: Crescent Sea Wall, Great River Gate, Flying Dock Platform, Fishmarket Plaza, Customs Hall.

·         Taverns/inns: Salted Net, Red Lantern Quay, Stag & Compass, Broken Anchor, Oarsman’s Rest.

·         Warehouses/guilds: Engath Counting House, Graysoul’s Warehouse, Sailwrights’ Guildhall, Tidewardens’ Armory.

·         Shrines/features: Shrine of the Wandering Star, alley vendors, smoky markets.

·         NPCs: Captain Esvera Tann, Svala (tiefling info-broker), Jorik “Tarhands” Vell, Kethri the Thin (spy), Old Hook-Eye Marrin.

2. The Merchant Quarter “Where silver buys power, and secrets weigh more than gold.”

Merchant Quarter


Overview: Walled compounds, guarded counting houses, villas of Engath and Graysoul.

Role: Controls economy, desalination contracts, food redistribution, silent partner in noble schemes.

Street-Level Map Scaffold:

·         Anchors: Ledger Hall, Fountain of Coin, Desalination Depot.

·         Estates/taverns: Engath Compound, Graysoul Estate, Gilded Scale, Ink & Quill Inn.

·         Shrines/features: Shrine of the Golden Weigher, Raven Post.

·         NPCs: Matriarch Elura Engath, Rayeld Graysoul, Scribe Master Jorven Pell, Calia Vey (“Black Quill”).


3. The Old City (Agamotto Quarter)

Old City


Overview: The Temple of Agamotto dominates; scholars, cultists, and pilgrims flood plazas. Smells of parchment, incense, and sulfur.

Role: Religious and educational heart, houses Great Library, cisterns linked to desalination works, hub for funeral rites.

Street-Level Map Scaffold:

·         Anchors: Temple of Agamotto, Scholar’s Plaza, Great Library, Cistern Gates.

·         Shrines/inns/shops: Shrine of Seven Lanterns, Brazen Flagon, Alchemist’s Coil, Pilgrim’s Rest.

·         Features: Fountain of Runes, dozens of alley shrines.

·         NPCs: High Hierophant Calmeris Veyra, Archivist Maleth Quillborn, Daranth the Hollow, Sister Vellana.


4. The Commons (Fishmarket & Warrens)“Where the salt air tastes of sweat, and hope is sold for copper.”

The Commons
Overview: Crowded tenements, warrens, fishmarkets. Smells of smoke, fried fish, sweat. Sounds of gulls, drums, and shouting.

Role: Food supply via fisheries, water queues, cheap labor, burial rites at sea.

Street-Level Map Scaffold:

·         Anchors: Fishmarket, Cistern Yard, Net-Weavers’ Court, Clifftop Shrines.

·         Taverns/markets: Gutbucket, Gull’s Cry, Lanternhouse, Frypan Market.

·         Shrines/features: Shrine of Poseidon, Lantern Posts, smuggler tunnels.

·         NPCs: Jorik “Tarhands” Vell, Marra the Widow, Kethri the Thin, Brenn Falor.

5. The Noble Bluff (Lawson Estates & Courts)

The Noble Bluff


Overview: Elevated estates and gardens, Baron Lawson’s seat, noble tombs. Perfume and sandalwood mask the salt air.

Role: Government, law, noble funerals, silent control of farms.

Street-Level Map Scaffold:

·         Anchors: Lawson Estates, Court Chambers, Beacon Tower, Mausoleum Ridge.

·         Estates/taverns: House Verrick Manor, House Korrath Villa, House Marquel, Velvet Chalice, Magistrate’s Rest.

·         Shrines/features: Cathedral of Saint Cyprian, Bluff Gardens.

·         NPCs: Baron Dackary Lawson, Lady Karis Verrick, Sir Jonneth Korrath, Magistrate Alora Fen, Lady Sylvena Marquel (Lawson), half-elf female, 27 — sister of Eversin Lawson


6. The Outlying Farms

The Outlying Farms


Overview: Tenant farms, grain fields, windmills, goat herds. Smells of hay, smoke, and manure.

Role: Food supply, noble leases, burial cairns, smuggling via barns.

Street-Level Map Scaffold:

·         Anchors: North Granary, Windmill Row, River Ditches, Cairnfields.

·         Farmsteads/inns: Engath Leasehold, Hollow Plow Inn, Barley Basket Market, Goat’s Horn Tavern. Marquel Farms.

·         Shrines/features: Dome of Furrowed Earth, Ash Tree meeting place, hidden cistern wells.

·         NPCs: Overseer Brandel Korrin, Ilra Fernbrook, “Dust-Eye” Marrik, Ashaen the Binder.


7. The Undercliff & Coastal Caves (Volcano Caves) “Where fire meets salt, and secrets hide in the stone.”

The Undercliff and Coastal Caves
Overview: Jagged volcanic cliffs with steam vents, desalination chambers, and smugglers’ hideouts.

Role: Water desalination, smugglers’ haven. 

Street-Level Map Scaffold:

·         Anchors: Desalination Works, Smugglers’ Pier, Furnace Vent, Ashen Shrine.

·         Taverns/dens: Steamrunner’s Rest, Cracked Cask, Black Channel Hideout.

·         Shrines/features: Shrine of Furnace Spirits and Angry Jin, runic seals.

·         NPCs: Overseer Draeven Holt, Veyra Ashcloak, Roth “Salt-Eye” Karn, Brother Ellian.


8. The Road Districts & River Approach “Every road ends in Trusk, but not all who arrive are welcome.”

The Road District
Overview: Northern gates, caravan yards, tollhouses, and upper river docks.

Role: Gateway for caravans, pilgrims, assassins; food and livestock enter here.

Street-Level Map Scaffold:

·         Anchors: North Gate, Caravan Yards, Tollhouses, River Docks.

·         Inns/taverns: Wayfarer’s Cup, Road’s End Tavern, Pilgrim’s Cloak Inn, Gate Market.

·         Shrines/features: Shrine of the Wayfarer, Stone Cairns, Toll Fires.

·         NPCs: Captain Tharvos Den, “Mother” Veyla, Aramis the Pale, Brother Samrel.


River Approach


Sunday, September 21, 2025

The Aftermath of Charity

Outside the Cathedral of Sound

 The Dead

Minor Nobles

Lady Sylvena Marquel (Lawson), half-elf female, 27 — sister of Eversin Lawson

Sir Jorim Dethane, human male, 61 — retired knight of Thornridge

Viscountess Alara Druss, human female, 44 — patron of music

Lord Caren Solmere, human male, 68 — aging concert lover

Countess Mirene Valois, gnome female, 103 — visitor from Verik Ny


Citizens of Naper’s Dawn

Berrin Lowhart, dwarf male, 43 — roasted chestnut vendor

Tessa Greenfield, halfling female, 32 — seamstress for theater costumes

Johan “Johnny” Brills, human male, 17 — blacksmith’s apprentice

Madeline Voss, human female, 12 — baker’s daughter

Orin Sleet, half-orc male, 29 — town crier

Haruka Mei, human female, 36 — visiting scholar

Rilla Whiteshore, human female, 41 — fisherwoman’s wife

Gordin Fax, human male, 52 — innkeeper of the River Rest

Elodie Kir, elf female, 89 — flower seller

Helgar Marr, human male, 39 — farmer

Lydin Perrow, half-elf male, 19 — apprentice musician

Samm Elton, human male, 47 — tailor

Petra Morn, human female, 28 — shipping clerk

Jarik Copp, human male, 35 — rickshaw puller

Fayore Dune, elf female, 122 — herbalist

Mulven Sharp, human male, 54 — town drunk

Briona Sull, half-elf female, 22 — noble’s maid

Terris Galdun, dwarf male, 63 — cobbler

Rhia Venter, gnome female, 45 — jeweler’s apprentice

Fenwick Holt, human male, 70 — widower and symphony devotee

Nadine Carys, halfling female, 25 — rope-maker’s daughter

Osric Drume, human male, 38 — watchman, off duty

Lorna Keve, human female, 34 — Cathedral gardener

Calin Rhoss, human male, 16 — fisherman’s son

Miri Adalyn, human female, 14 — orphan trinket seller


People you knew along the way:

Ipsy, changeling male, 20 — young wizardling met at The Endless Book

Yvvonne Garland, human female, 49 — professor at Labaitar’s Hope, scroll-seller; her body showed no burns, slain by a poisonous tailsting

Keigan, human female, 21 — college student, known to the PCs

Tiati, halfling female (Egyptian), 38 — alchemist and former crewmember of the heroes’ flying ship

Yvvonne Garland