By Sofia Samatar
Jevick, the pepper merchant’s son, has been raised on tales of Olondria, a far off land the place books are as universal as they're infrequent in his home—but which his mom calls the Ghost nation. while his father dies and Jevick takes his position at the every year promoting journey to Olondria, Jevick’s existence is as with regards to ideal as he can think. simply as he revels in Olondria’s Rabelaisian banquet of Birds, he's pulled tremendously off target and turns into haunted via the ghost of an illiterate younger girl.
In desperation, Jevick seeks assistance from Olondrian clergymen and fast turns into a pawn within the fight among the empire’s strongest cults. whilst the rustic simmers at the cusp of warfare, he needs to face his ghost and research her tale ahead of he has any probability of liberating himself by means of environment her unfastened: a tribulation that demanding situations his knowing of artwork and lifestyles, domestic and exile, and the bounds of that the majority seductive of necromancies, reading.
A Stranger in Olondria is a wealthy, immersive myth that circles round and clear of and again to the transportation of analyzing and the way rules will be carried faraway from their origins in whatever as simple as a publication.
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Additional info for A Stranger in Olondria
He will remain there until the rest of the party manages to open the cage. Several characters can fit in the cage if necessary. Thought 10 is the . -- magic word to open the cage. If the entire party ends up in the prison, it teleports to Zagyg where the party remains at the service of the demi-god for ld10 years. They are then returned to the world of Greyhawk. Once the captive(s) break free, the prison teleports back to the plane of Zagyg. There is a 35% chance each of those larger spheres contains a creature, such as: -one -one -3-12 -one -one -one brain mole intellect devourer cerebral parasites thought eater ustilagor obliviax Any such occupant must first be defeated before the thought in the sphere can be understood.
If THE CRYSTAL PRISM they are not picked up within one round, they vanish. Each is worth 50,000 gp, so in all there are 350,000 gp worth of gems in the crystal. As the jewels are taken, or disappear, one of two things will happen: If the amethyst was selected, the party will be instantly transported from the prism to the great Hall of Magic in Tenser’s castle. They are safe, all is well. They must turn the artifact over to the Arch-Mage, but the balance of their gain remains their own. If there is resistance to delivery of the artifact to Tenser, then they must combat the solar and six astral devas, plus the pair of planetars currently at the fortress awaiting the safe return of the artifact!
Victims hit by a small sphere must immediately save vs. spell or be affected as described below. ) D6 Roll Temporary Insanity 1 Hatred: save each round or attack nearest creature. 2 Love: save each round or remain fascinated (as with Comeliness) by closest creature. 3 Humor: save each round or keep on laughing and making puns. 4 Sadness: save each round or keep on crying and lamenting. 5 Curiosity: save each round or try to catch the next sphere of any size that comes close (roll under Dexterity).
A Stranger in Olondria by Sofia Samatar