Stone Lords
In the time of the Makers, the Stone Lords ruled the Steplands, the southern stretch of the Huffel Peaks, and the South Manmarch. They carved cities out of the hills. They raised towering monuments. They sang stone, crystal, and glass into impossible shapes.
The Stone Lords' empire was grand, but it was not all glory. It was built on the backs of countless human servants. And while the Stone Lords were not especially cruel, neither were they kind. They imposed order on their world, by whatever means necessary.
For, better than the other Makers, the Stone Lords knew the Things Below.
Knew the insidious songs that echoed in the deep. Knew the chaos promised. Knew that they must never, ever be freed.
And so, when the Green Lords called on the Things Below to put down their own servants' rebellion, the Stone Lords turned on their brethren.
They shattered the Green Lords' lands and hunted down the survivors.
Yet: the seals had cracked. The Things Below sang all the louder. The Stone Lords themselves stood resolute, but their servants did not. Corruption seeped through their society like water finding cracks in a poorly laid foundation.
The end came swiftly. Sorcerers turned the city of Dulenn into a massive sinkhole, creating what is now Blackwater Lake. Seals were broken across the land and horrors slithered up through the tunnels. Mobs turned on their former masters.
One by one, the domains and cities of the Stone Lords fell into ruin.
The Time of Cataclysm had arrived.
Names
Breton- and Cornish-inspired, but with extra vowels for a drawn-out sound:
Aenedellion, Caedour, Daenizel, Eelowain, Gaeille, Iaves, Kaeteal, Loiawen, Mearauwd, Neassa, Oaneaz, Paerrain, Rozainne, Saennaen, Taenguey, Wainoac, Yainniac
Combine with prefixes like "Aalz" ("the great"), "Skol" ("master"), or "Loaji" ("apprentice"), etc.
Hooks
- Someone claims to have found a Stone Lord ruin abundant with precious gems
- A petrified prisoner of the Stone Lords was recently reanimated, and must now make sense of this new age
- While seeking shelter from the elements, the PCs stumble on a Stone Lord ruin
- Hillfolk need help dealing with dangerous stone constructs that are running amok
Themes
Pick, or roll .
| 1 | Rock and stone: excavated and shaped into grandiose structures |
|---|---|
| 2 | Crystals/gems/makerglass: decorative, practical, or thrumming with power |
| 3 | Songs/resonance/vibrations/echoes: to empower, shape, transform, or destroy |
| 4 | Seals/bindings/things trapped in stone: creatures/spirits/ideas/ memories/free will |
| 5 | Constructs/stone given life, or an approximation thereof |
| 6 | Authority/order/hierarchy/tradition |
| 7 | Human servants (slaves?): their corruption by the Things Below, their revolt, the Barrow Builders they became |
| 8 | Bonds broken/seals opened/collapse and chaos/the Things Below set loose |
| 9-12 | Sized for giants, and roll again |
Sites
Pick, or have someone roll the Die of Fate.
| 1-3 | Lingering signs of their presence and influence (see below) |
|---|---|
| 4-6 | A ruin |
Lingering signs
Pick, or have someone roll the Die of Fate.
| 1 | Something trapped in stone, crystal, or makerglass (next column) |
|---|---|
| 2 | Strange geologies (next page) |
| 3-4 | Fragments of old construction (stairs, walls, foundations, chimneys), all that's left of once-grand structures |
| 5 | A stretch of the Makers' Roads, intact or broken but unearthed/barely visible |
| 6 | A monument, marker, or enigma (next page) |
Something trapped
For example:
- Someone trapped in a stalagmite, their grasping hands, anguished face, and mournful moans just barely discernible
- A hollow, seamless cube of rune-carved white stone, 6 feet per side, bitterly cold; a dozen specters are sealed within, impotent and mad
- A stretch of shining black flagstones, showing reflections of people long past; those who open their minds see a parade of memories, clear as day
- A construct with a crack in its "head," possessed by an evil spirit; bound in a circle of deeply-cut runes
- A labyrinth of stone walls, the walkways forming a rune of binding, some sort of demon trapped in the center
Strange geologies
For example:
- A large grotto, unnaturally smooth and precise, like part of a sphere just vanished from the stone
- A gorge cutting perpendicularly through a valley, the walls lined with glass
- A tunnel or valley, shaped so that the smallest sounds echo echo echo
- A cliff face, the striations perfectly smooth and parallel, the different strata strikingly different colors or types of stone
- A slope entirely made of smooth, rounded stone; like an old lava flow, but chert, granite, or limestone
- An enormous rock formation, shot through with dozens of small holes that catch the wind and sing a haunting melody.
Monument, marker, or enigma
For example:
- A crater of bare stone, 100 paces across, with a lozenge of black stone floating in the center, thrumming
- A statue carved from a mountainside, fragments of its stone sword littering the valley below
- A pedestal bearing two vast and trunkless legs of stone; hints of an inscription, now unreadable
- Giant stone heads arrayed upon a slope, their faces faded yet still disapproving
- A pylon of glass, 100 feet tall at least (and who knows how deeply set into the earth), faintly humming, faintly glowing
- Great lines gouged into the earth, running for miles; meaningless from the surface, but making enormous runes when seen from on high
- A large room in some cave or ruin, the charred bones of a giant at the center; bits of blackened bone/tooth/carapace litter the edge; hundreds of fist-sized shards of crystal are embedded in the walls
- A chamber with dozens of glass cylinders, fixed vertically against a wall, each of differing length and width—some sort of instrument, perhaps?
Ruin
Pick or roll for themes, structure, purpose, architectural elements, and condition. Place the ruin in an appropriate terrain (see Huffel Peaks for the Huffel Peaks, The Steplands for the Steplands, or South Manmarch for the South Manmarch). Populate it with lingering signs, artifacts and/or dangers of the Stone Lords or the appropriate region.
| 1 | Tightly packed, human-sized structures/rooms |
|---|---|
| 2 | Single, bunker-like building |
| 3 | Large, open space |
| 4 | Tower, rising/jutting out from a hill/mountain |
| 5 | Chambers/tunnels dug into the sides of cliffs/hills/mountains |
| 6 | Grandiose building of impossible construction |
| 1 | Dwelling (home, barracks, dormitory, prison, etc.) |
|---|---|
| 2 | Infrastructure (aqueduct, rampart, road, bridge, etc.) |
| 3 | Storage (vault, warehouse, library, museum, etc.) |
| 4 | Production (workshop, factory, mine, farm, etc.) |
| 5 | Esoteric (laboratory, experiment, power source, etc.) |
| 6 | Civic life (agora, theater, shrine, monument, tomb, etc.) |
| 1 | Great slabs of marble/granite/limestone/etc., far too big for humans to lift |
|---|---|
| 2 | Seamless stone structures/tunnels, like they were poured or molded that way |
| 3 | Runes carved into stone and shaped out of walls, roads, tunnels, etc. |
| 4 | Crystals/makerglass: catching light/ wind, humming/glowing, chiming/ gonging |
| 5 | Stones/crystals that emanate emotion/mood/thoughts/memories |
| 6 | Grandiosity of scale, big enough to humble even the Makers Most Maker-ruins are sized for giants—people two or even three times as tall as humans—but often with smaller-scale rooms, passages, and so forth for their servants. |
| 1-2 | Shattered and laid waste by time, war, or vandalism; mostly buried, overgrown, collapsed; its purpose unrecognizable |
|---|---|
| 3-4 | Crumbling, largely buried, overgrown, or hidden away |
| 5 | Buried, overgrown, or hidden, but mostly intact |
| 6 | Fully visible and strangely well-preserved Many Stone Lord ruins were reclaimed by the Barrow Builders at some point. See Blackwater Lake and Three Coven Lake. The PCs cut north from Three Coven Lake and seek out a place to camp. I decide that they find a Stone Lord ruin. I roll 6 for theme (authority/order/hierarchy/tradition), a 5 for structure (chambers dug into the sides of hills), a 6 for purpose (civic life), a 3 for architectural elements (crystals/makerglass), and 4 for condition (buried or hidden, mostly intact). I imagine some sort of belltower, once used to signal the hour and give order to the day. What remains is the hint of stone stairs leading up a rocky outcrop. Near the top, a partially collapsed tunnel opens into a smooth-walled, domed chamber. A makerglass chime hangs from the ceiling, just a few inches in diameter but a hundred feet tall or more, dropping down a shaft barely wider than it is. If tapped, the chime rings painfully loudly. If struck firmly, it resonates with a thunderous, deafening noise. I think there's also a great big bronze maul still in the chamber, and that a kleztigr has been using this place as a den. |
Makerglass
Cut or blown into wondrous shapes, in many colors and textures, unbreakable and unworkable by mortal means. Often found near Stone Lord ruins, and highly prized.
Pick or roll for form and characteristic.
| 1-2 | Enigmatic shape (chip/shard/ chunk/block/sphere/etc.), its purpose unclear |
|---|---|
| 3-4 | Mundane object (tool/utensil/container/lantern/etc.), though perhaps not easily recognized as such |
| 5-6 | Object of war (weapon/armor/ shield/helm/etc.) |
| 7-8 | Art or decoration (jewel/statue/ tiles/torc/amulet/ring/etc.) |
| 9-10 | Musical instrument (bell/chime/ flute/horn/etc.) |
| 11-12 | Construction (door/stairway/arch/ bricks/walls/etc.), likely immobile Consider rolling to inform size/scale. |
| 1-2 | Breathtakingly beautiful |
|---|---|
| 3-4 | Glows/shines (roll for scale) |
| 5 | Sings/hums/thrums (roll for scale) |
| 6 | Absorbs something (heat/sound/ light/energy/vibration/etc.) |
| 7 | Roll twice |
| 8-12 | Just (just) an indestructible object made of glass |
Artifacts
Various treasures
- A severed, three-fingered hand of a ◇ stone construct (Value 0), cleverly articulated but inert
- A single makerglass arrowhead (indestructible, 2 piercing, Value 1)
- A makerglass jar with a threaded lid, ◇ seals airtight (indestructible, Value 2)
- A ◇◇ stack of engraved ceramic tiles that fit together like a jigsaw puzzle; properly assembled, the engravings form a potent ring of runes for binding demons (Value 1, or Value 3 to the right person)
- A ring of petrified wood, set with a shining diamond (?) (Value 2, beautiful)
- A huge bronze gong (immobile, Value 2), carved along the edge with runes of amplification
- A makerglass sword (◇ close, messy, indestructible, beautiful, +1 damage, 2 piercing, Value 3)
- A fist-sized ruby (◇ beautiful, Value 4); if placed in a fire or otherwise heated, it hums beautiful, haunting notes
A Chalky Potion
glass vials containing thick, gritty, whitish fluid. The stopper bears a mark of transformation, flesh, and stone.
When you drink the whole potion while touching stone, you transform (over a matter of minutes) into a mass of stone, similar to that which you touch. You retain awareness of your surroundings, blind but with excellent hearing.
When you attempt to end your lithic vigil, roll +CON: on a 10+, you return to your original form, rested and invigorated—regain all your HP and clear all your debilities; on a 7-9, the transformation back is slow and arduous, mark a debility; on a 6-, you are stuck until someone pours another dose of the potion over you or communes with your spirit and helps you try again.
Power-crystal
A chunk of crystal the size of a clenched fist. If charged, it thrums or crackles with power. If depleted, it fills you with a sense of emptiness and longing.
When you brandish the depleted power-crystal at a source of elemental energy, roll +CON: on a 10+, the crystal absorbs the energy fully and as safely as possible (it is now charged); on a 7-9, the crystal absorbs the energy (it's now charged) but pick 1:
- You are harmed by the coursing energy, taking damage as the GM sees fit
- The power stored in the crystal is extremely unstable, likely to discharge without warning
- The crystal cracks; henceforth, treat a 10+ on this move as a 7-9, and you can't pick this option again.
In the hands of a skilled arcanist, a charged power-crystal can fuel or empower a magical effect (though this is dangerous). In the hands of the incautious, the reckless, or the desperate, it can split or crack, leading to a violent explosion.
A Scarred Slab of Marble
A slab of once-beautiful stone, some 30 feet tall and about half again as wide, standing in a vaulted chamber, surrounded by deeply etched runes that speak of union and protection, consumption and sacrifice.
The stone bears a multitude of chips, gouges, and cracks. Dust and debris surround it.
When you pry a chip of stone from the marble and swallow it whole, while standing within the ring of runes, your flesh becomes like stone and your DEX becomes -2 until the effect ends. The next three times you would suffer physical harm, the marble slab suffers the harm instead. The effect ends after the third blow.
Minor Arcana
Pick 1 or have someone roll.
| 1 | A giant's dormitory |
|---|---|
| 2 | Rune-etched pillars |
| 3 | A timeless vault |
| 4 | A sealed cave |
| 5 | A makerglass chime |
| 6 | A fine ceramic urn |
Major arcana
These might very well be associated with the Stone Lords.
Dangers
Bound Entities
- Spirits of the wild, especially elementals associated with earth, stone, and terrain, yoked by runecraft to serve the Stone Lord's needs
- Spirits and beasts corrupted by the Things Below: petrified, encased in stone, or sealed away behind layers of runes
- Would-be sorcerer-kings, petrified or otherwise imprisoned before they could cause too much trouble
- Ghosts, mindlessly performing duties they were bound to perform in life, unaware that they could want anything else
- Primordial entities, imprisoned by elaborate workings of crystal and rune, bound to serve or else locked away for safekeeping
Unstable Construction
The Stone Lords' work has stood for centuries, and they were the cleverest architects to ever walk this world. But the problem with grand, clever architecture is that when it fails, it fails spectacularly.
- A wall/floor/building is precariously perched, or a pillar/support/buttress supports an impossible load
- Something creaks/teeters/sways/groans
- Cracks form/debris tumbles/something starts to tip
- Age-old construction starts to fall like dominoes (run!)
- All is reduced to rubble, and dust, and death
Perilous Stone
Pick or roll for form, original purpose, and peril, possibly rolling the Die of Fate for scope/scale. Consider how it fit into the daily lives of the Stone Lords or their servants—what they intended it for, how they avoided it, etc.
| 1-2 | Mechanism/construction |
|---|---|
| 3-5 | Rune(s): engraved in stone, worked into tile, formed out of architecture |
| 6-8 | Crystal(s)/gem(s)/glass |
| 9-11 | Strange stone |
| 12 | Makerglass |
| 1-2 | Convenience/storage/infrastructure |
|---|---|
| 3-4 | Entertainment/art/pleasure |
| 5-6 | Violence/war/defense |
| 7-8 | Production/power/industry |
| 9-10 | Esoteric/research/worship |
| 11-12 | Control/order/authority |
| 1 | Discharges energy |
|---|---|
| 2 | Crushes/smashes/grinds |
| 3 | Captures/imprisons/isolates/ separates |
| 4 | Forbids/punishes certain actions |
| 5 | Drains energy/emotion/memory |
| 6 | Overwhelms senses/emotions |
| 7 | Lures/entices/deceives |
| 8 | Draws attention |
| 9-10 | Roll twice |
| 11-12 | Roll , but make it grandiose—it doesn't just capture, it petrifies; it doesn't just grind, it reduces something to dust, etc. |
Some examples:
- Peacebond runes, worked into roads, halls, public places
- A glossy cube of blue-black stone that steals memories from those who touch it, playing them back for only the strongest of wills
- A stone vault that might slip closed if folks are careless, no way to open it from the inside
- A human-sized crystal, cracked, absorbing telluric energies, occasionally discharging them as bolts of lightning
- A pile of shimmery sand; when someone touches it, it absorbs an imprint of their mind and forms itself into a simulacrum of them (convinced that it is the original)
Construct
The Stone Lords were masters not only of shaping stone, but also of animating it and giving it the semblance of life.
Many such creations remain, though only a few still function and many of those function poorly.
Pick or roll a purpose, ability, size, power, sapience, and condition. Allow these elements to inform its physical form and construction.
| 1-2 | War/destruction/violence/coercion |
|---|---|
| 3-4 | Defense/protection/companionship |
| 5-6 | Experimentation/curiosity/practice |
| 7-8 | Construction/labor/convenience |
| 9-10 | Something obscure, or very specific |
| 11-12 | Roll twice, combine |
| 1 | Nothing of note, just animated stone |
|---|---|
| 2 | Mental influence/control |
| 3 | Energy/elemental manipulation |
| 4 | Cunning/alertness/special senses |
| 5 | Disguise/camouflage/stealth |
| 6 | Restraints/snares/subdual |
| 7 | Ranged/area attack |
| 8 | Transformation/multipart form/ swarm |
| 9 | Prowess/mobility/speed |
| 10 | Destructive/vicious weaponry |
| 11-12 | Roll twice Stone Lord constructs are typically blind but able to navigate by sound and sensing vibrations. Almost all are highly durable (+4 HP) and animated by more than biology (another +4 HP), with at least 3 Armor. |
| 1 | Cat-sized or smaller (tiny) |
|---|---|
| 2-3 | Like a human child (small) |
| 4-7 | Human-sized |
| 8-10 | Like a horse, a cart, etc. (large) |
| 11-12 | Like an elephant, or bigger (huge) |
| 1-3 | Requires the presence of external source |
|---|---|
| 4-8 | Stores power, but must return "home" to recharge |
| 9-11 | Self-charging, but limited range/ activity |
| 12 | Self-powered/indefinite charge Power sources might include: singing crystals that broadcast energy; ingots of aetherium; veins of special stone transmitting power through floors; crystals that absorb telluric currents/vibrations; spirits bound in makerglass; etc. |
| 1-3 | Puppet: requires active control by outside intellect |
|---|---|
| 4-6 | Bug-like: can follow limited range of programs/tasks |
| 7-10 | Beast-like: can take basic direction, complete some complex tasks independently |
| 11 | Automaton: can handle complex tasks, learn; lacks true emotion/ creativity |
| 12 | Person: fully sapient, potentially quite intelligent Ask yourself: where does this construct's sapience come from? Clever scripting? Spirits bound to stone? The will drained from living servants? Something else? |
| 1-2 | No power/power source failing |
|---|---|
| 3-4 | Broken/impaired limb(s) or chassis |
| 5-6 | Trapped/pinned/buried |
| 7-8 | Behaving erratically |
| 9-10 | Roll twice |
| 11-12 | Fully functional |
Lithic Servant
HP 11; Armor 3 (made of stone)
Damage stone fists (hand, grabby)
Special qualities externally powered; bug-like intellect; blind; tremorsense
Instinct to follow its last orders
- Act with eternal patience and endurance
- Act with no sense of consequence
- Hurt someone unintentionally while performing its tasks
Imagine one of those artists' mannequins, but full-sized and made of polished rock.
Two fingers and a thumb on each hand.
Faceless, expressionless, making a stone-on-stone grinding noise as they move.
They're most often found inert and covered in dust, waiting for some energy source—like a Stone Lord's song or a thrumming power-crystal—to give them "life." They'll then follow any orders given to them in the Stone Lord's tongue.
A few of these servants are still active, powered by inexhaustible sources in ancient halls. Their joints are worn smooth, their feet and hands ground down to nubs.
Some crawl on broken limbs, attempting to complete tasks that will never end.
Stone Sentinel
HP 24; Armor 3 (made of stone)
Damage crushing fists (hand, close, grabby, messy, forceful, 3 piercing)
Special qualities can animate for only a few minutes at a time; dog-like mind; blind; tremorsense
Instinct to protect its ward
- Emit an ominous hum, a warning as it powers up
- Move with shocking, unexpected speed (but lose HP)
- Erupt in flurry of violence (area, +2 damage, lose HP)
Articulated statues, squat and wide, with huge stone hands, set to watch forever over some ruin, passage, or treasure. Their stone "minds" are full of vigilance, and violence.
Each sentinel bears a power-crystal in its chest, slowly absorbing vibrations through earth and stone. A few days of charging is enough to animate the construct for only a few minutes—which is usually more than enough time for it to repel (or crush) an invader.
Mosaic Swarm
HP 24; Armor 3 (made of thousands of ceramic tiles)
Damage jagged fists of ceramic (hand, close, forceful)
Special qualities externally powered; bug-like mind; blind; tremorsense; unharmed by piercing weapons; half damage from cutting weapons; vulnerable to attacks that are blunt and forceful or area
Instinct to destroy intruders
- Wait for intruders to get close, rattling softly
- Explode into a cloud of whirling ceramic tiles, damage (area, messy, 1 piercing)
- Reform into a vaguely humanoid mass
Stone Lords adorned their halls with elaborate tilework and mosaics. Most of them were decorative. Most of them.
Something interesting: Either some spirit is possessing these tiles, or this is some sort of construct. If it's a spirit, there must be a tether. If it's a Stone Lord construct, well, the individual tiles are too small to power or direct themselves.
Something useful: The mosaic's frame remained on the wall, and it's glowing blue—aetherium runes! Destroy the runes, and the construct should fall apart.
Pacifier
HP 10; Armor 4 (just a stone sphere)
Damage stupefying pulse of sound (reach, area, reload, ignores armor)
Special qualities must recharge after a few hours; limited autonomy; blind; tremorsense; has trouble with stairs; vulnerable to blunt, forceful attacks
Instinct to keep mortals docile
- Sense and follow strong emotions
- Hum a soothing, pacifying sound (near, area)
- Sound the alarm, call for reinforcements
- Your mind is addled; mark dazed
- Your freedom is short-lived; the effect returns if you pause for any reason
- You get carried away or take things too far, resulting in a consequence of the GM's choice
They're basically hollow stone spheres, maybe scratched and dinged but otherwise featureless. Often found in their little alcoves, charging. The Stone Lords would deploy them among the rowdier servants to keep things running smoothly.
When you are in range of a pacifier's hum, your emotions lose their edge. When you rouse yourself to act violently, urgently, or passionately, roll +WIS. If you are in range of multiple pacifiers humming in unison, you have disadvantage. On a 10+, you shake off the effect; on a 7-9, you shake off the effect but pick 1.