Tempest Lords

They were, perhaps, the first of the Makers. They charted the seas and the stars. They leashed the elements to their will. They built mighty ships and flying castles, sailed forth from their island home and conquered. All who stood against them were reduced to ash and glass and slag.

The pride of the Tempest Lords was warranted, but their hubris led to their fall. They sought to tear their entire homeland free from the earth, to set it floating above the world they ruled.

They failed. Calamity followed.

The seas boiled and belched forth horrors.

Fire rained from the sky. Their island capital sank beneath the waves, and the spine of their empire was shattered. Civil war erupted. Colonies rebelled.

The Tempest Lords who survived were scattered to the winds. Some tried to restore the empire, but met violent ends at the hands of rivals or would-be subjects.

Soon, only a few Tempest Lords remained, enigmas even among other Makers.

One of these survivors, Stormcatcher, made her way to the the Flats, beyond even the most far-flung of the empire's old outposts. There, between four other nations of Makers, she built her tower. And when the horrors of the Things Below were set loose upon the world, Stormcatcher's tower—what folks now call the Ruined Tower—was the last of the Makers' enclaves to fall.

Language and names

Tempest Lord writing was ideogrammatic (characters represent ideas, not sounds), and they spoke a primordial language—all who heard it understood it as their native tongue. As such, the names of Tempest

Lords are rendered as descriptions, titles, or honorifics.

Example names: Brinedrinker, Eyes-Like-Lightning, Fardweller, Foehammer, Lightning-Is-Her-Spear, His-Smile-Isa-Harbor, Mind-Like-Fire, Moonspeaker, Oarbreaker, Rainchaser, Soother-Of-Waves, Sparkspitter, Squalltalker, Starfinder, Taller-Than-Masts, Voice-of-Thunder, Wavecutter, Waymaker, Windwalker

When other Makers spoke or wrote of them, they used their own tongue. Windwalker was called Vetrodokha by the Green Lords and Avaelkerzhaer by the Stone Lords.

Hooks

  • A terrible storm sweeps through, a sky-island floating in its eye
  • A scholar believes that Stonetop hides a trove of Tempest Lord artifacts
  • Cultists seek an orrery with the power to change the stars, to hasten a conjunction that will free their master
  • Bandits unearth a Tempest Lord weapon and threaten Stonetop with it
  • A hdour seeks to revive a vitrified Maker

Themes

Pick, or roll .

Theme
1Elemental forces and primordial power: wielded and harnessed, perhaps imperfectly
2Storms: thunder and lightning, wrath and fury, power unleashed
3The heavens: weather and clouds, sky-islands, stars and celestial bodies
4Sailing: seas and ships, navigation and exploration
5Machines and devices, aetherium and stored energy
6Curiosity/experimentation/ invention/hubris
7Loss of control: unexpected consequences/berserk rage/cataclysmic failure/experiments run amok
8An empire collapsed: conquering armies, colonies, plunder, lost glory, resentment
9-12Sized for giants, and roll again

Sites

Pick, or have someone roll the Die of Fate.

Site
1-3Lingering signs of their presence (see below)
4-6A ruin

Lingering signs

Pick, or have someone roll the Die of Fate.

Sign
1A place bearing scars of unchecked power (next column)
2Fragments of a ship or sky-island (next page)
3-4Enigmatic structures (next page)
5An elemental spirit of sky, storm, weather, etc.; bound and tethered
6Ruins of other Makers or the Barrow Builders: blasted, shattered, vitrified

Scars of unchecked power

For example:

  • A crater, lousy with fulgurites and shards of glass
  • A fractal, branching pattern etched in a bare expanse of stone
  • A rune-etched menhir or large hunk of makerglass, near which some fundamental law or force (time, gravity, space, light, etc.) is warped
  • A barren stretch of glass pebbles, strangely colored and always warm
  • The vitrified remains of a Maker, a monster, a small army, etc. Crude glass shapes hinting at what they once were, flash-frozen in time Places scarred by such power might very well be radioactive, haunted sites, and/or corrupted by the Things Below.

Fragments of a ship or sky-island

For example:

  • A ship's hull, mostly buried but somehow still intact
  • A torn sail of aetherium mesh, strapped to a rusty metal cross
  • Strange objects, strewn about and long-buried: a crumpled brass cylinder, an etched metal disk, an oversized ship's wheel, a rudder, etc.
  • A rocky outcrop, the stone alien to the surrounding terrain, tilted at an odd angle
  • A cracked slab of granite, big as the granary and shot through with aetherium, floating a few feet above the ground and spinning listlessly
  • Slabs of worked stone: broken, buried, and scattered, like a child's toy dashed from impossible heights

Enigmatic structures

For example:

  • Iron spires, like hollow rusted trees, placed in a line across the landscape
  • A black cube the size of a house; when lightning strikes, the earth lights up for miles with glowing lines that fade over the next few minutes
  • Stone plinths along a ridge line, some of them topped with 6-foot-tall sculptures, like tulips, spinning in the breeze
  • Copper cylinders, each maybe 8 feet tall and caked in verdigris; mostly buried in white and chalky soil
  • Megaliths, etched with ideographs that describe the motions of the stars
  • A bronze plaque upon a stone slab, the only notable feature for miles; untouched by lichen; deeply etched ideographs begin with the phrase, "This is not a place of honor"

A ruin

Pick or roll for themes, structure, purpose, architectural elements, and condition. Place the ruin in an appropriate terrain (see The Flats for the Flats and South Manmarch for the South Manmarch, but Tempest Lords ranged far and wide). Populate it with lingering signs, artifacts and/or dangers of the Tempest Lords or the appropriate region.

Structure
1-2Cluster of smaller buildings around some central feature
3Single, larger building (block, dome, ziggurat, etc.)
4Bunker/vault carved into the stone
5Platform/amphitheater/terrace(s)
6Tower/spire
7-9Sky-island, crashed/grounded (and roll again)
10-11Sky-island, afloat but anchored/ fixed over a particular place (and roll again)
12Sky-island, free-floating across the landscape (and roll again)
Purpose
1-2Dwelling (home, barracks, dormitory, etc.)
3-4Infrastructure (cistern, sewer, lighthouse, harbor, etc.)
5-6Storage (vault, batteries, warehouse, library, museum, etc.)
7-8Production (generator, workshop, shipworks, factory, farm, etc.)
9-10Study/Experimentation (laboratory, observatory, orrery, etc.)
11-12Enigma (magical device, artistic endeavor, etc.)
Architectural Elements
1-2Metal beams/cables/lattices/trusses
3-4Open spaces: shafts, atriums, vaulted ceilings, overlooks, windows, skylights
5-6Lines of power: aetherium inlays, runes, conduits, nodes, currents
7-8Stylized mosaics/statuary: geometric patterns, fractals, celestial bodies, angelic beings, ships
9-10Brass fixtures, pipes and pumps, water and steam, gears and flywheels
11-12Verticality: standing stones, menhirs, obelisks, towers, spires, masts 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.
Condition
1-4Shattered and laid waste by time, disaster, or vandalism; mostly buried, overgrown, collapsed; its purpose unrecognizable
5-8Crumbling, largely buried, overgrown, or hidden away
9-10Buried, overgrown, or hidden, but mostly intact
11-12Fully visible and strangely well-preserved For more examples, see the Ruined Tower. One of the PCs is heading to Titan Bones out there. I think it holds a Tempest Lord ruin, probably once associated with Stormcatcher and the now-Ruined Tower. I roll a 3 for theme ("the heavens: weather and clouds..."), a 4 for structure ("bunker/ vault"), a 3 for purpose ("infrastructure"), and an 11 for architectural elementals ("verti- with this: Stormcatcher erected a spire on Titan Bones, like a lighthouse, topped with an aetherium weathervane that modulated the weather. When the Stone Lords' rebellious servants attacked, the tower's custodian took the weathervane and hid beneath the spire. The spire fell and the custodian was trapped. All that remains are scattered stones and a circular foundation. And beneath centuries of dirt and rubble, there's a locked trapdoor. It reveals a spiral staircase, a deep shaft, an intact cellar, a skeleton, and an aetherium weathervane. Titan Bones, and I'd like some sense of what's cality"). I then roll a 5 for condition ("largely buried... hidden"). I ponder a bit and come up

Aetherium

An alloy of copper and lightning. Pure aetherium is light, soft, and ductile (similar to tin), but the Tempest Lords and Forge Lords could further alloy it or manipulate it with magic to have a wide range of properties and uses.

Pick or roll for form and characteristic.

Form
1-3Raw material (ingot/spool of wire/ rod/plate/lamé/shard/etc.)
4-5Enigmatic shape (torus/orb/tube/ hoop/runes/etc.), its purpose unclear
6-7Mundane object (tool/vessel/ lantern/etc.), though perhaps not recognized as such
8-9Art or decoration (jewel/statue/ inlay/torc/amulet/ring/etc.)
10Clothing/armor (robe/tunic/apron/ cuirass/brigandine/etc.)
11Weapon (spear/arrow/sword/maul/ shield/trident/wand/etc.)
12Construction (archway/truss/beam/ door/plating/pipes/etc.), likely immobile Consider rolling to inform size/scale.
Characteristic
1Breathtakingly beautiful
2Hard and strong as bronze
3Absorbs/stores/discharges/ transforms an elemental force
4Suppresses/repels/directs/impedes a particular element/force
5Vibrates in ways that interact with spirits/magic
6Extremely light/levitates/defies or reverses gravity
7Attunes to another item/locale, for communication/detection
8Roll twice
9Unstable, prone to discharge/failure (dangerous) and roll again
10Relatively soft/ductile/malleable (crude)
11-12Roll again with , but it becomes unstable and/or soft (as above) after any serious use

Making aetherium

A clever arcanist might rediscover the process of making aetherium. To do so, you must…

When you meet all the requirements, you can transform a purse of coppers (Value ◇

0) and the appropriate chemics (Value 0) into an ingot or casting of pure aethe-◇ rium (magical, crude, possibly dangerous,

Value 1 to those-who-know). The process is risky; you are Defying Danger each time you undertake it.

To imbue aetherium with one of the characteristics above, you'll need access to a trove of Tempest Lord or Forge Lord lore, at least. Beyond that, Make a Plan with the GM.

Steading improvement

Aetherium Crucible

Requires all of the following:

When you mark all the requirements, add "Aetherium Crucible" to the Resources list and the map. As long as you trade aetherium to the outside world, increase Prosperity by 1.

Henceforth, small amounts of raw aetherium (magical, Value 1) are commonly available in Stonetop, and you have advantage to Trade &

Barter for the aetherium items with special characteristics (+2 Value).

Artifacts

Various Treasures

  • A small lump of aetherium (Value 0 to most, Value 1 to those-who-know)
  • An oversized aetherium spear-head, ◇ dull and soft (awkward, crude, Value 1)
  • A big brass locket, with a needle inside that points towards a specific Tempest Lord site (Value 2)
  • A few ◇◇ bolts of canvas, the material unfamiliar but very sturdy (Value 2)
  • A thunderstorm trapped in a big ◇◇ makerglass bottle, capped with aetherium (dangerous, Value 3)
  • A few tarnished silver coins from the Tempest Lords' empire (Value 1 to most, Value 3 to the right collector)
  • A codex of thin, metallic sheets, ◇ stamped with star charts and Tempest Lord ideographs (Value 3)
  • A wall-sized bronze plaque, showing a map of the entire Tempest Lord empire (immobile, Value 4)

Aetherium Urn

◇, magical, dangerous

The lid is held fast by no apparent means.

It takes some effort to pry open and eagerly snaps back into place.

When the urn is open and empty, it draws raw elemental force into it like a lodestone draws iron. With the lid in place, the force is safely stored. If the urn is damaged or dented (not hard), any stored force escapes, violently.


Bronze Ring

◇, magical, fireproof, hours About 8 inches in diameter, an inch thick throughout, scorched and smeared with ash. A button protrudes, with a Tempest Lord glyph that might mean "stubborn."

When you find the ring, it has enough power to run for hours.

When you press the button, the ring fixes in place, defying gravity. It simply will not budge. The effect ends if the ring is bent or broken, or when it runs out of power.

There's no obvious way to end the effect early. When the ring runs out of power, the button pops out and the effect ends.

When you heat the ring in a forge or kiln for about eight hours, it gains an hour of use (up to 3 hours).


Floating Sash

magical

A length of bluish-white lamé, maybe 6 inches wide by 6 feet long, snaking about in the air. Like a belt, but for someone far larger than you.

When you wrap the sash securely around your waist, it buoys you against falls—you never fall faster than if you had fallen your own height.


Silvery Tuning Fork

magical, loud

When you strike this tuning fork against a hard surface, it emits a loud tone for about a minute. Nearby (reach, area) magical effects and creatures become visible: shaking, vibrating, distorted. The noise draws the attention of any spirits or magically attuned beings for miles around.


Storm-Cloud Potion

magical, fragile

A glass vial of dark-grey liquid, roiling and shot through with sparks.

When you drink a storm-cloud potion, lightning courses through you. Take damage (ignores armor) and mark a debility. Should you survive, hold 3 Storm.

While you hold any Storm, you cannot feel pain or fear, tell friend from foe, speak coherently, or exercise patience or care. Add your Storm to your Armor, and your melee and thrown attacks do +Storm damage (+loud, +forceful).

When you reduce someone or something to 0 HP, lose 1 Storm.


Minor Arcana

Pick 1 or have someone roll.

Major arcana

These might very well be associated with the Tempest Lords.

Dangers

Monsters and entities


Radiation

Sometimes, the Tempest Lords unleashed such terrible power that it poisoned all it touched: soil, bone, stone, metal. Poisoned them all so deeply that now, still, centuries and centuries later, those things poison all that draws near.

Such poisonous places are often corrupted by the Things Below. But even when they are not, they are dangerous.

  • Point out flora or fauna, stunted and strange
  • Make their skin itch, make them feel unwell
  • Inflict a debility that refuses to go away
  • Have symptoms appear (or return) hours or days after exposure
  • Have symptoms linger or worsen, perhaps for months

PCs or NPCs exposed to such radiation are prone to developing terrible, wasting illness, months or years later. Write this up as a threat (an affliction).


Vitrification

A few Tempest Lords could call up a bolt of power so raw and potent that it would turn whatever it touched into glass.

It was dangerous for even them to use, but no foe could stand against it.

It's possible that some device still exists that can unleash this sort of power. If so, treat it as a threat (a MacGuffin; Instinct to tempt people into using it). It would

require vast amounts of energy and involve extraordinary risks.

When you are struck by a vitrifying bolt, reduce your HP to 0 and roll +CON: on a 10+, you merely suffer terrible burns and will soon be at Death's Door; on a 7-9, you and your possessions are turned to jagged glass, but you might be restored; on a 6-, you die but your corpse, your soul, and your possessions are also turned into jagged glass—should the vitrification be reversed, it's as though you rolled a 6- on Death's Door.

Vitrification can be reversed, but you must decide how it's done. Perhaps it involves:

  • vast amounts of power and great risk;
  • a sympathetic link to the victim, or whatever vitrified them in the first place;
  • the intervention of a powerful god or primordial entity;
  • spilling the life-blood of your kin upon the jagged glass;
  • a spell of transference, where someone else becomes vitrified instead;
  • a spiritwalker releasing the vitrified soul, and guiding it to a suitable vessel;
  • something different for each victim, or for each source of vitrification;
  • some combination of the above; or
  • something else entirely.

Elemental Vortex

Picture a filigree sphere of aetherium, maybe 6 inches across, a glowing mote swirling at its center. This device—called a matrix—binds an elemental spirit and absorbs a particular force, with which the spirit is able to manifest a swirling vortex.

A spirit bound to a matrix must follow any orders given in the Tempest Lord's primordial language. As few alive can give them such orders, any matrices encountered will likely be acting on orders from centuries ago.

Power and size: Each matrix absorbs a particular type of power, and current HP of its vortex reflects its current power.

As a vortex gains or loses HP, its size, armor, and damage change as well. At 0 HP, it dissipates and its matrix falls to the ground, inert until it absorbs more HP.

Pick or roll to determine a vortex's starting size, HP, Armor, and Damage.

Hp Stats
1-41 to 5 tiny; Armor 1;

Damage (hand)

5-7 6 to 11 small; Armor 2;

Damage (hand)

8-9 12 to 18 Armor 2;

Damage (hand, close)

10-11 19 to 23 large; Armor 3;

Damage (hand,

close, reach, forceful)

12 24 to 28 huge; Armor 3;

Damage (hand,

close, reach, area, forceful)

Attacking the matrix: A matrix itself has only 3 HP. If reduced to 0 HP, the spirit within escapes, dealing the vortex's current damage (+area, one range tag greater than normal).

When a PC tries to strike the matrix inside an active vortex, the vortex's Armor applies. Also, tell them the requirements and/ or consequences. such as:

  • You'll have disadvantage to Clash/ Let Fly/deal damage
  • You'll need to create or wait for an opening, where the matrix is exposed
  • You'll need to get in close/let it engulf you
  • You'll need a longer/heavier/magical weapon
  • You'll risk losing/ruining your weapon
  • You'll suffer its attack, no matter what

Pick options based on the nature of the vortex, the PC's weapon, and the rest of their fictional positioning. The larger the vortex, the harder it is to strike the matrix.


Earth Vortex

Solitary, size by HP, spirit, construct,

Damage smash (damage and tags by HP)
Special qualities half damage from stabbing or slashing weapons (unless magical)
Instinct to topple and undermine

  • Manifest a churning mass out of nearby earth, sand, and rocks

amorphous, grumpy, clumsy

HP varies; Armor by HP, +1 (made of rock)

• Pin a smaller foe (+grabby)

• Grind a pinned foe, dealing damage w/advantage (+messy)

• Ruin a sturdy object or structure (costs HP)

• Shake the earth (+area, +forceful, one range greater than normal; costs HP)

An earth matrix absorbs power from pressure, blunt force, and seismic activity.

It gains HP from a week buried under earth or stone, from being at the bottom of a rockslide or cave-in, or from touching the ground during a major earthquake (not one it created).

When you strike an earth matrix with a bludgeoning attack, it takes no damage. If the blow was forceful and its vortex has 10 HP or less, it gains 1 HP. (The vortex itself has no such immunities, smash away!)

Fire Vortex

Solitary, size by HP, spirit, construct,

Damage flames & fire (damage and tags by HP, +dangerous)
Special qualities fireproof; harmed only by magical attacks, water, or smothering
Instinct to consume

  • Set nearby combustibles alight

amorphous, intense, aggressive

HP varies; Armor by HP

• Manifest a vortex out of nearby fire, cinder, smoke, and ash

• Extinguish fires, absorbing their power (near, area)

• Engulf a smaller foe (+messy, +ignores armor)

• Fling flames (+near; costs HP)

• Leap across a barrier (but lose HP)

A fire vortex absorbs power from heat and flames. It gains HP by spending a day in an oven or an hour in a forge or kiln, or by absorbing a raging fire.

When you target a fire vortex or its matrix with magical fire or heat, it takes no damage. If the vortex has 18 HP or less, it gains HP instead.

Lightning Vortex

Solitary, size by HP, spirit, construct,

Damage zap (damage and tags by HP)
Special qualities flies; harmed only by magical attacks
Instinct to lash out

  • Manifest a crackling pillar of lightning

amorphous, brash, arrogant

HP varies; Armor by HP

• Change position, incredibly fast (costs 1 HP)

• Stun someone that they zap (costs HP)

• Fling a lightning bolt (+near, +forceful, +loud, ignores armor; costs HP)

• Tear the lightning from unattended aetherium, gaining HP

A lightning vortex absorbs power from, well, lightning. When it is struck by lightning (mundane or magical), it gains HP instead of taking damage.

Water Vortex

Solitary, size by HP, spirit, construct,

Damage pummel (damage and tags by HP)
Special qualities harmed only by magical weapons, cold, or forceful blunt attacks
Instinct to adjust, flow, and adapt

  • Manifest a churning wave out of water it touches
  • Vanish into/burst out of a body of water
  • Engulf a smaller foe (+grabby, see below)
  • Surge past foes, dragging them off their feet (+area, +forceful, costs HP)
  • Move across a porous surface (costs HP)

amorphous, relentless, callous

HP varies; Armor by HP

A water matrix absorbs power from currents, tides, waves, and falling water. It gains HP from a few days in a flowing stream, a few hours in a rushing river, or a few minutes in rapids or a major waterfall.

When you are engulfed by a water vortex, hold Breath. When you make a move while engulfed, and that move involves a roll, spend 1 Breath or mark a debility after rolling. If you can't do either, you drown and are at Death's Door.

Wind Vortex

Solitary, size by HP, spirit, construct,

Damage lashing grit/debris (damage and tags by HP, but w/disadvantage)
Special qualities flies, harmed only by magical weapons, salt, or lead
Instinct to play

  • Manifest a vortex of churning wind, grit, and debris

amorphous, restless, fickle

HP varies; Armor by HP

• Engulf a smaller foe (+grabby)

• Carry an engulfed foe aloft (costs HP)

• Fling objects (+near; costs HP)

• Flee when hurt, frightened, or bored

A wind matrix absorbs power from moving air. It gains HP from weeks exposed to normal weather, an hour in high winds, or a minute or so in a tornado.

When you strike a wind vortex with a salt or lead, it takes damage from a handful, damage from a item, and ◇ damage from a ◇◇ item or amount.