Better believe it, I have finally finished the short module and am uploading the reward now for the fantastic supporters who funded this humble project. I won’t hide that I didn’t reread each text one last time because every time I did, I found a thousand things I would have changed and I didn’t want to further delay the release. I ask everyone who will have the desire and patience to write to me via email at ofthornsandiron@gmail.com or on the Facebook page or through Instagram, reporting corrections and clarifications needed, I know there are some confusing parts and I will be pleased to create a FAQ section on the site. I will also send new corrected versions for free for those who backed the project as well.
Also, any feedback on topics you would like to see in the upcoming Player’s Guide is more than welcome.
I conclude by saying that my marriage with 5E will have to undergo a small update, as I am actually working on an OSR version of the system that natively integrates concepts like astrology, soul salvation, and holiness (which would replace alignment) and a wound system based on humors, just to name a few things that just don’t click too well with 5E. Having a freeform style of writing, I will not have too much of a hard time adding a 5E conversion web enanchement as well, just for those who stick to 5E and don’t want to change.
For tonight, I will cut it short because I am a bit exhausted đ I hope you appreciate the effort and commitment I put into filling this form with ideas for your home campaign. And from tomorrow, we step into the new adventure, set in the city of Modena, or Mutina as it is called in the world of Of Iron & Thorns: Dead Skin Masks!
The fourth of the main iconics of this setting is Erasmus, representing the erudite mind of someone who is skilled in all the arts of knowledge, from magic to literature, astrology, alchemy and figurative arts. Notice most things in this setting come in four: four ecumanica seasons, four winds, four humours.
Many of the great intellectuals of this world, who can be qualified as polymaths, have followed religious paths, although this is not necessarily true. They could also be children of nobles, wealthy merchants, or apprentices who begin their careers in the workshop of some painter or higher-grade polymath, and then gain fame and wealth working for the great courts. The polymaths of this world are indifferently versed in various fields, particularly those of the arts, which are interesting for the player because they allow the creation of fascinating spells. By mixing the humors of the client with their own works, these can enjoy extraordinary capabilities. For example, a bishop might donate his yellow bile to be mixed with the powders and stuccoes of a sculpture to create a golem that protects a church. Each branch of knowledge opens up a wide variety of abilities that the polymath can use to support his spellcasting skills.
In 5E rules, this has ben temporarily translated in game terms as a “career” path for a wizard. Actually, this is a mix of bardic and artificer magic. The religious background can be chosen as well.
Erasmus of BrixĂllum
Human male wizard 4, NG
Patron: The University of Ferrara Sainthood: 0
Armor Class: 10 (no armor) Hit Points: 28 (4d8 + 4) Speed: 30 ft.
Ability Scores:
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 12 (+1)
Intelligence: 17 (+3)
Wisdom: 14 (+2)
Charisma: 13 (+1)
Skills:
Medicine +6
Arcana +6
History +6
Calligraphy +6
Senses:
Passive Perception 14
Languages:
Common
Latin
Greek
Equipment:
Dagger
Calligraphy kit
Common clothes
Belt pouch containing 10 GP
Features and Traits:
Polymath Expertise: Erasmus possesses profound knowledge in diverse fields, including magic, literature, astrology, alchemy, and figurative arts. Basically he can roll with disadvantage to answer every kind of riddle be it historical or scientific.
Artistic Magic: Capable of creating magical effects through art by mixing humors, be it his own of the committant.
Astrological Insight: Skilled in astrology for guidance and predictions. He often helps Floramonda find a meaning to her predictions.
Alchemical Affinity: Competent in creating various alchemical potions and substances, as per the Feat.
Patronage of The University: Access to resources and knowledge from The University of Ferrara and schools on Estense territory (the region of Emilia-Romagna).
Actions:
Dagger: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 piercing damage.
Spellcasting:
Spellcasting Ability: Intelligence (spell save DC 14, +6 to hit with spell attacks)
Cantrips (at will): Light, Prestidigitation, Mage Hand
Personality: Erasmus is a profoundly curious and intellectually vigorous individual, deeply immersed in a lifelong pursuit of knowledge. His mind, always eager to explore the unknown, is a vast repository of information on a myriad of subjects. He relishes engaging in stimulating discussions on topics ranging from the esoteric aspects of magic to the intricate theories of the arts and sciences. Erasmus’s creativity is boundless, often leading him to devise innovative solutions to complex problems.
History: Born into a rich family renowned for its scholarly achievements, Erasmus was exposed to an environment rich in learning from an early age. His early years in BrixĂllum were marked by rigorous academic discipline in a Benedictine monastery, setting the foundation for his insatiable thirst for knowledge. He later attended the prestigious University of Ferrara, where he distinguished himself as an exceptional student, excelling across diverse fields of study. His academic journey was not just limited to traditional learning; it also involved extensive research in magical practices, alchemy, and the arts. Erasmus was offered a religious career but declined, preferring a life of adventure with a mercenary company at the age of 30. He is now 65 and his bones ache terribly, his health is in rapid decline and suffers from a lot of illnesses which he can cure mostly by himself with herbs and sometimes pagan remedies he sometimes resorts to including amulets and mulled wines with spices and alchemical components.
Description: Dressed in attire that befits his status as a polymath, Erasmus often wears robes that are both practical for his work and reflective of his scholarly prestige. He is frequently seen with various tools of his trade â from alchemical apparatuses to ancient tomes and manuscripts â evidencing his multifaceted interests and ongoing engagements in various scholarly pursuits. His demeanor is one of contemplation and focus, often lost in thought or deeply engaged in his studies. He carries a huge chest with him that hold tools of his trade including glassware for examining humors and astrological tools.
Erasmus of BrixĂllum
Human male wizard 4, NG
Patron: The University of Ferrara Sainthood: 0
Armor Class: 10 (no armor) Hit Points: 28 (4d8 + 4) Speed: 30 ft.
Ability Scores:
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 12 (+1)
Intelligence: 17 (+3)
Wisdom: 14 (+2)
Charisma: 13 (+1)
Skills:
Medicine +6
Arcana +6
History +6
Calligraphy +6
Senses:
Passive Perception 14
Languages:
Common
Latin
Greek
Equipment:
Dagger
Calligraphy kit
Common clothes
Belt pouch containing 10 GP
Features and Traits:
Polymath Expertise: Erasmus possesses profound knowledge in diverse fields, including magic, literature, astrology, alchemy, and figurative arts. Basically he can roll with disadvantage to answer every kind of riddle be it historical or scientific.
Artistic Magic: Capable of creating magical effects through art by mixing humors, be it his own of the committant.
Astrological Insight: Skilled in astrology for guidance and predictions. He often helps Floramonda find a meaning to her predictions.
Alchemical Affinity: Competent in creating various alchemical potions and substances, as per the Feat.
Patronage of The University: Access to resources and knowledge from The University of Ferrara and schools on Estense territory (the region of Emilia-Romagna).
Erudite Spellcasting: Erasmus has developed a unique style of spellcasting that combines his extensive knowledge and understanding of multiple fields. When casting a spell, he can choose to add his proficiency bonus to the spell attack roll or the spell save DC.
Versatile Scholar: Erasmus’s vast range of knowledge allows him to learn and comprehend spells from a wide variety of sources. He can choose one additional spell from any class’s spell list to add to his spellbook at each wizard level-up.
Actions:
Dagger: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 piercing damage.
Spellcasting:
Spellcasting Ability: Intelligence (spell save DC 14, +6 to hit with spell attacks)
Cantrips (at will): Light, Prestidigitation, Mage Hand
Personality: Erasmus is a profoundly curious and intellectually vigorous individual, deeply immersed in a lifelong pursuit of knowledge. His mind, always eager to explore the unknown, is a vast repository of information on a myriad of subjects. He relishes engaging in stimulating discussions on topics ranging from the esoteric aspects of magic to the intricate theories of the arts and sciences. Erasmus’s creativity is boundless, often leading him to devise innovative solutions to complex problems.
History: Born into a rich family renowned for its scholarly achievements, Erasmus was exposed to an environment rich in learning from an early age. His early years in BrixĂllum were marked by rigorous academic discipline in a Benedictine monastery, setting the foundation for his insatiable thirst for knowledge. He later attended the prestigious University of Ferrara, where he distinguished himself as an exceptional student, excelling across diverse fields of study. His academic journey was not just limited to traditional learning; it also involved extensive research in magical practices, alchemy, and the arts. Erasmus was offered a religious career but declined, preferring a life of adventure with a mercenary company at the age of 30. He is now 65 and his bones ache terribly, his health is in rapid decline and suffers from a lot of illnesses he can cure mostly by himself with herbs and sometimes pagan remedies he sometimes resorts to including amulets and mulled wines with spices and alchemical components.
Description: Dressed in attire that befits his status as a polymath, Erasmus often wears robes that are both practical for his work and reflective of his scholarly prestige. He is frequently seen with various tools of his trade â from alchemical apparatuses to ancient tomes and manuscripts â evidencing his multifaceted interests and ongoing engagements in various scholarly pursuits. His demeanor is one of contemplation and focus, often lost in thought or deeply engaged in his studies. He carries a huge chest with him that holds tools of his trade including glassware for examining humors and astrological tools.
The introduction to the iconic characters continues with Theobald, cleric. The Church, in the world of Of Iron & Thorns is one and indivisible.
After the Battle of Milvian Bridge in the Second Era, the Church established itself as the Universal Imperial religion and since then, it has brutally and effectively suppressed every schism and heresy. Not only through a methodical eradication of heretics, but also through the manifestation of divine power in various forms. Damnation and holiness are real and concrete forces, visible to everyone in the form of mutations of human beings and the Order of Things. Immortal saints walk the earth, deformed creatures who were once members of heretical cults lead lives of misery far from the Light of God. After the Battle of Tours, the enemies of the True Faith have been rejected from the Empire once and for all. With the coronation of Charlemagne, the Second Era ends and the Church definitively establishes its temporal power over the lands of the Empire through its champion, the Holy Roman Emperor, a trascended human clad in an armor of pure gold and light who wields the flaming sword of the Archangel
“So he drove out the man; and he placed at the east of the garden of Eden Cherubims, and a flaming sword which turned every way, to keep the way of the tree of life.”.
Genesis 3:24
Wherever the Church is mentioned, it means a religion akin to our world’s Christianity, whose foundations reside in the book known as the Holy Bible, similar but at the same time unlike the real-world version. The Holy Book consists of holy texts, to which must be added the Mysteries from the Beyond revealed by the apostles, ancient creatures in stasis, now inhabiting desiccated bodies but still vibrant with divine energy. Their language is Enochian, the language of angels, and their bodies still whisper tales of otherworldly places, divine circles of light, and events yet to come. All these texts are kept in Rome, transcribed by a caste of monks who have taken a vow of silence, dedicated solely to the archiving and classification of the Mysteries.
Adept in the interpretation of Mysteries and channeling of divine energy, the clerics in Of Iron & Thorns benefit from the universal law called Pax Et Treuga Dei (The Peace and Truce of God). No citizen of the Empire, who has received a baptism, can willingly strike a cleric. This is not merely a theoretical limitation, but a material one. He is physically unable to cause him harm. In addition, clerics have difficulty entering consecrated lands, can operate healing magics by invoking divine power that are not accessible to cerusicians and healers, and are the only ones able to heal spiritual wounds, or perform exorcisms.
They also usually have access to the libraries and knowledge, and they can also access holy places normally forbidden to the non-ordained. Clerics who lose points of holiness and do not obtain an atonement, who should go down the path of damnation, suffer terrible consequences, although Satan protects them particularly effectively so that heresy can flourish within the Church. After the Night of Shrieks, the Church is itself divided between the Papacy and the Empire, and rumors say it is only a matter of time before the Emperor elects his own Antipope.
Monastic orders are many, the most famous currently being the Keepers of the Word of Christ in Rome in charge of the archives, the militant order of the Black Cross based in Bologna, which guards the monsters in the megadungeon under the city, and the inquisitors who beat the wilderness during God’s Truce when anointed peoples cannot wage war against each other.
Once more, you will find, the humoral stats in Theobald’s character sheet.
Father Theobald
Medium humanoid (human), lawful neutral, baptizedPatron: The Universal ChurchSainthood: 0
Armor Class: 14 (chain mail) Hit Points: 27 (5d8 + 5) Speed: 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
10 (+0)
12 (+1)
16 (+3)
14 (+2)
13 (+1)
Skills: Medicine +5, Religion +5, Insight +4 Senses: Passive Perception 14 Languages: Common, Enochian (language of angels) Equipment: Chain mail, mace, crucifix, vestments, sticks of incense, common clothes, belt pouch containing 10 GP
Features and Traits:
Channel Divinity: Turn Undead: As an action, can present holy symbol to turn undead within 30 feet.
Healing Hands: Can touch a creature to restore a number of hit points equal to his level.
Pax Et Treuga Dei: Protected by the universal law that prevents baptized citizens of the Empire from causing harm to him.
Access to Mysteries: Can interpret Enochian texts and has access to archives and holy places.
Holy Protection: Has advantage on saving throws against negative effects related to spiritual wounds or exorcisms.
Heretical Resistance: Protected against heretical influence; suffers consequences if deviating from the path of holiness.
Mystic Knowledge: Can perform healing magics unique to clerics, not accessible to ordinary healers.
Actions:
Mace: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 + 1 bludgeoning damage.
Spellcasting: Father Theobald is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:
Father Theobald is a dedicated cleric, deeply committed to his faith and the Church. He is knowledgeable in the interpretation of Mysteries and is skilled in channeling divine energy. Compassionate and wise, he provides guidance and healing to those in need, while remaining steadfast in his defense against heresy and darkness. Belonging to the Order of the Benedictines, particularly a branch that specializes in combating supernatural evils. He has a strong theological and intellectual foundation.
Father Theobald’s specialization within the Benedictine Order is in demonology and angelology â the study of demons and angels enabling him to identify, understand, and combat various supernatural entities effectively.
History
Father Theobald has devoted many years to the Church, acquiring profound knowledge along the way. He has been a firsthand witness to the palpable forces of holiness and damnation within the Empire, dedicating his existence to maintaining the Church’s teachings. His steadfast faith, coupled with his skill in deciphering Enochian texts, renders him an invaluable ally in the perpetual conflict between light and darkness.
Father Theobald was ostracized from his monastery for extending aid to Corio, the converted Celt. Subsequently, he joined the company of Floramonda Malvasia, driven by mutual objectives to combat supernatural threats. His expertise as a scholar and spiritual mentor enhances the combat capabilities of the company. The premonitory powers of the Malvasia house, possessed by Floramonda, advised her to welcome the monk and the Celt into their ranks. To date, she has had no cause for regret.
Description
Father Theobald has deeply set eyes, reflecting his vast experience and knowledge of religious mysteries, conveying a sense of understanding and compassion. His face bears the marks of the disciplined life of a clergyman, waking up several times day and night to pray as written in the Rule. His hair is black, neatly maintained except for the distinctive tonsure, a traditional mark of his clerical status, where the top of his head is shaved. He is dressed in traditional clerical vestments, brown and unadorned, and he wears his crucifix with rosary beads around his neck or belt. Adhering to the principle of “sine effusione sanguinis,” (“without shedding blood”), Father Theobald carries a blunt mace.
The introduction to the iconic characters continues with Corio, a member of a primitive race of cannibals punished by God for their distance from the doctrine of the true Faith. In the world of Of Iron & Thorns, the peoples of Antiquity have survived in various forms up to the period in which the adventures take place, partly absorbed into the predominant ethnic strain of the known world, consisting largely of the descendants of Imperial Rome.
Celts today are a savage, primitive, degenerate race of cannibals from the Second Era. Their bones are thick, and their hair grows heavily on their tattooed bodies. Celts are the cannibal, heavily tattooed brutes that inhabit the forested hills and mountains of northern Italy and farther north. Their culture is primitive and bloodthirsty, based on strength and conquest. They prefer raw meat, particularly human flesh.Somewhere in the past, during the conquests in Gaul, the Celts were allowed to enter the Empire and accept the worship of Christ. Those who declined in preference to their false gods were gradually brought to a primitive, apelike state. They are stooped and have teeth that they file for use as weapons. One of the pregenerated PCs is a Celtic monatto who converted to Christianity.
Excerpt from Shadows of the Sunken Dread
Although at the end of the Third Samnite War, which had seen the coalition of ancient peoples against the rising power of Rome, the numerous Celtic tribes of Gaul had begun to withdraw to remote places, it was only with the declaration of Christianity as the universal religion after the Battle of the Milvian Bridge that the peoples of antiquity (not only the Celts but also the Ligurians, Umbrians, Etruscans, Samnites, and others) were punished for their pagan view of creation, becoming those collectively called The Unanointed, heretical peoples of the second era. The mutations were slow and inexorable, sparing those who willingly chose to embrace faith in the One God. Among ancient populations, perhaps the Celtic one is the one that underwent a more rapid mutation; the evolutionary path began to reverse rapidly, reverting these tribes to a bestial state of cave-dwellers, massive, hunched, and simian, often with sharp teeth to better tear muscle tissues and tendons, and bodies covered in tattoos, scarifications, and bone ornaments. Celts mostly inhabit the Empire’s unpatrolled forests, living in an almost perpetual state of war with neighboring tribes. An important enclave near the wooded hills of Modena gave birth to Corio.
In 5th edition terms, Corio is a barbarian-ranger with a handful of traits derived from his devolved ancestry. In this setting, the Celts roughly fill the role of orcs. They are populous, warmongering, and follow tribal and primitive practices, often residing in remote areas.
Here again you will find, as in Floramonda‘s sheet, the humoral stats, but the relevant thing is that Corio is not baptized. He therefore does not suffer the limitation of the peace of God but may be subject to an heightened vulnerability to demonic possession and unholy black magic and other disadvantages that will be described elsewhere.
Corio
Medium humanoid (celt), chaotic neutral, unbaptized Patron: None Sainthood: 0
Armor Class: 14 (thick skin, Dex) Hit Points: xx (3d12) Speed: 40 ft.
Str
Dex
Con
Int
Wis
Cha
16 (+2)
14 (+2)
12 (+1)
8 (-1)
12 (+1)
8 (-1)
Humors: as mentioned before Corio is melancholic. The barbarian is a melancholic and introverted individual, with a primal and feral nature. He is fiercely independent and self-sufficient, relying on his instincts and his connection to the natural world to survive. He can be fiercely protective of his allies and his territory.
He has advantage on saving throws toward negative effects on black bile humor damage (e.g., digestive issues, food poisoning, pain and intellectual disorders).
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: (1d6 + 3) piercing damage.
Equipment Hide armor, greataxe, 2 javelins, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 5 GP.
Features and Traits
Unanointed Corio, being one of The Unanointed, bears the mark of ancient paganism. He has an innate resilience against certain negative effects stemming from the dark times of the second era. Corio has advantage on saving throws against spells and effects that attempt to manipulate or control his mind, reflecting his resistance to unholy influence due to his pagan heritage.
Devoluted Brain and Body Corio’s devolved nature grants him an uncanny resistance to certain ailments. He has advantage on saving throws towards negative effects related to physical afflictions, such as diseases and poisons. His body’s primal resilience protects him against various forms of physical harm, emphasizing his robust and enduring nature.
Monatto Corio, having worked as a monatto, possesses a keen understanding of the art of survival and scavenging. He can efficiently find resources in the wild, allowing him to forage for food, water, and other essentials with expertise. Additionally, he has an innate ability to sense the presence of undead creatures, making him a valuable asset in detecting supernatural threats.
Martial Archetype: tracker. When you choose this martial archetype at 3rd level, you gain proficiency in the Survival skill, and your proficiency bonus is doubled for any ability check you make that uses this skill.
Personality.
Corio is often silent and has some difficulty in explaining his ideas in he language of modern man. He is instictual and very loyal, wiser than anyone can guess. He had no ambitions besides living a peaceful life but recent events dragged him in a conflict the likes the world has never seen before.
History
When papal forces decided to strengthen their military presence in the hills of Bologna, several expeditions were sent to eradicate the most dangerous threats to civilization. Units of monster hunters and militant monastic orders were deployed to establish forts and watchtowers on the foothill border. Among them was Father Theobald, still a young initiate.
Attacked by a group of Celts, a massacre was averted thanks to the lookout, Corio, who, after finding survivors, decided not to betray their location. When reinforcements arrived, Theobald chose to intervene on behalf of the Celti, requesting him as a slave for the heavy labor of the diocese. In the following years, Corio worked as a monatto, having survived the plague.
In the period following the Night of Screams, Corio is possessed by a demon and later freed by Father Theobald. When Lady Floramonda returned to Bologna, she decided to save the two companions by incorporating them into her company. Theobald and Corio left their sanctuary in Bologna to serve the will of God.
The first of the iconic characters to be unveiled in the coming weeks in anticipation of the release of the Kickstarter module is Floramonda Malvasia. These iconic characters can be considered the default pregenerates to be played in the adventures of this series.
Floramonda, of the Romagna (the eastern coastal half of the Italian region the adventures are set) lineage of Malvasia, represents the archetypal fighter. On the sheet below, three particular characteristics deserve a quick explanation, which will be further explored in future articles and in the adventure, as they’re not part of the SRD.
The first set concerns the humoral values, the four elements that make up the balance of the characters’ physical, mental and spiritual health. Ideally all four of these values should be kept in balance, however there is one of these that in the PG’s neutral state tends to be the main one, e.g. Floramonda is o sanguine character, which means her prevailing humor is blood, but nevertheless in her distinctiveness all four humors within her are in a state of equilibrium. Further details about the humors are given in the adventure but will also be published here in Reference Document format on the site in a future section.
The second trait also not part of the SRD and used for the adventure is the House. Not all PGs have a Household of origin. Belonging to a noble family has advantages and disadvantages and especially direct involvement in the conflict between papacy and empire. Noble characters have a blood bond with their lineage that manifests itself in different ways in the game. The Malvasia, in this case, are a lineage linked to the world of astronomy, of the stars. As much as astral influence has its own role in the rulebook (for example, it influences with the timing of cure from ailments) the Malvasia have a particularly deep connection with it: they are, so to speak, “‘star touched.'” This results in a special ability that can be invoked in adventure when Floramonda is under a starry sky. Each lineage has its own specific characteristic and power in this setting. As mentioned before, however, being a member of a lineage, by contrast, also means being part of the power play that is escalating day by day in the dawn of spring that succeeded the unforgettable Night of Screams.
The third value is a checkbox. Has the character been baptized? This makes all the world of difference in several ways in the setting of Of Iron & Thorns. For example, a baptized character cannot strike a clergyman in any way because of the universal pact called the Peace of God. For all intents and purposes clergy characters are automatically protected by a sanctuary effect toward all baptized people. In return, the unbaptized have a special susceptibility to demonic possession and other disadvantages that will be described elsewhere.
Floramonda Malvasia
Medium humanoid (human), lawful good, baptized Patron: Saint Dominic Sainthood: 1
Armor Class: 16 (splint mail, shield) Hit Points: 30 (3d10 + 6) Speed: 30 ft.
Str
Dex
Con
Int
Wis
Cha
16 (+2)
12 (+1)
14 (+2)
10 (+0)
15 (+2)
13 (+1)
Humors: as mentioned before Floramonda is sanguine. Her temperament is often abrupt, she gets impatient quickly, but she is also driven by strong passion. She has advantage on saving throws toward negative effects on blood humor damage (e.g., bleeding).
Condottiero: Floramonda’s lineage and her family’s position has enabled her to receive a contract of condotta, a type of feud that allows her to recruit groups of soldiers to establish agreements with power figures such as nobles and clerics, to form small mercenary armies for battles and other enterprises. As the undisputed leader of her group, Floramonda uses her privilege to enter into business contracts involving the group.
Heirloom: the stargazing House Malvasia of Bononia (Bologna) has been blessed with a powerful connection to the stars. When undertaking a new feat or making choices such as a path in the wilderness, or predict an ambush, Floramonda can perform the equivalent of a ritual under the stars to get an idea of the best choice, her eyes turn black as opals, and she can invoke the effect of an augury spell. This heirloom can also be used by the DM in a nonlinear, strictly RAW way, for example, to suggest to the player that the character has a strange premonition, or senses danger. Don’t bind yourself only to the numbers; this setting is best enjoyed by leaving an overall sense of indefiniteness. You can also use your heirloom as an inspiration. Heirlooms are flexible, Floramonda’s star touched characteristic is also somehow connected to some deep horrors from beyond the stars which were common during the First Era.
House Malvasia is serving House Malatesta, and is therefore officially a papal Guelph House. As such, official encounters with imperial Gibelline houses like the House of Este will be handled with great care. Floramonda’s main antagonist is the condottiero Luigi Dal Verme. Her lord is and her lord is Cornelio Malvasia, currently living in Bologna.
Nocturnal Danger Sense. at nighttime Floramonda has advantage on Dexterity saving throws against effects that she can see, such as traps and spells. To gain this benefit, she can’t be blinded, deafened, or incapacitated. She also has advantage om ST vs fear/unknown.
Sainthood (1): her first step into sainthood allows Floramonda to invoke an inspiration when following the word of the bible.
Martial Archetype: captain of venture (use banneret from official supplements).
Personality.
Tactics. Floramonda is a capable fighter, relying on her martial prowess to win battles. She prefers to engage in melee combat, using her longsword to take down foes. She also carries javelins for ranged attacks. She is a skilled tactician and is able to quickly assess a situation and come up with a plan of attack. Her impatience sometimes prevents her from formulating plans in detail but this is a point of her character that she plans to work on, for the sake of her followers..
History
Floramonda is the fifth of five children, born in Bononia (Bologna) twenty-five years ago (the 14th year of rule of emperor Fredrick I). From a young age she was a person of action, and despite her unyielding faith in Christ she had to quickly give up cloistered life as a nun after not even a year. Palace intrigues and complex ceremonies were not for her, and as soon as she could follow her brother outside the walls as a squire, she found her love for the craft of arms. Malvasia’s supernatural ability to foretell trouble has saved her from the battlefield twice already, the second time only a few months ago in the fall of last year when she was engaged in Cyprus fighting against privateers to defend cargoes of fine wines from the east bound for the marketplace of Bologna. She had the ship dock prematurely after getting a signal from the stars, saving her from a tremendous storm. Winter was just around the corner, and because of God’s Truce, the period when no Christian is allowed to wage war (this is also the period when abomination hunters flock to forests and remote places to hunt for monsters, but that is another story), Dame Floramonda decided to return to her lands. She was in Romagna part of the Church State, in Castel Pandolfo at the court of the lords of Ariminum (Rimini), when storms raged across the world last winter at the birth of Emperor Frederick II’s grandson at Christmas. After months stranded in Ariminum at last the fields became clear, if muddy and hardly practicable, and Floramonda headed eastward where conflict with the Empire would be more likely and violent, in search of companions to set up a venture company. Stopping first in Bononia where her wealthy family sold fine wines, she finally joined the other PGs, heading north to the Estense capital. The Este are the richest and most decadent family in service of the Empire, but their court has always been a safe haven for artists and neutral ground for ambassadors. It’s the perfect place to collect information and find a good engagement. Under the blessing of the Church, of course.
✒ “Shadows of the Sunken Dread” è un breve modulo (circa 8 pagine PDF) che verrĂ pubblicato il 30 di Giugno allo scopo di raccogliere fondi per gli animali domestici custoditi nei rifugi colpiti dall’alluvione in Romagna a Maggio 2023. Of Iron And Thorns è un’ambientazione Dark Fantasy ucronica con molti rimandi all’Italia Medievale, ma con mostri e magia e un cupo passato dove luce e oscuritĂ si combattono da secoli. Il 100% dei fondi raccolti con l’avventura verranno donati allâOIPA (prove verranno pubblicate sulla pagina Facebook, su Telegram e sul sito) impegnata in questi giorni anche nella salvaguardia degli animali colpiti dall’alluvione. L’avventura è generica ed adattabile a qualsiasi ambientazione, e non solo quella di Of Iron and Thorns (che uscirĂ nei prossimi mesi). In ogni caso, se necessario, presterò supporto sullâadattamento del modulo anche a raccolta terminata.
🐈 Di seguito l’incipit.
“Le terribili tempeste che stanno straziando la fertile Romagna hanno spazzato via interi villaggi nei paesi interni alla costa bizantina. Nei mercati e attorno i focolari dellâImpero si sussurra che siano gli spiriti inquieti dei Migliori di Fano, i paladini Guido del Cassero ed Angiolello da Carignano brutalmente uccisi per mazzeratura da Malatestino I Malatesta, geniale e crudele Signore di Arminum.
Le incessanti inondazioni che stanno avvolgendo la regione hanno costretto la giovane Maddalena Malatesta, nipote del malvagio Signore, ad allontanarsi dal Castello di Montefiore Conca senza il suo gatto Cerasus. Da quando la giovane Maddalena è stata portata alla dimora ancestrale Malatestina non ha fatto che perdere forze e divenire sempre piĂš debole, desiderando solo la compagnia del suo piccolo compagno. La condotta di soldati della casata inviata dal padre Ferrantino per il recupero del gatto, ma non è mai tornata dalla missione. Tempeste psichiche impediscono ogni forma di preveggenza attorno il castello, su cui orbita da giorni unâombra di terrore. Il signore Malatestino I Malatesta ha deciso di ricorrere ad un gruppo di eroi assortiti per recuperare il piccolo Cerasus. Ma sarĂ solo questo il suo solo obiettivo? E perchĂŠ la vecchia spedizione non è mai tornata?”
✒ Shadows of the Sunken Dread” is a short module (approximately 8 pages PDF) that will be released on June 30th to raise funds for the pets hosted in the shelters affected by the flood in Romagna in May 2023. Of Iron And Thorns is a dark fantasy uchronic setting with many references to Medieval Italy, but with monsters and magic and a shady past where light and darkness have been battling for centuries. 100% of the funds raised with the adventure will be donated to the OIPA association (proofs will be published on the Facebook page, Telegram, and website), committed to safeguarding the animals affected by the flood. The adventure is generic and adaptable to any setting, not just that of Of Iron and Thorns, which will be released in the coming months. In any case, I will provide support for adapting the module even after the fundraising is completed. Here’s the opening passage:
🐕 “The terrible storms ravaging the fertile land of Romagna have wiped out entire villages in the countries along the Byzantine coast. In the markets and around the hearths of the Empire, whispers spread that these are the restless spirits of the Best of Fano, the ringer paladins Guido del Cassero and Angiolello da Carignano, brutally slaughtered by Malatestino I Malatesta, the brilliant and cruel Lord of Arminum. The incessant floods engulfing the region have forced the young Maddalena Malatesta, the wicked Lord’s niece, to leave Montefiore Conca Castle without her cat, Cerasus. Since Maddalena was brought to the ancestral Malatesta residence, she has grown weaker and weaker, yearning only for the company of her little companion. The company of soldiers from the house, sent by her father Ferrantino to recover the cat, never returned from the mission. Psychic storms prevent any form of foresight around the castle, which has been shrouded in a shadow of terror for days. Lord Malatestino I Malatesta has decided to enlist a group of assorted heroes to retrieve little Cerasus. But is that his only objective? And why did the previous expedition never return?”
Bradamante, Marfisia, and Fiordispina are the three matron paladins of the House of Este.
Bradamante, Ruggiero’s wife, now leads the Christian armies in Jerusalem against the necromantic power of Agolant, the eternal love from which the House of Este sprang set aside by Faith and Duty. Both fight for justice and to give the world a future. He remains in Ferrara to protect the banner of the House of the Silver Eagle.
Fiordispina, is secretly in love with Bradamante. She blinded herself to escape the lust of sodomy. Two meters tall, one hundred and forty kilograms, invulnerable to weapons of mortals, invincible in her silver armor, represents the endless power True Faith in the city of Reggio Emilia, to guard the banners of the House alongside the throne.
Marfisia, sister of Ruggiero, raised corrupted by the False Faith of the Saracens and now champion of the Cross, represents with her zeal the inevitability of Truth. She brings light and justice to the shadowy and eerie halls of the court of Modena run by the dark-hearted scion Niccolò III.
Matilda of Canossa, better known as Matilda of Tuscany, marquess and powerful seer. No one has heard of the noblewoman for generations, her castle appears ghostly and uninhabited, and the roads leading to its walls are in disuse. The reality is that Matilda has made profound studies in the field of esotericism and thanks to the skull of her ancestor Sigifred of Lucca, a demilich, she has passed into a state of undeath that binds her necrotic life force to the dungeons of her castle, surrounded by dozens of portals. She can activate these portals at her will, each leading to the dungeons of all the palaces and fortifications in the previous lands of the abbey (most of the mountains and hills in Emilia and a lot of territories in the plains including some lands of Nonantola). There are countless lordly fortifications built on the ruins of the marquise’s castles, all of which form a network of powerful energy lines capable of interacting with the world of the dead. Matilda silently awaits the moment to raise the dead from the depths, the carnage that will ensue will be unimaginable. The skeletons of Montegarullo (Roccapelago, Modena) have been snatched into control by the powerful Obizzo, And the effectiveness of seeing skeletons in battle has been amply demonstrated.
In Carpi, in the Castle of House Pio, her influence has driven to madness the court noblewomen who provide her with young blood for her sacrifices. Matilda is now a black-boned skeleton, still dressed in the sumptuous robes of her court. Tiny flames of light glow in the depths of her skull’s eye sockets, and her knowledge increases daily. The birth of the antichrist has led her to move outside its halls, making recent contact with the pontiff…
Matilda consulting his ancestor the demilich Sigifred of LuccaA recent illustration of Matilda on a tapestryMatilda wearing a mask at the cour of the Pope Innocenzo III
The setting of Of Iron And Thorns focuses on the region of Emilia-Romagna, Italy. The region is divided into nine provinces each of which has determinate characteristics and is potentially the site of countless adventures.
The basic setting that will be released along with the rulebook deals with the province of Modena. Another 8 gazetteers will be released later that will detail all the lands, castles, villages, and inhabitants of the provinces of Bologna, Ferrara, Reggio Emilia, Parma, Piacenza, ForlĂŹ-Cesena, Ravenna, and Rimini.
In order to give a taste of what the nine provinces have to offer I publish on this page a brief incipit, starting with the great and learned university city of Bologna.
Carpi is an important city north of the Estense territory of Modena. Originally a possession of the Abbey of Nonantola, it passed into the hands of House Canossa and finally, briefly, to the dark-hearted sanguinary House Bonacolsi. Carpi was lost in the hands of House Pio, powerful Ghibellines, several years ago. The Pios made Carpi their ancestral home and have since consolidated their power over other surrounding lands, including Soliera, Novi, Campogalliano, and San Prospero, the latter two through the minor lineages of House Roberti and House Castelvetri. The Pio Castle is served by a host of Magyar slaves who are used as servants, denuded and branded on the forehead with the red bands of the Pio coat of arms. Magyar children who are born in the court are killed at birth and women placed in the service of the court where they are kept illiterate. Although they are not allowed to speak Hungarian (actually, not allowed to speak at all), prayer groups dedicated to the Dark One have been established among the women and girls. They meet at night in the servants’ halls to plot revenge for the death of their children. The Castle of Pio is haunted by a mysterious ethereal figure known only as the White Lady, who seems to attend the meetings of the enslaved women, In reality, the White Lady is an ancient ally of Matilda of Canossa and maintains the dimensional portal that connects all the ancient lands of the abbey with the ruins of Canossa Castle where Matilda resides and plots in silent undeath. The Lady uses an ancient artifact to siphon off the energies of slain infants to power the Canossian Portal. The castle contains the ancient Bonacolsi Tower and is a land of air and water, containing a splendid nymphaeum and a birdhouse that the noblewomen of the Pio use as a place of rest and contemplation. The patriarch of the Pio is currently Alberto III Pio, grandson of Pico della Mirandola; he is young and energic, married to an Orsini by whom he had three children: two daughters and a stillborn son, whose miscarriage was caused by the White Lady. She kept the spirit of Alberto III’s son intact for matters that are unclear today. Albert III’s father, Lionel I had been a condottiere in the service of House Colleoni of Piedmont against House Medici. The Sienese artist, architect and war expert Baldassarre Peruzzi lived in the castle as court wizard, occultist, alchemist and sage, a direct adviser to Albert III.
Budrione
In an area traversed by deep irrigation canals, stands on an embankment a massive lookout tower of recent construction. Originally burned by Passerino Bonacolsi (ce hm fighter 18), the castle of Budrione is directly administered by House Pio.
Gargallo, land of House Stoffi (Pio)
Gargallo is another terracotta lookout tower, with a base of about eight meters, in the hands of House Stoffi loyal to the Pio, who maintain a lookout garrison there as protection from the nearby House Este di San Martino, a cadet branch of the Este.