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Content

The ink that binds us to our cause

It's time to delve into the great dwarven library. The first layer of stacks contain the Spellcasting tomes, texts that either instruct in the ways of magic or else produce arcane effects when read aloud. The library is filled with arcane glyphs, the work of the inkbinders, masters of both magic and bureaucracy. There's danger and opportunity in equal measure on A-Level.

Borough Guide

This guide concerns both the Spellcasting stacks and the inkbinders. Learn about some of the books you might uncover, and the various ways they are protected. Then, we take a deep dive into the inkbinders, the second order of the Vyndur dwarves. The arcane powerhouses create powerful wards but also handle all of the clerical mundanities of supervising a library. If your party is here to steal a book, this document provides everything you need to know to pull off a daring heist. 

Each of the lower levels of Vyndurvoht include example books for you to include in any of your campaigns. They're a great way to flesh out the land of Hjass or any realm in which your party is campaigning.

Map

This map sits directly beneath the top layer of Vyndurvoht. Descend into the butte and discover the labyrinthine library halls. You'll find offices, traps, endless archives, and the Great Inkwell itself. Every once in a while, however, the darkness creeps up from the subbasement, threatening to destroy everyone and everything inside the library. Use the creepy "Corruption" variant when confronting the shadowy creatures.

Note 1: Due to the nature of Vyndurvoht, this and the following two maps are both "interior and exterior" rolled into one. Think of it as a nice sneak peek of what you might find in the interiors of future cities!

Note 2: We will be releasing 4 total maps for Vyndurvoht, but you'll probably want to imagine that the butte is more than 4 total levels tall. While each of the maps will work seamlessly with those adjacent to it, it might be useful to imagine each as "representative" of a block of floors.

Music

This week's track is "Kallam the Cursed," a creepy dungeon-y track that is meant to embody the BB-favorite NPC of the same name. This track exemplifies the elegant darkness of Vyndurvoht. Baroque organ clashes against dark percussive grooves, and traditional Nordic instruments evolve against a flurry of magical wooshes. If this version is too busy for you, Chief Couriers get access to an ambient mix that's great for longer dialogue or exploration scenes. 

Chief Couriers also get a brand new version of Music d20 classic "Permafrost Wasteland." This "(Vyndur)" variant highlights the unique character of our mountain dwarves.

5e Subclass

We're including the second Vyndurvoht subclass with this release! If you play D&D 5e, consider rolling an inkbinder wizard. Supercharge your abjuration and illusion spells, then encase somebody in obsidian foam. It's metal as hell, and it creates a weirdly nuanced build quite distinct from a typical School of Abjuration wizard.

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Get this week's files below!

Delivery Kid

Vyndurvoht 02 - Text and Ink - Delivery Kid Rewards 

General Messenger

Vyndurvoht 02 - Text and Ink - General Messenger Rewards 

Chief Courier

Vyndurvoht 02 - Text and Ink - Chief Courier Rewards 

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This week's map variations:

Files

Comments

Sophie Campbell

Me again! ;) I love these Vyndurvoht maps but I'm a little confused about how some of the maps connect with each other, the staircases don't seem to match up (particularly between levels 1 and 2, and between 3 and 4), but I'm starting to think maybe they're not supposed to. Is the idea that there are other levels in between that just aren't represented by a map? Thanks for the great work and any details you can give me! :)

Borough Bound

Hey Sophie! Thanks so much for reaching out. Yes, the stairs and other connections between maps don't line up 1-to-1 because we didn't want to imply that the "real" Vyndurvoht would only be ~4 levels tall. So... imagine that there are smaller floors between the ones we've highlighted. Our Foundry module version of the map has stairs "linked" in such a way that it should be clear where one staircase eventually leads, but we recommend that GMs use their own judgment when figuring out how the levels connect. If we had the opportunity to make Vyndurvoht as tall as it really is (some 12+ or so levels), we would definitely make sure all of the ladders / stairs / ramps / etc connect perfectly, but that's something we will reserve for some future dream project. I hope that helps!

Sophie Campbell

Ahh that makes sense! I like that approach. :D Thank you!! Can't wait to use these maps in a campaign.