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Preview: NPC a Day

NPC a Day

A sanctuary for those that toil in the shadows of the Heroes.

Updated: 2018-03-06T00:05:54.171-06:00


Tilted Tower: WIP Interior View


For my game this Thursday I am working on producing a view of the land inside the tower.
(Produced in sketchup 8, Photo textures are my own)

As I said previously the geometry is a bit tricky. Each of the crosses are one mile wide and tall (for scale). This is very much a work in progress.

Random Thoughts


 had a thought the other day about creating a random table that then had modifiers on pretty much every entry that would push the average up or down buy a given amount. So, if the table was a d10 each entry would have a positive modifier that would push the next roll upwards toward twenty, and the high numbers would have modifiers that would push the roll downward toward zero.
The effect that I was trying to go for was one of ebb and flow of history. If you are in a state of war, more war is a likely out come of the next roll. In a straight d10 table, war would normally happen every ten years. Where as, a more natural feeling table would have periods of conflict followed by periods of peace.
I will need to do some thinking on this subject.

Features of the Tower


The titans who chartered the ritual for the tower realized that some fraction of their mortal followers would be coming with them during their ascension, and they made accommodations for them in the design.

Food makers - About every half mile along the ramp exist stations that will produce a pudding like food for any who place a bowl or similar container in the nisch. To creatures associated with the ramp's titan, the food will taste like heaven, to everyone else, it tastes like soap or worse. The food stuff has the same coloration as the ramp, but is otherwise nutritious. Unfortunately, these facilities were often left on and are responsible for producing much of the dirt in the tower.

Fountains - Adjacent to the food alcoves are the water fountains, these ever flowing trickles of water.

Facilities - A series of simple toilets, in banks of several hundred are nested in a room within the walls of the tower. Vastly wide entrances allow for hundreds if not thousands of medium creatures to enter the chamber at one end, take care of business in private stalls and exit out of the other end of the chamber.

Sleeping Chambers - Lined with enough triple bunk beds to house a several thousand were fabricated into recessed chambers in the tower walls. However, given that the titans never stopped during their ascension, the sleeping chambers was a major cause of those that fell behind.

Tombs - It was foretold that not all of the servitors would survive the ascension process, and as a result great chambers, lined with stone niches were readied for use as the need arose. In the lower extents of the the tower these were barely used, but as you ascend, more and more of the niches become occupied. in the present, the tombs are a major source of mettle and magic, as the followers took to the tower carrying all of their worldly possessions.

Windows - At regular intervals around the tower are placed great quarter mile high stained glass window recounting the achievements of the titans and their followers. Most of these are buried by dirt over or obscured by water, only a few are accessible to mortals.

Secrets - Within the features hide secret entrances into the fourth path of ascension within the tower. Colloquy know as the "Secret Stairs" this maze of interconnecting secret passages generally leads upward but it is, frequently, a rather torturous route.

The Top - At the top of the tower exists the gate, a mile wide glowing orb with insubstantial dancing glass like fragments of reality floating about it. It is held in place, relative to the tower walls by three colossal, arcane brackets; A series of three ramps work their way across the five mile gap to come within a few feet of the gate.

The Tower Floor - A ten mile across oval  of jumbled terrain: it ranges from high mountains tip side to a vast lake Lean Side with planes and forest in between.

Tilted Tower: Geometry


Each of the ramps rise at the moderately steep angle of 15 degrees, ascending 48 miles up over its 190 mile length. The three ramps each complete 6 loops of 30 miles as they rise to the top.

The tower is tilting at a 37 degree angle and this has created a rather different, perspective on the world.

Lean Side -  where the ramp forms a cup between its self and the tower walls, here dirt, and detris collect to form level land.  These zones, all eighteen of them form the primary location for civilization in the tower, as it has the most arable land and water. A river runs down the side of the tower forming waterfalls as it runs over the lips of the ramp.

Up Side - Is the next region  Lean Side moving up the spiral ramp we have the hill side. The bare ramp would have an angle of 52 degrees, rising 9.6 miles over a seven and a half mile course. Fournatly, dirt on the ramp slides downward forming great crubmly bluffs, alowing them to be scalled with difficulty and some risk, land slides are not unusal in this area.

Tip Side - oposite of the tilt side, the ramp is covered with very slow moving dirt flows and some wildly cantered young trees. Prime grazing land for the most sure footed of creatures. The bare, or vine covered walls of the tower often expose some of the Other features of the tower.

Down Side - the bare ramp would have a 17 degree Downward angle. descending 2.3 miles over the seven and a half miles. forests start with the youngest of trees at the edge of tip side and get progressively more mature as they move toward tilt side.

Lean Side Wall -  for the adventurious climber it is possible to ascend the Lean side wall, as there are a large number of trees, shrubs and such growing on it. In someways it is genteler than the upside ramp. Notable features include a river with grand water falls from the higher ramp.

Central Lighting - In most places the ten mile long, half mile wide light crystals have remained in place, taking on the same 37 degree tilt as the tower. A crystal emits noon day sun, Evening light and a star filled night sky from each of it's three sides. Most rotate, with a period of one day.

Tomorrow we will look at some of the general features of the tower.

Three Paths of the Titans


A bit of oral history relating to the Tilted Tower.
Three of the titans of creation were paroled by the gods for their assistance in the destruction of the other titans. In exchange, they were granted the privage to leave this world for another by way of a fracture in reality, a gate, some fifty miles above the lands.
Calling upon each of their cohorts, each a million souls strong, they started a grand ritual that took three years to complete, growing the tower inch by inch toward the gate.
Upon it completion, the cohort dispersed, some following the titians up each of their paths the rest returned to their homelands to face persecution at the hands of the fanatic followers of the gods.
The Titan of Light ascended a silvery path and walked in the noon day sun, followed by diva, dragon born and some humans.
The Titan of Night took the obsidian path, walking under a night sky, with teiflings, orc and human sycophants.
The Titan of Twilight took the marble path, and walked under a sky forever in dusk or dawn.
A fourth figure, diminished by the loss in the primal war, a mere fragment of the Most hansom of Evils, stalked through a hidden, twisting maze in the walls of the tower, a hand full of dead servitors in tow.

Next we will examine features of the tower. 

The Tilted Tower


Built by the followers of the three paroled titans of creation to escape to another realm after the Primal War. The Tilted tower is fifty miles from its base to its apex, and ten miles across. The drift of the gateway and the lands has, over the eons, pulled the tower from its vertical position to it's current thirty seven degree tilt.
It looms so large over the lands that it stays illuminated for a full two hours both before dawn and after dusk.
Very few have ever scaled the uplift mountains around its base to enter any of the three half mile across entrances, fewer still have returned to tell tails of the cites and civilizations that dwell within.

Interesting City Maps: Walled City of Kowloon


(found at IO9)
There is a very impressive cross sectional map of the former Walled City of Kowloon (demolished in 1993).
The map notations are not in English but it is still worth a good long look.
See it here
(Now someone should do a Sharn  cross section in a similar style)

What I am reading


There are 8 intresting articles that I am currently digesting from a number of different sources:

And countless others.

Now to throw them all into a blender and see what comes out....

What Gets Me Started


The problem that I have had with maintaining this blog as not be a lack of ideas, but getting started. About 80 days ago I discovered 750 words. Its a simple site with a simple goal: to get you to write, every day, at least 750 words. As it is not a blog and nothing is visible to anyone but you, all the writing that you do is for YOU. It is supported by user contributions so it is "free".

Now, this alone would not have been enough to keep me going but then the sight adds monthly competitions (write every day for a month), and these silly little badges for making various goals and achievements: I am personally only 47 days from my phoenix and withing a couple ten thousand words of making my flock of birds. In some cases, failing to make your words for the day will cause you to loose a badge: I have found this loss aversion to be very, very motivating.

How I Use It

  • I try and find a time where I will be distraction free for at least 20-25 minutes
  • I the first line is todays date and any goals that I have (usually expressed as a word count)
  • Then I put the current time.
  • Then I just start typing until I hit the daily goal (at minimum the quota).
  • Now to make this gaming related: I often put in snippits of encounters, characters or even blog ideas using the sites meta data notation of GAME: here is a game idea or BLOG: an idea for a blog post. 
Latter in the day, once I have passed the quota, I will go back an expand upon or add additional ideas there. Or, if I am pressed, I will search past daily words for ideas or topics to write about.

Give it a try, come on, for the first three days, you have nothing to loose... however, once you make your Turkey badge... you are hooked (hopefully).

I Feel Properly Chastised


 I found this little rant and was personally chastised for my, somewhat sporadic posting habits: the last post was on May 13, 2010. Alright, maybe Mr Porter was scolding some other people aside from just myself.  
I have, however, taken this to heart and I will endeavor to maintain a at least every other day posting schedule with content that related, if tangentially,  to gaming.
The sad part is that the rant was posted more eleven days ago...

How they failed/How they Fumbled


"You got a 13, you miss."
A phrase often heard at the gaming table: a sad and uninspiring statement that renders the PC's actions and efforts meaningless; It shuts them down; and takes them out of the game.
The idea that I had was to let them describe their failed attack in terms of the encounter (or challenge) allowing them some narrative control.
The next time a PC misses I am going to ask them: "Describe what happened?"; "Tell me about the attack that missed" or "Tell us what went wrong".

Just a short thought for the day.

Nogg, Elderly Night Door watch man


Situation: The players approach a small town after dark.

Nogg 63 Human Male , Night Guard
Stooped, elderly, with dim, watery eyes and sparse gray hair. 
Volunteered: Question 1: "Who are you, and what you be doing at this hour of the night?"

What do you do here?: I have been the night guard of this gate for more years than I care to count. It is my job to not admit "Strange Folk" after dark. 
What do you want?: I'd prefer to spend my nights sleeping, though I don't know that I could do that any more. 
Has/Is [NPC] been through the town: I do not know can you describe them?... 
[Thinks for a moment and answers honestly].
Can we come in?:Ey, you look honest enough, not like those [refer to a plot relevant NPC/Organization or rumor].

We don't have time for this: Let us in!: Nay, "Strange Folk", must wait for dawn.
[Offer of a reasonable bribe/Toll] Oh, yes, I see no "Strange Folk" here [opens the night door and recommends an near by Inn].  
So you can be bought, wait till we tell the Capitan of the Guard: Please, no, I don't want to end up like Jenkens. [returns the bribe] He still hasn't gotten all of the pitch off. 

Volunteered: [Slams the night door] Help, Night watch...[Runs to fetch the night watch, leaving the gate unguarded for a 1d10 rounds]. 

If physically confronted: Add a check to "City Guards". 
If treated in a friendly manner remove one check to "City Guards". 

Dirt, Free Man of the World


History: Hasir was a man of weath, status and influence who married into an impoverished Noble line. 
Premise: One day he was touched by a divinity and has renounced worldly wealth and power. He now lives, wandering from town to town, performing day labor for any who will pay him with a place to sleep and a bit of food to eat. After a few days he moves on leaving 99 gold coins behind. 
Problem: His spouse wants him back; The family patracrh wants the everfull purse back even more so.

Dirt/Hasir Human Male, 43, Laborer/Noble.
Appearance: A human male in his low forties, in simple plan but clean, often mended, clothes. He has dark hair and dark eyes. His voice is quite and humble.

What's your name/Story: "I be Dirt, Sir, a free man of the world. I have nothing but my clothes and a strong back. "
Why do you live this way/what do you desire: "I desire only to do a days' honest work. Though some food and a place to sleep would be nice. "


If a discussion of Poltics/Nobility/Society happens in front of him: He will comment, aside, with accurate and insightful information. When confronted, he will fumble, applogise, and feign ignorance. 

How do you know these things: I am very sorry sir, I mean no harm. (lie) I once worked for a powerful man and learned a smidgen about such things. 
What was his name, where did you come from: His name was Hasir, he was a powerfull, small minded and shallow man. 
Are you Hasir/What is your real name: Please sir, do not make me go back, that life was hollow, empty of meaning.

Any physical assault or threat will make Dirt/Hasir cower and surrender. 
Volunteered: Don't hurt me.

Spouse: She is initially overjoyed at his return, but becomes increasingly upset at his new world view. Eventually she will send him away after one too many confidence of his to a peer.
Patriarch: Pleased over the return of the artifact. He may need to deal with Hasir, possibly through more violent and covert means.

A Link to Dragons


If you are in need of inspiration on Dragons Look Here.

Here is a sample:


An Apology and a Teaser


I must apologize to all who saw the pulled back post on the rss feed: I inadvertently published an article out of order and before it's time.

As a way to make up for it I thought I post a little teaser of my next project.

Produced with and using textures and materials provided by Fractal Mapper and released under Creative Commons, Remix - Attibuation share and share alike 3.0a license.

In Praise of: Snows of an Early Winter


Snows of an Early Winter is Call of Cthulhu Modern adventure written by Louis Agresta and published by Super Genius Games (Available in print and PDF). It covers the quest for local power by a Librarian in possession of an unnatural book. The adventure its self is well written with no investigative dead ends or stumbling blocks. Additionally the adventure is well paced with a good mixture of investigation and combat. The combat is scales to larger and larger fights as the adventure nears it's climax. Louis Agresta created two Adventure layout innovations that I feel compelled to share:A NPC template that assists the referee in the characterization and dissemination of NPC knowledge. Trigger Tracker - A tool for tracking the attitude and response of interested NPC's and Groups. NPC TemplateName, Age, Profession/RoleStat BlockVolunteered:In character Statements, facts, warnings and threats given freely during the encounter. FriendlyIf the PC's act in a friendly manner they may receive the answers to: Question 1: ResponseQuestion 2: Response...Confrontation:Skill checks (psychology, Fast Talk, or idea rolls) that must be passed to coerce the individual into answer: Question 1: ResponseQuestion 2: Response...Physical:Skill checks or amount of damage that must be done before the individual is compliant enough to answer:Question 1: ResponseQuestion 2: Response...ConsequencesA discription of how the actions of the pc's change the values in the trigger tracker table. Examples would includeIf the PCs made contact add a mark to group 1If the PCs were mean to remove a mark from group 2Trigger TrackerPersonalityMarksThresholdEvent or ActionNpc/Group 1246Name of Event 1Name of Event 2Name of Event 3Npc/Group 24Name of Event 4Special: The event only applies on after other events or at a specific time. ...These two innovations would be very useful to mystery/investigation games; and would have utility in non-linear open plot (Sandbox) style campaigns. [...]

In Prase of: D&D Doodle


I encountered this site via a Google reader feed: D&D Doodle the character sketches are good and stylistic but the maps are Amazing:


I love the detail of the isometric 3D maps.
Also take a look at the Fallcrest town map.

NaNoWriMo Thoughts


It's been some time sense I last posted anything real here (2009/06/01 as a matter of fact). So many things I have missed commenting on:Mega DungeonsMappingGenconRPGBloggers Controversyetc. However I am not goning to comment on any of those today. Today I am thinking about NaNoWriMo and what I might do during November.I am Tempted to use that time to actually do a write up of "My Campaign World" which I call "The Living Lands": A world suffering from a plague of Immortals into which the Players, or Heroes, are born. The world is, save for an excel spreadsheet and a map, existing largely in my head and I do believe that it is time to commit it to "Paper". A Friend of mine did something similar last year for his world and I am rather pleased at the result. I plan to use the very nice "How to Make a Fantasy Sandbox" guide from Bat in the Attic as a road map for the development of the document. Places of Intrest in the Living Lands that should be covered in the Gazetteer:MoonFellLibraries of the AncientsCity of GlassTilted TowerSky ThreadShattered DomeThe Races of the world that will be covered are:E'tenal - a mixed population of standard PC races (elves, humans, Dragonborn etc) that were rendered childless but functionally immortal. FeralKin - which includes Clawfoots, Wigs, Bigtooths, Dog-Faces and many other of the non-immortal, "Uncivilized" humanoids. GreyKin - a race of Undead once noted as the greatest of Healers. Plauge Dreamers - Rarely encountered diabolical undead.The premmis of the game is that very rarely, an E'tnal will give birth to a child, who is mortal (or "Hero" as they are know) and has no normal role in society. So the Heroes are trained and set out into the world to "Make a Difference". Three major hero quests are:Return the memories that were lost 691 years ago.Cure the Infertility of the E'tnalRemove the curse of Immortality from the E'tnal. With much effort I do believe that I can get 50K words in 30 days (but I am not certain enough to actually sign up for it). Maybe, after some review and editing I will post a PDF of the world.As for this blog, I want to post snippits and progress on the project. After it is done I will get back into a regular posting schedule of NPCs for Pathfinder, 4E, Traveller and Call of Cthulthu (4th edition and possibly Trail of Cthulthu). Note: this post is a result of me committing to my self that I would spend an hour writing and this was the easiest place to start. I am also attempting to see what pace I write at and after 43 minutes I now have 519 words. Given that I need to write 1666 words a day that means that I will need to write for 2.3 hours (or improve my writing speed by 130%).Thanks,Snork[...]

TerrainlinX: Himmelveil Streets


It is amazing how far paper diorama's have come:

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(This is not a paid placement. Nor do I own this product (Yet)).
Found at RPGNow.

Adventure Tools: Monster Maker


Ok Monster Maker, especially once it's out of beta and has an html/cut-paste option, has me won over.


Admittedly, it's a bit of an 800 lb gorilla especially when compared to Asmor's Monster Maker but the ability to look up powers/other monsters is pretty huge.

Hey, what-da-ya-know: I posted an NPC.

Intresting Video: Civilization


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Civilization by Marco Brambilla from CRUSH on Vimeo.

I don't know what the music is but it reminds me of the Star Trek "Fight Music".

Asmor's Instant Dungeon: 10th level Time of War, Part 2


The Encampment.In this adventure the PC's need to Make their way through a very old arcane stronghold to the sanctum of the Cowled Figure. Treasure:[Level 14 Magic Item]: Battle Harness +3 (Dragon 368, page 64 [We Who Are About to Die...]) (DDI)[Level 13 Magic Item]: Luckblade +3 (Adventurer's Vault, page 71 [Weapons]) (DDI)[Level 12 Magic Item]: Staff of Expansion +3 (Dragon 365, page 58 [Bazaar of the Bizarre]) (DDI)[Level 11 Magic Item]: Magic Wand +3 (Player's Handbook, page 242 [Wands]) (DDI)[2800 gp]: 797 gp, 23 sp, 70 cp + 2 emerald gems (1000 gp each)[2500 gp]: 1496 gp, 31 sp, 90 cp + 1 sapphire (1000 gp)[1700 gp]: 1692 gp, 71 sp, 90 cp[1700 gp]: 693 gp, 62 sp, 80 cp + 1 sapphire (1000 gp)[800 gp]: 791 gp, 88 sp, 20 cp[600 gp]: 91 gp, 85 sp, 50 cp + 1 black pearl (500 gp)Encounter 1: 9th Level, 2100xp; A Flaw in the Defenses.1Flesh Golem (DDI)Level 12 Elite Brute 1400Monster Manual, page 142 (Golem) 1Redspawn Firebelcher (DDI)Level 12 Artillery 700Monster Manual, page 88 (Dragonspawn)Tips: The Golem is charged with "Walking" the Firebelcher.These two creatures act independently though the Firebelcher will take steps to protect the Golem when it can. The Golem will double slam and rampage it's way through the mass of attackers while the Firebelcher stays at range Bleching and blasting Fire at groups of targets. Treasure: NoneEncounter 2: 10th Level, 2700xp; The Backdoor3Marching Hammer (DDI)Level 10 Brute 500Dungeon 161, page 76 (The Temple Between) 6Horde Ghoul (DDI)Level 13 Minion 200Monster Manual, page 118 (Ghoul)Tips: The Hammers are protecting A lesser entrance to the compound while the Ghouls feast upon the corpses of the fallen. The Two groups act independently and with out regard for each other. The Ghouls are fond of Scaling up the near by walls and leaping upon victims. While the Hammers will charge anyone coming within 10 squares of the entrance.Treasure: Lot 10 is mixed amongst the near by stack of corpses.Encounter 3: 10th Level, 2700xp Security Checkpoint1Skull Lord (DDI)Level 10 Artillery (Leader)500Monster Manual, page 236 (Skull Lord) 1Feygrove Choker (DDI)Level 12 Lurker 700Monster Manual, page 42 (Choker) 2Foulspawn Berserker (DDI)Level 9 Soldier 400Monster Manual, page 112 (Foulspawn) 2Mummy Guardian (DDI)Level 8 Brute 350Monster Manual, page 192 (Mummy)Tips: The Lord, Berserkers and Guardians are on patrol of this area together, The Choker is acting as a spy for the Cloaked Figure. The Lord will remain at range while the Guardians and Berserkers close with the opposition. The Choker will attempt to grab and Choke or Fetter Targets that separate them selves from the larger group (specifically Artillery and Lurkers).Treasure: Lot #2 is in a fine wooden case with the Lord.Encounter 4: 10th Level, 2650xp Recrute Pre-Proccessing. 3Warped Ghoul (DDI)Level 10 Brute 500Dungeon 161, page 94 (Touch of Madness) 2Trap Haunt (DDI)Level 8 Lurker 350Monster Manual, page 116 (Ghost) 3Legion Devil Hellguard (DDI)Level 11 Minion 150Monster Manual, page 64 (Devil)Tips: This vile smelling, nauseating chamber is filled with bodies of the fallen awaiting "Recruitment" in to the Cloaked Figure's Army. The Ghouls and Devils are sorting bodies into seemingly arbitrary piles. The Trap Haunts are seen drifting about looking for Living targets to Possess (Once successful one will assault the Devils until they are dead, the Other will start rummaging through the corpse piles looking for a lost possession). Treasure: Lot #9Encounter [...]

Village of Potshearth: Overview


A tiny industrial village on the coast known for its pottery.Population: 550 with another 230 in the country side. The people of Potshearth are humans, dwarves, dragonborn (in the highland desert), and a few halflings. A family of Eldran dwell in the castle.Government: Mercantile Democracy, over seen by Lady Netha the regional representative for the government and leader of the towns guards. All matters of importance to the town are voted upon by those who are interested in the issue. Each person receives 1 vote. Those with a greater stake can purchase additional votes by paying 1 gp to the town for each additional vote desired. The revenue generated by purchased votes goes into the towns coffers with 10% being skimmed off to the lady and the land.Defense: there are only 20 standing guards housed in the blue keep at any one time. Though the lady can call up to 200 militia in time of need as every able bodied person is trained in basic combat during the winter seasons.Industry: The Kilnmasters Clan run a successful ceramics business, which is, along with some high grade olive oil from the Grovekin's orchards, are the major exports of the town. Internally the town is more than sufficient in food production with vegatables, saltrice and fish being the primary staples.Traders comming from the highland mines and further up the coast often pass through the town. Frequently small ships beach here during low tide to take on freight and an occasional passenger or twoTaverns: Blue Crock Inn; Bouncing Cup; The Blue Crock Inn Services road travelers, merchants and plays comunity center during voting times; It has a common sleeping room plus a small number of private rooms. The Bouncing cup is located on the shore and is only open when a ship has beached, and offers little more than cheep beer and a kind of warm spot to sleep it off.Supplies: Mith acts as a coordinator between buyers and sellers. She occupies a table at the Blue Crock, though is more often seen ridding about town on her painted horse. The Blue keep is home to the only smith in town who can craft weapons or armor to order but is allowed to sell older items from the armory.Temples: The Allshine is home to a number of priests of the various, more popular gods.Note: map created with Campaign Cartorgapher with City Designer. Released under the creative commons Attribution-Share Alike 3.0 license. [...]

Social Rituals: River Master


Level: 8Component Cost: 1350Category: SocialMarket Price: 6800 gpTime: 20 minutesKey Skill: Nature/ReligionDuration: 1 seasonWhen begining this ritual any number of participants may assist in the casting by chanting along with the primary ritual caster: they do not need to know the ritual or be skilled in any way other than being able to speak and understand caster's instructions. For every 10 untrained participants there is a +1 accumulative modifier to the skill check.By calling on ancient spirits/deities/primordial powers a mass of participants can ward a length of river bank against flooding. During the duration of this ritual a warded river will not cross the boundries that it had at the time of the ritual's casting, with the river's flow increasing speed to make for any extra volumn of water during times of flood. This ritual has no effect upon Elemental water creatures. This ritual will not prevent storm surges and has no effect upon ocean water; Nor will the ritual prevent water from other sources (flash floods) from inundating the affected area, or affect water entering the area from an unwarded stretch father upstream; It must be cast upon running water in the form of a stream or river. Check ResultRiver Area Protected9 or lower1 square10-1910 squares20-29100 squares30-391000 squares40 or higher10,000 squaresMany Towns and City's make the ritual a part of spring time celebrations to prevent disastrous floods with in the comunities' confines. It should be noted that by casting this ritual during the dry season it is possible to keep seasonal streams from flowing, though the water will go elsewhere.(Edit: fixed typos pointed out by SpiralBound)[...]

Social Rituals: Indulgence of the Fire God


Level: 1Component Cost: 5 gp
Category: SocialMarket Price: 25 gp
Time: 1 minuteKey Skill: Nature/Arcana
Duration: 1 year

This ritual only has an effect if cast in an area warded by the ritual "Blessing of the Fire God": It will create a 1 square area that is unaffected by the "Blessing" and fires can be started as normal in that area; Elemental Fire creatures take no damage from the blessing; Magic fires are unaffected. 
This ritual is normally cast upon wealthy town people's hearths and in their kitchens to allow for a more comfortable life style.