Mor Aldenn Ley Lines… and another map!

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To celebrate the newly revised Mor Aldenn maps, I’ve decided to post a little preview of chapter 4: Ley Lines of Mor Aldenn. You’ll also find a preview of the ley lines map below! The ley lines map is, of course, a part of the revised map pack! Enjoy!

Ley Lines

The ley lines of the Ossindrillon are channels of primal energy focused from the life and death and turning seasons within the realm. This energy is useful for a variety of purposes to those who know how to use it. Many stories exist for how these lines originated, but they have been associated with mages, druids, and fey for as long as anyone can remember. Some of the villagers outside of Mor Aldenn call these lines “faerie roads” and hesitate to so much as cross them for fear of offending the fair folk.

All ley lines can be tapped for energy to help a character with the right feats or other resources to enhance certain magical actions. In addition, most lines also manifest unique properties effective without any sort of channeling. The nature of these properties depends heavily on what the line’s affinity is; they usually cause the line’s energy to freely enhance related actions such as spells or skill-using actions without any thought or effort from the person performing it. When a spell is imbued with a metamagic quality in this way, the spell does not use up a higher level spell slot or take longer to cast.

Special magical sites, similar to ley lines but limited to a single locale, are known as places of power. These places can serve as anchor points for ley lines and are often more powerful and better-known than true ley lines. For most purposes, a place of power is a ley line in its own right, whether or not it is located within a larger ley line. When places of power and/or ley lines overlap, all their properties have their full effect in the area.

A given ley line generally covers entire small locales, but not surrounding lands, being less than a quarter mile across. There are many separate lines cutting through Ossindrillon, but a significant number form a focal point at Mor Aldenn. They can sometimes be spotted on a map due to the straight line they form between two or more places of power, but rumors persist of minor or long-stretching lines that have curves or gaps within them. Aside from a few famous ones, the location of a ley line is usually esoteric knowledge—conventional maps are of little help, due to the fact that magical sites joined to ley lines are often themselves little-known.

Different legends claim the lines were always here, were created by ancient fey kingdoms now lost to the world, or were forged by the mysterious Trelmyrian archwizards. The only constant is that they have played a role in many momentous events as resources or signs of change. They have a constant connection to the recurring yet ever-changing turning of the seasons, a connection which causes them to respond to the ebb and flow of time and fate. Or, perhaps their sheer timeless, magical gravity allows them to curve that flow. Perhaps the relationship goes both ways. Whatever the truth, ley lines often herald times of change by growing more powerful, much as important alignments of the stars often happen simultaneously with momentous events. Aldennian mages whisper that only the great master of the Tower of Divination yet remembers the proper way to read their stirrings.

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Here is an example of some of the rules that accompany the ley lines chapter.

The Cairn Line

Perception DC to Sense: 20

Location: Leading south from Tower Hill. (Knowledge [geography or nature] DC 25)

Features: This line is known for the numerous ancient stone structures, including not only cairns but also megalithic circles, standing along it. Some are used for druidic rituals, while some are haunted by fey and undead spirits. (Knowledge [history, nature, or religion] DC 20)

The fey and undead spirits haunting the cairns in the cairn line are said to crave the reverence they once received from the peoples of Ossindrillon but have lost in modern times. (Knowledge [history, nature or religion] DC 25)

Properties: Transmutation spells are cast at +2 caster level. (Knowledge [arcana] DC 25)

Living creatures in the area also gain a +2 insight bonus on Craft, Disguise, and Disable Device checks and a +1 insight bonus on Combat Maneuver checks. (Knowledge [arcana, local, or nature] DC 25)

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And the map, of course…

New map of Mor Aldenn… by Andrew Law!


Time to get the Headless Hydra Games blog going again… and what better place to start than with a new map of Mor Aldenn, the City of Mages! You might ask yourself, why an all new map?

Honestly, when I decided to work on a new and expanded setting guide, I knew that I had to make Mor Aldenn even bigger. Mor Aldenn was never very big and more the size of a small town than a small city. This new map matches my expectations of what I originally intended. I also wanted to change the location of some of the important locations, like the Tower Hill and Horse Downs.

This map has actually been created in a very unique way – you can’t really see it in the finished result, if you didn’t know it, but I actually created 20-25 versions, building the map from the timeline. Starting with the very first settlers of course and then jumping 10-15 years ahead in time, making a new map. Yes, this was time-consuming, but it also made the map a 100 times better than what it would have been. Things makes sense now.

I had almost given up on finding a new cartographer for this project, when suddenly Andrew Law appeared! I remembered him from the amazing Freeport map, but what really sold me on him was the maps on his website. His style would be perfect for Mor Aldenn! And it was! Andrew has really taken the assignment seriously and has even made his mark on the setting.

Well, enough talk, here is a preview of the final map!


As with the other maps of the Mor Aldenn setting, this map will also be available in a small map pack including a colour and greyscale version!

First Mor Aldenn adventure… done!

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For more information on the publishing of my very first Mor Aldenn adventure, go here;

The Expanded Notebook!

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This free product has actually been ready for publication for a while now, but now it’s finally available!

With this notebook, you get a greyscale map of Mor Aldenn, a few headlines to help you guide your notes and 10 adventure hooks!

And remember… it’s free!

Now I just have to finish the Mor Aldenn Glossary, another free product from Headless Hydra Games!

The Barrowdelve Map Pack!

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Cover by Mario ZuccarelloHeadless Hydra Games is proud to present yet another Mor Aldenn product, this time concerned with the ancient Barrowdelve!

We bring to you, a small map pack containing 4 full colour maps detailing the 4 uppermost levels of the Barrowdelve, and 4 greyscale maps of the very same levels. All maps were done by the newcomer, Rene Walk, whose work is splendid!

Just remember, this is just a map pack, not a complete walkthrough of the Barrowdelve! That will come later!

New products!

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The Ugly Harpy, by Jonathan Roberts!Headless Hydra Games is proud to present the second Pathfinder-compatible product… the Ugly Harpy!

This is a locale supplement, detailing the infamous inn best known as the Ugly Harpy Inn. If you want to mingle with thieves, kobolds, fighters and wizards… this is the place to visit!

The Ugly Harpy includes a new magical weapon special quality, three NPCs and lots of adventure hooks, oh yeah, and a wonderful map created by Jonathan Roberts!

The second product made available today is the Ugly Harpy Cartography, which is a must-have if you plan on visiting the Ugly Harpy often!

Short interview with Ed Healy

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Last night, and I mean that literally, I did a short interview with Ed Healy (from RPGCountDown) about Mor Aldenn. There’s basically a chance that it will be in the top10, well, there’s a chance the Mor Aldenn Cartography will be, but I really doubt it. It seems  to me that there are a lot of new products selling really well.

He asked me a little question that I just didn’t know the answer to, or at least I didn’t at the time. I was thinking that the asnwer had to be podcast-friendly, and whatever answer I could come up with wasn’t podcast-friendly at all 🙂

He asked me; “Did anything inspire you when you created the Mor Aldenn maps?” 

The short answer is, no, at least not in the way that he meant it. I’m a big fan of maps, and I do have a few old maps of ancient Denmark, but I never look at them when creating new maps.

For me, creating a map is hard work. I try not to think too much about it, and just let my hands do the work. Of course, I have some overall ideas, like if I want a nearby river, some islands or a surrounding forest, but that can change a hundred times during this process. With the Mor Aldenn map, my ideas changed a lot. I started with a northern coastal city with a strange island/cliff called Dragonstone and a huge mountain nearby, but that’s not what I ended up with! 🙂

For me, it’s all about the feeling that the map leaves me with. I must have that feeling of exploration, but oddly enough, the map must also appeal to my sense of aesthetic. Basically, it must be beautiful; a piece of art.

I believe it took me 3-4 months just to create the Mor Aldenn map, but that didn’t mean that it was finished, no far from it. I then had to hand the map over to William McAusland, my cartographer, who had to make his interpretation of my map sketch. And even then, when Will had created a small black and white masterpiece, I had to hand the map over to Jonathan Roberts who could start to give it some colours.

Yeah, a lot of work, but you know what, all worth it!

This, Ed, is what I should have answered! 🙂 But hey, it worked out in the end..