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!


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The Challenge Sale ends today, so I thought it fitting to present you with a small preview of the gaiants! Yes, the gaiants are those strange tree-men that I just showed you a preview of. In the upcoming Mor Aldenn setting, these fey giants are a playable race, but of course, they can be used by the GM as well, perhaps as a friendly NPC in an otherwise unfriendly forest… or perhaps as a protector of the forest.

Well, you can use them any way you like, but here is a simple write-up of a gaiant druid. We’d love to hear what you think about them… if you think they are too powerful!


A mystical tree-man stand tall and proud among the trees before you, almost blending into the surroundings. His skin is textured like bark and moss seem to grow where another would have hair. The gem-hued eyes glow with a primal allure.

Gaiant CR 2

XP 600

Gaiant druid 2

Usually N Large humanoid (giant)

Init +0; Senses low-light vision; Perception +6


AC 11, touch 9, flat-footed 11 (+2 natural, -1 size)

hp 17 (2d8+8)

Fort +9, Ref +0, Will +5


Speed 20 ft.

Melee mwk quarterstaff +2 (1d8+2)

Ranged sling +0 (1d6)

Spell-like Abilities (CL 2nd)

1/day–entangle (DC 14), goodberry, guidance

Druid Spells Prepared (CL 2nd; concentration +4)

1st –cure light wounds, detect pits and snares, longstrider, speak with animals

0 (at will)–detect magic, detect poison, light, resistance


Str 14, Dex 10, Con 19, Int 11, Wis 14, Cha 17

Base Atk +1; CMB +4; CMD 14 (18 vs. bull rush and trip)

Feats Great Fortitude

Skills Handle Animal +7, Heal +8, Knowledge (geography) +4, Knowledge (nature) +9, Perception +6, Spellcraft +4, Stealth -4, Survival +8; Racial Modifiers +2 Heal, +2 Knowledge (nature)

Languages Common, Giant

SQ amaranthine, gaiant magic, hedge sage, nature bond (owl animal companion), nature sense, rooted, wild empathy +5, woodland stride


Environment forests

Organization solitary, pair or family (3-6)

Treasure standard

Special Abilities

Amaranthine (Ex) Gaiants do not suffer penalties for age, and do not require sustenance and rest the way most characters do. Gaiants require approximately one day of restful sleep, rooted in the forest, every lunar month. When a gaiant sleeps in this manner, a gaiant only requires one hour per day of rooted rest and one hour per day of sunlight. Gaiants who fail to sleep monthly in this manner gain the fatigued condition until acquiring a day of rooted, forested sleep.

Gaiant Magic (Sp) Many gaiants develop a strong eldritch connection to the spirit roots of the world. A gaiant with this trait who has a Charisma score of 11 or higher gains the following spell-like abilities: 1/day—entangle, goodberry, and guidance. The caster level for these effects is equal to the gaiant’s level. The DC for these spells is equal to 10 + the spell’s level + the gaiant’s Charisma


Hedge Sage (Ex) Gaiants receive a +2 racial bonus on Heal and Knowledge (nature) checks.

Rooted (Ex) Gaiants receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. A gaiant can spend a move action to gain an additional +4 bonus to CMD for 1 round versus a bull rush or trip while standing on the ground.

Often confused for treants, gaiants are a race of fey-giants whose peaceful forest empire once covered all of Ossindrillon, and more. Longer-lived than even elves, most gaiants are devotees of a natural tradition known as the Estoic Circle, a belief that all life resides within a sphere, each being connected to each other by spirit pathways called roots. Known amongst the other civilized races as defenders of nature, in truth it is not nature, but balance that guides the gaiant people.

The solemn and reclusive gaiants reside in the deep forests of Ossindrillon. Gaiant clans will occasionally gather to form villages, but these serve as temporary meeting places that soon disband. Of course, “temporary” to a gaiant can mean several decades. Gaiants that do travel outside of Ossindrillon struggle to reconcile the imbalance with which most races live in their environments, especially near large cities.

Gaiants average 9 feet in height and weigh upwards of 900 pounds. Gaiants are impossibly long-lived, measuring decades as others do years.

Wizard’s Path – the collector’s edition!

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I know, we are far from finished with the Wizard’s Path, but I just wanted to let everyone know, that if you’ve bought all the pdfs, you will get the collector’s edition of Wizard’s Path pdf for free!

The collector’s edition will feature even more artwork (and a full-colour cover) and all the crunch from the series, plus… more crunch!

Chapter II now available!

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The second chapter of Wizard’s Path is now available in pdf! This pdf also contains a really cool full-page illustration by Gary Dupuis, displaying a scene from the Barrowdelve.

Wizard’s Path is written by Sean Holland

And look out for the next chapter coming out at the start of November!

The Mor Aldenn Glossary!

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The Mor Aldenn Glossary is now available from!

It collects information from all the published sources, as well as both chapters of the Wizard’s Path online serial. Furthermore, the glossary collects information from some of my own personal notes, so there’s even a few things there that you wont find anywhere else… at least for now!

The Glossary is available as a free download until the 18th November, after which the Glossary will cost a few dollars. So make sure to grab it right now!

You can find it here;

Please note that this Glossary is mostly intended for the GMs, so if you are a player, beware when reading the Glossary!

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!

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