There has been a few shaman party’s in the MeG but nothing for the questing shamans. Questing shamans are usually shamans or high shamans and they might be accompanied by their totem animals or a strong spirit guide.
Here are the rest of cultists in officially active cults in Monster Island. Part 1 has few more. All the cultists are done in a similar format – cultist party has a link to MeG that you can click. The following line explains the kind of cultists you can probably expect in the party with higher ranks more rare. If a party does not list a rank – it is currently free rank and there might be a power struggle to get the position. All of the cultists can be found with searching the name of the cult or with “cultist” as search string. There might be other cults also in the island that will be revealed over time. Some of the cults are only available in the city, the rest might wander in the jungle to get sacrifices, doing a punitive raid, capture fleeing prisoner or recalcitrant former cult member or acquire substances or objects for cult needs. All of the cults have a chance to appear also in the “Nefarious Cultist” encounter in the jungle. All of the cults have also the rank structure created with appropriate spells as cult ranks in MeG.
Cultists of Geolok – The shaking one, master of stone
The cultists in the Monster Island have not received enough attention. They are lovingly if briefly described at the Monster Island book. That will now be fixed – the dream (or rather the nightmare) of full category of cults in Monster Island will be available in Mythras Encounter Generator.
As a first step there will be four of the known cults in a similar format. When the GM gets the result “Nefarious Cultists” in toolsfrompavis generator – the group of cultists will be chosen those and it will point to appropriate party of cultists in MeG. . You can of course just pick them directly from the MeG itself – either via party or by picking them to your favourite list to generate.
Here are the first ones:
Cultists of Dashatan – the grasping pincer, lord of the seas
Cult members have the appropriate cult rank associated with them to make it easier to create additional varieties of the cult. As you might recall the easy way to create cult ranks is to create them as cults in MeG starting from lay member (if needed) or initiate and adding appropriate additional cult rank. As Dashatan only has initiates currently only the Dashatan initiate is available as cult rank created.
Cultists of OMG – Maestro of battle, drinker of blood – the hyena headed goddess
Servants of Jaguar Goddess have existed earlier but they have been enhanced and additions made.
Trading Caravans in Monster Island
For those that are foolhardy enough to wrest riches from the interior of Monster Island by trading a few trading caravans have been created or enhanced. They appear from Toolsfrompavis generator (Traveling Merchant) randomly or you can pick them individually from MeG
The events and beasts encountered reflect the rarity of them in their habitat as mentioned in the tome Monster Island. Weather patterns will also reflect the particular environment. Many of the encounters will already have links to Mythras Encounter Generator and the missing ones will be updated a bit later.
Cloud Forest vegetation currently uses the same vegetation as the Jungle generator. Puna Plateu is strongly different in plant and tree life. In mountains very little vegetation thrives.
For Puna Plateau and Mountains the environmental encounters are somewhat different than Cloud Forest and Jungle. They are based on the Raging Swan Press Mountains and Plains material tuned to Monster Island and used with permission
Finally spent some time tuning up my Monster Island daily event generator to be able to publish it. This first one is for coastal or jungle encounters. Later on the ones for cloud forest and upper plateaus of the island may be published.
It could be useful for a hex crawl in Monster Island. The material is based on Monster Island and Bird in the Hand from Design Mechanism and additional material from Raging Swan Press tuned to Monster Island atmosphere. Raging Swan Press products Primal, Woodland, Campsite, Cave and Rainstorm dressing are used here with permission.
Some of the look and feel for the blocks will be refined later on.
Here are the things it will do for a GM.
It will create an event from Monster Island daily events – either the standard or special ones. Any monster encounters there will have a link to Mythras Encounter Generator and ready to generate. The chance of the monster comes from the Monster Island jungle encounter chances. There is a larger variety of beasts in some of the categories. Some of the party encounters are also mapped out with a link to MeG – more will come in later.
Weather temperature will be shown for both day and night. There is a chance of Rainstorms. Humidity will also be calculated.
There are some descriptions for environment and trees and other plants for the environment. For each of the tree and plant types there is a description where it might be located in the area and also name and genus of the plant and what they might be like. There is also a chance of a minor event.
Encounter rules are based on Bird in the Hand (great scenario) hex crawl rules. If any encounters happen they will have a link to MeG as in above.
Finding shelter is necessary when camping out in the Monster Island. The rules from RAW and Bird in the Hand are briefly referenced here.
Provided the adventurers find a campsite – it is shortly described here. There might be some events happening during the night.
Some things about campsite terrain are opened up here.
You will find the generator at toolsfrompavis. Select the choice starting with Monster Island Daily – Jungle Only.
The route to Akakor can be hard to find. Here are two routes – the Ant Route and Tower Route. The Ant Route takes you thru a territory of Giant Ants and you might encounter an outpost of High Folk at the edges of the Ant territory. There is a secret passage thru the jungle to arrive to the main gate. Tower route means having access to flying beasts.
The Akakor and its buildings and inhabitants are explained more fully in the Monster Island book. The Central Valley is the entryway to the city blocks – it is the level 0. Each of the blocks is a vast area built into the mountain side with multiple levels most of them containing cloud forest and gardens. From each level there is a ramp up to the next one. Housing and slave quarter areas contain large number of buildings – many of them empty. Named buildings might be scattered among the other housing. Not all the named buildings are marked on the map. The size of the area in the map roughly shows the size of the area of those buildings or landmarks in that level.
High Folk City Quarter Views can also be generated for smaller portions of each level by using the City Quarter Generator in a bit different format showing the streets.
City Quarter Generator at toolsfrompavis has now new option to generate High Folk City Quarters. It will create Lodges and Houses for the various Brotherhoods in the High Folk City and Chapters and Orders for the various Sorcery Orders.
For the Brotherhoods and Orders it will generate the appropriate numbers and ranks of adepts, masters, apprentices etc. For the affiliations it also provides affiliations more appropriate for High Folk city.
At the same time all non Mythic Constantinople events, features and disasters have been modified slightly to provide appropriate to them instead of only providing what MC had.
There will be additional modifications later to still fine-tune the High Folk cities a bit.