By Sofia Samatar
Jevick, the pepper merchant's son, has been raised on tales of Olondria, a far off land the place books are as universal as they're infrequent in his domestic. whilst his father dies and Jevick takes his position at the each year promoting journey to Olondria, Jevick's existence is as as regards to ideal as he can think. yet simply as he revels in Olondria's Rabelaisian banquet of Birds, he's pulled significantly off target and turns into haunted by means of the ghost of an illiterate younger girl.
In desperation, Jevick seeks the help of Olondrian clergymen and fast turns into a pawn within the fight among the empire's strongest cults. but at the same time the rustic shimmers at the cusp of battle, he needs to face his ghost and study her tale prior to he has any probability of changing into unfastened via atmosphere her loose: a tribulation that demanding situations his figuring out of paintings and lifestyles, domestic and exile, and the bounds of that seductive necromancy, reading.
A Stranger in Olondria is a skillful and immersive debut fable novel that attracts the reader in deeper and deeper with twists and turns similar to George R. R. Martin and Joe Hill.
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Extra resources for A Stranger in Olondria
Giggles (10) [Range 30’] This affects only one target, inflicting a giggle fit that lasts one round. This reduces all personal adds to zero and increases all SRs by two levels. If the target is under stress at the moment, they are allowed a L2 IQ SR to deflect the spell. Glue You (8) [Range 30’] Impedes movement/travel of victim by ½ for 1 turn. In combat, this means the magic user get 2 combat rounds to opponent's one. Hidey Hole (10) Makes the magic user and his companions invis ible for 3 turns.
GM should determine attributes for such, according to the PetersMcAllister chart or Monster Table, if possible. Seance (25) Recalls the ghost of a deceased person if the spirit resides in the Asphodel Fields (not Tarterus or Elysium) [note: in other worlds, this translates to a limitation of only being able to call spirits that are in limbo, not those who have been raised to Heaven or cast into Hell]. A particular person may be specified, or a random ghost will come. A cup of blood must be ready for the ghost to consume; it will then converse for up to one hour (the ghost merely refuses to come if there is no blood; these are shades only, with no substance or powers).
This can be considered previously subdued) Flame Out (10) [Range 50’] Extinguishes a campfire sized fire (or up to four torches). , a bonfire = L6, a house fire = L8). Gill Frill (16) Allows a person to breath underwater for one hour. Hot Stuff (10) [Range 20’] Raises the temperature of an object (up to hobbit size) by 20°F for one turn. House Call (50) Works like Poor Baby only faster. Can restore up to 25 Constitutions points within 1 turn. This rapid healing is very painful. ), and stay still for the entire turn for the healing to work.