Showing posts with label campaign settings. Show all posts
Showing posts with label campaign settings. Show all posts

Monday, April 11, 2022

Shrouded Vurania


Distant Vurania is cloaked in impenetrable clouds, but is known from two recorded Terran expeditions to have a surface capable of supporting human life, at least for a time. It is warmed by volcanism and radioactive elements, and is aided in retaining the heat these produce by it's thick clouds. The light from these sources plays luridly in the gray-green fog, but only partially relieves the darkness. No light from the sun or stars penetrates the gloom, and indeed the atmosphere is opaque to sound and electromagnetic waves in a fairly sort distance. Vurania holds on to its secrets.

There is little life beyond the level of arthropods apparent on the surface of Vurania, though there is evidence that intelligent life once resided there in the form of crumbling monumental structures believed to be temple complexes. Some are decorated with images known from subterranean Precursor ruins on New Terra associated with the worship of the "Spider Goddess." The prevailing theory is that these were built by Precursor dissidents who fled to Vurania following a war, but why Vurania ought of all the worlds in the System is unknown. Scholars who disagree with this theory point to the lack of any apparent buildings beyond the temples in the (admittedly limited) explored areas of the planet, and suggest this was a religious site, and possibly the source of the Spider Goddess cult.

Vurania might be a tempting haven for interplanetary outlaws, but its environmental conditions and distance are factors against it. The everpresent fog has probably contributed to the frequent old spacers' yarns that paint it as a haunted world, a sort of purgatory where crews unlucky enough to stop there may be held forever by the ghosts of their own misdeeds.

Friday, April 8, 2022

Wanaxar

 Further developing this idea.

Art by Matt Hilker

Wanaxar is the fifth planet (currently), and the largest in the System. The crushing gravity and terrible atmospheric pressure make whatever surface might exist inaccessible to most denizens of the System, but Wanaxar is not uninhabited. Floating cities drift through its colorful, poison clouds and ride its frequent storms.

The Wanaxarans (Giff or Giv, in their language) are a broad, powerfully built people, adapted to their homeworld's high gravity. It has been suggested that they resemble anthropomorphic hippopotamuses, but in truth, no living human has actually seen these fabled beasts as they did not survive Old Earth, if they ever existed at all. The source for this reference is a popular animated character inspired by archaic children's books.

The Giff are not native to Wanaxar. Their own legends say their ancestors came here from one of Wanaxar's numerous moons fleeing a rapacious invader that they never saw in the flesh but whose warships laid waste to several worlds. It is the memory of this event that likely led to militaristic bent of Wanaxaran cultural today. Indeed, the entirety of their society is organized along military lines, though obviously not all serve in a combat-related capacity. Still, Wanaxarans find it usual to contractors of other species to perform tasks they consider beneath them, and aliens on Wanaxar can be found in positions form menial laborers to city administrators.

Wanaxarans can be rather stiff from the human perspective, governed as they are by complicated system of military courtesy, but they can be quite affable once initial formalities have been honored.

Thursday, April 7, 2022

Merkuro

 This is a follow-up to this post.

Merkuro is the closest planet to the sun and tidally locked, so that it has a searing Dayside where temperatures climb high enough to melt lead, and a frigid Nightside that's cold enough to chill oxygen to a liquid. Only the narrow band of the Twilight Belt is close to habitable, and it is a badland riven by canyons and caves, wracked by storms. 

Human explorers would have been surprised to find life here, had the Vrusk of Marva not tipped them off. Liquid gases flow underground from the Nightside and melt to provide breathable, if rarified, air for cave complexes and even deep canyons in the Twilight Belt. Here peculiar invertebrate life developed, amorphous like amebae, but multicellular. One species (if such a term has any meaning with these lifeforms) developed sentience. These unlikely, elastic creatures, the plasmoids, would become one of humanity's best allies in the System.

Plasmoids are somewhat mysterious in that while they did not have particularly advanced technology at the time of human first contact, they possessed the theoretical framework to understand advanced concepts, and took to modern technology easily.  Some have proposed that plasmoid knowledge, perhaps even plasmoid sentience, may have come from consuming earlier interplanetary explorers (perhaps members of the Precursor race that inhabited New Terra before humanity's arrival) and absorbing their knowledge. It is a credit to plasmoid broadmindedness (and perhaps their renowned sense of humor) that they do not find such speculation offensive.

There is a human-operated spaceport in the Twilight Belt, called Solar City. This is a mining and broadcast power planet for New Terra. Most of it's inhabitants are roughnecks, miners, and technicians who do their hitch and then return to New Terra with a big paycheck. There are naturally ramshackle saloons, gambling houses, and other places of entertainment that tend to grow up around such camps to separate the workers from their money.

Monday, April 4, 2022

Rockets , Rayguns, and Other Worlds


I've been thinking about a campaign setting that would utilize a bit of material from Spelljammer, a bit of material from Star Frontiers, and then some reconfigured stuff from D&D in general. The ruleset would be 5e (it's what the group I would likely play it with knows the best), but that would allow me to draw from Rocket Age 5e and other sources saving me some work. 

I sketched some of the bones last week, and it would conform to some of the particulars I outlined in this alternate Spelljammer idea, here. The basic idea is that humanity, fleeing some cataclysm on Earth, wind up either in a distant star system or either an alternate universe (I don't know if the players will know which or if it will matter) where the solar system is uncannily like a pulp version of our own. The laws of physics will obviously be somewhat different here, but I don't expect that to be a focus of play.

Technology will conform to pulp sci-fi standards, with rockets with some sort of atomic powered aether drive playing their way through the system. Swords of some sort will be present side-by-side with rayguns, but I haven't decided whether they will be or everyone or particular characters, or whether they will be normal swords or something special. Psychic powers will take the place of magic.

Sunday, March 27, 2022

The Four Species of the Alliance of Inner Worlds



Human: Born of a distant world called Earth, which lost in some cataclysm and lost, humans have made there home on the third planet of the system and named it New Terra. It was there arrival that led to the formation of the Alliance.

Hadozee: An arboreal, anthropoid species native to the Verdis, Hadozee were the most technologically backward of the Alliance members. 

Plasmoid: Short, semi-gelatinous invertebrates native the Twilight Belt and adjacent subterranean regions of Myrkuro. 

Vrusk: Ten-limbed beings with an insectoid appearance, the Vrusk dwell in domed cities on arid Marza.  

Sunday, February 20, 2022

Blake's 7

 


Something we read online last week prompted a brief discussion on Discord regarding the British science fiction series Blake's 7 (1978-1981). The show involves a political dissident (the titular Blake) leading a small group of escaped prisoners turned rebels (the titular 7) against the forces of the totalitarian Terran Federation. I don't know anything much more about the setting or how the plot plays out than that, having only seen the first episode years ago on PBS, but I think the concept has plenty of rpg potential.

There's nothing wrong with the set-up as is with the serial numbers filed off. The comic book series Six From Sirius would be another potential inspiration for this sort of thing--both in plot elements and characters and in 80s sci-fi trappings. I can think of a couple of ways the idea might be tweaked, though.

The first (possibly predictably, since I've done this before) is strip away some of the space opera conventions and have it confined to the solar system with more realistic tech. This becomes a little bit more cyberpunk, I think. It would be darkly dystopian, certainly, but serious or satirical would be possible.

My other though is to retain the galactic scale, but not have the setting be so humanocentric. Borrowing a bit from Farscape, the escaped prisoners might be a motley, mostly alien crew.

Monday, January 31, 2022

In the Shadow of the Space Gods


Amrit
is a fluid substance found within the spacetime called Asgard. In its found state it is a thick, clear fluid containing a faint, white, internal luminescence. Amrit is psychoactive, leading to intense entheogenic effects, but in a refined form its constituents are an essential component of rejuvenation fluids, anti-aging compounds, and thousands of other medical uses. 

Your mission is insert into Asgard and retrieve as much amrit as you can without inviting the attention of the local inhabitants or otherwise impairing the safety of your team or causing the loss of Company equipment.

Local Reality: Volume relatively small, perhaps no larger than a jovian planet. No breathable atmosphere. 

Largest observed body is an irregular asteroid, estimated to to be 640 km along it's semimajor axis/widest diameter, and approximately 27 km along a perpendicular axis. Appearance likened to a mountain floating in space. Several structures or settlements are visible on the surface. Asteroid is surrounded by an undulating amrit fluid disk (in fact, actually a sphere, but with its greatest concentration in the disk), perhaps 1 km thick at the asteroid, and tapering toward the periphery.  Fluid is clear but slightly luminescent, possibly from contain organism.

Inhabitants: Amrit fluid disk appears to be inhabited by various lifeforms perhaps analogous to marine life on terrestrial worlds. The asteroid body appears to be inhabited by giant, luminous humanoid forms (approximately 500 m tall) that appear to be dressed in some sort of armor or environmental suit (though the possibility remains this is some sort exoskeleton). Their number is variable, with two being the minimum observed and six being the maximum. The giants spend most of their time immobile. but they have been observed to walk short distances or raise their limbs or gesture. They do appear to broadcast to each other, tight beam, along a psychic frequency. This communication resists translation. Attempts to do so have resulted in AI or biologic analysts developing intense religious mania.

The structures on the asteroid would only seem to serve the giants with difficulty, so it is felt they house smaller beings, or are not buildings at all.

Hazards: Simple observation of the asteroid and its inhabitants can lead to paralyzing, pathologic sense of wonder, akin to various psychosomatic culture shock syndromes known from Earth. At it's most intense (in perhaps 20-25% of observers) this can take the form of a transient psychosis like Jerusalem syndrome. Theogenic shielding and pre-medication can ameliorate these effects. Auditory hallucinations of a choir is often an early warning sign.

Fear (perhaps what could be termed "holy dread") often afflicts crew when they see the giants. This impairs mission function and team cohesion. Crewmembers have been known to mutiny under the intense belief that harvesting amrit is effectively sacrilege, and the "gods" (giants) might be wrathful. Reassurance that the giants have never been definitively shown to take direct action against harvester crews is likely to be of benefit without the activation of in-suit sedation.

Team leaders should be aware that indirect action by the giants has led to loss of crews by undetermined means. These losses have appeared to be preceded by the shift of the giant's attention to the crew's actions. Our best recommendation is to keep crew action routine and efficient, quelling any abnormal or "showy" behavior.

Thursday, January 20, 2022

Excerpts from A Company Training Manual


Imagine if you could just think of any object you wanted and have it just appear? Incredibly, the properties of this exospace allows for just that. It's an incredible, near infinite resource for all humankind. You can be proud that you are an integral part of our extraction team. You do the hard work, so everyone can benefit.

But to do that work safely, there are a number of rules you need to follow. Unnecessary accidents don't just hurt the people involved, they hurt the Company and the entire industry! Keep these safety steps in mind. A lot depends on it!

  • Check your gear. Your sigil-guarded environmental suit and your tether are your literal lifeline. Make sure all functions are in the green. Remind your crewmembers to do the same!
  • Use the buddy system. Stay in communication with your assigned buddy on the standard channel the entire time you are in the outside. Make sure to perform reciprocal environmental suit integrity checks at the beginning and end of every shift.
  • Remember your mental focus training. The local exospace is psychomorphic--that means it changes in response to the thoughts and feelings of intelligent minds. Since that's the very property we're trying to extract, we can't have our ground crew getting in the way of our value-creation team. Let them do the wishing, and you just handle the pickup! [remove for next edition of manual. See cost-benefit analysis report of mental focus training. The in-development mental grounding app, designed to be triggered by vital signs fluctuation or physiologic signs of distraction has a planned rollout by Q3. ]
  • Keep your cool. Despite your training, one of your idle thoughts or the daydream of one of your team members can create unwanted alterations in the nearby space. These changes can be distracting, sometimes even frightening. Ignore them and get the job done!
  • Don't feed the animals. You've no doubt heard the rumors of native lifeforms. We're still trying to verify those claims. If anything should anything try to communicate with you, notify your supervisor immediately. In no circumstance should you respond to questions or exchange anything with them, including information.

Follow these rules and any updates provided by your crew chief, and you'll get home safe with a big bonus!

Sunday, January 16, 2022

The Retro Expanse


The Expanse
had its finale on Amazon Prime this week. Its rocket-propelled space battles, intrasolar system conflict, and relative paucity of AI, cyber-, or bio- tech got me thinking about science fiction of the Golden Age and the pulps. I think you could fairly easily transplant much of the conflict and setting of the series to a setting with gleaming-hulled rockets, habitable planets beyond Earth, and 50s haircuts. That last one is optional.

There are different approaches to take, of course. You could go full Captain Future with every celestial body in the system with enough gravity to be spheroid having native human life, or something more like the work of Stanley Weinbaum where the other worlds are not so hospitable to humans and the life there is alien. I think a Weinbaum approach would fit well with the protomolecule and ring gate stuff, but that material is less interesting to me that the human-colonized solar system conflict. My approach would be something along the lines of Asimov's Lucky Starr juveniles or some 50s work of Poul Anderson:  a view of the planets that proved to inaccurate, but was plausible (if optimistic) at the time the stories were written.

So the settled inner worlds would include Earth, Mars, and Venus. Venus would be a water world, perhaps with artificial islands or undersea cities. Mercury would likely research stations or the like, controlled by the UN on Earth. Unlike in The Expanse, Mars and Venus would likely have native life, though probably not intelligent life.

The Belt would be much like in the show, though in keeping with pulp conventions, pirates would be more common. The Outer moons might be a bit more hospitable (perhaps a lot more depending on how pulp you want to get) so the Outers as a whole group might be a bit better off than in The Expanse.

What does this add? Well, it certainly adds a new aesthetic. And of course, since this becomes alternate history, so you've got the potential for it to go in a very different direction from similar core conceits and concepts.

Monday, January 10, 2022

Different Dark Suns 2

Back in 2014, I did a post on "Different Dark Suns." There I kept the dying earth desert as the essential element but changed other things about Athasian culture. But what if we just ditched the desert?


Green Hell, Dark Sun
Athas is dying, but not because it's drying up, but because it's been choked out by a dreadful fecundity. Torrid jungles have swallowed most of the former civilization. The roads between city states must be cut anew every few weeks. Metal armor and weapons quickly corrode and rust away. The jungle is not just alive, but hungry. With the dimmer sunlight, plants have been forced to become predatory. Athas more as some versions of Pulp Venus, Weinbaum's "Parasite Planet" being particular useful, perhaps.


Frozen Beneath A Dark Sun
The sun isn't just dark, but dim, and Athas is frozen in its final Ice Age. There are deserts, true, but deserts of trackless white. The sorcerer-kings' main drawn would be their ability to create magical warmth in the cities to keep people alive. We'd have to forego that Brom barbaric costuming...Well, maybe not if we believe Joe Jusko:

Sunday, January 9, 2022

The Fourth and Fifth Cities of Heaven


The path up the Holy Mountain out of the Green City is less frequently trod and thus harder going. None but the most dedicated servants of the Mountain would come the way of the Pilgrim; other visitors typically arrive by magical gates or portals and receive a less welcoming reception from the devas.

The Fourth City of Heaven is Golden and effulgent. Here resides the spirits of many sages and philosophers who inhabit libraries full of everything that is known, though the finding of information within their vast repositories is a task that staggers most mortal endeavors. The city's rulers are a triumvirate of 3 masked judges, though some say they are but one ruler with three forms called Forethought, Awareness, and Reflection. They question each pilgrim regarding their reasons for making the journey, and point out ways they might serve the cause of Noble Law in the Material World. Some Pilgrims are sent back to the Material Plane with specific tasks, others they will bid stay in the city under the tutelage of the learned souls residing there. A few they will direct to the secret exit and the trail leading upwards.

The Fifth City has walls of iron and spires sharp as swords. It is a city under siege. It sits upon a crag overlooking a wide valley where demonic forces are encamped. These forces frequent assail the city's walls, but are forever driven back by the warrior deva. Pilgrims must pass through the demon's lines to gain entrance to the city. Once within, their bravery will be commended. The general archons will advise them of places in the world where their fortitude might be used in the cause of Noble Law. They also offer them a chance to join the city's defenders, for it is their grim judgement that should the Iron City fall so goes the Mountain, and no Pilgrim will see the summit again. Many warriors have stayed and fought; others have returned to the Material Plane armed in heavenly panoply and done great deeds. These do not reach the summit of the Mountain in this incarnation. 

Both of these cities become the stopping places of good and lawful souls. It is said that only a steadfast and resolute few continue upward. Beyong the fifth city, they must climb.

Sunday, January 2, 2022

The Second and Third Cities of Heaven


Pilgrims following the path up and out of the Silver City will in time come to the Yellow City, which is the second of the Heavenly Cities. Canals of quicksilver, like liquid mirrors, run between its citrine-colored monuments. The canals are lined with statues of honored visitors or residents of the city: mighty heroes, learned sages, and wise rulers. Indeed, everyone arriving in the city is honored by a procession and a recitation of their deeds with fanfare. They may well be approached and asked to become part of the municipal government in some way commensurate with their skills. There are no shortage of folk in the city looking to recruit heroes for quests, warriors for noble crusaders, or mighty wizards for some task requiring their skills. The city plays upon vanity and ambition. Those who fail its trial may well become famous or powerful on the Material Plane, and will certainly be lauded in the City, but they will get no closer to the summit of the Mountain.

Those who successfully pass this trial and continued their way up the mountain will come to a city of green stone, malachite and turquoise, with domes of burnished copper. This Green City, the third of the Heavenly cities, is known for its beautiful gardens and its baths whose spring waters have rejuvenating properties. Some visitors have likened this city to Arborea, but the real allure of the third city is not sensual pleasures but the chance to reacquaint oneself with lost, forgotten, or neglected loves. Spirits of departed love ones will join visitors in the city, and those pining for lost love may find it anew. Estranged family members or comrades can be reconciled. Lost personal treasures are found. Even old or neglected hobbies can be indulged in the social clubs and shops of the city. Finding fulfillment in these worldly attachments, a great many will never again embark on the pilgrim's path up the Mountain.

The first three cities and their trials are most often more than enough to distract or dissuade the undedicated or cynical visitor, but more trials follow for the truly fervent and disciplined.

Thursday, December 16, 2021

In the Furnace


If some resolute pilgrim were to limp or crawl through miles of the sepulchral dust and crumbling, cinerous statuary of anguish of Hades, they might find the leaden skies giving way to a void of eternal night. They would see before them a landscape of tortured rock formations, and boiling, mephitic, salt-rimmed pools that make the lurid colors of the surrounding rock manifest with their wan glow. Beyond, they would see broken and lava-clotted crags rising ever upward, disappearing into distant darkness. They would have reached the border of Gehenna.

Those who don't succumb to despair in the gray wastes are potential fodder for the Devils' war against Chaos. But first, they must be broken and reconditioned to that purpose. Yugoloth patrol the border, and their press gangs conscript all available prospects. Captives are whisked off to a number of re-education centers. Under the conditioning of their fiendish captors, they become suitable, perhaps, for minor positions in the apparatus of Hell, or either for future service of the Yugoloth.

It is possible to scale the forbidden scarp of Gehenna. If one can avoid the plateau encampments of the Yugoloth, the monsters of the lava tube caves, and assorted natural dangers from jagged rock, blasts of toxic gas, and flows of lava, you can stand upon the mountains ringing Hell itself. It is not a trip anyone would wish to make except with the direst of need.

Monday, December 6, 2021

The Magic Comes Back


Matthew Hughes's Henghis Hapthorn stories (and related stories of The Spray) take place in Earth's Penultimate Age, an era where science is beginning to wain and magic returning. Implicitly, this seems to be the age before Vance's Dying Earth, an era, of course, dominated by magic. This isn't the only setting with the pretense of returning magic: it shows up in place as diverse as Shadowrun and the 80s cartoon and toyline Visionaries.

I think this would be an interesting direction to take a science fiction setting in. You could use your favorite: Star Frontiers--or Strange Stars. The easiest thing to do would be to play post the change and just use those species and setting elements (minus the technology) in a fantasy setting. You could also play during the transition from tech to magic, which I could see having some interesting possibilities. Maybe have an era where spells and the like are beginning to appear but spaceships and other high tech stuff are still operational.

Friday, December 3, 2021

Spacehunters Reprise

With Cowboy Bebop in live action on Netflix and a new season of The Expanse on the way, I was thinking about this post, originally from February of 2017.

Luis Royo
There was this short-lived GURPS campaign I ran perhaps decade ago: A "hard" science fiction thing using a lot of stuff from Transhuman Space put giving it more of a Cowboy Bebop spin: a little bit cyberpunk, a little bit 70s action film.

Howard Chaykin
If I ever ran a similar game again, besides using a system other than GURPS, I think I would draw more visually from '80s and 80's sci-fi, borrowing some elements from things like American Flagg! and 80s cyperpunk rpgs. The players' would still be ne'er-do-well, planet-hopping bounty hunters/troubleshooters within the solar system, but with it would have a different veneer.

Janet Aulisio

Sunday, November 21, 2021

Every Devil is a Cop


"So sooner or later, everybody's working for the Man."
- Go (1998)

Hell was born when border Archons of the Machine became convinced that It's algorithms would never conquer Chaos. Stronger measures were needed. These warriors cut a path into Chaos and fixed it with iron, stone and fire, and created Hell.

Though Hell's propaganda won't admit it (devil's have been rendered back to Lermure-hood for saying it), the War on Chaos has not gone well over the aeons. The Infernal Marches once safely reached to the Black Iron Prison of Carceri. Chaos not only has refused to be subdued, but it has been able to turn formerly loyal soldiers. Does anyone in Hell's hierarchy trust the Yugoloths or Gehreleths? No, they've both been compromised and will be the next targets as soon as the demon threat is ended.

If there's one bright spot it's the Material Plane. Diabolic agents have been able to turn an unexpected action by Chaos into a key recruiting tool. The soul-stuff of material beings may be relatively modest in absolute magnitude, but every transgressor that can be brought over and gotten under contract is added to the Infernal warchest.

Minor devils and trusted agents work to uncover (one might even say tempt) wayward, souls all in the name of recruiting--coercing--them as assets. Let the priggish supplicants of the Mountain fret about "right." There is no right in a fallen cosmos, outside the Law. And right now, the Law needs strength more than mercy.

And the fires of Hell are not eternal for those see their error. With toil and penance the most Chaos-ridden soul can become a devil, a stalwart soldier in the armies of a new order for the all things. Is that not mercy? 

Not all beings turned by infernal influence are small. Big fish are particularly prized, those with influence over other souls. Even Gods and their cults have been suborned to the diabolic agenda. Of course, there are also devils posing as gods to the unsuspecting people of material worlds.

Thursday, November 4, 2021

The Conquered Setting


I've thought about this before, so I find it a strange I haven't blogged about it, but I can't seem to find the post if I did. Anyway, tt seems like one way to ameliorate problematic nature of of D&D and related fantasy game characters killing hapless humanoids to clear them from their land and take their stuff is to have the PCs being the ones fighting off the invaders. This is not guaranteed to free a setting of racist stereotypes (just take a look at Nowlan's Armageddon: 2419 AD), but it's perhaps a start. It at least makes the PCs freedom fighters rather than conquistadors. 

Inspirations abound (I'll list some below) but something like the set-up of the 70s science fantasy comic from DC Starfire would work well. Two warring factions invite armies from other worlds to fight for them and wind up getting conquered by them. The mercenaries-turned-conquers might be orcs and drow, or something more exotic. Ideally, there should be a difference between them, but not a difference that makes one side particularly preferable as allies to the other. You could also have the remnants of the two native blocs (elves and humans. maybe) that called in the outsiders still be mistrustful of each other.

I think it works best if the invading forces lost cohesion due to infighting or to fighting with the other invaders, and are now only slightly more powerful that the indigenous folk, but not enough so that they can really mount a concerted effort to destroy them. Perhaps in many places the native people are allowed to live out their lives relatively peacefully as second class citizens in the alien-order (like the humans in the Planet of the Apes tv show--or any number of real world examples). There could also be some weird artificial cultures like the various *-men groups in Vance's Planet of Adventure.

Anyway, other genre works that could be inspiring:

De Camp. "Divide and Rule." Aliens conquer Earth and enforce a neo-feudal culture on mankind.

Burroughs. The Moon Men. Men from the Moon have long ago conquered Earth and reduced North American civilization to a more "primitive" state. Not dissimilar from the Star Trek episode "Omega Glory" if you replace the Communists with Moon Men--and Burroughs' original draft had Communists!

Killraven from Marvel Comics.

Of course, the original Planet of the Apes films and tv shows are also good.

Friday, October 22, 2021

Minaria: Muetar

 

Muetar is the largest kingdom of Minaria in land area and possessed of the largest army. Its rulers are the descendants of the Mueta horse lords who first harried the city-states of the Land of the Great Rivers, then were its foederates, until a chieftain general Oyaro (Old Meuta: Hoyaru), forced the Princes of Methluma to give him the title of Supreme General or Warlord. The word, as borrowed into the Muetarian tongue, eventually came to mean "emperor." Oyaro's line came to be the de facto rulers of the land in a military dictatorship that developed over generations into the current feudal state.


The Empire's current ruler is Herrott (Kheroth) of the Pirostar (Phiroshtar) Dynasty. sometimes called "Golden Helm" for brightly polished helmet he wears in battle. Herrott was the second son and given command of the elite guard of the Emperor, but ascended to the throne upon the death of his older brother in a riding accident. While his father's rule was occupied with internal struggles, Herrott turns his eyes toward expanding the empire, but he is cautious and not prone to rash action. He is an avid falconer as well as rider and pampers his prize animals.


Atata, his Empress, is descended form the old Oyarostar line. She has little taste for court gossip or petty intrigues and is judged as aloof and perhaps even severe by her ladies in waiting. Like all Muetarian elite she takes part in the rituals of the martial cult of Anshar (who has absorbed much of the folio and importance of the supreme god Taquamenau in the Muetarian ascendance), but supports a policy of religious tolerance in the Empire. She is an advocate for the poor and is said to use her influence to protect the more moderate clerics of Huisinga--this despite the peasant uprising blamed on radical members of the Sankari sect during the reign of Herrott's father, Maasa. 

Atata is also a patron of the arts and has even brought Ponian theater to the court of Muetar.

Friday, October 15, 2021

Westernesse


While traveling some for work, I listened to Vance's Suldrun's Garden as an audiobook. It gave me an idea for a setting:

Westernesse (the historical place, not the one in Tolkien's legendarium) is first mentioned by that name in the 13th Century chivalric romance, King Horn, though there is little truth of the place in that work. The Greeks knew the isles by many names: the Hesperides and the Fortunate Isles chief among them. The unusual apples, tended by priestesses of such power they were believed by the Greeks to be goddesses, were known to the Celts as well. The Irish spoke of their source as Emain Ablach. Geoffrey of Monmouth would call it Insula Avallonis and noted that Arthur's half-sister Morgan was one of nine sisters who ruled there, though Geoffrey's information is a distorted echo of past political arrangements, not the status quo of the 12th Century.

Homer knew it as Scheria or Phaeacia. The Phaeacians were perhaps the isles' original inhabitants, besides the fairy, and were themselves of part fairy ancestry. They would later be called elves, and perhaps still later be mistaken for extraterrestrials, if what is said about the abilities of Phaeacian ships is to be credited.

Greek, Celtic, and Phoenician peoples and religions found the islands at some point and left their mark. Brendan of Clonfert introduced Christianity to them, though only heretical forms chased out of Europe have ever had any real purchase, and they always existed side by side with paganism in a pragmatic pluralism.


Merlin is said to be entombed there, somewhere in the ancient forest of Broceliande, home to fairy creatures and prehistoric animals long extinct elsewhere in the world--though there were persistent accounts of encounters with a living, and mad Merlin in those woods. A certain Duke of Milan was shipwrecked on a smaller island of the archipelago and managed to make of himself a great wizard with the aid of a trove of Merlin's lore.

What became of these wondrous islands in the mid-Atlantic? Certainly they appear on some old maps, though their multitude of names make their identification uncertain and their placement on these charts often fanciful. Irish legends of Hy-Brasil (yet another name for Westernesse) suggests that they are cloaked in a strange mist save for one day every seven years. Stories of the Bermuda Triangle (not the islands location most likely, but not far off either) are full of strange appearances and disappearances. Eventually, like so many other Phantom Islands, Westernesse was merely dropped from the map entirely.

Sunday, October 10, 2021

Minaria: Immer

Immer is a hinterland compared to the grander, more civilized nations to the south like Mivior and Muetar. However humble its settlements, simple its castles, or rustic its lords, it still serves an important strategic purpose both as a buffer against the elves and goblins and as a rich source of natural resources.


The kingdom of Immer has its origins in the Vidvarnii adventurers who traveled north from Lake Lorimer to hunt and trap and trade with natives of the wilderness. They supplied the lands to the south with furs, honey, and beeswax. Eventually a stockade fortress and trading post was established at Muscaster, which would grow into the town as settlers followed the woodsmen north.

The nominal king (or Grand Prince, more accurately) of Immer is Euwint I, often called "Euwint of the Marshes" which he fancies as a byname to commemorate his dubious victory over a Muetarian sortie in the Wrogga Lowlands, but his detractors imbue his sobriquet with a different meaning entirely. Euwint is of the line of Hrorvikid warlords who beat back the encroaching Muetarians and subdued the northern tribes, establishing modern Immer. However, his upbringing was entrusted to the wizards of the Invisible School in the modern custom. They fostered him in the household of his more tractable cousin, a border lord of the Lowlands. The lords of the north and west consider him a bit effete, perhaps even soft. 


None would ever make such a claim regarding his wife, Igweena. Though she comports yourself in the required courtly fashion, she is the daughter of the Duke of Monen who holds Gap Castle and defends the land from the approach of the goblins of Zorn through the mountain pass. Igweena, it is known, has been counselling her husband in reinforcing the North, possible in preparation of seizing the land beyond the River Rapid to secure access to the gold found therein. 

It is also whispered that Igweena, like the peasantry of her mountain home, still holds to the tripartite goddess in secret--in fact, some claim she is even a priestess--despite public allegiance to the official Ansharite cult.