Showing posts with label ghostlight fen. Show all posts
Showing posts with label ghostlight fen. Show all posts

Sunday, September 10, 2017

A Fae Mist O'er Hangs the Ghostlight Fen


The Ghostlight Fen presents a feature common to this world, but a greater danger in this place, the substance the current human inhabitants often call "magic" but their ancient progenitors called "fae." In the parlance of the original human colonists fae is a system, perhaps even a network, that spans the entire planet and can manipulate matter and energy in accordance with the will of the user. The indigenous species are born knowing how to manipulate this system in various ways, but other can learn to control it. Control is the keyword, and the system is psychoactive and will respond to unconscious mind as easily as the conscious.

Indeed, theorists in ancient times speculated that the fae was a created rather than natural phenomena and the demons from the unconscious of its creators destroyed them, leaving only their creations (the ieldri and others) behind.

Fae permeates and surrounds the world, but in some places it collects and goes awry. Some of those bad places were caused by overstressing the system, as the ieldri sorcerers did in their desperate war against the ylthlaxu. Others may be places where it has just broken down with time. The Ghostlight Fen seems to be one of the former type.


This dysfunction manifests itself several ways, but most particularly: peculiars and visitants. Peculiars are small, discrete areas of reality distotions generated using these tables. Visitants are more pseudo-encounters of weirdness using these tables. The chance of coming across these in a given hex in the Fen per day is as follows:

Green Fen Hex: Peculiar - 20%, Visitant 5%
Pink Fen Hex: Peculiar - 60%, Visitant 30%

Spellcasters and Fae: All arcane spellcasters (not just sorcerers) are subject to something akin to a wild magic surge. After casting a 1st level or higher spell, a roll of a 1 on d20 requires a d100 roll on the table in the 5e PHB. In green hexes, this roll is only required for the first spell cast by an individual caster per hex. In the pink hexes it is required for the first spell of each spell level cast by an individual caster. Clerical casting is only affected in pink hexes and in the manner of green hexes for arcane casters.

Inspirations: The concept of the fae was inspired by C.S. Friedman's Coldfire Trilogy, but also borrows from the some of the rationalizations of magic in Hite's Trail of Cthulhu: Rough Magicks, details of  Forbidden Planet (1958), and Roadside Picnic.

Friday, September 8, 2017

Reskinned Monsters of Ghost Light Fen

Here are some monsters that will likely appear in upcoming posts on the Ghostlight Fen hexmap. Some of those, I'll probably give "official" stats at some point, but they can pretty easily be approximate (or replaced) with some existing monsters.

by Wayne Barlowe
Skarzg
Sometimes they run on four legs, sometimes on two. They are gaunt things, like greyhounds the size of men, if greyhounds had rubbery, scabrous hides, and beaked faces full of nightmare teeth. They are very hard to kill, and they will eat anything. They live like animals, but they have speech and are cunning and cruel. [Treat as a troll.]

Gog
Four-haired, fur-covered savages. Their faces are noseless and their skin hangs somewhat loose, which might have the effect of making them appear a bit comical--to someone unacquainted with their propensity to violence and rumored anthropophagy. The variety found in the Ghostlight Fen have indigo colored pelts. [Treat as orcs, with chiefs like bugbears.]

Matagot
Otherworldly creatures with disturbingly human faces and pantherine bodies. They are not to be trusted. [Treat as a Rakhasa, though on the lower end for hit point.]

by Tom Kidd
Bandaryegs
Arboreal, lemurine creatures whose sneak-thievery is nuisance but whose mockery and incessant whispering has uncanny effects on the minds of humans. [Treat as a monkey or similar small animal, but that have an ability like the 5e spell vicious mockery and a troupe may cause an effect similar to dissonant whispers.]

Thursday, September 7, 2017

Hexcrawling Ghostlight Fen - Settlements


These relate to the hexmap presented here.

0503 Draum (pop. 80); no real leader but Godo Shrune is a likely spokesman): Actually an abandoned manor built by a successful treasure-hunter, Draum is haunted by squatters who spend their days in deep reverie brought on by use of the muhrdzu fungus that grows nearby (0505). The mushrooms are eaten directly, made into a snuff and then snorted, or for an even more potent effect, smoked. Some rooms in the manor house and in derelict outbuildings hold bodies with clusters of muhrdzu mushrooms sprouting from them. These are the remains of those who wasted away thinking their bodily thirst could be quenched by dream refreshments or starved disdaining the tastelessness of mundane foods compared with the viands of fancy. The living Draumites trade the muhrdzu for food and other necessities.

0207 Gamory (pop. 325; Glatis Malva, Matriarch of the Malva clan): The old, inbred, and sometimes feuding families of Gamory abide through canny exploitation of the grove of black hroke trees planted by their ancestors (0208). The trees’ blood-red sap is valuable in the manufacture of healing salves and hemostatic poultices. Ironically, the Gamoryites are secret adherents to an outlawed cult of human-ieldra transformation, that of the Night Carapaced Mother, that practices human sacrifice by exsanguination in a secret place amid the trees.

0211 Wollusk (pop. 550): Wollusk was built amid the ruins of an ancient fortification from a more lucent age when humankind still possessed much of its ancient technology. A large portion of a wall of some sort of ceramic stands between the town and the Fen,though the ends of its crescent seem to have been melted by some great heat. The town has a larger inn and better facilities for travelers than might be expected for its size, as it serves as a base for treasure-hunters, but none would be reckoned more than middling quality.

Zeniba by Jason Sholtis
Two factions vie for control of the village. Zeniba “the Shrewd” (Fighter 4) styles herself “Mayor-Prefect,” but was originally hired as a bodyguard for the last person to officially hold that office. Her gang is known as the Medioxumate Devils and is based in the cylindrical keep of the ancient fort. She is opposed by the faction of Sodmos Thalur the Vintner. He owns the inn, the tavern, and the brothel serving the two. No wine is consistently available in Wollusk, but Thalur has a monopoly on the sale of muhrdzu snuff and muhrdzu tea, which he adds to whatever spirits are available (typically the local beetle milk mead). Thalur has more men at his disposal (perhaps 20-25) but Zeniba’s 10-12 soldiers are more skilled (treat as Bandits).

Sunday, September 3, 2017

Hexcrawling Ghostlight Fen [Intro]

Features hex graphics courtesy of JDJarvis
Ghostlight Fen had an ominous reputation long before the first human colonists arrived on this world. Something about its metaphysical properties made it the site of an ylthaxu beachhead. Their black metallic obelisks irrupted from astral space in great numbers. The ieldri had encountered the ylthlaxu elsewhere and were swifted in their response. The resulting clash ylthlaxu technology and ieldri magic warped the area beyond repair.

These ancient battles create opportunity for human treasure-seekers today. The only genuine road into the area leads into the town of Wollusk (0211). In truth, it's only a village and a fairly meagre one, but shabby businesses have sprung up to accommodate the treasure-seekers.

A Ylthlaxu by Jason Sholtis
These seekers are few in number, but dedicated. The black obelisks of the ylthaxu are a vexing but seductive conundrum. Those that have been opened have yielded strange, alien wonders, and also, it must be said, sudden death at times. The base of these is only about 5 feet on each side, but the interior is often larger than the exterior. Some have been long ago looted, others continue to resist intrusion. Still others have been opened before, resealed, and now somehow present something new on the inside.

Beyond the obelisks, the fen itself is dangerous. Only ever sparsely populated, it remains a wild and uncivilized place of hunting skarzgs. roaming gog tribes and the like. Then, their are areas where the ambient fae is so dense than reality itself is untrusthworthy.

Wollusk is the largest village on the outskirts of the Fen, but not the only one. Gamory (0207) with it's deformed folk and unsavory cult is just up the one road. Beyond that lies Draum (0503) with its drug-addled populace.