Showing posts with label locales. Show all posts
Showing posts with label locales. Show all posts

Friday, March 14, 2025

[Greyhawk] The Bone March

Art by Keith Parkinson

The barbarians swept out of the hills in a ravening horde, without warning, and stormed Venarium with such fury none could stand before them. Men, women, and children were butchered. Venarium was reduced to a mass of charred ruins, as it is to this day. The Aquilonians were driven back across the marches and have never since tried to colonize the Cimmerian country. 
- Robert E, Howard, "Beyond the Black River"

The Bone March comes by its ill-omened name due to the number of bodies fallen and carelessly interred in its plains and forested hills. The Aerdi added it to their kingdom but paid dearly to wrest it from the Fruztii. The new margravate was awarded to the hero knight Caldni Vir, who led the charge that broke the siege of Spinecastle. For over 400 years, the Aerdi presence grew in the region, and the Overkingdom's greater concerns were elsewhere.

The so-called humanoid presence in the Raker Mountains had long been known. They had been pushed there by conflict with the Flan and Frustii. The Flan in particular made a regular practice of harrying them so that their numbers didn't grow too large. Many a Tenha youth found first glory in a raid on an orcish settlement.

After an increase in assaults against Aerdian villages and sorties against outposts, orcs and their allies launched a full-scale invasion in 561 CY. By 563, Aerdian Bone March had fallen, and the Markgraf Clement was slain.

An account by a priest of the Church of Law at Spinecastle who escaped alive is recorded in the annals of the Aerdi Chronicle: "The inhumans came forth into the March in terrible numbers, inflamed with fury. This followed long months where raiders attacked with most savage frenzy manors and villages of the hinterlands, and the horde exulted in fire, pillage, and slaughter. They were utterly cruel in inflicting torture, greedy in plundering, most insolent in abuse, even unto the sacred Houses of Holy Law."

Reports such as these fed the popular idea of the orc as a unique threat to the Overkingdom and the Realms of Law in general. In fact, humans were able to interact with orcs peaceful to a greater degree than other humanoid species due to their greater intelligence and relative lack of desire to use humans as a food source. Though their day-to-day existence was precarious, humans did remain within the March, and some less scrupulous and more daring individuals even prospered as intermediaries between human and humanoid societies.

It is true that orcs often tend to reserve a particular disdain for the clergy of Law who they seem to view as witches and agents of oppression. Native orcish religion is dualistic with two "houses" or "tribes" of deities, one of which is fiery, aggressive, or volatile and another that is serene, defensive or stable. Deities have been known to move from one group to the other and some deities are difficult to qualify. Human scholars have historically struggled with translating this distinction and have tended to default to their own dichotomies of "law and chaos" or "good and evil." Protracted conflict with humans over their time in the Flanaess has led orcs to turn to the fiery gods and promoted the importance of the Gruumsh cult.

Monday, March 10, 2025

[Greyhawk] The Duchy of Tenh


Tenh (the nh diagraph is pronounced as a voiced palatal nasal like the Spanish ñ) as the heir to the proud culture of the Flannae. Its people have managed to only partial assimilate to the culture of the Oeridians even though their ruler was forced to accept the suzerainty of the Overking. 

The Tenha culture is not feudal in nature but structured around matrilineal clans. In the past, there was no organization higher than local chiefs (almost always male) who were selected by clan matriarchs, but pressure from invaders led to a more centralized structure and a Great Chief or King rose and forced all the local chiefs to swear fealty to him. The Clan Mothers still play an important role, but it is more ceremonial than in the past. The king is not appointed, but rather the title is inherited by the male child of his choosing of one his sisters, and that heir has the position of tanist conferred upon them while the king still lives.

The Tenha were nominally converted to the Church of Law, though Aerdian missionaries wisely incorporated the native Flan deity, Allitur in a prominent role. The missionaries were less successful in casting solar deity Pelor as a servant of Pholtus. Pholtan iconography, in fact, has been appropriated by the Tenha to represent their Sun God, and the festival at midsummer in his honor is still observed.

Druids are still a feature of Tenha society though they have mostly abandoned priestly duties and serve mainly as healers, diviners, and carriers of oral tradition. Druids in the modern Duchy are predominantly women.

The Oeridian term knight is used to refer to Tenha warriors who are part of a warrior society. Each society observes its own secret rituals and has special taboos. Most warrior societies are male only, though there is a group of unicorn riders which exclusively admits women. Their mounts are not the horned horses of popular imagination but rather a species of goat-antelope.

Imagine she's on a unicorn

Friday, March 7, 2025

[Greyhawk] Theocracy of the Pale


The area known as the Pale, as the name would suggest, once served as the border of Aerdy with the holdings of the Flan and the humanoid tribes. As the Great Kingdom declined, a Pholtan sect, the Followers of the Blinding Light, migrated to the region in a bid for self-governance and the freedom to practice their religion without suppression by the Aerdian Church of Law.

The settlements they established grew into the Theocracy of the Pale. The society of the Theocracy is still arranged along the lines of the original Blinding Light religious communities. The people are divided into the Elect, who have taken vows, and the Believers, who are the laity. The Elect are called to separate themselves from Chaotic world and so do not eat meat, abstain from alcohol, and remain celibate, among other restrictions. It is the Believers' duty to grow and prepare food and to bear children to grow their community, and the Elect pray for them so that they may be cleansed of these necessary sins of worldliness.

In the name of the defense of their country and faith, a third group has emerged. The warrior monks of the Sword of Radiance are counted among the Elect but are allowed to partake of meat if necessary to sustain their fighting strength, and most importantly, to commit acts of violence in Pholtus' name. 

The Sword defends and expands the borders of the Pale into the lands of the heathen Flan and nonhumans. It can also be turned inward, acting to enforce the will of Pholtus as revealed by the Theocrat and to root out blasphemy and wickedness, particularly as accompanies the practice of magic.

Inspired by the Runequest style cult format, here's more information on the Church of the Blinding Light:

Monday, February 17, 2025

Postcards from the Flanaess

 In thinking about Greyhawk for my recent posts, I've been inspired by Anna Meyer's great maps. Particularly her climate map which has challenged me to consider locations in the context of not just their historical European cultural inspirations, but their often not-European climate.

Ket

I didn't mention it in my post on Ket, but Meyer places it in the Dfa (humid continental) region which would make it like much of the American Midwest, perhaps Nebraska as pictured above.

Perrenland


Greyhawk's Switzerland Meyer puts in the Bsk (cold, semi-arid) Köppen climate region. Something like Denver or Boulder CO would be similar.

Lordship of the Isles

On Meyer's map, these islands fall into the Cfa (humid subtropical) region like the American Southeast or Bermuda. Given that they are in the tropics, though, I wonder if they might be better represented by Cuba or the Florida Keys and be mostly tropical savanna (Aw)

Keoland

Though the U1 describes the area of Saltmarsh being like the coast of Southern England, its location would put it in a climate region Af (tropical rainforest). 

Friday, February 14, 2025

Greyhawk: Ket

Ket sits astride a major route of commerce between the Oeridian East and the Baklunish West. Its people are a mixture of those cultures, though the ruling class is generally drawn from the descendants of Baklunish horse lords. Ketite leaders have sometimes been bellicose in their rhetoric, but one neighbor or the other, but they have seldom sought to impede the follow of trade through the region, so long as taxes are paid. They defend their territory zealously, however.

It is perhaps in the name of balancing their neighbors that the upper classes have adopted the so-called True Faith, a religion of the broad Lawful tradition but distinct from the predominant denominations of either East or West. Adherents hold to the mystic teachings of a succession of five prophets, each associated with a heavenly body and an age in human history. The faithful seek to escape the cycle of reincarnation and ascend to the plane of Law by emulating the prophets.

Friday, January 10, 2025

Greyhawk: Rel Astra


Rel Astra is one of the major port cities of the Great Kingdom. It is an old city of the Aerdy, the original seat of the early Aerdian Church of Law and once a capital of an Aerdi kingdom until the crowning of the Overking. Once the Great Kingdom was declared in Rauxes, control of Rel Astra was given over to a ministerialis who served as constable and mayor in the Overking's name. The post continues, but it now belongs to a hereditary noble line whose interests have diverged from those of the Malachite Throne.

Like the lords of the Iron League region, the Constable's financial interests lie with the burghers and trade, and he resents the grasping and peremptory ways of the Overking. He is also wary of the covetousness of Medegia's Holy Censor.

While the more fierce-tongued members of the city's council urge swift action, the Constable chooses to slowly build his forces and bide his time.

The original Folio had an apparent editing mistake that listed Rel Astra as the capital of Medegia, so a thought it was worth making a nod to that in the history. Though the Folio never mentions it, the title of Overking suggests their were (at least once) subordinate kings. I figure there must have been multiple, petty Aerdian kingdoms that were united.

Monday, December 16, 2024

Greyhawk: Medegia


The See of Medegia is a territory ostensibly within the Great Kingdom of Aerdy that is under direct sovereign rule of the Holy Censor of the Aerdian Church of Law. Though the reach of the Censor's ecclesiastical authority has diminished with the decline of the Great Kingdom, he remains one of the most powerful and wealthy rulers in the eastern Flanaess.

The Church of Law has ever tied to the Aerdi, their kings, and kingdom. While the various Hierarchs of Law of the Flanaess were independent, they were in communion, and the Hierarch of Medegia was invested as Holy Censor, guardian over the doctrine of Law and moral guide to the Malachite Throne and the entire Kingdom.

Most Medegian church houses, including its great basilica, were originally dedicated to Pholtus, the Blinding Light, though Legalism being a transtheistic faith, this was not true of other churches in other lands. Today, the iconography of Pholtus persists, but the stern-faced deity is little favored by the current Holy Censor, his most senior clergy, or the other highfolk of the land. The Divine Law has varied manifestations and champions, so why should they not pray to Zilchus, whose doctrine of material prosperity for the faithful is more amiable to their wealth and privilege?

Despite the Holy Censor's roll as advisor to the Overking, neither the indolent Hierarch nor his flattering and generous orthodoxy are favored at court. Ivid is rumored to have become enamored of an antinomian heresy wherein, as a divinely favored monarch, he is above the precepts that bind others. The Censor is, of course, concerned, but not overmuch, so that his enjoyment of his position isn't soured.

Thursday, December 5, 2024

Greyhawk: The Iron League

by Anna Meyer

The Iron League was a separatist alliance formed in 447 CY for mutual defense against the Great Kingdom. While the members made much rhetorically of the demoniac apostasy and madness of the Naelax, the League's greatest concern was economic. None of the trading cities wished to allow the profligate Aerdy nobility to root like pigs in their accumulated wealth.

The association's core members had histories stretching back to ancient, Suloise, maritime city-states. While the Aerdi gained suzerainty over the region, the regional lords were content to allow a great deal of local self-rule (so long as they benefited from the ongoing trade), and in time became intertwined with the Suloise population through marriage and alliance with the local oligarchic families. Intra-region conflict between local nobles, powerful families and guilds was a more pressing concern until the Herzog's heavy-handed treatment prompted the member states to set aside their differences. At least for a time.

Although the League was founded primarily for military purposes, it did possess a confederal civil government. The ruling council, composed of representatives of the individual states, was fairly limited in its power outside of military matters, but was given the ability to control custom duties and adjudicate disputes between regions.

This is a follow-up to this post. I drew inspiration for the Iron League from the Lombard League and communes of North Italian and their relationship with the Hohenstaufen Holy Roman Emperors. Given their Suloise history and their climate (Hot summer Mediterranean, according to Anna Meyer's climate map), I felt like their Suloise history might well amount to something like the Phoenician city-states. Visually, the continental states would look something like Sicily, Southern Italy, or parts of the Iberian Peninsula, except the Lordship of the Isles which is more humid and more like Florida.

Monday, June 17, 2024

Weird Revisited: Untrue North

My recent trip to Alaska brought to mind this old post from 2011...

An arctic of only (melting) ice is sort of boring, don’t you think? At least in comparison to the flights of Age of Exploration fancy. Why settle for mere ice when you could have a magnetic Black Rock, a swirling whirlpool, and islands of pygmies? Check out this 1595 map:


Gerard Mercator based his maps and his descriptions (in a letter to John Dee in 1577) off older works. He describes a landmass divided into four lands by channels through which water rushed into the whirlpool surrounding the Pole, and "descends into the earth just as if one were pouring it through a filter funnel.” This unusual geography supposedly led to the deaths of 4,000 men from the expedition King Arthur sent to the island, according to Mercator's report. The ultimate source of this version of pole is believed to be the account in the Inventio Fortunata, a 14th Century work which is unfortunately lost.

At the pole itself, in the center of the maelstrom, was a giant, black mountain, Rupes Nigra--the Black Rock or Black Precipice. Mercator writes: “Its circumference is almost 33 French miles, and it is all of magnetic stone. And is as high as the clouds...” Its magnetism was said draw ships made with iron nails to their doom.

A really interesting adventuring site, I think.

Thursday, October 26, 2023

The Island and the Censor


Pohjal or in older texts Cinis Pohjal is a large island of volcanic origin within the Lake of Vermilion Mists. It is a desolate place of ash and pumice, dotted with hot springs and smoking holes, and attracting an inordinate number of noisome gas flies. In summary, there is little to recommend it, except that is also a place where scintilla may be gathered without diving and the attendant risk of angry urulu.

Scintilla cysts burst in the warmth of the hotsprings, and sifting the loose sand from their bottoms can yield imperfect--but perfectly spendable--scintilla of opaline and citrine colors with the rare sanguine. By some oversight of Panarchic edict, the ownership of scintilla gathered naturally above the lake's surface is an open question, allowing a legal opportunity for others to lay a claim so long as they can avoid disputation with the Eminent Compulsor or his agents. 

Besides the inconvenience of reaching the island and retrieving the scintilla there is another factor discouraging their acquisition. The island is the home of a baleful Visitant known as the Censor. This being is said to appear as a slender automaton with feminine form and four arms, two of which have dexterous hands and two large, scalpel-blades. The Censor lies dormant much of the time, but when she awakens, she seeks sophonts to improve upon in the direction of her moral sensibilities.  There are cases of individuals emerging her editing free of their previous vices and deficits of character to go on to lives of distinction, but they are rare.

Thursday, October 12, 2023

Phaelorn Gap

Shreev Seg Molok (art by Jason Sholtis)

Phaelorn Gap is a town near the Lake of Vermilion Mists along the Panarch's roadway heading east away from the great cities and across the mountains. It is the center of the scintilla harvesting industry with the Lake. The wealth harvested from the Lake belongs by law to the Panarch and flows to his coffers save that which is paid in renumeration or lost to corruption. 

The divers, young, unmarried women by tradition, receive little in the way of wages for their efforts, but do receive a state pension upon retirement. Some former divers become matrons, responsible for wrangling and discipline of the divers and insuring they do not skim from harvest unduly. The matrons, of course, take their gratuity before the Panarch gets his.

Operations in Phaelorn Gap are overseen by the Eminent Compulsor. The current holder of that position is Briszm Wungar. Officially his only function is to ensure the scintilla are transported West and the Panarch receives his due. In practice, he is the overseer of the entire operation, enriched by his own peculation.

Wungar is not personally an opposing man, so he must rely on the dignity of his office and the strong arms of his local enforcers to assure his will is done. Chief among these enforcers is the Shreev, Seg Molok, and his subalterns. Molok is a veteran of minor conflicts in the region and is said to have survived (after sufficient brave resistance, certainly) the Whelming of Fort Olmovar by the Great M'Gog Horde. He is a man respected by the townsfolk of Phaelorn Gap for his pragmatism and evenhandedness. His sense of honor and appreciation of duty is such that the size of the inducement proffered sways him less than his reckoning of the ethical questions involved. 

Thursday, October 5, 2023

Thono Inn


The Thono Inn and Baths are a famed, but aging attraction near the Lake of Vermilion Mists, which offer "gas baths" of the peculiar substance of the Lake itself in addition to more traditional bathing. Yrming is the eleventh generation of Thonos to run the baths, though in truth she leaves the day-to-day management to her husband, Gris Samber, while she manages the special activities for the inn's extensive festival schedule that borrows holidays liberally from diverse civic and religious calendars. So large are the baths that Thono Village has arisen nearby to support it. 

The pumps which support the unique bath offerings require the work of an expert engineer to maintain. Ormaz Halx is the current individual charged with this task. He is given to reminding anyone that questions his decisions that he once studied at the hwaopt library (true in the strictest sense). He is also given to intemperance regarding the local distilled spirit. When deep in inebriation, he has been known to speak of a mysterious cave containing crystalline columns which somehow fulfill desires. He will angrily deny every having said anything of the sort when sober.

The Thono family and their loyal employees have a historic antipathy with the Cult of the Hierodule who bring their celebratory revels to the vicinity annually. This ill-feeling is primarily financial, owing to the grubby, vagabond nature of the cult leaders and their followers, and the promiscuous ways of the cult's youthful celebrants who provide for free erotic services for which the inn's contracted, professional staff would charge.

Gris Samber takes a broad view of who one day might be a paying customer and so does not urge his staff to violence against their transients, with the probable exception of Bardo Clart, the cult's current wild-eyed and hirsute leader.  

Friday, March 24, 2023

The Library, Ao-Dweb

What follows is excerpted from the journal publications of the scholar Nura Glismod who was sent by one minster or another of Ascolanth (the writ, in the manner of all standard Imperial bureaucrat text, is unclear on its specific authorities) as part of an "exchange" with the hwaopt at the Library of Ao-Dweb. 


First, I should address the less pleasant aspects of interaction with hwaopt, namely the odor. My associates and I utilized olfaction dampeners to make it bearable, but I found it necessary to burn my clothes afterwards.

What has generally been said about the Library is true: It is undoubtedly the greatest repository of knowledge currently in existence and a center for the most advanced scholarship in the world. It sprawls over numerous subterranean chambers, some of which must be natural, if modified, others some entirely constructed.

The humidity of caves would generally be a barrier to their use as an archive, but the hwaopt have enacted some sort of magical shield (one can feel it when entering the structure) that keeps the air dry. I was told by another visitor (a suspicious voluble An-Woon Thuan of the Mountain of Wizards) that the hwaopt have wards to dampen magics within the Library for fear of eroding their controlled encompassment.

The hwaopt organizational system is arcane. I was told that librarians only those you can passed rigorous examinations in the hwaopt classification of knowledge. The dangers to any would-be browser are more than merely not finding the volume one was looking for. I was told by our guide in what I assume are sober tones for a hwaopt that persons have become lost in the library for days when they wondered off to more esoteric collection areas. Apparently, scent plays some part in the hwaopt system, but the details are closely guarded.

One unusual danger in the Library: the occasional incursion by troglodytes from some neighboring caves. This occurred in a part of the structure why we were there. It is puzzling as to why the hwaopt allow this, when presumably they could prevent it. Instead, they merely close areas of the library to the public until the brutish creatures have moved on.

Perhaps related to this mystery, I happened to observe at a distance an interaction between a troglodyte and a hwaopt while we were being ushered to a different location due to the incursion. The hwaopt seemed in some sort of stupor, perhaps even paralzyed. The troglodyte approached very close with a demeanor of hostility, but the hwaopt remained rooted to the spot with an expression I would call vacant, while acknowledging the difficulty of diving meaning from their alien countenances. What became of the hwaopt, I do not know, and I thought it best not to question our guides on it.

Thursday, April 21, 2022

Pulp Inspirations: Uranus from Captain Future


Uranus figures prominently in the Captain Future story The Magician of Mars published in 1941. Here are some details on Hamilton's version of Uranus, which is not at all scientifically accurate, but very useful for gaming inspiration. Quotes are provided from the issue of the pulp magazine.

Geography
  • Mountains are Uranus's best known feature.
  • Mystery Mountains: "And there is one colossal range in the northern hemisphere, called the Mystery Mountains, which have an altitude of at least twenty miles and possibly much more."
    • "The Mystery Mountains’ eternally cloud-wrapped upper heights have never been explored. It is believed that strange creatures inhabit those lofty hidden heights, since occasionally men have found grotesque bodies floating down the North River that flows from those mountains toward the Polar Sea."
  • Meteor Peak: "In the wilds south of Losor is the remarkable mountain called Meteor Peak. It is not a natural mountain like the other peaks of Uranus, but is in fact a huge meteor which fell there in times past and half -buried itself in the ground. Because of its unique metallic nature the meteor did not shatter, and still rises from the wilds as a great, dome-like mass of metal. It has sometimes been used as a quarry for certain metals, but that has now been prohibited."
  • Valley of Voices: "...in the Valley of Voices, sheets of a talc-like material exuded from the cliffs seem to have the power of recording in some way any sound vibrations which fall upon them. These queer talc-sheets, whenever the wind strikes them, give forth all the sounds they have “recorded.” The result is that in the Valley of Voices one can still clearly hear sounds and human voices which are echoing after thousands of years."
  • Endless River: "It was a foaming river that roared ceaselessly around the planet in the titanic canyon it had eroded for itself, its current being the result of tidal pull of the four moons."
  • Shining Sea: "It is a sea whose waters are so impregnated with radioactive material from deposits in its bed that it glows at night like a great lake of light. The Uranian city of Lulanee is built on the shores of the Shining Sea, and is considered by inter- planetary travelers to possess one of the most beautiful settings of any city in the System."
  • The Great Caves: "Beneath the surface of the planet is a natural wonder almost as great as the mountains, the great caves of Uranus. The interior of the planet is honeycombed by a labyrinth of caverns unmatched anywhere else in the System...Men have explored some of the upper caverns. There is a tiny amount of light in them, emitted from the radioactive minerals in which Uranus is rich. And there is a whole range of life-forms that exist in the caverns and never emerge into the sunlight."
Lifeforms
  • Floating Flowers: "Perhaps the most distinctive plant-life of Uranus are its Floating Flowers — flowers that drift in the air by means of sacs into which pure hydrogen is exuded, and whose trailing air-roots supply them with water and nutrition from the air."
  • "The animal life of Uranus is abundant, and comprises many of the most ferocious carnivores in the System."
  • Cliff Apes: "are the most dreaded, being not really apes but huge bear-like animals whose six limbs are adapted for clambering over the sheer precipices."
  • Cloud Cats: "haunt the cloud-wrapped up- per heights of the peaks, and stalk their prey in the eternal mists."
  • Thunder-hawk: "has vast wings which can shadow a whole village and can carry off huge beasts in its claws."
  • Harpies: "Their human-like appearance is mere accident, and they are in no way as intelligent as the Qualus, the famous winged men of north Saturn."
  • Uranians: "have yellow skins, dark hair, and small, dark eyes." 
    • "they are perhaps the most conservative and tradition-ridden people in all the nine worlds. They revere custom, and practice a suave courtesy that most people find rather wearying."
    • "they are perhaps the most skilled miners in the System, due to their long acquairitance with the underground labyrinth of their world."
  • People of Darkness: "humans of a primitive kind who dwell in the caves and are known as the People of Darkness. They are presumed to be descendants of Uranian stock who ages ago went down into the caves and developed eyesight capable of seeing well there. These People of Dark- ness never appear on the surface. Intense light dazzles them."

Thursday, December 30, 2021

The Holy Mountain and the Silver City


The Heavenly Mountain, rises majestically and alone from a tranquil sea, which itself is separated from the astral only by a thick, silvery mist. The deva of the Mountain, and possibly the Mountain itself, like others of the Wheel, are dedicated to the great work restoring oneness to the divided multiverse. The Mountain is the Path by which Unity may achieved by the abnegation of ego, one soul at a time.

The path isn't easy. Few are those that start upon it, and fewer still those that reach it. Only rumors return regarding the final trial: the pilgrim must gain admittance from the four Heavenly Archons, and then cross a bridge as narrow as the edge of a blade, beneath which yawns a chasm that extends to The Abyss. What lies beyond is even more uncertain and variegated in the telling.

The beginnings of the path in the first of the Seven Cities of Heaven is more certain. Many visits have crossed the Astral into the pearl-bright sea that laps against the white sand beach and the marble quays. Beyond, the Silver City climbs onto the foot of the mountain beneath a night that seems more like a velvet drapery decorated with bright jewels than the cold void.

The Silver City is a very hospitable place. Its pedestrian thoroughfares and atria are garlanded with paper lanterns and strings of glowing orbs with firefly light, are full of soirées. It's central garden is decorated with alabaster sculptures of heavenly bodies and magical symbols, inlaid with moonstone. It is here the ruler of the city, a silver sphinx, holds court. The wine shops and cafes are open all night, indeed there is never anything but night in the Silver City. Many a visitor intends to leave in the morning, to continue their ascent at first light of dawn. Few ever do. This is the Trial of the Silver City: it tests Resolve.

Only the stalwart few take the path out of the Silver City and continue their trek up the Mountain.

Sunday, May 23, 2021

The Monks of Gith


The city of Gith is dead and fallen, save for the walled monastery. The looming ziggurat at its center can be seen from some distance across the desert and surely accounts for most of the city's visitors. Some have come in wonder, having heard the tales that the ziggurat was built atop the grave of a vessel fallen from the void beyond. 

There are two people consumed by old hatreds and locked in an unending feud who claim the city and what is buried beneath as their birthright. Those left at Gith, built the monastery and devoted themselves to asceticism and contemplation. Those who went to dwell in the deep desert, became nomads and raiders.

The Gittite monks and nuns, who call themselves as a people yehirai, are ascetics and contemplative in their rites, it is true, but also seek to hone their bodies through martial arts.  They live off bland fare grown in underground gardens, perhaps within the buried vessel. They supplement their simple diets with a powder, invigorating to the mind and body, made from the ashes of their dead.

After the water has been reclaimed, the desiccated corpses of their folk are placed top the ziggurat and pipes are sounded to summon swarms of carrion insects for excarnation. The bones, save only the skulls which are stored in a subterranean ossuary, are then processed for the good of the community. 

Sunday, May 9, 2021

The Lake of Vermilion Mists


On shores of the Lake of Vermilion Mists nearly-naked, female divers inspect their haul of rare, ultramarine scintilla. Here and there their bodies bear what appear to be wave-like, mauve tattoos, darkened to the color of fresh bruises in the lake’s lurid, roiling glow. The marks are actually scars from the lash of urulu tentacles. The divers become tolerant to the hallucinogenic effects over time but not the pain, so they try to snatch the scintilla when the urulu are lost in pre-mating combat dances.

The urulu do not seem to value the scintilla or pre-scintilla clusters, but they zealously guard their territory and do not communicate or trade with humans or other sophonts as far as is known. Indeed, humankin long held them to be merely animals, despite their rituals and tool use, but the view of hwaopt academics that they are in fact sapient is the current prevailing theory.


There is a black market for the urulu toxin. Unscrupulous procurers use desperate addicts as lures to provoke ururlu to the shallows where they can be ensnared and their tentacles milked.

The urulu, despite their vague resemblance to cephalopods of Old Earth, are air breathers. The lake is no lake in the traditional sense, but instead a large depression filled with a thick, red mist, with currents of darker or lighter shades, and the occasional flash of static discharge. It is unknown where the mist is natural or a product of ancient ieldra magic, but there is no other body of its type known. 

Friday, May 7, 2021

Weird Revisited: Two Towns

The original version of this post appeared in 2018. These settlements go in this world, but certainly could be placed elsewhere.


Tuskinth
: A village whose primary industry is nonnig husbandry. it specializes in the so-called healing breed of furry nonnig, whose purring and warmth is said to have a calming influence on the nerves which aids in healing, and of course, nonnig of any breed are highly nutritious and flavorful. The nonnig yards are composed of hill-mounds surrounded by small moats (the nonnigs avoid water). The nonnig breeders can be recognized by the mail gauntlets they wear on their left hands, to protect themselves from the sting of the mound wyrms that form a symbiotic relationship with the nonnigs and protect them from predation with the warrens. Some nonnig breeders may keep small mounds of scintilla-sniffers on the side, but the practical folk of Tuskinth look down upon treasure-seekers.

Harfo and Sons is the most prosperous of the breeders, though many in Tuskinth would opine that only the old man, Grenz Harfo has any particular head for nonnig-breeding. His eldest son, Halx, is a handsome dullard, and his youngest. Festeu, is a idler and wastrel. Of note, he does own a rare (outside of the Daor Obdurate) telesthetic hound. The poor beast is quite mad, made so by an over-sensitivity to human anxieties resulting from over-breeding. Its shrew-like snout is has a-quiver and dripping, and it's whip-like tail sways nervously.


Horbizond: Was the name of an ancient city, and also the current modest village that squats in a meager portion of it. The people of Horbizond dress in the decaying finery of the ancients and appoint their over-sized but crumbling homes in an equally ostentatious fashion. They live in holy dread of the Prismatic Man, an angular, crystalline visitant, who materializes at random intervals to isolated folk of the town. The actions of the Prismatic Man are various and strange. He has at times pointed with a glassy finger to hidden treasures. Other times, he has emitted a chiming that the hear perceived as some spiritual wisdom. Then there are the occasions when he has seemed to produce rays of color from his palms that struck an individual dead. If there is any rationale to whom the Prismatic Man favors and whom he destroys, the folk of Horbizond have yet to discern it. In fact, they believe it would be blasphemous to do so. The Hwaopt Library is willing to pay for detailed observations of the Prismatic Man, whose nature and purpose they are eager to discover.

Sunday, April 18, 2021

Weird Revisited: Secret City

The original version of this post appeared in 2014...

 

An email from a friend  on every Russian's favorite holiday destination (not really) of Zheleznorgorsk (it's flag is pictured above), reminded me that secret cities aren't just for hidden cultures in comic books.

Zheleznorgorsk used to be called Krasnoyarsk-26 (like all Soviet secret cities, it was designated by a post office box). This town made produced weapons-grade plutonium. All the Soviet "closed cities" were doing secret military (mostly nuclear) or space stuff. The cities didn't appear on maps and could only be accessed by special permit.

This sort of thing just didn't go on in the USSR; Oak Ridge TN was similar deal in the U.S. during the days of the Manhattan Project.

The gaming value of a secret society out to be obvious. Beyond the spy/espionage genre, what better place for a zombie outbreak to start or a legion of Soviet Man-Apes to be based? Of course, if none of that is fantastic enough for your setting, Brigadoon (or Gemelshausen)--or it's gore-splattered, redneck counterpart--is just another sort of secret city

Thursday, September 5, 2019

The City at the Center, Reprise

Anton Furst
"I live now, only with strangers
I talk to only strangers
I walk with angels that have no place"
- Bruce Springsteen

It is the living (and dying and living again) embodiment of Reality 2.0. A ring and a promise. The strange loop that sustains itself and possibly the entire multiverse. Born out of the last war and the first cause (second iteration), it has no history and is nothing but history.

Its sights. Horizonless urban landscape, sprawling vertiginously upward in two directions to loom overhead, darkened narrow, cobblestone alleys feeding into modern thoroughfares awash in neon, lined with deco skyscrapers and gleaming glass spires, rooftop slums perched on skeletal high-rises, ramshackle mobile markets, the rusted out carapace of dead factories, dutch-angled slabs of never-finished freeway tagged in occult scripts, geodesic domes housing lush gardens, gargoyles that sometimes take flight, the sky gray with spasms of occasional pixelation, a sparking blue-white point instead of a proper sun.


Its sounds. The rattling rumble of an elevated train, the high-pitched invective of angry fairies, the beat drifting from open nightclub doors, the patter of street dealers, the nervous shifting of strange animals and the groan of heavy-laden carts, the growl of engines, the squeak and hiss of arthritic pneumatic joints, the distant crackles and pops of spells met with gunfire, the wail of sirens.

Its smells. Fast food thick with alien spices, stale alcohol and sweat, a hint of ozone, a stray whiff of expensive perfume, burning oil, cigarettes.

(sensory-based format borrowed from Jack Shear)