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

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)

Monday, October 29, 2018

Zarthoonian City-States

After the z-bombs dropped in the Great War, civilization on the planet Zarthoon was cast into ruin. Only the small continent of Azot, not the home of any of the super-power blocs, had any cities left intact. These became the city-states of the modern era.

Azmaron
The only domed city-state, Azmaron is ruled by triune Zodaracy*. All Azmaronians encountered outside their city are women, indeed no men have every been seen within the city itself by visitors, though the Azmaronians tightly restrict the movement of foreigners. There are persistent rumors that the Azmaronians retain a functional doomsday device of former age, but Azmaron is silent on this point. They do possess greater technological knowledge than their neighbors.

Ptaarna
Ptaarna is a city of tall spires built atop a large mesa in the midst of Azot's central desert. The city is only accessible from the air. The city maintains an impressive fleet of fliers, though mostly they are smaller in size. It's pilots are known as daredevils. The city sponsors a race every year through the desert, and it's pilot's typically take home the Uldran Prize. Ptaarna's sky gardens are considered one of the modern wonders of Zarthoom, but they are not merely decorative. Many rare medicinals derived from their bounty.


Zinjaro
The people of Zinjaro enjoy a life of leisure to a degree not afforded other city-states. This is the happy result of still-functional food and manufacturing automation in the ruins beneath the city. The Zinjaro work in service or entertainment occupations, and the city is very hospitable to visitors, at least in part because they hire from among these visitors to fill their armed forces and some administrated functions. Their zodak (largely a ceremonial post) is even of foreign derivation.

All is not idyllic in Zinjaro, however. It's people are something stricken by a fits of violent madness known as plak omok. This is at least somewhat contagious among the Zinjar, and so one case emerging can lead to widespread outbreak of mayhem. Visitors should beware.

*Zodak/Zodara: the Zarthoonian word for ruler.

Sunday, September 2, 2018

Weird Revisited: INFERNO-LAND!

This post first appeared in 2012 and was written for a Bakshian post-apocalyptic setting. it could be used in any number of post-apoc settings, though...


Beneath the wilds east of the domain of the dwarves, there is a series of caves and grottoes, lit crimson and cast in flickering shadow by ever-burning fires. This subterranean realm is know as Hell.

Hell’s most famous entrance (though there are rumored to be many) is located in a lonely ruin near the sea. It’s accessible through a door in the mouth of statue of a giant head. Near the head is a runic legend that resists translation: “D NTE’   NFEFNO-L N !” The head’s leering and horned visage is said to be in the likeness of Hell’s sardonic ruler. He names himself Mephisto (though he has other names) and appears as a Man of ancient times, save for the small horns on his brow and the ever present flicker of flame in his eyes.

Lord Mephisto is not confined to his domain. He tends to appear when people are at their most desperate to offer a bargain. And a contract. Souls are typically his price and stories say that he doesn’t wait until a person’s death to collect them. Unwise bargainers and those who blunder into Hell unaware find themselves in the clutches of Mephisto and his minions: snickering fiends with crimson skins, horns, and often, batwings. Smiling, they escort captives to one grotto or another and enthusiastically apply some torture or torment.

There have been a lucky few to escape Hell’s clutches. Their tales are difficult to comprehend, even considering the strange nature of the place. They speak of a room full of copies of Mephisto in repose upon slabs and glimpses of ancient devices of Man behind the torture tableaux.

Monday, July 30, 2018

Two Towns

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.

Monday, November 13, 2017

Weird Revisited: Beneath Rock Candy Mountain

This post originally appeared in November of 2010. It's genesis was a comment by Garrisonjim over at Hereticwerks. Jim is back blogging again, so it seemed appropriate:


It’s imparted by the sagacious urban druids that contemplate on street corners and rumored by stoned hobogoblins that pass canned heat ‘round campfires that there is an earthly paradise hidden in the great mountains of the West. The wondrous land’s fame has even spread to the world we know, where balladeers longingly recount the virtues of the Rock Candy Mountain or the Hobo’s Paradise.

The hidden mountain valley (so the tales claim) sits in the benevolent shadow of a mountain of candy (or at least with the appearance of such) and boasts trees which grow cigarettes, whiskey running in streams, and ponds of hearty stew. The inhabitants of the valley comport themselves like those in small towns elsewhere, but they are unfailingly friendly, even deferential, to the lowliest of visitors—perhaps especially the lowliest. No crimes against property are prosecuted; in fact, everything is given freely.

Adventurers, notorious hard cases (or thinking of themselves as such), scoff at those yarns. Calloused to eldritch horrors and exotic treasures alike, they’re disinclined to get misty over vagrants’ fairy tales of a hobotopia. Still, a few have caught the fever and gone looking over the years. As far as is known, none have returned.

Even in the tales, the way to the Hobo’s Paradise isn’t easy. Though the trail’s exact location is unknown, it’s believed to run treacherously through the cold heights of the Stoney Mountains. Mine slavers and road agents haunt the lower parts of the trail, while apemen guard the more remote passes.

These may not be the only dangers. Certain heterodox urban druids believe that this Paradise may not be what it appears from a distance. The air that should be fresh and sweet is instead choked with the stench of an abattoir. The whiskey streams are spiked with methanol and cause blindness, delirium, and death. And the smiling, wooden-legged constables and comic railyard bulls, aren’t benevolent—and aren’t even human behind their skin masks.

Could be that more than teeth rot in the shadow of the Rock Candy Mountain.

Friday, October 20, 2017

Weird Revisted: Hobogoblin Garbage Kings!

This post related to the City and Weird Adventures first appeared on Halloween in 2011. I think I may can coined the term "nyfitsanthropy."


The City generates a lot of garbage, and most of it goes to the expansive Klaw Island landfill. Marshy Klaw Island has always had a sparse human population, but the coming of the landfill with its hills of garbage and pits of refuse has drawn gangs of hobogoblins.

The hobogoblins have divided up into tribes with zealously guarded territories. They mine the garbage for usable (and saleable) items. Hobogoblin “alchemists” have become adepted and making various minor potions with the most dubious of alchemical wastes, and can distill hooch from virtually anything organic.

The hobogoblins must defend their holdings from monsters of various sorts, attracted to the waste. They’ve been able to train giant rats as guard animals to protect their settlements from giant insects, aggressive fungi, or hungry otyughs. In years past, inbred wererat clans sometimes contested the hobogoblin hegemony, but periodic eradication and vaccination campaigns by City sanitation officials seemed to have sharply curtailed (if not eradicated) nyfitsanthropy on the island.

Hobogoblin legends tell of the first and greatest of the landfill kingdoms, Wastenot, a scrap Atlantis now sunk beneath the brackish waters of Lake Zathogua. Hubris of the swells in Wastenot led to neglect of due tribute to the beast of the lake, and all of Wastenot’s “grandeur” was pulled down by pale and vengeful tentacles in a single night.

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.