Showing posts with label dying sun. Show all posts
Showing posts with label dying sun. Show all posts

Wednesday, 29 April 2015

Ix: Seasons

The environmental cycles in the deserts of Ix do not follow the typical patterns of seasonal variation which are found in the various climes of Earth.

The Season of Winds
The beginning of the Ixian year. For three lunar cycles, the airs of the world are turbulent and violent.

1. Hot, blasting wind
2. Raging, spiralling wind
3. Dust storm
4. Sand storm
5. Descending wind, great heat
6. Special environmental condition

The Season of Bones
For three long lunar cycles, the sun intensifies, as if in an attempt to raze the surface of the world. Water recedes deep underground, leaving the earth parched and barren as bone. In this season, much life perishes.

Water consumption requirements increase by 25%.

1. Scorching heat
2. Withering wind
3. High pressure
4. Deathly still
5. Relentless hot dust
6. Special environmental condition

The Season of Dreams
Before the year's end, the hazy violet moon has cosmological dominance for two cycles, ushering a time of wantonness, willfulness, madness, and the concrescence of dreams.

1. Mirage winds
2. Murky skies, like muddy waters
3. Shadowy haze
4. Howling winds
5. Radiant light
6. Special environmental condition

The Season of Flowers
This season, regarded as the ending of the year, sees the desert winds placated and the fierce heat of the sun soothed. In this short season of two moons, flowering plants bloom, bringing a vibrant gaiety to the desert. (Of course, not all of these blossoms are as benevolent as they appear.)

Water consumption requirements reduced by 25%.

1. Cool breeze
2. Still, warm air
3. Hazy heat
4. Lazy whirlwinds
5. Billowing dust
6. Special environmental condition


(More details on the lunar cycle of Ix and the noted special environmental conditions to come in future posts.)

Saturday, 25 April 2015

Ix: The Deserts of Ix, Part 2: Inhabited Regions

Following on from the previous post, here are detailed the regions of desert in which the Sandestine dwell.



Regions of Sandestine Dominion

1. The Broken Land
West of Zjom, east of the night, and north of the transparent wastes lies a region of barren, dusty plains, cliffs, and jagged rock formations. The land itself seems to have been rended and broken asunder. Akin to the floating oasis, Zjom, cyclopean chunks of earth hang ominously in the bruised sky.

The Sandestine of this land are few. They are of the Jilka (moon-shadow) clan and dwell primarily underground, out of the feared gaze of the looming rock-chunks. The Jilka are protected by Seraphs of the utter darkness, who have taught them a secret art of communion with the void.

2. The Seething Sands
The sands of this region are so hot that they scorch unprotected flesh. Not only does the sun bear down here with a merciless intensity, but the earth itself seems to be heated from within. Great, black worms writhe beneath the surface. The Sandestine who dwell here, the Rigpa (talon poised to strike) clan, are not numerous, but are renowned as experts of steel-working and navigation.

3. The Desert of Spires
A region wracked by incessant winds and roiling dust storms, the name comes from the presence of the many protrusions of sandstone which jut in curious forms out of the orange sands.

This northern region, beyond the main influence of the Empire, is now one of the most heavily populated Sandestine domains. It is ruled by the Kadga (knife-blade) clan, who are great merchants and are famed for their wines and cloth.

4. The Pacific Dunes
A swathe of gentle, rolling dunes, dotted with many small oases, wells, and ruins. Continuous human habitation in this area for millennia has rendered the wilderness to the south (towards the great oasis cities of Aakla and Lillurm) tame. The northern and eastern reaches, where Templars and Slavers venture less often, remain treacherous.

Regarded as the ancestral homeland of all Sandestine, this region is now hotly contested with the Empire of the Radiant One, who also claim it as their central dominion. This, along with the profusion of slavers (who are not in any way averse to kidnapping Sandestine), has led to many bloody conflicts and the gradual exodus of Sandestine from the area. A tenacious clan, the Sagrka (diamond) people, remain here. They are a people of war and poetry, and bitterly hate the Empire. They exclusively worship the eagle-headed Arch-Seraph Mamman, who has dominion over light, burning, birth, and re-birth.

5. The Desert of Lost Ages
A region plagued with political turmoil, located between the religious core of the Empire (the Cathedral of Tears) and its military bulwark (Bardash and the Fortress of Resplendence). Many ancient ruins lie here, the remnants of civilisations crushed by war. Indeed, legends tell that the last battle of the great war, when the world was broken, was fought on the sands of this region.

Harried by Templars, the reclusive Ulgpa (sole of the foot) clan call this desert home. They are masterful herdsmen and are said to move without a sound. It is rumoured that the matriarchs of the Ulgpa clan know of hidden ways into the ruined city of Bosj, and have witnessed perilous secrets about which they refuse to speak.

6. The Birdplains
Between the unrelenting  vortex of the Bowl of Shifting Sands, to the north, and the threatening barrens of the Mountains of Madness, to the south, lies this land of wide-open vistas, rocky crevasses, hidden springs, and stunted savannah. Giant mountain eagles range in the skies above, hence the name.

The Sandestine who dwell here are of the Kalam'h (withered leaf) clan, and are renowned for their hospitality, their feasting, and their exquisite tents.

7. The Mutoid Wastes
Only marginally habitable, this barren expanse of dustland rolls eastward to an indeterminate end. The land here is tainted with an energy of unknown origin which causes the mutation of biological life. The native flora and fauna is twisted and hostile. The eastern reaches of this land are so infused with mutagens that humans perish there within days.

A scant few Sandestine call the western regions of this land (south of Hul Nostra) home. They are of the Zkamga (lizard fang) clan and are known as breeders of lizards of all kinds and manufacturers of the most advanced osmosis suits.

8. The Scorched Dunes
A region of black sand, scarred by ancient war. Deep wells exist here, around which unusual plants and animals dwell -- all have taken on an ashen hue and shun daylight.

A near-extinct Sandestine clan lives here, known as the Hlahla (gullet). The ongoing war between the Empire of the Radiant One and the deamon-city of Agra rolls back and forth across this land, devastating it and its native people. The Hlahla are unusual among Sandestine in that they have a patriarchal society, ruled over by a shamanic order called the Dahron. They are masters of herbs and fungi.

Ix: The Deserts of Ix, Part 1: Uninhabited Regions

The desert people of Ix, known collectively as "Sandestine", divide the known plains and dunes into eighteen regions. Here follows their lore on those which are inhospitable to human life.




Regions Uninhabited by Men

1. The Dusklands / The Encroachment of Night
It is believed that, in ancient times, the northern sands were cool, hospitable regions, guarded by Seraphs (benevolent spirits of shade) and blessed with a profusion of oases. Since the beginning of the dark age, no life may flourish here in the eternal dusk.

2. The Desolation of Mount Abrax
Scarred by the frequent eruptions and emissions of the great volcano, whose name derives from the ancient dragon who dwells in its core, this region is hazardous to traverse and is shunned by all desert folk.

3. The Bowl of Shifting Sands
Inhospitable due to its twisting winds and treacherous dunes, the Sandestine regard this lowland region as accursed, home to Ahamol, spirits who devour souls, and ruled by the snake-deamon Boal, who resides upon a crystalline plateau lost among the dunes.

4. The Ashlands of Dis
East of the cities of Kalamd and Hul Nostra, all life ends. The desert sands are replaced with brittle ash and the air is filled with smoke. The extent of this toxic region is unknown, as no one has traversed its depths.

5. The Quiet Dunes
No Sandestine venture here as it is said that these placid, barren dunes work a sinister influence on men's minds, driving them to insanity, suicide, and cannibalism.

6. The Caustic Deadlands
No living Sandestine is said to have traversed the Cliffs of Abbaddon to descend to this region, but legends tell that it is utterly toxic to human life. The very sand is said to dissolve flesh, and the air to burn skin.

7. The Desert of Wailing Souls
Also legendary and unknown to those who traverse the desert sands in the current day, Sandestine believe that the souls of those who die without honour are banished to eternal torment in this land.

8. The Mazelands
This region of maze-like sandstone spires and ridges is inhabited, but not by humans. Strange beings of wood and smoke, known only as "maze-dwellers", live here. They are said to be the guardians of a gargantuan water-deamon who slumbers in a vast cyst of dark water at the centre of the maze. While the maze-dwellers are not said to be hostile to humans, the rapacious giant insects which also make their homes here are.

9. The Tombsands
The fell magic of the deamon kingdoms oozes across this land which was once home to an ancient people known as the Haddrim, who built great cities of imperishable, grey stone. The blasted remnants of their cities and mausoleums litter these sands. The dead have been awakened and scour the dunes for mortal life, which they drag into accursed tombs and crypts to perish in the dark.

10. The Transparent Wastes
The sands of the desert suddenly give way here to a seemingly endless plane of glass. Beneath the surface, terrifying forms are said to leer and swirl. Legends say that, after several hundred miles, the glass plane fades into a vortex of mist and sucking winds, pulling all matter into the hell-void at the end of the world.

Part 2 describes the lands inhabited by the Sandestine.

Saturday, 4 October 2014

Ix: Metamorphs (D&D 5)

Here were scant details on the metamorphs of the city of Hul Nostra on the borderlands first revealed.

Now, apropos nothing in particular, here are some game-stat elucidations on these beings for use with the 5th edition of D&D.


The Metamorphs of Hul Nostra
A human character of Hul Nostran origin may choose the following trait packages in place of the standard human Ability Score Increase:

Pandrogyne
Ability Score Increase
You may increase four of your ability scores by 1.

Sexual Morphism
Your sex changes on a periodic cycle, usually over the course of a year. The cycle progresses as follows (you may start play at a point of your choosing): male to hermaphrodite to female to sexless to male (cycle restarts). If you become pregnant during your hermaphrodite or female phases, the sexual cycle pauses until the child is born.

Monoform
Ability Score Increase
You may increase four of your ability scores by 1.

Form Adaptation
Your body -- including height, weight, hair, eye, and skin colour -- adapts to match that of those around you. After spending a week in someone's company, you begin to take on their characteristics. If living in mixed company, you attain a kind of in-between or average state of the features of those around you. When solely in the company of a single individual, you come to exactly mimic their form, over a period of three weeks.

Bimorph
Ability Score Increase
You may increase two of your ability scores by 1.

Dual Form
You have two distinct forms -- both of the same sex -- and are able to voluntarily shift between them whenever you take a long rest. Powerful drugs (with dangerous side-effects) exist which can accelerate the transformation to occur within the space of a short rest.

Phagomorph
Ability Score Increase
Your Constitution score increases by 2.

Form Consumption
By genetic absorption, you take on the appearance and characteristics of the beings that you consume. Phagomorphs typically die young, as they develop non-human physiology which is unable to support their bodies. You were, however, carefully nourished on an almost exclusively carnivorous diet by knowledgeable parents or caretakers and have developed a stable biology.

When eating a normal diet consisting of multiple different types of beast, you take on some characteristics of the creatures you consume, such as a pig-like nose and tusks or a covering of fine fur or feathers. In order to attain a purely human appearance, you would have to primarily eat human flesh.

You are also able to undertake a special process of genetic absorption by consuming the body of a creature in its entirety, whereby your physiology changes as the genetic makeup of your prey is integrated with your own. This process takes four days. Once the genetic absorption is complete, your appearance is half-human, half-beast. In this state, you may use the attack forms of the consumed creature, replacing the specified attack and damage bonuses with your own. This half-beast state lasts for two weeks, at which point you must either perform the process again or lose the benefits.

At 1st level you may absorb the form of creatures of up to Challenge Rating 1/2. From 5th level you may absorb the form of creatures of up to Challenge Rating 1.

True Metamorph
Ability Score Increase
Your Constitution score increases by 1.

Changeling
You are able to change your physical form at will, over the course of a short rest:
  • At 1st level you may alter your skin colour, eye colour, and facial features.
  • At 3rd level you may alter the length and colouration of your hair, as well as your height, weight, and apparent age (to within the range of human norms).
  • At 5th level you may change your sex or take on unusual traits of other races.
Sterile
A genetic side-effect of your rare biology is that you are unable to reproduce.

Friday, 3 October 2014

Ix: Caravans Part 1

Some thoughts on equipment and beasts for overland travel (expanding some of what I wrote here before about domesticated animals).


For reference, here are the coins used on Ix:
100 ceramic pieces (cp) = 10 obsidian pieces (op) = 1 bronze piece (bp) = 10 silver pieces (sp) = 100 gold pieces (gp)


Water Consumption
  • In the scorching heat of Ix, humans need to consume one gallon (8 pints) of water per day.
  • Brutes and halflings require 12 pints and 6 pints of water, respectively, due to their size.
  • The water consumption of mounts and beasts of burden is listed in their description.
  • Characters wearing ring mail or plate mail must consume double their normal requirement of water.
  • Travelling at night reduces water consumption by 50%.

Cost of Water

All prices are listed for city or oasis / town / village.

Per pint: 1cp / 2cp / 4cp
Per day (human or mool): 8cp / 16cp / 32cp
Per day (halfling): 6cp / 12cp / 24cp
Per day (brute): 12cp / 24cp / 48cp


Travelling Gear

Animal feed per day: 1op (note that some mounts require multiple "portions" of feed each day)

Barding for moiks or orks:
Bone, ceramic, or chitin: 150bp, AC 6
Bronze: 800bp, AC 5
Steel: 4,000bp, AC 3


Vehicles

Vehicles are listed with the number of beasts required to pull it. Larger beasts are able to pull greater loads, as listed in their descriptions.

Carriage (bears 2 people): Cost 75bp, Load 2.
Cart (bears 4 people): Cost 100bp, Load 4.
Wagon (bears 8 people): Cost 200bp, Load 8.
Small caravan (bears 15 people): Cost 400bp, Load 15.
Small caravan, fortified (bears 12 people): Cost 600bp, Load 15.
Large caravan (bears 40 people):  Cost 1,000bp, Load 40.
Large caravan, fortified (bears 30 people):  Cost 1,500bp, Load 40.
Great caravan (bears 150 people): Cost 5,000bp, Load 150.
Great caravan, fortified (bears 120 people): Cost 7,000bp, Load 150.


Mounts

Moik
These 9' tall lizards are bred for their running speed and endurance. They stand on two legs, with small clawed fore-limbs. Their necks are long and flexible, with a sleek head.

HD 2, AC 8,  Mv 24, Int 3, Att 1 (bite or rake), Dmg 1d6, Sv F2, Ml 7
Cost: 75bp
Feed: 2 per day
Water: 12 pints per day (12cp / 24cp / 48cp)
Load: 1

Battle-trained moiks cost 150bp and have a morale of 9 and 2+1 Hit Dice.

Ork

Domesticated from a species of predatory flightless desert bird, these creatures are used as mounts. They are renowned for their running speed and their resilience to dehydration. Orks have a heavy, horny beak which can inflict vicious wounds. They are aggressive by nature, and have to be well trained in order to be safely used by humans.


HD 2+1, AC 8,  Mv 24, Int 3, Att 1 (bite), Dmg 2d4, Sv F2, Ml 8
Special: +2 bonus to saves vs dehydration
Cost: 150bp
Feed: 2 per day
Water: 10 pints per day (10cp / 20cp / 40cp)

Load: 1

Battle-trained orks cost 200bp and have a morale of 9 and 2+2 Hit Dice.


Beasts of Burden

Teams of Moiks and Orks are commonly used, in cities, to pull small carts and carriages. Merchant caravans typically employ the following, specialised beasts of burden.


Ixilot
Gargantuan 25' long tortoise-like reptiles bred for their might and stubbornness. Ixilots are commonly found at the head of large caravans, as they can pull tremendous loads. Their shells are ringed with barbed tusks, and they bear two curved horns on their foreheads -- Ixilots are a formidable force in battle, despite their slowness.

Ixilots are a purely domesticated animal, without any extant wild relatives. The downside of the use of Ixilots as beasts of burden is their appetite for huge quantities of plant matter and water -- caravans using them have to be well stocked.

Like other animals of the tortoise family, Ixilots have the unusual capacity to enter a deep hibernation sleep. If placed in cool and complete darkness they enter this dormant state after several days, and can thence remain asleep for a span of some years without food or water.


HD 14, AC 2 / 6 (belly), Mv 18, Int 2, Att 2 (horns / shell-tusks), Dmg 2d12 / 2d6, Sv F14, Ml9
Special: Any medium (or smaller) creatures in melee with an ixilot must save versus paralysis per round or suffer 1d10 damage from trampling.
Cost: 2,000bp
Feed: 15 per day
Water: 80 pints per day (8op / 16op / 32op)
Load: 40

Scarab
Giant burrowing beetles 20' long with iridescent black shells, these insects are sometimes used for pulling caravans. They are almost as strong as ixilots, and require less food and water, but are more difficult to train, being especially unintelligent and single-minded. The only way to control scarabs is by the use of certain special scents.

The raising of scarabs is a specialised and complicated art, as their maggot form is so large and voracious, and requires darkness and large quantities of dung and ash to gestate in.

HD 12, AC 4, Mv 18, Int 1, Att 1 (bite), Dmg 3d8, Sv F12, Ml 7
Special: Any medium (or smaller) creatures in melee with a scarab must save versus paralysis per round or suffer 1d8 damage from trampling.
Cost: 1,800bpFeed: 10 per day
Water: 60 pints per day (6op / 12op / 24op)Load: 30

Friday, 5 September 2014

Ix: 3d6 Foods

I did a little experiment today on my way to work: trying to write some game content on my phone during the 15 minutes which I spend on public transport. Here are the results:


Some Typical Foods of the Markets, Bazaars, and Tavernas of the Desert Cities

Poor Foods
  1. Crispy fried cobra skin
  2. Wheat grits with ground roach
  3. Flatbread with garlic
  4. Steaming fly-maggot broth
  5. Broiled lizard feet
  6. Fried Gajji sac with salt

Common Foods
  1. Chickpeas with goat bones
  2. Axolotl brain gruel
  3. Gajji steaks in olive oil
  4. Cinnamon fried asp
  5. Stag beetle stuffed with aubergine
  6. Fried rice with snake egg

Luxury Foods
  1. Live newt-spawn with mustard greens
  2. Roast leg of goat
  3. Mantis-meat kebab
  4. Vat-eel fillet
  5. Whole axolotl in apricot and mint marinade
  6. Steamed ixilot egg (fertilised)

Tuesday, 22 April 2014

Psionics Without Limit?

I've been thinking a lot about psionics lately. Not sure why really. Perhaps partly because the Dying Sun campaign which I've been running features a lot of psionic characters (it's a kind of Dark Sun / Dune mashup, so that's not surprising). We've been testing out some home-brew psionics rules for Labyrinth Lord which I developed some time last year (photos of booklets here). I guess probably my current musings on psionics are inspired by some post-play analysis of what works and what doesn't work in the rules I came up with.

The rules we're currently using are, I suppose, reasonably close to the old AD&D 2e rules, as far as I remember them. There's a psionicist class (actually two classes in my rules: psychics and adepts), psionicists know a certain number of powers which increases with level, and have a pool of Psionic Strength Points which fuels the use of powers. Psionic attacks work with a combat matrix very similar to the standard attack matrix, comparing the attacker's PSP pool + a d20 roll against the defender's PSP pool. A successful attack deals psionic damage, decreasing the defender's PSPs.

The system's worked out ok so far, but I find myself wanting something a little bit simpler. The main thing I'd like is to simplify (or do away with) the PSP pool. Most (all?) psionics systems I've seen in the past use this kind of point-based mechanic as a differentiating factor between psionics and magic. So one idea I've been mulling over is whether this really adds anything much, and whether it could be fun to make a psionicist class that works with the existing magic-user system of spells / level / day. It works fine for clerics and their divine magic too, right, so why not psionics as well?

But the other day, a completely different idea came to me, and I'm very keen on it: how about a system of psionic powers which can be used without limit, as often as the psionicist wishes? This would be another way to do away with the PSP pool and could lead to a very nicely simplified system.

It would of course require some pretty careful balancing. A class which can, for example, perform a psychic crush (target must save vs death or die due to neural disintegration, in my current rules) without limit would clearly be out of the question. Two ideas I've considered:
  1. Psionic powers of a similar utility level to thief skills or fighter attacks. Both these things can be used by those classes without limit, so a psionicist class with a similar power level could work.
  2. More potent psionic powers, in line with the traditional power level of magic-user spells, say, but with a risk attached, instead of a fixed limit to uses per day.
Either of these options could work out pretty well, I feel, but I'm currently veering more towards the latter. I like the idea of psionics being wild and barely controlled.

An example:

Psionic Blast
The psychic unleashes a wave of psionic energy which disrupts the synaptic flow of targets within a 90 degree cone 40' long. Up to two Hit Dice of targets may be affected per level of the psychic. Psionically capable targets are unaffected but others must save versus spells be stunned for 1d6 rounds.

When unleashing this power, the psychic must save versus spells or suffer a minor side-effect.

Minor Telepathic Side-Effects
This would be a table with at least 20  entries, possibly 30 or more, if enough ideas were forthcoming. Some basic ideas would be things like the following, probably on the scale of about 1d6 rounds:
  1. Optic overload. Vision blotted out.
  2. Psionic blank. Cannot use powers. All defences dropped.
  3. Complete amnesia.
  4. Muscle spasms.
  5. Disruption of the speech centre of the brain. Can only produce nonsense.
  6. Higher brain centres disabled, base instinct takes over.
I envisage that there would also be a table of major side-effects, which would be either more intense or longer lasting. Some powers (psychic crush, for example) would entail a saving throw or roll directly on the major side-effects table. The last entry in the minor table might also say "roll on the major side-effects table".

So that's the current state of my thoughts. A couple of comments:
  • Having the psionicist make a saving throw to avoid a negative side-effect has the effect of allowing higher level characters to use powers more freely (as their save gets better with level), which is desirable.
  • I like the idea of tables of minor and major side-effects, and the risk of more longer lasting effects, but it's not clear at this stage how many powers would directly entail a roll on the major table. If it turns out that it's only one or two, it might be worth rethinking.
Any thoughts?

Sunday, 4 August 2013

Ix -- The Metamorphs of Hul Nostra

Hul Nostra, city of metamorphs (see Ix campaign map).

This city's proximity to the mutoid wastes has caused a variety of unusual human-variants to arise. These make up approximately 30% of the population.


Pandrogynes: Sex changes on a periodic cycle, usually over the course of a year. Male -> hermaphrodite -> female -> sexless -> cycle restarts. If a pandrogyne becomes pregnant during its hermaphrodite or female phases, the sexual cycle pauses until the child is born.

Bimorphs: Have two distinct forms, usually both the same sex. Change between forms is voluntary but takes 1d4 days. Drugs exist which can accelerate this transformation.

Monoforms: Beings whose bodies adapts to match that of those around them, over a period of several weeks. Monoforms living in mixed company attain a kind of in-between or average state of those around them. Settlements consisting purely of monoforms are made up of identical individuals, and are sometimes mistaken for clones. When in the company of a single individual, a monoform can eventually achieve an exact mimicry.

Phagomorphs: Those who take on the appearance and characteristics of the beings they consume, by genetic absorption. Phagomorphs typically die young, as they develop non-human physiology which is unable to support their bodies. However rumours tell of specially trained (and carefully nourished) sects of phagomorphs engineered to exhibit powerful animalistic traits.

Changelings: An extremely rare form of metamorph -- one which can change its form at will. True changelings are valued for their talent as spies and assassins. Changelings are unable to reproduce, and thus cannot be deliberately bred.

Monday, 20 May 2013

Tear, City of God -- Finished Hex Map

Here is the (initial) finished version of the hex map of the City of Tear -- Seat of the Empire. The city will form the foundation of the Dying Sun campaign.

As you can see, there are still many many empty hexes. So far I've only marked on the most important features of the city, the landmarks which are known to anyone who lives there. As the campaign progresses I'll no doubt add lesser known features that the PCs come across.


Places of Note in the City of Tear

The Plateau of Radiance
The Great Hayyem Tree (1006) – The mighty tree which shades the imperial city and brings forth life from the barrenness of the desert. The holy waters of lake Jzan well around the base of the Hayyem.
The Floating Palace of Radiance (1007) – Built upon the pristine waters welling at the Hayyem's base. Here dwells Zyklor, God Emperor.
The Arch-Hierophant's Palace (0909) – On the west bank of the River of Tears, upon the imperial plateau.
The High Temple of Zyklor (1109) – Administrative centre of the Templars, on east bank of the river upon the imperial plateau.
Cliff Fortresses (0805, 1004, 1205) – An army of countless strength is maintained in these three fortresses dug into the cliffs at the north edge of the plateau of radiance.

The Military Quarter
Here lie the training centres, garrisons and military academies of the Templars.
The Garrison (1310) – This vast and forbidding fortress stands on a hill at the base of the Plateau of Radiance, looming over the city.
City Grain Stores (1211) – For use in times of famine or strife, the Templars keep a stockpile of grain in these large sandstone buildings.

The Silent Quarter
This district of Templar necropolises and libraries lies nestled between the western wall and the cliffs of the Plateau of Radiance. A few residences are also found here, of a few selected upper-class citizens who are close to the Templar administration.
The Tomb of the Faithful (0707) – A private temple where the remains of Templars for many generations past are interred.
The Inner Temple (0708) – The fortified library and records bureau of the Templars. It is rumoured that records on every citizen of Tear are kept here.

The Break
A semi-derelict city district, where the lowest of the low dwell in abject poverty.
The Chasm of Skulls (0508) – In the midst of a ruined plaza yawns a wide pit lined with skulls. The chasm is of unknown antiquity and origin, and most sane folk avoid it entirely. A spiral stairway descends into the depths, and rumours speak of a cult dwelling in these ancient catacombs who can revive the dead.

The Floating World
A district dedicated to the whims and fancies of the richest inhabitants of the city.
House of the Serpent (1608) – A walled palace where the city's elite indulge in unknown pleasures in the exotic glades, gardens, spires and halls of the mysterious Serpent Mistress.

The Flak District
Populated mostly by workers in the city's steel mines, this grim and crumbling district also has a strong military and Templar presence.
The Jade Asylum (1808) – In addition to the “treatment” of the critically insane, this forbidding, monolithic fortress is rumoured to also be used as a prison for political dissidents. The name of this awful place is presumed to be ironic.

Shale
A city quarter with wide thoroughfares and a profusion of inns, taverns and entertainments. The long desert road from the Gardens of Zinn enters the city here.
The Plaza of Silks (1912) – A busy and vibrant square, surrounded by inns on all sides, and filled with musicians, entertainers and spectacles of all sorts. A wide road leads from the plaza to the East Gate, leading into the merchants' district.

The Imperial District
The River of Tears (1008 to 1117) – The holy river cascades from the Plateau of Radiance into the upper city, eventually flowing to meet the Water Ziggurat. Hundreds of streams and canals branch off from the river, and flow into the city's subterranean water system.
The Chapel of Pristine Mercy (0912) – Located at the base of the Plateau of Radiance. Primary temple and convent of the Sisters of Mercy.
Imperial Arena (1313) – Hosts gladiatorial battles – the city's most popular form of entertainment, frequented by poor and rich alike.
The Water Ziggurat (1117) – Holiest temple in the city, central barracks of the Templars. Great prison complexes lie beneath the pyramid.
The Watching Tower (1216) – A tall windowless monolith which stands close to the Water Ziggurat (1117). Psionicists sense a strange watching presence in its impenetrable interior.
The Bridge of Thieves (1113) – An ancient, elaborate and crumbling bridge crossing the River of Tears. Condemned prisoners are hung from high pylons here to die in the scorching sun.
The Prophets' Bridge (1015) – A wide bridge on which sermons are held by zealous templars. It is said that the mortar of the bridge was made from the bones of those who died in the service of Zyklor.

The District of Sighs
A middle-class residential and entertainment quarter.
The House of Om-Li (0610) – The most famed inn of the city. Well-to-do travellers and merchants favour this sprawling complex above all others.

The Gardens District
The Sedant Glades (0812) – A large meditative garden and woodland maintained by the Sisters of Mercy.
The Pools of Pandarme (0813) – A meandering series of pools, canals, tea houses and inns, owned by a conglomerate of merchants.

The District of Wells
East of the River of Tears and the imperial district, an old quarter of the city filled with wells and fountains. This is primarily a middle-class residential district.
Emerald Baths (1415) – Public bath houses with natural hot springs.

The District of Flame
So-called because of the traditional profusion of candle and incense makers in this part of the city, as well as a large number of votary shrines. The shrines here lack the ecstatic fervour of those found in the Shrines District proper, catering instead to the refined tastes of the middle-classes.
House Amber (1614) – The headquarters of this noble house, whose main interest is in the trade of jewellery, precious stones and fabrics. The complex is extravagantly decorative, with spires, domes and high bridges around a central garden.
The Palace of Oord the Magnificent (1515) – Arguably the city's most famed sorcerer (though, as many who are in the know claim, far from its most learned), Oord the Magnificent makes his home in this opulent palace of white marble. The arch-sorcerer specialises in the breeding of new animals for their beauty, and finds custom with many upper-class individuals who desire to purchase his wondrous creations.

The Merchants' District
Headquarters of the Slavers' Guild (1511) – The slavers' fortress, formed of black basalt and carved with cathedralesque intricacy, bewildering spires and turrets.
The Slave Markets (1513) – East of the arena, and south of the slavers' guild headquarters. Slaves of all races and specialities can be bought here.

The Forge District
Where specialists in metalworking and glass-blowing live and work.
House Pharm (0514) – Seat of the powerful guild house which operates metal refineries and the steel mines to the north-east of the city.

The Guild District
The Hall of Records (0715) – An opulent building constructed of ancient violet marble. Houses the libraries and administrative offices of the Templars and the guild houses.
Guild Hall Prime (0815) – Contains the meeting space where the most powerful guild houses (called the “noble” houses) meet with the Templars to decide matters of city management.

The Enclave
Draagij's Emporium (0718) – Sells genetically tailored plants and animals to the rich for exorbitant prices. The laboratories of Draagij are staffed by the sorcerers of House Mexc.
House Mexc (0818) – Base of this powerful noble house which governs much of the agriculture surrounding the city. Many sorcerers are known to be in their employ. It is rumoured that the sorcerers of House Mexc may be dabbling in the forbidden arts of the genetic manipulation of humans.

The Oil District
A strange mixture of the rich and the destitute, this district is where the product of the oil fields to the north-west of the city comes for processing and sale.
House Merlock (0311) – The oil barons' fortified home.
Hades (0312) – Smoking towers full of oil, soot, and flame. The refineries are powered by the slave labour of House Merlock.

The Ash District
Where the filth of the oil refineries to the north and the forges to the east congeals. A highly undesirable residential area where crime is high and life is short.
The Worm Vats (0412) – A hive of tall towers and deep pits where various insects, worms and maggots are bred.

The Lanterns Quarter
This lower class district is a dangerous maze of streets, filled with taverns and entertainment of a seedy nature.
Red Square (0316) – All tastes are catered for in the brothels and pleasure taverns surrounding this notorious square.

The Mud District
Home to a variety of industrial activities, the streets and air of this quarter are filled with red dust. Many lower-class workers also live in this district.
The Dag-Orm Brickyards (0219) – Principle brick manufactury of the city.

The Silk District
A quarter dominated by luxurious trade establishments, artisanal workshops and especially silk-workers.
The Worm Glades (1616) – Gardens owned by the silk merchants. The trees here are grown as fodder for the silk worms.
The Towers of Haam-Om (1517) – Principle silk manufactury of the city, these tall towers, decorated with fluttering banners, house the worms and their precious cocoons.

The Artisans' District
The Spice Markets (1619) – Spices, exotic plants, incense, perfumes and drugs are all found here.

The Stable District
A working-class residential district interspersed with stabling facilities for a variety of beasts of burden. The stables are used primarily for the care of merchants' beasts, after their long treks through the desert.
The Ixilot Yards (1919) – A fenced series of large yards and enclosures where the greatest of domesticated animals are tended. The bellowing calls of the ixilots can be heard throughout the district.

The Bards' Quarter
One of the busiest quarters of the city, this riot of tall, archaic mud-brick buildings houses a multitude of taverns and inns. They are renowned for the quality of the musicians and story-tellers who frequent them.
The House of Scribes (1915) – A tall building of many galleries surrounding a central plaza. A small fee allows entrance to the building, where poets, sages, prophets and story-tellers gather to speak to the crowds.

The Canals District
The Walled Gardens of Phantalme (0518) – Luxurious retreat for the moneyed. The gardens are said to contain plants and animals of fabulous exoticness.
The Pagoda of Masks (0619) – Infamous and exclusive pleasure palace. Guests are required to remain masked at all times.

The Scholars' District
The Manse of Lazd the Abstruse (0419) – The streets around the great sage and sorcerer's abode have taken on something of his silent and mysterious character. Lazd's birds, arrayed with rainbow hued feathers fly freely here.

The Lizard District
On the edge of the city, this district specialises in the breeding, taming and slaughter of lizards of all kinds.
The Race Arena (0521) – Screaming crowds gather here daily to watch semi-combative races of moik and ork riders.

The Blood Quarter
The Blood Ziggurat (0522) – Where sacrifices of animals and slaves are made to the great God Zyklor.
Slaughter Square (0423) – Blood runs through the gutters of this square, where stalls sell the carcasses of freshly slaughtered animals. The establishments in the streets around the square specialise in salting, curing and smoking meats.
The Beast Markets (0524) – Located just south of the Ziggurat of Blood. In addition to sacrificial goats, a wide range of domesticated and wild lizards can be found for sale here.

The Pyre District
The Towers of Ash (0820) – The oil fires of this crematorium spew streams of smoke and ash into the sky 24 hours a day. This is the lowest-class form of death rite. Run by the mysterious Brotherhood of Ash – a sub-sect of the Templars.
The House of Ash (0721) – Alms house and hospital also run by the Brotherhood of Ash.

The Sorcerers' District
The Black Plaza (1022) – The desert road passes through the gate of the sphinxes and leads directly into this wide flag-stoned square. An unnatural shade hangs over the plaza, making it a pleasant spot for relaxation, despite its slightly unnerving atmosphere. At night the plaza is shunned by all sensible folk. Rumours tell of abductions and dark cults.
The Catacombs (1122) – This eerily named residential district contains a jumble of decaying houses built atop one another. Some do indeed dwell here in a level of subterranean habitation.
The Imperial Academy of Sorcerers (0923 & 1123) – Twin towers of staggering height and forbidding aspect, standing aside the ancient Lunar Stair.
The Lunar Stair and the Gate of the Sphinxes (1023) – The gargantuan ancient southern gate of the city. Carved from dark red stone, and weathered by millennia of sand and wind.

The Commerce District
The Grain Markets (1121) – Just north of the Gate of the Sphinxes.

The Old City
Square of the Ooms (1421) – Five ancient 30' tall stone statues of humanoids with animal heads stand in this square. They are known as the Ooms and are regarded as overseers of the city district. It is said that one day the Ooms will fall, and this will prophecy the final destruction of Tear.

The Shrines District
A run-down quarter of the city, where a proliferation of shamanistic cults, religious sects, seers and prophets gather.
The Nectar Ziggurat (1521) – Place of worship and training complex for the legendary Concubines of God.
Chal-Ni Oasis (1522) – Ecstatic cult based around a series of healing pools and springs. Run by the “Baron”Bagwan Abramah.
The Houses of Bone (1722) – Tall, twin buildings with an arched alley between them. Houses the remains of the city's wealthier dead in its crypts and vaults.
The Wall of Shadows (1423 to 1922) – Partly ringing the city's south-eastern edge, this ancient wall is made of the same stone as the Lunar Stair. Upon its surface can be seen blasted outlines of giant, spined monstrosities.

Saturday, 11 May 2013

Vivimancer -- Scent Spells

In my Ix / Dying Sun campaign, there are two types of magic-user: defilers and preservers. Anyone who's familiar with Dark Sun knows the score, although I have altered the exact effects of defiling magic in my setting (as obliquely mentioned here).

Initially when conceiving the campaign, I had the idea that it'd be great to use completely non-standard spell lists, in order to further increase the originality (as compared to "standard D&D") of the setting. My mind immediately jumped to Theorems & Thaumaturgy, and the idea that defilers are necromancers and preservers are vivimancers. Further development led me gradually away from this idea -- now shamans (a class of cleric) possess some necromantic abilities, and magic-users of both types are vivimancers, unearthing the ancient genetic magic of the long-dead sorcerer kings.

Inevitably, I decided that there also needs to be some setting-specific spells added to the standard vivimancer list. I'm doing these in the "tomes" tradition of Theorems & Thaumaturgy, on the basis of sets of spells created by high-level sorcerers over the course of their careers.

The PC magic-users' master is a character called Ohl Deezu, whom I have determined is a specialist in magic involving scent. Here are a few low level spells in his repertoire, which are open to PCs.

Hyperolfaction
Level: 1
Range: Touch
Duration: 1 turn per level

The target's senses of smell and taste are enhanced by an order of magnitude, enabling the detection of subtle scents beyond the normal human range of perception. While under the spell's effects, the target is able to perform various feats of perception similar to those which highly trained dogs are capable of in the real world:
  • The target can follow fresh scent tracks unfailingly. Tracks which are older than an hour require a successful WIS roll on 1d20, with a -1 penalty per hour since the tracks were made.
  • If the target is familiar with the scent of an individual, its presence in rooms or on objects can be identified unmistakably. Scents older than one hour require a WIS roll, as above.
  • If the target has knowledge of poisons, botanical extracts or the like, his chance to identify the presence of unusual compounds is doubled.
The spell has a single downside: the target's sense of smell is so enhanced that he automatically fails any saving throws against scent-based attacks (such as a troglodyte's stench).

Pheromone Surge
Level: 1
Range: 30'
Duration: 1d6 hours + 1 per level

Targeted against a single creature within range, this spell causes a wave of magically produced pheromones to assail the target, provoking an overwhelming sexual attraction. The target may make a saving throw versus poison to avoid the effects. If the save fails, the attraction lasts for the duration of the spell. Essentially, for this period, the caster becomes irresistibly attractive in the eyes of the target, who will do anything they can to get up close and intimate with the caster.

The spell is ineffective against targets who would not normally regard the caster as a potential mate. It thus has no effect on creatures of inappropriate species or sexual orientation.

Scentlessness
Level: 1
Range: Touch
Duration: 1 turn per level

The target's body and all items on its person are shielded by a magical anti-scent mask, making the target completely undetectable to the olfactory senses of others. As the target is rendered completely scentless, even creatures with incredibly powerful olfactory capability (such as those under the effects of hyperolfaction) cannot detect the target.

Monday, 6 May 2013

Domesticated Animals of Ix

I've written before that cats, goats and rats are the only mammals on Ix, apart from humans. All other animals are of the reptile, bird or insect families. It thus makes sense that humans would have domesticated some of these creatures for various purposes. Here are a few such beasts.


Ixilots
Gargantuan 25' long tortoise-like reptiles bred for their might and stubbornness. Ixilots are commonly found at the head of large caravans, as they can pull tremendous loads. Their shells are ringed with barbed tusks, and they bear two curved horns on their foreheads -- Ixilots are a formidable force in battle, despite their slowness.

Ixilots are a purely domesticated animal, without any extant wild relatives. The downside of the use of Ixilots as beasts of burden is their appetite for huge quantities of plant matter and water -- caravans using them have to be well stocked.


Like other animals of the tortoise family, Ixilots have the unusual capacity to enter a deep hibernation sleep. If placed in cool and complete darkness they enter this dormant state after several days, and can thence remain asleep for a span of some years without food or water.


Skanks
The domesticated lizards are bred from wild relatives which hunt the desert in packs. They have been bred into many forms, and are used for many purposes, from guards to pets. Typically skanks are in the region of 4' long, but larger and smaller species exist. They are intelligent and can be trained easily to perform a variety of tricks or functions.

The wild skank possesses a musk gland which can exude a stench sickening to other creatures. The skanks use this gland defensively if cornered. Most domesticated breeds have had the musk gland selectively bred out over millennia.


Scarabs
Giant burrowing beetles 20' long with iridescent black shells, these insects are sometimes used for pulling caravans. They are almost as strong as ixilots, and require less food and water, but are more difficult to train, being especially unintelligent and single-minded. The only way to control scarabs is by the use of certain special scents.

The raising of scarabs is a specialised and complicated art, as their maggot form is so large and voracious, and requires darkness and large quantities of dung and ash to gestate in.


Orks
Domesticated from a species of predatory flightless desert bird, these creatures are used as mounts. They are renowned for their running speed and their resilience to dehydration. Orks have a heavy, horny beak which can inflict vicious wounds. They are aggressive by nature, and have to be well trained in order to be safely used by humans.


Gajji Grubs
Gajji are a vicious species of giant beetle with horrible slicing mandibles. In captivity only very few are allowed to reach the mature form -- and those purely for the purpose of breeding. The 2' long grubs are valued for their succulent pink flesh.

Moiks
These 9' tall lizards are bred for their running speed and endurance. They stand on two legs, with small clawed fore-limbs. Their necks are long and flexible, with a sleek head.

Thursday, 2 May 2013

Tear, City of God -- Hex Map

In preparation for my Dying Sun campaign, I wanted to create a map of the capital city which the PCs will be based in. In the past, when creating city maps, I've always gone for plain paper and free-hand drawing. This time, however, I got the urge to do it as a hex map. I feel like this is a good level of scale for a city. There's no way I'm ever going to get down to the level of mapping out every single street and building, but it's nice to be able to mark on different types of district or specific landmarks. This can be achieved nicely with different hex symbols -- some representing individual important/large buildings, and some representing the general type of building or function in an area.

Another nice thing about doing it as a hex map is that, potentially, the way is open to run some sessions using the standard hex-crawl rules as PCs explore the city, with random encounter tables for the different districts. I don't intend the campaign to be focussed on this type of play, but it's certainly nice to have the option, and it sounds like it'd be fun.

I also very much enjoy drawing hex maps and love the hex-crawl format. I especially find it fun coming up with the little symbols, which is a totally fresh challenge with a city hex map, as none of the standard "mountains / plains / swamp" symbols really apply.

Here are the hex descriptions for the places which are marked on the map so far. It's pretty sparse at the moment, but enough to give some flavour.

Places of note in the City of Tear, seat of the Empire.
Listed by district.

The Plateau of Radiance
The Great Hayyem Tree (1006) – The mighty tree which shades the imperial city and brings forth life from the barrenness of the desert. The holy waters of lake Jzan well around the base of the Hayyem.
The Floating Palace of Radiance (1007) – Built upon the pristine waters welling at the Hayyem's base. Here dwells Zyklor, God Emperor.
The Arch-Hierophant's Palace (0909) – On the west bank of the River of Tears, upon the imperial plateau.
The High Temple of Zyklor (1109) – Administrative centre of the Templars, on east bank of the river upon the imperial plateau.
Cliff Fortresses (0805, 1004, 1205) – An army of countless strength is maintained in these three fortresses dug into the cliffs at the north edge of the plateau of radiance.

The Imperial District
The River of Tears (1008 to 1117) – The holy river cascades from the Plateau of Radiance into the upper city, eventually flowing to meet the Water Ziggurat. Hundreds of streams and canals branch off from the river, and flow into the city's subterranean water system.
The Chapel of Pristine Mercy (0912) – Located at the base of the Plateau of Radiance. Primary temple and convent of the Sisters of Mercy.
Imperial Arena (1313) – Hosts gladiatorial battles – the city's most popular form of entertainment, frequented by poor and rich alike.
The Water Ziggurat (1117) – Holiest temple in the city, central barracks of the Templars. Great prison complexes lie beneath the pyramid.
The Watching Tower (1216) – A tall windowless monolith which stands close to the Water Ziggurat (1117). Psionicists sense a strange watching presence in its impenetrable interior.
The Bridge of Thieves (1113) – An ancient, elaborate and crumbling bridge crossing the River of Tears. Condemned prisoners are hung from high pylons here to die in the scorching sun.
The Prophets' Bridge (1015) – A wide bridge on which sermons are held by zealous templars. It is said that the mortar of the bridge was made from the bones of those who died in the service of Zyklor.

The Gardens District
The Sedant Glades (0812) – A large meditative garden and woodland maintained by the Sisters of Mercy.
The Pools of Pandarme (0813) – A meandering series of pools, canals, tea houses and inns, owned by a conglomerate of merchants.

The District of Wells
East of the River of Tears and the imperial district, an old quarter of the city filled with wells and fountains.

The Merchants' District
Headquarters of the Slavers' Guild (1511) – The slavers' fortress, formed of black basalt and carved with cathedralesque intricacy, bewildering spires and turrets.
The Slave Markets (1513) – East of the arena, and south of the slavers' guild headquarters. Slaves of all races and specialities can be bought here.

The Forge District
Where specialists in metalworking and glass-blowing live and work.

The Ash District
Where the filth of the oil refineries to the north and the forges to the east congeals. A highly undesirable residential area where crime is high and life is short.
The Worm Vats (0412) – A hive of tall towers and deep pits where various insects, worms and maggots are bred.

The Artisans' District
The Spice Markets (1619) – Spices, exotic plants, incense, perfumes and drugs are all found here.

The Canals District
The Walled Gardens of Phantalme (0518) – Luxurious retreat for the moneyed. The gardens are said to contain plants and animals of fabulous exoticness.
The Pagoda of Masks (0619) – Infamous and exclusive pleasure palace. Guests are required to remain masked at all times.

The Scholars' District
The Manse of Lazd the Abstruse (0419) – The streets around the great sage and sorcerer's abode have taken on something of his silent and mysterious character. Lazd's birds, arrayed with rainbow hued feathers fly freely here.

The Blood District
The Blood Ziggurat (0522) – Where sacrifices of animals and slaves are made to the great God Zyklor.
The Beast Markets (0524) – Located just south of the Ziggurat of Blood. In addition to sacrificial goats, a wide range of domesticated and wild lizards can be found for sale here.

The Sorcerers' District
The Black Plaza (1022) – The desert road passes through the gate of the sphinxes (1023) and leads directly into this wide flag-stoned square. An unnatural shade hangs over the plaza, making it a pleasant spot for relaxation, despite its slightly unnerving atmosphere. At night the plaza is shunned by all sensible folk. Rumours tell of abductions and dark cults.
The Catacombs (1122) – This eerily named residential district contains a jumble of decaying houses built atop one another. Some do indeed dwell here in a level of subterranean habitation.
The Imperial Academy of Sorcerers (0923 & 1123) – Twin towers of staggering height and forbidding aspect, standing aside the ancient Lunar Stair.
The Lunar Stair and the Gate of the Sphinxes (1023) – The gargantuan ancient southern gate of the city. Carved from dark red stone, and weathered by millennia of sand and wind.

The Commerce District
The Grain Markets (1121) – Just north of the Gate of the Sphinxes.

The Shrines District
A run-down quarter of the city, where a proliferation of shamanistic cults, religious sects, seers and prophets gather.
The Nectar Ziggurat (1521) – Place of worship and training complex for the legendary Concubines of God.
The Houses of Bone (1722) – Tall, twin buildings with an arched alley between them. Houses the remains of the city's wealthier dead in its crypts and vaults.
The Wall of Shadows (1423 to 1922) – Partly ringing the city's south-eastern edge, this ancient wall is made of the same stone as the Lunar Stair. Upon its surface can be seen blasted outlines of giant, spined monstrosities.

Friday, 29 March 2013

Ix: Vivimantic Lenses


In my forthcoming Ix campaign, the only type of magic-user is the vivimancer from Theorems & Thaumaturgy. They are characters who are attempting to piece together the lost arts of the ancient sorcerer kings, who were masters of biological magic and genetic science.

In this setting, all enchanted items created by magic-users are of biological origin, typically being crafted from specially bred plants or animals. (As I previously discussed, all clerical magic items will be created by a process of spirit binding... I hope magic items in this setting will be unusual and flavourful!)

For a bit of flavour, here are some example items.

Vivimantic Lenses
Optic lenses harvested from the eyes of vat-crafted chimera, these items are found in wide variety, from marble-sized to cyclopean. Looking through these lenses, or allowing light to pass through them, activates arcane powers. Lenses may occasionally be found set in rings, crowns or pieces of jewellery.

Like all vivimantic items, the magic imbued in lenses allows them to retain some of the features of living organisms.

Lens of Sublime Refraction
Fist-sized lenses of a milky hue, covered in a warm oily liquid, these lenses gather and refract light from atypical angles. Looking through the lens, and aligning it correctly, the viewer is able to see around corners and through small holes. The maximum range of vision using this lens is 60'.

Lens of Transparent Revelation
These clear, 1' diameter lenses scintillate with rainbow hues which ripple across the surface. They are extracted from octopoid monstrosities which can only be grown in large vat-pools. Looking through this lens, the internals of solid objects are revealed, allowing their form to be studied. Objects larger than 2' cannot be fully penetrated by this lens' sight.

Lens of Subtle Sight
This lens redirects any light which hits its surface into the optic nerve of one who holds it. The lens must be in direct contact with the user's flesh in order to function. Lenses of subtle sight are typically palm-sized and of an azure hue, flecked with brown. Every time a lens of subtle sight is used, there is a 1 in 6 chance of it permanently embedding itself in the flesh of the user.

Lens of Biological Detection
Always found in pairs, these small green lenses must be placed over the eyes. They reveal the world wreathed in a green mist, with biological organisms haloed in yellow. The capability of the lenses is such that the outlines of organisms are visible even through inorganic matter up to 1' thick.

If looking through one lens only, with the second eye uncovered, the viewer's brain is bombarded with strobing energies – a save versus spells is required to prevent insanity lasting 1d4 days.

Lens of the Sub-World
A tiny black lens no larger than a fingernail, this object has the power to reveal biological matter on the smallest scale. Vivimancers trained in its use are thus able to study samples of living tissue in order to identify species or to diagnose disease.

Sunday, 10 March 2013

Ix Booklets

Got my players' booklets for the Ix / Dying Sun campaign finished and printed out. I'm pleased with the result -- a very fun little project!

The first is a guide to the setting, character creation, house rules and additional equipment.

The second is the supplement to add psionics rules (including 2 psionicist classes) to Labyrinth Lord.

Now I just need to get hold of a long-arm stapler!

Sunday, 3 March 2013

Poisons of Ix

As mentioned in my description of the Ixian infiltrator class, poisons are going to be available to player characters, not only to use but also to manufacture.

To that end I've come up with a few poisons to start with. All of these are illegal, but may be found through the black market.

They are listed with the following information:
Type: G = inhaled gas or dust, I = ingested, W = weapon or injected.
Difficulty: modifier to infiltrator's poisons roll, listed for detection/manufacture.
Cost: in bronze pieces (equivalent of gold pieces).
Effects: always involving a save versus poison.

Note that I've deliberately toned down the effects of poisons compared to those which are described in the Labyrinth Lord AEC. I've found that commonly available poisons which can cause instant or death large amounts of damage (= death) tend to start a poisons arms race of sorts, and bring a campaign into a power level which I'm not keen on. I'm especially aware of this in the context of poisons which can be used in combat (i.e. non-ingested poisons), which can easily turn into a shopping list of instant kills. Thus even the deadliest poisons in the list below don't have instantaneous effect.

Ghax juices
I
-40%/-20%
200bp

Very subtle and slow-acting, bringing on a wasting illness and loss of appetite. Causes a loss of 1 point of CON per day for 4d6 days (save for half duration).

Silica dust
G
+40%/0%
50bp

Bursts in a 10' radius area. Save or choke** for 1d4 rounds.

Vapour of the shadowed moon
G
0%/-10%
100bp

Affects a 10' cube area. Save or suffer weakness*** for 1d4 rounds, followed by unconsciousness for 1d6 turns.

Mantis venom
W
0%/0%
100bp

Save or begin bleeding from nose, mouth, wounds. Suffer 1hp damage per round for 2d6 rounds.

Ethers of revelation
I
-20%/-20%
100bp

Save or enter a trance for 1 turn wherein secrets will be revealed. Another save is allowed to resist revealing very important secrets.

Harg fluid
W
-25%/0%
250bp

Save or suffer weakness*** for 1d6 rounds, followed by 3d6 damage.

Red venom
W
+10%/-30%
1,000bp

Causes an initial period of weakness*** or stunning** (weakness if save succeeds) lasting 2d6 rounds. Subsequently, if the save was failed, paralysis and death within 1d6 rounds.

Distillation of Sardo
I
-30%/-30%
400bp

Within 1d6 minutes of ingestion, causes massive internal damage. Save or die. 3d6 damage is save succeeded.

Desert lotus' blessing
I
-10%/-50%
300bp

Causes paralysis and death within 2 minutes of ingestion. A successful save reduces effects to paralysis lasting 1d6 turns and 4d6 damage.

Extract of Wesk-gland
W
0%/0%
25bp

Save or suffer weakness*** and shivering lasting 1d6 turns.

Reksh gas
G
0%/0%
100bp

Affects a 10' radius area. Causes bleeding from the eyes. Save or suffer 1d3 damage and blindness for 1 hour.

Asp venom
W
0%/+10%
20bp

Save or suffer swelling and irritation – 1 point of damage and -2 to attack rolls for 1 day.

** cannot act, no AC bonus fro DEX or shield, attackers gain +4 to hit.
*** -2 to-hit, half movement.

Saturday, 2 March 2013

Qualities of Shamanic Fetishes

In my work-in-progress Dying Sun campaign, I have plans for two alternative cleric classes. Firstly there are the Templars, servants of the God-Emperor -- these will most likely be an NPC-only class. Secondly there are Shamans -- those who can contact and appease spirits of ancestors and the land.

Shamanic magic will work slightly differently to normal clerical spell-casting (although they'll have access to all the same spells, plus a few extras). One of the major differences is going to be in the realm of magic item creation. I plan for Shamans to be able to create magic items from 1st level, and for this to be a process of summoning a spirit and binding it into a specially prepared fetish object, imbuing it with magical power.

To reinforce this flavour of magic items being inhabited by spirits, I thought I'd come up with some additional qualities which such objects will possess. Here's a d20's worth for starters.
  1. Vibrates and rattles when held.
  2. Very cold to the touch.
  3. Each character must save vs paralysis when first encountering the item. Failure indicates a strong antipathy for the object – will refuse to touch or use it.
  4. Projects strange dreams to owner.
  5. Causes anyone who touches it to change alignment. Save versus spells to resist.
  6. Subtly changes colour each day.
  7. Becomes semi-incorporeal (shadow, dust, vapour) and unusable at night or in the day time.
  8. Covered in script in an undecipherable language which creeps slowly across the object's surface.
  9. Moans at night.
  10. Attracts one of: spiders, ants, scorpions, moths, flies, maggots.
  11. Glows an eerie green.
  12. Can only be seen by those of a certain alignment.
  13. Aggravates a certain mood in the owner, one of: violence, mistrust, courage, lust, fancifulness.
  14. Decorated with human figures. The face of one of these figures comes to resemble the owner.
  15. Grows insectoid legs and creeps around at night (up to 60' in a random direction).
  16. Covered in a cold slime.
  17. Cannot be taken more than a mile away from where it was discovered – simply teleports back if taken further.
  18. Exudes liquid (tears, blood, milk, sweat).
  19. Has several eye-like protrusions, which appear to move around and observe events.
  20. Causes one of the owner's ability scores to be reduced by 2. (Points are recovered if item is discarded.)

Sunday, 24 February 2013

Ix: Campaign Map

To accompany my introductory material about the nature, history and factions of the world of Ix, I've worked up a large-scale campaign map.

It shows all the desert cities, the major oases and trade roads, and some ruins and wilderness areas.

Click for bigness.

Tuesday, 19 February 2013

Ix: Player Character Races

Some more player info on the Dark Sun / Dune inspired campaign setting I'm working on.

I've taken a slightly non-traditional approach regarding race and class in removing level limits from the demi-human races. To compensate I've done two things:
  1. Reduced the benefits of being demi-human -- no attribute bonuses.
  2. Given plain humans some benefits of their own (player-selected attribute bonuses).
On balance I think that the mechanical benefits of being a plain human outweigh those of the other races. I guess this will, together with the ability requirements of demi-humans, mean that there will be more human characters than demi-humans -- a desirable side-effect for me.

Note that I've decided to hold off  with Thri-kreen as a PC race. I was on the edge with that, but in the end decided they're cooler as monsters.

Humans

City Dwellers
Ability Scores: no minimums or maximums

The citizens of the free cities and oases of Ix are the most numerous inhabitants of the world, as well as the most common people who take up adventuring lives.
They are a lean, tall race, similar to the people of north Africa.

City dweller adventurers gain a +1 bonus to two of their ability scores, chosen by the player at character creation. (Note that no score may be raised above 18.)

Sandestine
Ability Scores: CON 10 (min)

Sandestine are a culture of humans who have adapted to life in the deep desert. Physically they are similar to other humans, but are distinguished by their wiry hair and blue eyes.

Sandestine have a clan-based society, and live primarily in secret underground settlements in the desert, where they are rumoured to have vast stores of water. Naturally these settlements are fanatically guarded, and non-Sandestine are forbidden to ever enter.

Sandestine are sometimes encountered in cities, or working as scouts or caravan guards.

Due to their genetic adaptation to the desert, Sandestine gain a +4 bonus to saving throws vs dehydration. They also gain a +1 bonus to rolls to forage or hunt in the desert.

Sandestine gain a +1 bonus to one ability score, chosen by the player at character creation.

Sandestine manufacture desert clothing known as “osmosis suits”, which gather and purify the water evaporated from the body by means of a series of membranes derived from the skins and organs of desert creatures. Such suits are very valuable, and are only very rarely given to non-Sandestine.

Slave Races
The sorcerer kings of old mastered advanced magic of genetic manipulation in order to breed races of servants, designed to fulfil a specific purpose. Legends tell of a wide range of bizarre races resulting from these experiments, but only two have reproduced and survived to the present day. Both are still commonly regarded as sub-races, and treated as such, often being used as slaves.
Due to their breeding, both slave races have a natural resistance to magic, and cannot be magic-users.

Mool
Ability Scores: STR 10 (min), CON 12 (min), INT 12 (max), CHA 14 (max)

Mool are a stunted race bred for their endurance and ability to work under extreme conditions. They are completely hairless, thickly muscled, and average around 4 to 5 feet in height. All Mool are hermaphrodites, able to both bear and sire children.

Mool tend to be of a taciturn, stubborn and obsessive nature. Their movement rate is never faster than 9, and never slower than 6, unless carrying maximum weight.

Due to their genetic constitution, Mool gain bonuses to certain saving throws: +4 vs poisons, +2 vs paralysis, +4 vs magic, +2 vs dehydration.

Brutes
Ability Scores: STR 16 (min), CON 12 (min), DEX 14 (max), INT 14 (max)

Originally bred as guards, Brutes are a race of of semi-giants, towering over most humans. They are on average 9 to 10 feet tall, and possess great strength. Brutes are an all-male race, and have a built-in lifespan of exactly 55 years. They reproduce by a strange asexual means whereby a maggot-like foetus which lies dormant in a special organ in the abdomen awakes at the moment of the Brute's death. The foetus consumes the body of its “father” and enters a cocoon state, emerging as a Brute infant after 6 months.

Despite their name, Brutes are not especially disposed to violence. Indeed, the “gentle giant” stereotype is more often applicable. Their breeding brought out patience, self-reliance and loyalty in them. As such, most Brutes are Lawful in alignment.

Brutes gain the following saving throw bonuses: +4 vs paralysis, +2 vs death, +2 vs magic.

Due to their great size, Brutes can wield two-handed weapons in one hand and can carry 50% more than the normal encumbrance limits. They must also pay 25% extra for armour.

Wild Races

Halflings
Ability Scores: STR 14 (max), CON 9 (min), DEX 9 (min)

Halflings are a diminutive race who dwell in the toxic jungles of Ix. They are thin and wiry, with long, wild black hair and ebony skin. The origin of this race is unknown, although some believe them to be a product of the sorcerer kings' genetic experiments.

Halflings live in savage tribal societies ruled by shamans, and often practice ritual sacrifice, head-hunting, anthropophagy and cannibalism. Strangers who wander in the jungles of the halflings are seldom seen again.

Halfling adventurers are rare, but can sometimes be encountered in the cities of men.

Halflings have an uncanny ability to disappear in the wilderness. In bushes or other outdoor cover, halflings can hide with 90% ability. They can also hide in shadows or behind other forms of cover when underground in labyrinths or caverns on a roll of 1-2 on 1d6, but they must be silent and motionless. They have keen coordination that grants them +1 on any missile attacks. Because they are so small, halflings have a lower armour class (-2) when attacked by creatures greater than human sized.

Due to their small size, halflings cannot use large or two-handed weapons, including bastard swords, long swords, long bows and heavy crossbows. Otherwise the weapons they can use are determined by their class.

Halflings gain a +4 bonus to saving throws against poison, due to their race's resistance to the toxic environment in which they live.

Sunday, 17 February 2013

Ix -- World of the Dying Sun: Part 3

The final instalment of background information for my future campaign, this chunk talks about the main cultural factions on Ix. Including part 1 (nature) and part 2 (history), this now comes to a total of three sides of A5 (yes, I'm laying this out in booklet format). This feels to me like a manageable amount of information for players to read, and enough to give lots of flavour for the world.

Note that, following yesterday's revelation about the name Zyklon (thanks to those who pointed that out!), the God-Emperor of Ix has been subtly renamed to Zyklor.

Also note that the reference below to the Sisters of Mercy is deliberate.

Factions

The God-Emperor and the Templars
The desert cities are ruled by the Templars, with a Hierophant as the regent of each. The ranks of the Templars act as priesthood, police, military and judges – maintaining order with an unwavering precision and a cold brutality.

The Tear of God (also simply known as “Tear”) is ruled by the Arch-Hierophant, under the divine guidance of the God-Emperor Zyklor. Zyklor himself remains abstruse – dwelling in the vast Palace of Radiance upon the plateau of Tear.

The Sisters of Mercy
Founded by the semi-mythical Sister Jadeth, the Sisters of Mercy are a secretive sect of ancient origin who study the sciences of the psyche. While the Sisterhood is allied to the God-Emperor, their private purposes remain an area of speculation. Members of the Sisterhood are found in the employ of many noble houses, as their psychic training produces advisers and diplomats of great talent. The Sisterhood is also rumoured to possess subtle devices of a strange psionic technology, the secrets of which only they know.

The Sandestine
While most of humanity lives in the desert cities, some tribes remain who wander the barren dunes of the desert. Collectively they are known as Sandestine. They have their own language and culture, and while they are notionally allied to the God-Emperor, their loyalty is often seen to be only to their own kind.

The Slavers' Guild
Slavery is a common fact of life in the desert cities of Ix, and is a cornerstone of the economy. The Slavers' Guild rules the high roads between the cities, policing against bandits and incursions of abominations from the deep desert. In essence this means that it is impossible to travel the roads of Ix without the cooperation of the Guild of Slavers – thus all mercantile houses are in their sway. It is, of course, always possible to travel through the pathless dunes of the desert, bypassing the slave-roads, but this brings its own hazards.

The Prismatic Order
Rumours in recent times have spoken of a sect of anarchists which is directly opposed to the iron rule of the Templars. Their membership and true purpose are unknown, but it is said that they harbour escaped slaves and are attempting to build an underground army. It is suspected that some hidden power lies behind the so-called Prismatic Order.

Shamanic Cults
Despite the divine rule of the God-Emperor, the general populace are free to perform whatever religious observances they wish – a sign of the absolute security the Templars have in their rule. Thus a diversity of cults flourishes, many led by oracles or shamans who can communicate with spirits of nature and the dead. Some cults even occasionally begin to worship the demon idols of old, but these are watched carefully by the Templars, and are mercilessly crushed if they appear to be gaining in power.

The Imperial Academy of Sorcerers
Since the reign of the God-Emperor, the practice of sorcery has been conducted solely through the officially sanctioned Imperial Academy. The ancient magicks of life and death are studied anew, but are kept under the watchful eye of the Templars. Sorcery is generally regarded with suspicion, but some noble houses make use of the services of the Imperial Academy. Most magic-users are initially trained by the Academy or one of its affiliates.

Saturday, 16 February 2013

Ix -- World of the Dying Sun: Part 2

Continuing from yesterday's post about the nature of my work-in-progress campaign setting, here's my current players' introduction to the world's history.

(Next up will be part 3: Factions.)

History

The Sorcerer Kings
The most ancient of records tell of an era when the desert cities were ruled by the cruel grasp of the sorcerer kings – wizards of inhuman arcane power. Each city was held sway to the whims of its ego-maniacal ruler, and wars raged for centuries as the sorcerer kings tried in vain to conquer each others' dominions. Many hideous creatures and warped sub-races were bred by the genetic magic of the sorcerer kings, and these monstrosities were pitted against each other in the ever escalating wars.

The Last War
There came a final battle, as the monstrous forces of the armies of five cities were arrayed on the plains of Goth, and the skies were rended by shuddering blasts of eldritch energy. Too zealous were the sorcerer kings in their lust for power and domination, and the arcane forces which were unleashed could not be controlled. The sorcerer kings were destroyed by their own might, and took the rest of mankind with them – the desert was razed by toxic magic and civilisation fell into ruins.

The Dark Age and the Demon Lords
After some centuries, the scattered remnants of humanity began to form into tribes, marking the first steps on the road to a new civilisation. In these desperate times, men took up the worship of ancient entities, deifying beings which had previously been called demons. It was at this time, with the wandering tribes of men under the sway of these demon lords, that the world began to darken. The sun became swollen and red, night was not always followed by day, an endless gloom arose in the north, and twisted spirits of shadow emerged from the darkness.

The Coming of Zyklon
In these dark times, prophecies whispered of a saviour – a man who would come to unify the tribes of mankind and bring a new order to the world. He was known as Zyklon (“the caustic light”), and came from the tribe of Dugpa. Under the leadership of Zyklon, the tribe of Dugpa discovered and rebuilt the ruined city of Mexicarn, fortifying it and beginning a campaign to bring all of humanity under one rule.

The Templars and the God-Slaying
Proving the truth of the prophecies, the loyal followers of Zyklon were blessed with miraculous powers. They became known as the Templars, and formed great armies. With the righteous light of their lord behind them, they crusaded against all opposition, dethroning and debasing the idols, demons and false gods which dominated the tribes of men. The holy wars of unification lasted for over a century, during which time Zyklon himself did not age.

The Coronation of the God-Emperor
When the last desert tribes swore fealty to Zyklon, he was crowned as Emperor of the desert. On the eve of his coronation, torrents of water cascaded from the sky, and every living person knew him to be their God. The city of Mexicarn was renamed as the Tear of God, and the dying Hayyem tree of the city was rejuvenated.

The Continuing Darkness
Despite the unification of the desert cities under the rule of the undying God-Emperor, darkness still encroaches upon the world. Doctrine tells that only when all men are free from domination by false gods will the sun become bright once more, and the gloom be lifted. To the south of the desert, on the edge of the steaming toxic jungles lie cities where men are slaves to demonic entities. The Templars wage war against these heathen realms, to bring about an end to the darkness and a new era of light.