Showing posts with label World Building. Show all posts
Showing posts with label World Building. Show all posts

Wednesday, January 31, 2024

Stellar Atlas of the Zauberreich: Praxis, Capital System (and World) of the Zauberreich


The capital city of Praxis contains a dozen palaces for the Hexenkönigin (one for each of the Twelve Houses of the Galactic Wheel), the bureaucracy of the Zauberreich, and the most prestigious university of sorcery within the Golden Gate Sector of the Orion Arm.


Praxis is the last of the manufactured worlds; after the destruction of the Sol System in the Dust Wars, Humanity fully embraced sorcery in an impassioned example of the “fight fire with fire” philosophy.  To a degree, it worked; those worlds who refused to join the Zauberreich or embrace sorcery as a means of defense were devoured by the Dust or crushed in the ancillary wars, but the newly-forged Zauberreich survived.  


Even before the Dust Wars were completed, the talisman world of Praxis was wrought upon a lonely brown dwarf.  By sorcery was the brown dwarf tamed, and, to a degree, humanized, but not in the manner of the worlds of the Satya Yuga.


Floating in the upper atmosphere of Praxis is the Comb, a lattice of hexagons fashioned from adamantium incised with orichalcum runes and then covered in gold.  Each segment of the lattice is 12 miles long.  Upon this giant lattice is built the capital city, by turns called Praxis, the Comb, or the Palace of Palaces.  


Looking at only the buildable sections of the Comb, the actual lattice segments themselves, there is roughly 12 million square miles of liveable surface area on the Comb.  The Comb houses something like 2.5 trillion people, giving it a population density of roughly 200 thousand people per square mile.  To say Comb is densely packed is an understatement.  Over 90% of that population is Humans, with a wide range of aliens making up the rest.  Roughly two-thirds of the Comb’s inhabitants are slaves.


The Comb is lit and powered by the hellish radiation of the decaying brown dwarf.  The streets are literally paved with gold because gold is a necessary ingredient in the magic that channels this radiation for the use of the citizens and protects those same citizens from the dangers and heat of the radiation. Attempting to remove the gold, so legends say, removes the protection of the Comb from the one damaging it, meaning they will immediately burst into flame and vaporize.  By that same sorcery, the light rising up through the massive holes in the comb (each over 300 square miles in area), waxes and wanes in a 24 hour cycle that is the Human preference.  Likewise, gravity on the Comb is 0.97 g.  


Sorcery is a matter of daily life on Praxis.  The locals think nothing of it, nor do they question the thousands who get their hearts ripped out and their souls sacrificed to demons every Human year to keep their strange city-continent floating above the throbbing maelstroms of the brown dwarf.  Praxis is the most civilized city in the Golden Gate Sector completely lacking in temples to Astarte.  


Art by Stable Diffusion and JB Murphy (using GIMP).


Sunday, October 17, 2021

Why Travel to the Grand City of Epic Grandness?

 


A black magic black market where you can get things you can't get anywhere else.

 

The Running of the Gorgons.

 

Win Fame and Fortune in the Arena of Death!

 

A massive library run by an androsphinx.

 

There's a mystery cult in the city that worships a mysterious god who grants bizarre powers.

 

The PCs learn the city is secretly run by:

  • a clan of wererats.
  • a cabal of warlocks.
  • a dragon.
  • an incubus who's seduced the Autocratix.
  • the Beggars' Guild.

 

The PCs learn that the city's premier sage is actually an arcanaloth in disguise.

 

The city is a port for skyships.

 

The city has gates to the City of Brass on the Plane of Fire and the City of Pearl on the Plane of Water.

 

The city is a teleport hub, with circles going to all the other major cities in the world (and possibly beyond). 

 

One or more of the PCs' mentors/family members lives there.

 

The PCs must travel to the city to receive an award (title of nobility, deed to a parcel of land, etc.) they've earned.

 

The city is built around magical springs that flow with enchanted waters.

 

The city is considered a neutral zone where creatures of all alignments and from across the multiverse can meet and engage in (relative) safety.

 

Neighborhoods of the city randomly shift into the Feywild, the Shadowfell, or the Ethereal Plane. 

 

The city is holding a tournament and the greatest warriors of the world will be competing.

 

The city doesn't know it, but it's hosting a death-match tournament between warlocks serving demons. 

 

The city is having a festival of misrule, when crimes are now legal and sobriety is punishable by being transformed into a goblin.

 

The city is having a masquerade festival, where everyone disguises their identity with masks and illusions and indulges their most secret desires cloaked by anonymity. 

 

Thursday, September 23, 2021

Ghosts, Swords, and Wyrms


This pic, by the amazing Johan Egerkrans, was posted on Facebook recently, and the poster asked what the sword and broach do, and how you'll defeat the ghost to get them.  Here was my suggestion:

You set the ghost's soul to rest by slaying the White Wyrm (actually a black dragon with achromasia) and its servants that have claimed the ruin of an ancient watchtower in the middle of the swamp.  However, you must do this without telling a lie or killing an innocent.


The servants of the Wyrm are the fallen descendants of the ghost, men and women without honor or scruples who've been engaging in illicit slave trading through the swamps.  The Wyrm was wounded by the warrior who is now the ghost, and delights in tormenting the old soul by corrupting his descendants.  

The broach and sword are both fashioned from bronze and set with stones of alexandrite.  The broach confers immunity to poison, but if the wearer ever uses poison to harm another sentient, they will prick themselves on the broach's pin and fall dead from an especially deadly toxin.

The sword rings like a bell when an untruth is knowingly told in its presence, and any attacks made with the sword on the speaker of the lie deal especially vicious wounds.  However, should the wielder of the sword every speak a lie, even a white one, the sword will sap some of their strength.  The lost strength can only be restored by an act of public penance (flogging, climbing a mountain barefoot, crawling across broken stones on your knees, etc.).

In D&D terms, the sword is +1 to hit and damage under normal circumstances.  Against a liar, it's +3 to hit and damage.  Telling a lie while being the swords wielder confers a penalty of -1 to the character's Strength score.  Setting the sword aside while telling the lie is no protection; as soon as the sword is taken up again, the character loses the point of Strength.   


 

Sunday, September 19, 2021

Trollsmyth's Quick and Dirty Setting Info for Players Checklist

 


0 - Really rough overview in one sentence (plus picture if possible) to give players the general idea.


1 - Name and basic form of government.


2 - breakdown of population by race.


3 - clothing and overview of culture (whenever possible, use pictures for this).


4 - a random life-path tables that players can roll on for what sort of situation they grew up in, possibly followed by early adulthood.


5 - gods worshipped there (just a name and basic description; if they want to know more because they want to play a cleric, have that somewhere else.)


6 - how magic is learned (school, apprenticeships, hedge-witches, etc.).


7 - list of towns and cities the PCs could be from, with a single sentence description (though might be best to wrap this into #4 above.)


8 - description of how names are constructed, plus a list of names to pick from.


You have, at most, 100 words for each section (not counting tables and name lists) and 50 words is much better ("brevity is the soul of wit" and all that), so you want to use random tables and pictures wherever possible.  

Sunday, July 11, 2021

Using the Real World to Create Post-apocalyptic Maps

 


1. Pick a city with a cool downtown, museum district, or shopping mall.


2. Print out a Google Map of the area.  You don't need (or want) the whole town, just the place with the coolest buildings.


3. Decide who the local power factions are and how they've split up the buildings.  Who is where, what do they have, and what do they want?  Double-plus good if some of those wants are mutually exclusive and are causing a low level of conflict.  (See Bartertown from Mad Max: Beyond Thunderdome for inspiration.)


4. With colored pencils, draw in fortifications.  Maybe the whole area is inside a wall, or maybe the different factions hate each other so much that they have individual fortifications for each area.


5. Go to the web pages for the cool buildings and see if they have maps of the interiors.  (This is almost a certainty for museums and shopping malls, though you'll have to go to city records or just make it up for behind-the-scenes areas.)  Outline how these buildings have been repurposed by the current residents.


6. Draw out a shanty town and farms to supply your post-apocalyptic city-state around the fortified areas.  


7. Mark down important resources the players will want to take advantage of in town: shops, skilled artisans, inns and taverns, etc.


8. Go back to Google maps and find some other cool areas that you can turn into encounter sites/dungeons.  Find out what treasures and dangers are there.  Write up a list of rumors that folks in your city might know about these places, and who might pay your PCs to go there and do things.


9. Profit!



Thursday, August 27, 2020

Caudle Paper for Machinations of the Space Princess and other RPGs


Over at his blog, the Alexandrian, Mr. Alexander has recently waxed philosophical about coinage in RPGs.  He opines that the sweet spot is three to four different currencies:


So why track three or four currencies instead of two or ten or forty? In my experience, that’s generally the sweet spot where you get the benefits of flavor and logistics before hitting diminishing returns. What you’re generally looking for is: A poor currencyOne or two currencies in the range of what the PCs typically useA rich currency denoting unusual wealth or powerWith those relative values, you’ve gained the bulk of the semantic/narrative meaning to be milked from currency. In D&D that’s copper, silver, gold, and platinum. In a campaign where the PCs are drug dealers, it’s the scale from garbage bags full of dirty $1 bills that need to be laundered to flashing Benjamins at the club.

Machinations of the Space Princess has but a single currency: the cleverly named grams, palladium (aka GP).  It is, of course, easy to divide such things into fractions of a gram, and Desborough mentions such divisions, as well as larger coins.

But there’s no romance in that.  So I’m adding two new common units of currency to my Machination’s campaigns. 

The first is a common psychoactive drug that simultaneously induces euphoria and sedation.  It’s commonly produced in thin, translucent, square paper-like sheets roughly 7 cm on a side (slightly smaller than a post-it note).  Because these squares are the color of cinnamon bark, it’s sometimes called cinnamon paper, but its proper name is caudle paper for its regenerative properties (aka, CP; see, I can play this game too! ;D ).  Nobody will be shocked to hear that the common price for CP is 100 sheets for a GP.

Smoking a CP will restore a single hit point.  No additional hit points can be regained this way within the same hour.  Hedge-witches and back-alley medics are rumored to have techniques to boost the restorative powers of a CP, but strange side-effects are common.  You can also find CP holders and pipes that claim to boost the effects of smoking CPs.  None of these claims have been verified, though they do make you look more elegant. 

Still need to figure out what my PPs are going to be…

Tuesday, September 10, 2019

It Doesn't Make Sense to Make Too Much Sense

So you'll often hear, "Don't let the perfect be the enemy of the good," and it usually means that you shouldn't destroy a project trying to achieve perfection when all you really need is something that's better-than-serviceable. In other words, a good book that actually gets published is vastly superior to a "perfect" book that's never finished.

A pitfall like unto it is being overly clever. We've all seen the elegantly designed RPG that is a thing of beauty, with its perfectly symmetrical stats or elegantly designed resolution system that just doesn't work at the table. Well, that sort of thing isn't just for game designers; it can strike GMs too.

The fact is, the real world is full of wonky little things that make no sense. The highest and holiest of Christian holidays, Easter, is named after a pagan deity we know almost nothing about, but we're pretty sure all the rabbits and eggs point to Oester being some sort of fertility deity. Obviously what happened is that Christians piggy-backed on Oester's popularity and just co-opted one of her more popular holidays for their own. But the eggs and the rabbits persist, long after we've forgotten just about everything there was to know about Oester.

This is why it's a sure comedy hit every decade or so when some comedian will go onto college campuses to ask our "best and brightest" why Jesus wants us to hide eggs on Easter. If there's one thing college students learn, especially those of us who tackled the liberal arts, its how to create sense out of the jumbled nonsense of reality, especially if there's no sense their to be found.

Our days of the week are the same. Sunday through Friday, the names are Germanic/Norse, referencing gods like Tyr (Tuesday), Wotan (Wednesday), Thor (Thursday), and Frigga (Friday). And then, boom, Saturday, named after the Roman god Saturn. What's up with that? We really don't know. There's been lots of conjecture that the Norse were mapping their days of the week over the Roman ones and just didn't have a god they liked to replace Saturn. There's others that think Saturn was close enough to an Anglo-Saxon word "sætere" that means "seducer" or the like that they just kept it as-is. But the truth is, nobody really understands what happened there.

The point for you, my fine world-building friends, is that things that make too much sense, that are perfectly rational, are not terribly realistic. To make your world feel more real, make it less perfect. Throw in that one odd halfling drinking custom in your dwarvish culture. Create a perfectly rational solar calendar, but for one month a year that runs lunar and can swing between having as few as 20 days and as many as 36. And don't feel you must explain it (in fact, come up with three mutually exclusive explanations that scholars in your world feud over, just for that added hint of authenticity).

Saturday, September 17, 2016

What are the Implications of the Lovecraft Universe?

I’m assuming you’re familiar with the basics:

  1. The universe is very NOT human-centric. Not only are we not at the center of things, the vast majority of everything not of Earth is so alien that just looking at it will screw with your mind.
  2. Not only is everything else alien, it’s so inimical to earthly life that just hanging around it affects you in different negative ways, from madness to cellular degeneration.
  3. That all said, there is a sort of universal plasticity to all things, including people. What this means is that while hanging around an alien presence is warping your view of reality and making all your hair fall out, the alien could also actively rewrite your DNA so you sweat the alien’s version of a fine Chianti.

In short, not only is the alien horrific but its effects on you invoke all manner of body horror; the human body is the most alien and horrible thing of all that a human being must endure.

That’s the view from the mountaintops. As you dig into things, certain details have very interesting implications. For instance, Yog-Sothoth is described as “a congeries of iridescent globes, yet stupendous in its malign suggestiveness,” which is a wonderful way to describe a being of four (or more) physical dimensions interacting with your three-dimensional universe. It’s also somehow simultaneously outside our universe and yet coterminous with all of space and time. That means that if you could somehow communicate with/tap into Yog-Sothoth, you could know anything that’s ever happened or ever will happen. Likewise, you could travel to anywhere or anywhen. Imagine that as a method for FTL travel. You can get to Alpha Centari in mere minutes, but you have to travel through Yog-Sothoth to do it. Makes 40k’s Immaterium look like River City, Iowa.

Azathoth “blasphemes and bubbles at the center of all infinity” and “gnaws hungrily in inconceivable, unlighted chambers beyond time and space amidst the muffled, maddening beating of vile drums and the thin monotonous whine of accursed flutes.” Witches pledge themselves to it for their strange powers. Nyarlathotep is a go-between for humans and Azathoth, and can somehow bridge the divide between the human and the alien.

The Earth is infested with ancient alien beings like Cthulhu, trapped in a death-like sleep until “the stars are right.” It influences the dreams of humanity, inspiring worshipful cults, though just what the cults or Cthulhu get out of it, if anything, is never explained. By comparison, Dagon is much more straight-forward, trading rich fishing and bizarre gold jewelry for breeding-rights.

Luckily, you can escape all this body-horror and whatnot by transporting your consciousness to another body. Unfortunately, that body is likely to be even more utterly alien, like the Great Race of Yith that enjoys swapping consciousness with modern humans and going joy-riding in their bodies. These things clearly are on good terms with Yog-Sothoth since distances of time and space don’t deter their non-consensual consciousness-swapping ways.

And if swapping bodies isn’t your thing, you can always send your consciousness into the Dreamlands, a realm where powerful beings live double existences, where the “gods of earth” might dwell (when they’re not slumming it in Boston) and where the ghouls apparently go when they’re not eating people in the sewers.

And that might explain how you can hop into another body, with its own individual brain and chemistry, and yet retain your memories and personality; your “true mind” (or, at least, a reasonable facsimile thereof) exists in the Dreamlands and not in the flesh and chemicals of the brain and the limbic system. Those are just interface tools.

Thursday, October 03, 2013

If We're in Heorot, it Must be Wotan's Day

There's been some fun chatter about calendars and their uses over at G+ lately, resulting in a post by Oddysey over at her blog. She mentions that she has no idea what the date actually is in the Doom & Tea Party's game. By the in-game calendar it is, in fact, the 20th day of the Second Moon of Spring. But that's not terribly important.

Generally speaking, in your standard Old School game there are few reasons why players worry about dates and time. The first is logistics: do they have enough food, principally. And food is measured in days-worth of rations. So knowing how many days it will take to travel from point A to point B, or how many days travel away from civilization they are is what they're really worried about.

And for that, you don't really need any calendar at all. But there are other issues that might make knowing specific dates important. Some of these are cultural: festivals, legal proceedings, birthdays, stuff like that. Some are merely window-dressing; are the peasants in the fields harvesting, sowing, mending fences or what? Some are logistical; are the roads smooth and dry, muddy swamps, or under two feet of snow?

But a few issues can be of vital importance to adventurers. The two that repeatedly pop up in my campaigns are the times of sunset and sunrise, and the phases of the moon. And for those, you need something a touch more robust. But only a touch. You'll notice that the calendar for Doom & Tea Parties is ridiculously simple and terribly unrealistic. But it makes it very easy to know both the season and the current phase of the moon. No math or tables required.

I did something very similar in my Numenera game. The setting dictates 28 hour days and a 313 day year. So I made that as simple as I could, with four seasons divided into three moons, and each moon having 26 days. The full moon falls on the 13th day, and the new moon falls on the 26th. The extra day is New Year Day (falling between the last day of the Third Moon of Autumn and the first day of the First Moon of Winter), keeping things both easy-peasy and in line with the official setting dictates. And again, no funky names for days or months. The Third Occlusion of the Octopus means nothing, but everyone has some idea of what the 20th day of the Second Moon of Spring ought to be like.

As it turns out, one of my players chose Howls at the Moon as their Focus, so knowing when the moon is full is actually pretty important. He doesn't have to guess, I don't have to fiddle with tables or calculations, and life is good. This is the Zen of the Lazy DM. ;)

Thursday, August 22, 2013

For Numenera: the Nine Deadly Sins

Just a bit of background detail as I get ready to run a Numenera game. I have some players, a few PCs made up, and I'm working on our first adventure.

By the time Cilven was elevated to the office of the Amber Papacy, the Order of Truth was in crises. The Triangular Heresy was by this point deeply rooted in the foothills beneath Mencala Peak. The ever-escalating extravagant promises made to princes and patrons were beginning to take their toll on the Order's reputation. The resulting scandals, plus the continuing actions of Brechels and his acolytes, drove a wedge deeper and deeper between the Order and the Angulan Knights, which by this point were becoming an institution within the Steadfast.

No sooner had the mantle of papacy settled upon Cliven's shoulders than she immediately set to reforming the Order of Truth. Once again, all encyclicals were published in Truth and the library program was reinvigorated with additional funds and talent. For the first time, the Amber Papacy officially declared human breeding experiments to be anathema, a powerful first step in repairing the fraying alliance between the Order and the Angulan Knights.

Most importantly, Pope Cliven prescribed the until-now informal Nine Deadly Sins in her famous “On the Character and Future of the Order of Truth”:

Profligacy – In a world of limited resources, it is imperative that as many as possible be turned towards understanding the mechanics of the physical world and the numenera we have been blessed to study. Since the Princes and Peoples of the world will, as is their nature, waste so much on War, Pomp, and Comfort, it falls to the Aeon Priests to set the example by devoting as much time and treasure as they are able to study and research, setting aside the bare minimum required for health and well-being...

Suppression – Truth hidden is theft! It is an act of violence against your brothers and sisters, against the Order, against all of humanity, and against all rational and peace-loving beings of the Ninth World. To hide discovered knowledge for personal aggrandizement or out of perverted humility is to turn your back on truth and embrace falsehood. For indeed, a truth not put to the Test of Reproducibility is not a truth but merely a supposition...

Pride – Truth is greater than any one person, any clave, any priest or pope, even the entirety of the Order itself. When a supposition is put to the Tests, it is the supposition that is tested, not the one who has proposed it. Ego has no place in the Order and no place in a Test, either among the testers or the proposer...

Deceit – To falsify data is to murder knowledge, trust, wisdom, and peace!

Sloth – Failure to record even a single iota of data is worse than spending the whole day in bed. At least the sleeper does not waste the time of others, or threaten the veracity of investigation and experimentation...

Superstition – Only those things that can be measured can truly be known. To base one's propositions on hearsay, assumptions, hopes, or the actions of inscrutable beings of nebulous reality is to build one's house upon sand...

Carelessness – Never forget the Doom of Calleene! Never forget that you hold the lives of your brothers and sisters, your neighbors, perhaps even of the entire world in your frail hands! The search for Truth is never bloodless, but it is in your hands to hold back the toll of death and pain. It is your care, your precision, your cautious wisdom and safe habits which hold the Imp called Murrfee at bay...

Ignorance – We are all plagued by things we don't know. The world teases us with questions that assail and delight our minds. And yet we are also offered a banquet of knowledge and Truth upon which to feast. While none of us can know all that is offered, to choose ignorance when one could choose knowledge is worse than choosing death when one could choose life...

Hubris – While we are called to learn the entirety of Truth, we are not called to wield every power Truth puts in our hands. Understanding how something is done is not the same as understanding why, or even if, a thing should be done. We must honor the things that are, and understand why they are that way before charging headlong into “improvements.” First among these is the sanctity of the human form...


Armed with this list, and with the aid of the Angulan Knights, Pope Cliven set about purging the Order of Truth of its fascination with short-term goals and gains. Competition between priests for patrons and worldly prestige, while not eradicated, was at least held somewhat in check. Priests were given the opportunity to confess their wrongdoings and endure public scourging in order to prove their penitence. Those who refused were excommunicated. The Triangular Heresy was driven across the Black Riage and never heard from again. Brechels the Mad was devoured by a xi-drake and his principle lieutenants forced to endure public confessions and scourgings in the capitals of all the nations of the Steadfast.

- Excerpt from the Elder Debon's A History of the Amber Papacy

Monday, March 26, 2012

FLAILSNAILS, Ho!

Sphere of the Shattered Autarch


Adrift upon the Seas of Fate, the Sphere of the Shattered Autarch is a ball roughly 85 miles in radius (giving its surface roughly the same square footage as the British Isles). While it is a disturbingly tiny sphere, its curvature obvious to any creature standing upon it, it exerts as much gravity as a far larger world. It bobs and tumbles slowly upon the Seas of Fate, with half its volume submerged when the seas are relatively calm. By slowly rolling in the Seas, the Sphere creates a facsimile of a day-and-night cycle. All land on one side of the water line is lit nearly as bright as day by a sky full of brilliant, rainbow-hued nebulae. The other side is shrouded in a deep mists and shadow. The line between them does look, to both sides, like the surface of the Seas, but passing through it doesn’t make you wet (though the fogs on the mist side are sometimes thick enough that standing in them long enough will make you soggy).

In ancient times, the Sphere was the battle-barge of a world-plundering Autarch who would descend on unsuspecting populations and unleash the hordes dwelling upon his sphere. It is said he met his fate when he fell madly in love with Tiamat. While wooing the Mother of Wyrms, she rubbed him down with honey-garlic glaze, slow-roasted him, and devoured all of him save his heart, which she still keeps as a trophy in a jar of translucent alabaster.

Population Centers

There are two inhabited port cities on the Sphere, at the poles of the sphere. Both have a large dock facility that sticks out at right-angles from the sphere. To those docking at such ports, ships “on the other side of the sea” appear to be upside down, their keels pointing towards the heavens. Stepping off the docks and onto the sphere reorients “down” as towards the center of the sphere.

AXIS
The larger of the Sphere’s two port cities, Axis is metropolitan by ancient standards with a population of roughly 18,000 individuals. Due to the necessities of the port facility, the buildings at the center of Axis, mostly warehouses and sailors’ dives, are low and long buildings, while the taller towers and spires are out along the edge of the city. It serves as a port and refuge for those sailing the Seas of Fate. The gambling dens and vice halls of Axis are comprehensive in their offerings, but can be expensive, especially if a stranger appears to be wealthy or willing to spend coin freely. The Moon-Beasts have a compound near the port as well, and their agents occasionally roam the streets, scooping up drunks and others who have partied a bit too heartily for employ in their black galleys.

It’s also seen as neutral ground for gods and their minions. Axis doesn’t have temples so much as embassies from untold numbers of gods and godlings, and it’s said that some of its streets don’t actually exist on the Sphere itself, but penetrated the multiverse in various dimensions. Thus, it’s not entirely unheard of for people to stumble into Axis from other worlds without realizing what’s happened.

Finally, Axis houses a massive library. The Library of Axis is fashioned from marble and roofed with gleaming red orichalcum. The sphinx who guards and keeps the library is not very welcome of random visitors, however, and just earning access to the labyrinthine stacks can be a trial in itself.

The sewers of Axis are said to open to the ancient catacombs of Axis, where the heroes of the Autarch’s plunderers were laid to rest. Hundreds of would-be heroes descend into the sewers every year, and most are devoured by baby dragon turtles. More discerning treasure-hunters seek their fortune in the nearby Ziggurat of Ravens, assuming they can find a way in.

ANTIPODES
On the opposite side of the sphere from Axis is the port village Antipodes. The village is always shrouded in thick mists, no matter which side of the water line any particular street happens to be on. It has a third of Axis’ population and is generally considered much less urban and refined than Axis. Its tentpole industries are harvesting cabbages and raising spidergoats in the surrounding hillsides. More adventurous souls use Antipodes as a base of operations for exploring the nearby Snake Museum, an ancient ruin currently overrun by white apes.

Other Spots of Interest


FUNGOID JUNGLES
At various spots along the Sphere’s equator are thick jungles of towering mushrooms, thick drifts of moss and mildew, and pools of bubbling smuts. While it’s believed that these places of devoid of traditional treasures, the sorcerers of Axis will sometimes pay adventurers to journey into them to retrieve certain spores or caps for their experiments.

THE PLEASURE DOMES
The Sphere sports three of these: the Alabaster Pleasure Dome a few days journey from Axis, the Jade Pleasure Dome opposite the Snake Museum from Antipodes, and the Onyx Pleasure Dome hidden in one of the fungoid jungles. None have any obvious entrances. It’s rumored that underground passages must allow access from beneath, and that each is crammed to brimming with the Autarch’s ancient spoils.

THE AUTARCH’S WINTER PALACE
Shrouded in crystal snow, the Winter Palace is carved from green ice. Just beneath the surface of the ice can be seen all manner of bizarre and terrifying creatures, frozen in various positions of lurking or pouncing menace. While the upper levels were plundered long ago, in a few spots the ice is clear enough that lower levels can be seen. None have yet found a way to descend to the palace’s dungeons yet.

UPDATE


Joceyln the cabbage-growing peasant has had a VISION. The slitherous ST. SERPENTOR has come to her IN A DREAM and told her to GO FORTH! and retake THE SNAKE MUSEUM from the fiendish WHITE APES that therein dwell, so that it may be consecrated as a monastery in HIS name. She seeks fearless companions to aid her in this worthy quest, and to share in the TREASURE!

The expedition will take place on Saturday Friday 7pm Eastern / 23:00 UTC on Google Plus. The game is run under the FLAILSNAILS conventions. Jocelyn is a 1st level Labyrinth Lord character built with Stuart Robertson's Paladin subclass. I'll be running a bastard version of Moldvay/LL, with Shields Shall be Splintered, some variation on the Table of Death & Dismemberment, and whatever tickles my fancy at the time. Characters above 3rd level will be handicapped.

Monday, January 09, 2012

Hex Mapping Part 5 Addendum: Moral Landscapes

Getting back into the swing of blogging, I've been going back through my posts about hex-mapping. Part 5, where I discuss placing the terrain features that exist between mountains and coastline, brought to mind a conversation I had with a friend about alternatives to pseudo-realistic geography.

The guidelines I gave will tend to generate a landscape that is reasonably realistic. This should give you a map suitable for a campaign built around the assumptions that under-gird the stories of Conan, Elric, Fafhrd and the Grey Mouser, or Odysseus. In short, it's designed to fit very well with what most of us consider the default assumptions of the early versions of D&D.


Good 'ol Appendix N has a lot more going on in it than just those stories. Consider the landscape of the Arthurian romances, for instance: trackless forests peppered with magical castles, enchanted pools, and bridges fashioned from giant swords. The lands of Narnia and Oz are like unto it. All of them share a moral component in their landscapes. The moral character of the land's rulers and inhabitants actively shapes the landscape.

In Part 5 of this series, geography informs the location of populations within it. A more Arthurian geography turns that on its head. The twisted and wicked troll king does not choose to live in lands of tangled brambles and sulfurous hot springs. Rather, whatever land the troll king chooses to dwell in will eventually become tangled with thorny brambles and dotted with sulfurous hot springs. Likewise, the lands around Camelot are not rich and fertile due to geography so much as the virtuous nature of the King and his court ("The land and the king are one.") Should that virtue be compromised, the land's fertility will suffer and fair weather will turn foul.

If that's more the feel you're going for, you should place your terrain features after you've decided who lives where. Kingdoms will tend to be small (most seemed to have but one large city, if that many, and it was centered around the capital castle) and there will be little trade between them. It wouldn't be unusual at all to come across some land or castle nobody from back home had ever heard of before. You might even easily cross between worlds without realizing it, a la the Mabinogian.

It doesn't need to be an either-or thing, of course. Tolkien's Middle Earth seems to borrow a bit from column A and a bit from column B here, where the geography itself is anthropomorphized enough to create its own moral atmosphere. Ancient tragedies create modern terrain hazards, but most of the world appears to operate under the forces of geology and meteorology well known to most of us. In such a world, the features of the troll king's kingdom have a certain chicken-or-the-egg mystery about them; does he live there because he chooses, does the landscape follow him, or does he create it somehow?

Wednesday, September 14, 2011

Hex Mapping Part 16: to Fight the Horde and Singing and Crying...

Let’s start our discussion of random tables with the classic: wandering monsters.

Mr. Cook writes:

Encounters are usually checked for once per day, but the DM may include planned encounters, or may make additional checks if appropriate. No more than three or four encounter checks should be made per day.

Again, the time scale, like those for distance, is grossly large.The assumption is that the PCs will travel through a hex, jot down the principal terrain type, and then move on. Making only one or two wondering monster checks per day means that you can quickly mark off a handful of days fairly quickly. Cook suggests rolling a d6 to see if an encounter happens; in grasslands and hexes occupied by a civilized settlement, encounters have a 1-in-6 chance of happening. Most terrain has a 2-in-6 chance of generating an encounter, while jungles, swamps, and mountains have a 50% chance of generating an encounter.

That’s not a lot of encounters. Traveling across your fantasy version of the American Great Plains will allow your average group of PCs to cover 18 miles in a day (three hexes) and encounter wandering monsters only once per six days on average (or basically once every 108 miles).

In short, logistical shortfalls are of greater concern than monsters. That D&D is about exploration more than monster-mugging becomes abundantly clear in a hex-crawl. Logistics are a bigger issue than combat (and so we’ll take a closer look at it later, when we discuss hex-crawling from the picture side of the DM’s screen).

But wait, there’s more! If you use Moldvay’s Monster Reactions table (page B24 for those of you following along at home), combat becomes even less likely. That’s because it’s a 2d6 roll with the most common results (a roll of 6, 7, or 8) being “Uncertain, monster confused”. You’re just as likely to roll “Enthusiastic friendship” (a 12) as you are “Immediate Attack” (a 2). (Cook reproduces the table on page 23 of the Expert book when discussing outdoor encounters.)

And, just to lower the chances of combat even further, there is a chance for the PCs to evade the monsters. The table given decreases the chances for larger parties of PCs, and increases the chances for larger groups of monsters. A party of 5 to 12 PCs, hirelings, etc, has a 50% chance of evading a group of monsters numbering between 4 and 8, and a 70% chance of evading groups larger than that. Failure to evade still allows the PCs to flee “in a random direction (no mapping)” with a 50% of being caught if the monsters are faster. “This procedure is repeated until the party successfully evades or is caught. (This may result in the party being chased for several days, if the pursuers are really serious about catching them.)”

Two other things of note on wandering monsters: first, many are bestial, and so won’t be carrying treasure on them, unless the PCs are lucky enough to encounter them in their lair. Second, there is absolutely nothing done to match the levels of the PCs with the toughness of the monsters on the charts. In most terrains, Cook’s tables return a dragon (which could be a chimera, wyvern, basilisk, or salamander in addition to one of the classic color-coded wyrms) in one of eight encounters on average (one in four if the encounter is mountainous, hilly, or barren terrain).

The moral of our story here is that combat isn’t the fun in a hex-crawl. The real fun is exploration and discovery, and even a mid-level party is going to want to avoid most combats and needs to be willing to sacrifice their mounts if they encounter a hungry dragon or the like.

With this in mind, our two goals in creating a wandering monster table need to be 1: a random complication to the otherwise straightforward logistical challenges over overland travel and 2: an opportunity for interesting RPing encounters. We’ll tackle actually building some tables next time.

Monday, September 12, 2011

Hex Mapping Part 15: Getting Random

Embracing the hex-map-as-improvisational-tool, we’ll want to develop other, similar tools as sort of utility-multipliers for it. The most traditional of these is the random table. And the most traditional random table is the wilderness wandering monster table. But there’s no reason to stop there. You can create random tables for all sorts of things, including:

  • unusual land formations.
  • results for hunting, fishing, and foraging.
  • disasters like earthquakes, volcanic eruptions, hail storms, etc.
  • weather.
  • frequency of and style of the ubiquitous defensive terrain the PCs will always want to camp in.
  • celestial phenomena like auroras, shooting stars, blood-red moons, etc.
  • bizarre animal behavior like birds trying to bury themselves or spontaneous sponge migrations.
  • magical effects, like magic being stronger or weaker, or rivers that steal your memories, or portals to other planes or other spots on the map.

There’s no need to go crazy here; none of these are mentioned in Cook’s Expert book, for instance, and so you can probably get along just fine without them. Still, if there’s any aspect that you consistently find yourself flummoxed on when the players ask about it, go ahead and make a table.

In my Doom & Tea Parties game, the PCs have been very careful to be well-supplied before leaving town, but they’re always asking me about the layout of their camp. A good random table simply helps me not repeat myself too often. Magic is extremely rare (so I don’t bother with a table of wacky magical effects or strange animal behavior, since anything the PCs see along those lines is extremely important and crafted to fit the situation) and the island of Dreng Bdan, like the one we’ve been building for this series of articles, is in the tropics, so the weather is fairly predictable (rain every day during the rainy season, hot the rest of the time).

The key to a good random table is to not put more than you need to inspire you on it. The more detailed the table is, the less flexible it is. Here’s the table I’ve been using to describe defensively-positioned campsites in the jungle:

Roll a d10 1d4 times on the following table.
1: water (stream, river, pond)
2: boulders
3: hollow tree (strangler fig)
4: fallen tree
5: thorn bushes
6: cliff or ledge
7: sink hole
8: quicksand
9: insects
10: tangle of vines.

By rolling on this table, I get a series of barriers that the PCs will use to guard one or more flanks of their camp. Some are potentially as dangerous to the PCs as they are to any attackers (like the insects or the stream if its inhabited by nixies), and I usually describe these features to the PCs to see if they want to accept the site or if they want to keep searching for something a bit safer.

It’s the combination of a random number of randomly generated features that keeps this list from looking like too much of the same thing over and over again. All of these are things you’d expect to find in a jungle, and so a certain amount of repetition is fine, even builds a sense of verisimilitude, but the combos are going to be unique enough to spur my own imagination when necessary. You may find your own imagination needs fewer or more details. As always, season to taste.

Friday, August 19, 2011

Hex Mapping Part 12: Workin’ in a Coal Mine, Workin’ Downtown...

Last weekend somebody asked me, "do you really do this much work before starting a campaign?"

My reply: oh, heck no!

What I have posted so far would be the work of a lazy afternoon. Over the span of 2 to 3 hours I would have scribbled out a map with pencil and paper and jotted down maybe a page or two of notes. I could have just shown you that, but would you have been able to make any sense out of "orcs" and "mind flayers" with an arrow pointing between them?

So I downloaded Hexographer and wrote up fairly detailed descriptions, or, at least, much more detailed than I would have written for just myself. If you've been at this for any period of time, you certainly have already developed a shorthand for describing places and monsters and situations your players are likely to encounter.

Evan at In Places Deep touches on this when discussing this picture of Gygax at the gaming table. You also see a lot of this in the Zak's Vornheim. We don't really need to be that detailed. Hex crawls are primarily powered by improvisation. What we've done so far is just give ourselves enough of a framework to build on as the players explore our island. We'll be hitting this point a lot. Most of the tools that we're going to develop are aids to improvisation. This includes the map I've been talking about for the past two weeks, the random encounter tables we’ll be tackling in the future and any other bits and bobs that invoke randomness (like random weather tables) or terrain details.

Unlike a West Marches game, classic hex crawls are not about going over the land with a fine-toothed comb. It's more on par with the Lewis and Clark expedition, exploring the terrain at a land-eating pace where one of the primary motivations is discovering what cool things the DM has hidden just beyond the horizon. The double-sided purpose of the map we have made is to both inspire and leave room for cool things to tantalize and dazzle our players with.

Wednesday, August 17, 2011

Hex Mapping Part 11: Tyger! Tyger! Burning Bright

“Oh,” say those who have played in my campaigns before, “here’s where he’s putting in the rakshasa.”

I'm a big fan of rakshasa, whether you're talking about the tiger-headed sorcerers of D&D or the shape-shifters of Hindu and Buddhist lore. There are a handful of monsters I just really love using, and I try to include them in every campaign. I doubt I'm unique in this, so when building your own hex crawl be sure to keep your favorites in mind.

In this case, I'm putting them in a city in the hills where the river bifurcates. It was originally built hundreds of years ago by the elves, and was one of the last abandoned by them. (Note that this also gives us an excuse to cover the countryside with abandoned elven ruins.) It's ruled by a family (or perhaps feuding families) of rakshasa. Most of the inhabitants, however, are less dangerous humanoid monsters, probably gnolls (another favorite monster), minotaurs, and maybe unusual merochi families.

Along the river exist small communities and individual freeholds of thri-kreen. These were left behind by the elves when they abandoned this area. South of the city, in the swamps along the coastline of the delta, are hidden villages of turtlefolk. Both avoid the city as much as possible.

In the plains on either side of the river wander clans of wemic. In the hills to the north and east are small clans of hill giants. Both of these prey upon the thri-kreen to keep as slaves for themselves or to sell in the rakshasas' city. Moon beasts may also be involved in this trade.

The broken lands to the west and north are a veritable maze of shattered stones, defiles, ravines, small canyons, and lava tubes. This territory is claimed by a number of minotaur clans. Successfully navigating this maze will lead you to the active volcano at the southernmost tip of our secret plateau. Here, a fortress inhabited by fire giants guards the entrance to the plateau.

What's in the plateau? No idea just yet. But there's still no rush to fill that in. On Friday, will back up, survey what we've done, and discussed how I would actually accomplish this much for normal game I was planning to run.

Monday, August 15, 2011

Hex Mapping Part 10: Ashes, Ashes, We All Fall Down

We’re now to the southern end of our island, the sections furthest from the human lands and our PCs’ starting zone. These should be the most challenging sections as well as the most fantastical, just as you’d expect at the deepest parts of a dungeon.

In the southwest we have our corridor of active volcanoes, grey ash, and giant fungus forests. The smoldering (or even actively erupting volcanoes) constantly belch smoke and ash into the sky, and the prevailing winds and shape of the valley cause it to blanket the area between the mountains. It’s not unusual for the sky to rain flakes of ash or dustings of very fine grey-black powder from the sky. Drifts can be as deep as four feet, and speeds will likely be reduced to a mere third of normal. Just walking through this landscape can be dangerous.

Even breathing can be a challenge, because the dust is shot through with magical particles (perhaps the magma pushes up through a vein of mithril or some other magical mineral). Breathing this dust without some sort of protection or filter will result in strange magical effects or even mutations. For every half-day the PCs spend traveling through this terrain without the proper protections, roll a 2d6 and consult the following table.

2-3: the character’s skin sprouts (roll a d4): 1 - iridescent scales (+2 to AC), 2- golden feathers, 3 - porcupine quills (+1 damage in melee) 4 - a glistening lair of slime (+1 to AC, -1 to reaction rolls, +2 on saves vs. poison or to resist fire or magical fire).

4-5: the character acquires (roll a d4): 1 - nictating membranes over the eyes (+1 to saves vs. blinding or gaze-attacks), 2 - a prehensile trunk (may be used to wield an additional weapon at -4 to hit), 3 - a forked tongue, 4 - a prehensile tail.

6-8: the character develops a hacking cough. So long as they are exposed to the dust, they get a -1 to all dice rolls.

9: character behaves as if under the influence of a confusion spell for 1d2 hours.

10: roll for a random insanity. Only a lengthy clerical purification ritual will remove it.

11: character gains ESP for six hours. At the end of that time, roll a save vs. spells to see if the character acquires a random insanity due to the thoughts of others intruding upon their mind.

12: character gains the ability to cast a single, randomly determined first-level magic-user spell at will so long as it is cast in the next 24 hours.

The western line of mountain and the broken lands at the northern point of the territory are inhabited by wandering tribes of nomadic gnolls. They wear complicated masks with filters to catch most of the dust, but incidents of mutation are still fairly common among them.

In the fungus forests along the river live myconids and similar critters. These have no need to protect themselves from the ash and soot falling from the sky. In fact, their lives may very well depend on the stuff.

At the river’s end, where it flows sluggish and silty into the sea, is a large elven city. These are Melnibonean-style elves, wicked and cruel and wracked by ennui and caprice. They are most assuredly not likely to be allies of the PCs, and any alliance they do make will last only long enough to allow the elves to betray the PCs at the worst possible moment. It’s rare to meet any of these elves outside their city, but occasionally their sleek corsairs are sent out to raid along the coast or seek out merchant ships for plundering.

Over half of the city’s population are slaves. This far out, they don’t need to worry about the effects of the ash (though nobody drinks the water if they can avoid it), but the elves themselves delight in “improving” their slaves. Most of the slaves are thri-kreen, imported to the island because they appear to be largely immune to the worst of the ash-fall’s effects. However, members of nearly ever population on the island, including some humans, are represented among the city’s enslaved.

Long ago, the elven empire laid claim to the entire island. As their numbers dwindled, they’ve been forced to abandon all but this last bastion. Still, they consider the island to be theirs and theirs alone, and treat humans or other recent arrivals (and by “recent” they mean anyone who’s landed in the last 600 years) as interlopers. Luckily for everyone else, those elves who don’t spend most of their time indulging their depraved vices are too busy squabbling among themselves for lordship of the city.

Still, the city and the fungal forests to the north are rich in magical resources. Characters interested in rare herbs, psychedelic fungi, and exotic flora will find a veritable cornucopia of varied species along the river’s banks. Ever hour spent exploring beneath the towering mushroom caps will reveal one of the following (roll a d8):

1: random lotus type

2: tangerine smut: grows on other fungus. Horribly toxic to touch, causing nerve damage on contact with bare skin, resulting in the loss of 1d4 points of Dexterity. (Powerful clerical magic can undo this damage.) If the smut is dried, it will produce a bright orange powder with anesthetic properties (heals +2 hit points per level of the wounded when used in bandages on open wounds; each found collection of the smut results in 1d6 such uses when dried).

3-4: cleric’s wort: a small plant with silvery fuzzy leaves. If these leaves are dried and added to 100 gp worth of incense which is inhaled by a cleric who is meditating or praying to prepare spells, the cleric will be able to prepare one additional spell of their highest level available that day. However, there’s also a 1 in 12 chance that the cleric will also permanently lose one point of Constitution. Each plant found gives enough leaves for only two such uses.

5-6: berserker pods: red and green puff-balls that grow in wet, sheltered spots. If a pod is crushed under someone’s nose so that they inhale the spores, they will be filled with amazing strength, (treat as a 19 strength or a +4 to hit and damage bonus) for 2d3 rounds. However, every round they are under the influence of the spores, there is a 1 in 10 chance of the character behaving as if subject to a confusion spell. Harvesting results in the collection of 2d4 viable pods, but they lose their potency after a week.

7: Tartarus’ slime: a blackish-purple slime mold. If coated on a blade it will render anyone even scratched by the weapon catatonic for 1d4 hours if a save vs. poison is failed. Each crop found will be enough to coat 2 swords, six daggers, or eight arrows. Tartarus’ slime loses its potency 2d6 days after being harvested.

8: A shrieker: roll on the wandering monster table.

Wednesday, August 10, 2011

Hex Mapping Part 8: Go For the Eyes, Boo. Go For the Eyes!

If you’ve been reading my blog (or many others in the OSR) for any length of time, you’ve likely seen praise heaped on Taichara’s Hamsterish Hoard of Dungeons & Dragons. Taichara doesn’t post often (the site is on hiatus right now) but when she does, it’s amazing stuff. Even better, if your players don’t read blogs much, they’ve likely missed out on all the hamsterish goodness. So they’ll have no idea what hit them after you unleash the hoard’s hordes upon them. Muah-ha-haaa...

I’ll be returning to the Hamsterish Hoard repeatedly for inspiration and monsters. Today, I’m going to use one of my personal favorites, the ankeri.

South and west of that northern V of mountains that cradle the human settlements, a pair of rivers wind out of the mountains, through some hilly terrain, and then join before continuing down to a swampy delta and then into the sea. Nestled along these waterways are the handful of villages and towns of the ankeri. Their homes are made of kiln-baked bricks and thatched with the grasses and reeds of the rivers. In addition to chickpeas and grains, the ankeri also farm papyrus (for they are a highly literate society) and various breeds of hamsters from which they weave an especially fine and water-resistant wool. Cricipters, especially albino ones, can also be found in grand aviaries in some of their temples, as they are seen as the messengers of the gods and the bringers of love and fertility.


The ankeri nation is a loose confederacy woven together by a shared faith. The supreme position of their priests makes their nation technically a theocracy, but it is a tolerant one that primarily wields influence though judicial means. Most personal matters and conflicts between clans are settled through an ornate and festive dueling culture. Matters that touch on the larger community are brought before a council of priests to adjudicate.

The ankeri are likely to serve as another group that might prove friendly to the PCs, or at least willing to deal with them as commercial customers. Trusted PCs may be able to buy maps of the lands surrounding the river communities of the ankeri. Even the best maps, however, won’t show anything beyond the mountains. So far as the ankeri are concerned, that’s terra incognita.

Cohesion among the ankeri is reinforced by their neighbors: two nations of merochi which live on opposite sides of the river, bracketing the ankeri civilization between them. (Hey, it’s my blog, I’m gonna pimp my critters too!) Each nation has its own ceremonial center, a broad plaza surrounded by stone-walled, curve-roofed barracks for visitors, the small complex where the priestesses who tend the site dwell, and a ziggurat temple. Few merochi can be found here, however; most dwell in scattered settlements where the males raise the young and supervise the slaves who tend their fields (many of whom are ankeri or gelded males) while the females hunt.

There’s a lot of interaction between the ankeri and merochi. The ankeri sell the merochi most of their pottery, clothing, and jewelry. In return, the merochi sell the ankeri leather, feathers, captured animals, and their services as mercenaries. Unattached merochi males frequently serve as guards in the homes of wealthy ankeri, or in the clan caravans of the sau'inpu merchants who travel between the settlements of both ankeri and merochi.

Among the slaves of the southern-most merochi are gnolls and thri-kreen. They can tell the NPCs something of the bizarre lands that lie further south, where the volcanoes still rumble with angry life, and fill the skies with clouds of strange ash.

And now a musical interlude: But-kicking For Goodness!

Monday, August 08, 2011

Hex Mapping Part 7: Tradition! (Dai-dai-dai-dai-dai...)

Generally speaking, a hex map should work very much like a dungeon map: the “deeper” you go, the more dangerous the critters should be. The caveat on that is, in the wilderness, the PCs have a lot more flexibility when it comes which encounters they tackle with combat and which they avoid entirely. There’s just a lot more mobility in the wilderness, and if the PCs ever come across a population they don’t want to fight, they can generally get around them somehow.

So we’ll start with a fairly traditional low-level monster: goblins. The eastern jungles below the V of the mountains and north of the first river is peppered with small goblin tribes. Most are probably nomadic hunter-gatherers, but some will be organized into actual static villages. The further south you go, the more organized the tribes are and the more they’re likely to have domesticated giant spiders. I could even see some of these guys dressing up in spider-inspired war costumes.

Those living close to the southern river are in a constant state of low-level conflict with their neighbors. There are raids across the river going both ways. In the jungles between the two rivers live lizardfolk. While less numerous than the goblins, they are a lot more organized, and possess an actual city along the edge of the mountains. It’s an ancient ruin built in their prouder days (or possibly by another race entirely?) where their immortal king (who is actually the green dragon who disguises himself with magic) lives and rules over them.

While the goblins are almost certainly to turn out to be foes of the PCs (though playing one tribe off against another certainly is a possibility) the lizardfolk might turn out to be fairly friendly to the PCs. Having groups that are potential allies is important, especially if you use advancement rules like Jeff’s Carousing rules or LotFPWFRP’s insistence that only treasures returned to civilization count. The deeper the PCs travel into the wilderness, the harder it’s going to be for them to return to Home Base between missions. You need to give them some way to replenish their expendable supplies and level up. Allies can do that for you. We’ll be revisiting this topic later.

The goblins are little more than an annoyance to the lizardfolk and their wyrm-king. Their other two neighbors are far more threatening. To the east are the bullywugs that live in the massive swamp that spans the shoreline between the two rivers. The swamp is a spooky, eldritch place, teeming with carnivorous plants, strange creatures, and mysterious phenomena. The rocky hills in the center of the swamp are holy places to the bullywug, where their living ancestors dwell.

Relations between the bullywugs and the lizardfolk are fairly quiet most of the time. Every generation or so, however, the bullywugs swarm out of the swamps in great numbers, bent on pillage and destruction. The lizardfolk have erected a few forts, mostly of earth and wood, to guard against these occasional invasions.

Of greater concern to the lizardfolk are the orcs that live south of the river. Raids and skirmishes across the river are common in both directions. The orcs have matched the forts of the lizardfolk with tall stone towers of their own. While the jungle claimed by the orcs is vast and includes many different tribes, the orcs seem capable of banding together quickly, and even engaging in long-term projects such at the building and garrisoning of the towers. An alliance between the lizardfolk and the fey living in the southern river (a clan of potent nixies) is one of the reasons the lizardfolk haven’t simply been overwhelmed yet by the orcs.

The source of the orcs’ inexplicable organizational abilities is not guessed at by even most of the orcs. In truth, their chieftains and shamans are all in thrall to a cabal of mind flayers who dwell deep beneath the mountain range that makes up the western boundaries of their domain. A complex system of potlatch and raiding between the orcs sends a steady stream of slaves and treasure to the mind flayers in their hidden caverns. The principle foe of the mind flayers is the living ancestors of the bullywugs. To date, however, attempts to invade the jungle with
massed orc hordes have failed to penetrate deeper than a dozen miles beyond the river.

So that’s the eastern quarter of the island. Next time, we’ll populate the western quarter with some less-traditional critters.

Friday, August 05, 2011

Hex Mapping Part 6: Who Are the People in Your Neighborhood?

Finally, we’re ready to begin populating our island. This is probably my favorite part of world building.

First, an important note about hex-crawling. The bedrock assumption of the hex crawl is that the area the PCs will be exploring is mysterious and unknown to them. There are no maps existing already that show what they should expect to find. The point is for the PCs to fill in the blanks spaces.

Towards this end, the outposts of civilization (or, at least, the civilization the PCs belong to) should be few. On our map, there will be only a handful, and all clustered close together.

So, starting at the top, we put a large city where the northern-most river meets the sea. I want a fairly serious city so that the PCs can expect to buy anything they might need: triremes and mounts, porters or slaves, powerful healing magic, and someone who can remove curses or similar unfortunate magics for a price. You can fudge this a bit by making the city heavily focused; the Pitsh of my Doom & Tea Parties campaign is a theocratic community that grew up around a temple to Uban that itself was focused on exploring the island of Dreng Bdan and plundering its ruins. That means it is much richer in clerical resources than you’d normally expect from a city its size.

For our hex-map island's human city, I’m thinking it’s an outpost of the Sea Lords, a city-state that only recently won its independence from another such state. Possibly a brother or nephew of some other Sea Lord or some such. It’s a port-of-call for pirates and smugglers, but also an important shipyard for same. Up-river, in the jungle hexes, I’ll put one or two villages that are based on logging. They’ll float their lumber down river to the city where it’s transformed into new ships. I’ll also drop in a few villages in the clear hexes where farmers grow food to support the city and the loggers.

This part of the island is pretty well explored, and when I hand the PCs a map of the island, the part north of that V of mountains will be largely filled in. So will the coastline, but nothing else; due to the city-state’s battle for independence, they’ve not really had the chance to explore the interior yet. That’s where the PCs come in.

Some critters are so dangerous, they’re practically forces of nature in their own right. Dragons come to mind. I want three on this island. The youngest, a male red, lives in the extinct volcano just north of the mysterious plateau. The oldest, a female red and possibly the mother or grandmother of the young red, lives in the dead volcano just north of the grey volcanic ash wastes. And I’m thinking there’s a green somewhere in those jungles on the eastern side of the island. I could put a black in those hills surrounded by swamp along the eastern coast, but I’ve got other ideas for that part of the world.

I want to place the dragons now because they'll likely distort the social map. Few people want to live next-door to a dragon. Now that I've got a good idea of where there be dragons, I can start plopping down the more civilized, social monsters. And we'll get to that next week.

Art by Frederick Arthur Bridgman and Albert Bierstadt.