Showing posts with label Spelljammer. Show all posts
Showing posts with label Spelljammer. Show all posts

Thursday, September 4, 2014

Dwarf in the Machine (5e D&D Race/Dwarves/some subraces)





Nearly all of the dwarves in modern fantasy are from Tolkien. Tolkien's dwarves are an amalgamation of the Hebrew language, second temple period Jews, the more negative characteritics of certain Norse heroes (stubbornness, alcoholism, violence, volatility) and the Nordic Dvergar (short, wise earth spirits, experts in crafting and mining who dwell in mountain halls or below the earth).


And then there is Adam, the created man (the only thing that the god of Genesis appears to make with His bare hands) whose name in Hebrew is a sort of neologism for ruddy dirt.

FORGED
Forged are dicordated humanoids. Their frames fleshy and broad, they are wide-handed and wide-mouthed and usually hirsute (or, in certain environments, hairless and hyperdense or scaled and gilled). Each Forged is bound to its home Forge and all the Forged bound to a Forge are called an Iteration (as in, "we are the Iteration of Gaz'sham").

Forged show less phenotypic diversity within a single Iteration than humans do among a single population group: while their hair and skin color may vary, facial features and general physique remain startlingly similar, making it difficult for most non-Forged, and for many Forged not of the same Iteration, to distinguish at sight between two Forged of the same iteration.

There are phenotypic distinctions that resemble human "male" and "female", but Forged are sterile, and most find a pseudo-sexual release in work, power, research and creativity. Their numbers are replenished: whenever a Forged dies, a new Forged appears fully formed from their Forge's creation matrix, pursuant to their Forge's preservation procedures and their Iteration's birthing rituals. Birth rates (Forgings or Smeltings) sometimes increase or flag, with multiple Forgings for a single death or no replacement born at all depending on the needs of the Forged: in times of war as many as four or five Forged may be born for each death, in times when the Forge's halls are crowded, some deaths may go without a corresponding birth.

Forge worshippers hold this as the considerate hand of Mother Forge, while others suggest that Forges may be acting in their own defense or simply responding to birth and death rates (more frequent death rates indicating a stress on the Forge's environs and the need for more Forged).

Diversity of appearance within a Forged population may be down to bugs in a Forge's code, an ancient signalling mechanism, simple caprice or environmental variation (the palest Formostian are born in the higher reaches of their homes, the more blue their skin, the closer their birth port is to the Ocean Below).

TRAITS
*Con+2
*are born mature, average lifespan of 350 years
*their laws of utmost importance, but they disregard the laws of all others
*4-5' tall
*25' walking speed
*60' darkvision 
*advantage on poison saving throws and resistance to poison damage
*proficient in battleaxe, handaxe, throwing hammer and warhammer
*proficient with one of smith's, brewers or mason's tools/supplies
*proficient in Int(History) checks relating to stonework
*speak read and write Common and their own language
*there are multiple subraces, detailed below
(ie, as PHB for dwarves)


CESSATION OF LIFE FUNCTIONS
Forged eventually wear down and collapse. Stilled Forged rot within seconds and are gone within hours, as if designed to leave no trace or else be immediately forgotten. 

The body is Still, but the spirit continues and most Forges give voice or even spectral form to the Still. The Still of Gaz'sham retain some form, like ghosts or specters and work alongside their fully corporeal cousins. Gaz'sham is more dead than living. 

Similarly, the Still of Formost are rooted in place in the sea bed fathoms below their stalactite home, are composed primarily of photons and speak in gargling Deep Speech. They stand and sway in the deep, softly glowing in the trillions, making the ocean bed like a moon, like an endless bed of anemones (their knowledge of the deep is said to be fathomless).

The Still Dwarrow retain no form but are a cacophonic voice and force, rolling stones and cracking trees but at times have appeared en masse, as a tribe of ghostly mountain warriors stretching from the observer to seeming infinity and it is in this form they have their centennial games of ninepins in remote mountain vales. They know the names of most things.

Still Agnians disappear, their burial cave sealed tight by elves. They will someday break the seal and pour over their home like a tide of ice, freezing many to death, locking their homes deep below ground, fouling their own forge unless aided. The Agnian Still regularly seek aid from any they can reach, but have reached no one as of yet.

Reincarnation is unheard of and not necessarily desirable. When not speaking through their Forge, Still Forged are still working, praying, interacting with one another and their ancestors in a cold, dark, vast and seemingly infinite cave. If there is an end to the cave or to the Forge's storage capacity, there is no clear end in sight. It's possible that the active Forges share space with the inert ones.

FORGES
Each Forge is fortress- or city-sized. Some are worshiped (depending on the Forge, the Knowledge, Tempest, Fortian, Forge or Void Domains). Most are embedded in rock and only partially excavated, the Forged living in their empty spaces, not within the Forge's bulk, where its workings are.

Most Forges are clearly enormous machines of some kind, usually composed of brass and a dull super hard metal as well as poured stone and each Forge is unique in its design. Many are inert, humming and twinkling but cold and otherwise dark. Others are superheated, churning, literally deafening or blinding if you end up in the wrong place or look into the wrong port or hatch.

There are always sealed doors in. The Forged usually guard all open access points into their Forged to their death. 

Some are gears and clockwork and Modron scholars explore and catalog the interiors when allowed and others are gas and coolant and tubes and cold green displays and Illithids and Gith try to steal their guts and there are whole ecosystems living in those tubes, most of them stow-aways from somewhere and time very, very distant, their minds like a map to cities no Common-speaking sapient has ever heard of let along visited or else a spellbook of great and alien power.

Most Forges have some motive power, likely all can teleport anywhere in an instant. The Forged have never discovered how to enable these fucntions and those Forges that do move mostly hover or scuttle a centimeter or so every year one way or the other, listless.

Most Forges contain writing composed largely of arrays of lines, some leaning or curling, as if composed by an impatient, brutal hand. The language shares roots with Giant and Infernal and takes loan words from Deep Speech. This is called "Dwarvish".

Forged keep records of all the other known Forges and they lock these records up tight and keep them encoded and cursed. Most Forges are keyed to the others, making travel from one to the other a matter of tapping a portal key to a portal, though the portal keys are largely lost or else have been intentionally disseminated, to allow certain individuals ready access to the Forges. Forged will pay great sums or craft mighty devices for the return of these keys. Some portals are dead and others are prohibited or malfunctioning. The portal for Formost, for example, is shut. When it was open it just spewed crawling piles of flesh.



THEIR NATURE IS OBSCURE

It's possible that:

*Forges are some biomechanical computer or sentience of alien purpose or intent and Forged are some kind of maintenance race or defense system or both

*or that the Forged are some kind of very specific defense system: the Forges may be thought structures of pure order, crystallized into matter, the Forged a response to sapient life or perhaps a means of communicating with them (in which case there is a fundamental flaw or break in the communication relay because the Forges don't speak to the Forged; an alternative theory is that the Forged are, themselves a kind of language or symbol - akin to the plaque on Pioneer 10 "I see you, I understand you and make things like you" as well as some kind of maintenance or defense mechanism)

*Forges may be probes and their Forged a kind of data collection system

*the creation of the Forges is often attributed to old, lost creator deities, usually a demonic titan (creator perhaps also of the Dungeon Virus and Elves and other soul-less beings)

*the Forged may be a kind of internal signalling system, organelles gone haywire

*some Forges make things, with or without the help of their Iteration of Forged, but not all and this production itself could be some other kind of bug, information gathering or dissemination technique, etc.

SOME FORGES, SUBRACES


Formostian live in Formost and their home is full of monsters (a sort of bubbling froth of flesh and mouths and magic and rays of force) and they're living on its outskirts (or what is believed to be its outskirts, the Forge's location and nature having been long lost to the memory of even the oldest Stilled Formostian still interested or capable of speech). More precisely, they live in holes and tunnels roughly quarried from stalactites and eat fungus and they are broken (either whatever part of their forge that gives them things like empathy is broken or they were made to be like people pretending to be people who are actually a little more like machines). They are born out of rock. It is unclear if the rock itself is some extension of their Forge or their birth is some last ditch defense mechanism or means of perpetuation or the Formostian are a kind of distress signal.

Their forge is lost to them and they sacrifice themselves in great numbers deep in their stalactite home or in the rock above or far below them, breaking like waves upon unceasing hordes of crawling, mutant life. They have yet to even find the original halls of their forge and are birthed from the stone of their new home, rock spaces crudely excavated from stalactites hanging over and suspended in an ancient, black underground ocean. Their skin is blue-grey to white, their hair, when it grows sticks out straight and ranges from deep green to black. They stink of brine and the bio-luminescent fungus they eat makes their teeth and mouth glow.

traits
*can drink salt water and eat rotten food without ill effect
*when suffocating, adds half its con score in rounds it can survive without breath
*advantage on trying to communicate with mollusks and most low-intelligence fish


Gaz'shamen live in Gaz'sham, First Forge, Cathedral of Polumetis, so long forgotten it's falling into (is partway into) the primordial soup of Limbo, and the Gaz'shamen are relatively recently born, kickstarted into existence either by warning sensors in the Forge-cathedral or else by some intruder. They're frantically trying to save their home and themselves from extinction. Their home is the sole source of new Dirge Walkers (space ships in Limbo) and they swear that production will cease when they die out (it will certainly cease when the primordial soup takes Gaz'sham entirely).

The technopriests of Gaz'sham spend most of their time researching their home, the Dirge Walkers and some means of pulling their home Forge, what amounts to a small planet, out of the soup, if not out of Limbo entirely. They're all for taking whatever offers of help come their way. They still haven't figured out a way in to Gaz'sham even and everyone lives on buildings cobbled together on the factory's outer structure.

The warpriests, on the other hand, already stretched thin defending their planet against the chaos beasts that clamber up its hull from the primordial soup, are much less enthusiastic about dealing with the thousands of petitioners from all over the planes who offer help in hopes of getting a spot at a Dirge Walker auction. 

Gaz'sham is crawling with monstrous constructs and sentient engines (technopriest attempts at automated defense systems and/or help reversing Gaz'sham's descent, many of which are simply left to run wild near Limbo, some of which have decided it makes more sense to organize and Xaositects are in their number, coaching the more rebellious) and higher and lower planars, often acting on their best behavior and only trying to kill eachother in secret. Black markets for artifacts and lost tech and assassination attempts are common here as there is no Lady of Pain here to keep such potentially destabilizing intrigues in check.

traits
*+1 Wis
*advantage on Int(History) and (Arcana) checks to identify or discern basic information as to lost or far-planar tech





Agnians are red- or black-haired, volatile, and often drunk or strung out. They claim to be fled from deep below the surface, escaped from siege cities built in plutonic igneous rock floating amid magma like a clot in the terrestrial blood or like an inverted asteroid. It's unclear if they're all talking about the same city or many, and they gather regularly to compare copious notes and diagrams of their home(s).

Their Forge has melted and now circulates as magma, its functions intact, its processes continuing. Functionally the whole terrestial circulatory system of an Agnian's planet is their Forge and in the rolls of the other Forged is known as Bast-Thurm. If only these exiles could get access to another Forge's rolls, talk to the eldest among the Still there they could confirm the existence of Bast-Thurm, point to its name stricken from the list, and proclaim it lives still, if in a terrible form.

Once upon a time, the story goes, Bast-Thurm was a city of gold filigree and platinum instrumentation and then the Elves cracked its spine, sent it into the earth, melted it down to its formulas and intentions, wove their gods into its codes and turned to their own cold wills the mind of the Agnian.

According to the refugees, the Agnians still trapped below congress with Fothians (fire elementals) and Star Lice (emissaries of the stars), lead armies of char-orcs, and claim demons and red dragons as counselors and ambassadors, build enormous siege weapons to lay surface civilization to waste, refining the art of telluric theurgy (planet magic) whereby they will convert their plutonic homes to volcanic weapons, cracking their planets. They cultivate a death-cult and sorcerers, warlocks and barbarian-berserkers are common.


They have discovered what all Fothians know: that all magma is one and these sub-crust rock battleships sail from one planet to another effortlessly, via nodes and byways through the elemental plane of fire.

The satellite Agnians claim that every so often the Elven coercion fails and some of the Iteration flee their brethren. For these few, their Forge feels like an oppressive, numbing fever and live like the medicated insane, dulled and cutoff, their heel to the edge of a terrible abyss that will claim them happily and from which they could never return. 

Satellite Agnians throw themselves into art (brutalist sculpture, often highly political, may involve self mutilation or harm), and drinking and dangerous living and try to master the formulas of telluric theurgy, refactoring the thousands of pages of calculations so that they work outside of magma, further from the gravitational nut at the planet's core.


traits
*+1 Int
*can create sparks with a snap of their fingers (treat as flint)
*advantage against fire saving throws


Dwarrow live in Dwarrowhelm, a network of cities built into mountains and hills. They are fractious, wild and violent, like an antibody against any other thing that stands in their way or is in their home without explicit welcome. They eat meat and drink strong liquor, though they can survive on rock or sunlight and ambient moisture, as if built to last in the depths of the earth or in a vast wasteland. Dwarrow hibernating in the sunlight closely resemble statues, their skin hardening to a grey, flaky stone, their limbs locked, axes and hammers clenched tight, but they're just barely breathing and waiting for something more interesting to come along. There are expedition or raiding parties of Dwarrow, frozen still for millenia in some desert.


When they aren't fighting, they are making things or plotting how to get more materials to make more things. Ownership and personality are not distinguished: a Dwarrow's axe is the same as its arm and anything in Dwarrow land not only belongs to the Dwarrow but is Dwarrow in some fundamental sense. Loss of an axe is like loss of an arm and physically hurts (though not as much as the pain a human suffers upon losing a limb - the Dwarrow have so many limbs, the nerves are attenuated). This also means that, at least when within their Dwarrowcraft (the term extends to everything the Dwarrow makes, including its section of Dwarrowhelm), Dwarrow can feel the theft of something (a singe coin like a pin prick, a prized possession like the loss of a child). 

Dwarrow name every bit of their Dwarrowcraft, they are obsessive namers and catalogers and mappers and Dwarrowcrafting is incomplete until the thing in question is named. Names tend to be mosntrously long, including narrative and history and are usually shortened to one or two words, but each Dwarrow knows all the names of all its Dwarrowcraft.

Accordingly, the gift of Dwarrowcraft is either a pseudo-sexual sharing of personhood (something frowned upon by more conservative Dwarrow while the most liberal and rebellious have been known to gift their whole selves to one another or, rarely, those not of the Iteration), or it involves a severing of the Dwarrow's person. 

Dwarrowcraft coexist in a delicate balance of long-negotiated and oft-re-negotiated contracts whereby one Dwarrow has egress through another's Dwarrowcraft in exchange for the same. There are whole dead areas within Dwarrowhelm, where the Pure let none pass, keeping themselves entirely separate. Most Pure are old, violent and a bit insane and are generally treated as something like saints.

Territorial disputes are constant and often end only in death. Seizing such lost Dwarrowcraft take days as the conquering or exploring Dwarrow has to slowly go through and read each name in full to incorporate it into itself.

Forcing a Dwarrow to invade another's Dwarrowcraft is nearly the highest crime possible.

Dwarrow tend to narrowly construct the boundaries of Dwarrowcraft - it's boundaries are usually coterminous with their Forge halls - but the Dwarrow Iteration sometimes revises the definition. A popular, minority opinion of ownership/self runs that Dwarrowcraft is wherever a Dwarrow plants its feet, whatever it wears, whatever it holds and names and little else.

The Sightless, preaching a dual concept of communal self that was coterminous with the ends of a Dwarrow's sight, built massive claiming/observation devices at the tops of mountains and rallied great armies of Dwarrow who claimed and named all they could see. The Sightless's empire was eventually toppled, and its survivors were blinded by those reborn into the Iteration. The Sightless persist among the Still, fomenting perpetual expansion from their spectral generalships.

 traits
*+1 Str
*can eat rock in lieu of starving to death, can hibernate if given roughly 10 hours of sun and some ambient moisture, hibernating Dwarrow can live indefinitely with a little air, their skin forming a seal, granting them a natural AC of 18.

attributions: armandeo64, Carl & Linda Sagan & Frank Drake, Mignola, Blanche, Adrian Smith

Thursday, August 14, 2014

In Limbo (D&D/Planescape, little bit of Spelljammer)

the funeral of angles

LIMBO IS A DUMP/A SUMP/ A DYING BRAIN

Limbo is the swamp of the planes. It has primal soup ("fire and earth") but it also has clusters of places in the broth:

             there is the endless valley of Fennimar, infested with hermits and where civilization is outlawed Xaositect engines hum in shaded glens, gathering, gathering

             and Shra'kt'lor, last hope of the Githezerai, seven-walled and iron gated and domed, this war-city of millions houses the mentat throne of the 'zerai god-king. Its colleges and general-governors produce military leaders of psychic and martial puissance, its forge towers weapons, siege devices, psychic armaments and world-enders. At least once a week, a Githyanki death squad attacks or a Xaositect bomb artist self realizes along the outer walls of the city

             and the Floating City is a warren of tenements and temples (all for the god-king) massed around the Mage Spike, both temple and academy of magic, a miles-long meteor of abmetal mined by the 'zerai for psychic augmentations and thaumaturgic acids from the depths of Limbo's primal soup. The tenements are a horror of thieves and desperation and the worst of human chaos and poverty of spirit, maintained by the 'zerai to train their spies and thieves and assassins and chaos evangelists, each neighborhood (a "Believing") led by a temple. There are more halflings here than humans, and their family names are stricken from the rolls of polite hobbit society. The temples provide fences, informants, food, money, bribes and take or buy all of the same. There are a number of barely-tolerated home churches of Chaos Catholics here too, nurturing pacifist crusader cells

             and the factory cathedral of the dwarves, Gaz'sham, slowly being swallowed by the primal soup, a city-planet reclaimed by the dwarves who desperately try to halt its descent and destruction. It is still belching out ships, the dirge walkers of Limbo, black metal barges like blinking boxes or cannisters, slowly plumbing the depths of Limbo's soup, or using ponderous logic machines to squeeze through planar pores

              and the breeding stone of the Slaad, a lumpen, be-cogulated and ponderously limbed nugget, the petrified, stolen fetal twin children of dead Primus

              and the pincipalities of malordering, thrones of the Slaad, their twisting hallways like the sinuses in a skull that is all sinuses, submerged in rotten soups of water and acid, the gagging fug of plant decay thick, whole biomes of temperate and tropical zones collapsing into the swampy water and then falling into Limbo, the greedy siege engines of the Slaad pulling down more and more from the material plane, organizing destruction and dismantlings. whole insect populations, mosquito men on giant stirges, have been created here and will live nowhere else and will someday be swallowed again. the Slaad sit like enormous kings over the rot of existence

             and the shaping academies of the anarchs, custodians of Limbo

             and then the limbic crust

Mind over Matter
Anyone can maintain some structure in the primal soup.

Use the higher of Intelligence or Charisma and multiple that by 10 square feet. You can maintain this much space without effort.

You can maintain 1.5 times as much with concentration.

You can maintain half as much and give it some mobility (about 20'/round).

For as many bonus points afforded by the higher of your Int or Cha, you can add architectural/sculptural details with concentration (each 10 square feet of detail costing 1 point)


Shra'kt'lor

A GRAVEYARD A BRAIN THAT IS DYING
Imagine a ridge long enough so that all things in the material plane could be balanced atop it ponderously. Down one side is dragged all things growing, ordered, being built or re-built, the act of building, the act of creation, down the other side, all things decaying, falling into madness, heat death, disintegration and Limbo sits at the bottom of that side, like an inevitable pole.

When a person dies they go to some hell or whatever. Their temporary meat time portioned out and expended, their meat falling to Limbo while the perpetual substance floats from the material, no longer bound by gravity or the girdle around the material plane with all its wide open pores.

When a person forgets, when ideas are discarded, art forgotten, languages and words fallen out of use, architecture and theories and books and all the rest of civilization's rubbish abandoned, it falls toward Limbo. 

Others have noticed Limbo's usefulness as a dump, the always-entropy of the place and use it as a dump - mostly for things not dangerous enough to dispose of properly, though there are a multitude of examples of people tossing into Limbo things much too dangerous to throw away and leave to time and chance.

This waste accumulates and slowly deteriorates, but is being accumulated faster than it decays.

This detritus of the limbic crust has self-organized, accreted into a system and that system retains intelligence. It knows everything within it, so it knows nearly everything that is forgotten, rarely speaks, is thoroughly insane and largely hostile, full of regret and hunger for all the good things not discarded. It sees Limbo as death, it sees anyone on its structures as a parasite, it sees itself misused by the universe and it knows its made of junk and it wants the good stuff, the stuff no one wants to throw away. 

Don't be found out.

Most of all the brain hates the Universal Encyclopedia. It sits alien and immovable like an old nail bleeding rust in the constituent stuff of the brain. It wants the nail out, but it also wants it cracked open, it wants everything added to itself and the Universal Encyclopedia sits there, mockingly. The limbic crust will promise anything if you can undo the Encyclopedia and empty its contents into the crust and it will betray you. Accordingly, there is usually at least a few demigods sitting outside/under/around the crust, pelting it with megaton radiant bombs periodically to remind it that its being watched.

If the limbic crust grows too powerful, there are a number of deities of order that will simply aim creation engines at and blast it with things until the things that constituted the crust's thoughts and ideas are pushed into limbo or overwhelmed, its consciousness effectively wiped, its thinking structures, perhaps, destroyed or disabled.

FUNERALS AND DIRGES
Each accreted loci or brain segment in the limbic crust is called a Funeral. Funerals are organized around a central concept. Dirges are portals, conduits or just plain roads connecting one Funeral to another. Dirge walkers crawl through Dirge space, studded with instruments or plating or weapons, hung with sacramental writ or draped in blasphemic totems.

The largest Funeral by far is the Funeral of Logos, where reason and arguments and knowledge goes to die. Its artificial valleys and hills are reams of rotting paper smeared with ink and ruined books and effaced cuneiform obelisks.

The Funeral of Angles is a tangle of geometry and metal and stone and most doors here open to Pandemonium. Most things here can be used as doors to anywhere, if you know the trick, and gravity works by perspective. Its outer limits are rimmed with buildings and ruins, slowly sinking into Limbo proper.

The Funeral of Music and Poetry is home to the College Discordant, a center of Xaositect music and philosophy, its oceans of sound waves and meter home to parasites that eat the order of sounds, who swallow phonemes and scales, who infect whole languages until no one can speak to or understand anyone else. Anyone infected speaks increasingly in gibberish, their voice increasingly modulated, like in a vocoder until it just becomes a high pitch static burn. Xaositect terror chemists weaponize these parasites.

RAVENLOFT, MATERIAL PLANE
Ravenloft sits somewhere between Limbo and the Material Plane. The Material Plane itself, like a Dali clock, tends more and more toward Limbo as time progresses. No one knows how to stop this. Chaos Theorists (and many others) suggest that the Material Plane may be just a huge, secondary limbic crust, the scab of a previous civilization. Xaositects call Ravenloft the Funeral of Comfort and the Material the Last Funeral.

attributions: Paolo Girardi, Druillet, Ravenloft, Slaad, Xoasitectcs, Shra'kt'lor, Fennimar, the Floating City, slaad, anarchs are all thinks TSR did. I just changed all of them.
Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.