Tuesday, January 27, 2015

Lost Kids part 1




All children grow up and the way Wendy knew this was that adults are inconsiderate of children and talk about mortality in front of toddlers. 

Some children avoid growing up by remaining forever children, though, perhaps not, technically speaking, human.

It is a well known fact that a small percentage of children walking down lonely footpaths in wild woods or unkempt fields of shoulder-high wild flowers, that little boys and girls hiding in wardrobes among the tall smooth and buttoned coats that hang like vines in a jungle, that those hiding behind curtains or under beds or in bushes so large they have a space by the root which is almost like an inverted nest, the bare and brittle limbs like a poky cradle, have hid so well that they have hid from the eye of reality, slipped beneath the skin of perception and fallen or perhaps climbed or else woken up in some place very different but in many strange ways quite the same. Search parties find nothing, or rarely anything. Occasionally a missing shoe or a torn pair of pants, none of which are very convincing to anyone but the police who, it should be noted, would very much like to be convinced and then out of the cold and back in the station around an electric heater.



STARS AND TREES
Birds, we learn on the radio, migrate from one place to another, very distant place because of something to do with their skulls and bones and magnets making them sensitive to occult energies.

Children of ages 8 to even as old as 16 are possessed of skeletons whose proportional characteristics render them susceptible to similar effects and fields as our migratory birds.

For example: a child now lost in a strange and difficult land may be able to navigate their way to a safe place by following the stars (second from the right, straight on til morning) or by testing the moss growing on trees for any clever, well-read child knows that moss and other wet, dark green things hide from the sun.

Children lost and wandering in this manner usually find themselves at one of several places: the Fort in the Woods; the Castle in the Caves; the Ship on the Island. On the way there or once they've arrived, they find themselves a bit changed. Perhaps a bit grey or scaly and possessed of eyes larger than normal and teeth which are certainly sharper than they used to be. The change isn't dramatic, just enough that they might appear like-themselves-but-not-themselves should an adult compare their photos to a registry of missing children.

GOONIES NEVER SAY DIE
These lost children have the same stats as goblins, though they have greater variety and many of them are missing a shoe or a pair of pants or are wearing a magical scarf and use kludged weapons and wooden swords to attack (doing damage as normal).

More on variations, each of the places the children live, and on Wendy, Peter and terrible elves in another post (or two).

attributions: Nintendo, Berserk

Sunday, January 25, 2015

Childhood Staring for Too Long



Part of my front tooth flaked off and its all raw and sensitive.

Here are things I like:

PCs who are children or teenagers who rescue other children or teenagers or fail horribly trying to rescue them. For tactical reasons and emotional and spiritual ones. (Monsterhearts. Over the Garden Wall. Adventure Time. John Bellairs. Gorey. Shintaro Kago. Takato Yamamoto. Maruo)


Wizards are from some wizard academy and they are all hot, condescending rich kids that don't really give you the time of day. like this one.

Dopplegangers not so much in the D&D monster sense, but in the literal sense. Jealous alternates. And places that are dopplegangers. (If a PC dies when no one is around, ask the player in secret if they want to come back as the malignant, weird version of themselves. They weep after killing a monster. When they think no one is looking, their character stares into the distance and they detect as neither evil nor good, but they are terrified of _sanctuary_. And they gain a fetish for masks of any kind, always wear them.).

Animals that wear clothes and act like people but also eat one another and don't really understand language and just pretend at civilization and stare too long at the humans that talk to them. (there is a 1 in 3 chance that any village or town is animals instead of people. The shops take nuts (squirrels sell books and clothing and rations and tools) or worms (birds sell spells and secrets) or fresh meat (weapons, armor) instead of money, the courts determine things with fights to the death using only claws and teeth (you can probably convince the judge that a sword or something is like "your claws" if you do a good job of miming. otherwise charisma check or something))

People riding deer that seem to understand them like a person would.

Fairytales and Ovid and things where people are punished because the world is unfair and because they weren't clever and hadn't figured out the secrets. (dryads trapped in trees by thug  boyfriends. nice people turned into monsters because the mayor didn't like them. children raised as killers because their parents are awful. the emperor is the worst of all, like a monster pope.)

Gods that are monster.

gods

Orcs that are just racist regular people in white robes and pointed caps with lots of muscles that worship something horrible and all fuck eachother.

Goblins that are just the lost boys and their king is a scaly peter pan. They are at war for esoteric reasons with other goblins led by the serious and kind Wendy (who is an Alice). They have magical scarves made by mothers they've forgotten (cantrip 1/game and then the scarf is ruined, the scales fall off and the boy or girl starts growing into an adult).

Magical longjongs (always warm or jump high or better AC).

Landscapes that are  the maps of people's minds. Like Ghostland. Or the limbic crust in Limbo.

Things with eyes like flashlights. Like that frog in the fiend folio.

Ghouls that glow like ghosts in the night.

Wednesday, January 14, 2015

The Red Saint



This is from that hexcrawl thing on which I'm working.

There are are seven Saints in the garden, five of which are known and two of which have wrapped themselves in secrecy. One of the five is presented here.

ALL SAINTS

Are sought after for succor, magic items, etc.

Treat each as a Lich, but for:


a. give them resistance to magic;

b. none may cast spells, but my use teleport 3/session, geas 1/session, gate 1/session and true polymorph 1/session;
c. have advantage against turning; and
d. except for the Red Saint, they don't really look like they could be undead and none detect as such.

Each has a phylactery hidden like a splinter in the eye of a demon prince. The princes are tormented by the phylactery, but no demon may remove them.


THE RED SAINT/THE CRIMSON LADY/SAINT SUSPIRIA/MOTHER OF SIGHS

Red is a pretty, emaciated, young woman in a tattered dress. Wounds describe her body, some fresh, some necrotic, a few still sport darts or arrow shafts. Her legs are wrapped tightly in dirty bandages  so that the flesh of her thighs and calves bulges through the gaps, like purple marble. Her nails are broken and filthy and when she is thinking, she runs them through her endless, greasy black hair. She coughs despondently, frequently. She is bad at feigning piety and compassion and mostly moans to cover up her disgust with supplicants.

It's said she takes pity on doomed lovers, especially women, and those suffering from afflictions; it's also said that she is most fond of the gallant and chivalrous.


She hates the blue saint most, then doomed lovers, then the gallant and chivalrous, then everyone else


Hidden on her: behind her hair, along her back, are hundreds of faces of various size, many no larger than a wart, but some the size of a hand. She uses these faces to replace her own should it be damaged for she cannot stand disfigurement of her visage. All these faces and the one she now wears are identical in appearance; also

buried into her arm, the base just protruding from below the wrist is a needle-like wand of hemorrhaging with four charges (being buried in her flesh recharges it) (treat as a wand of fireball but damage is dealt by leaking blood out of various orifices for d3 turns).

When no one is watching she is popping one of the faces on her back like a pimple (listen for the tiny screams). With each pop, she shudders sensuously.


If near death: she'll gate to a demiplane that's a red flesh landscape pulled taught over numbing needles walking about likely causes paralysis.



services provided


no.
service/item
price
1-3
she unravels a bloody bandage from her leg luxuriously. Stuffing this in your mouth heals as if rested. A character can only enjoy this effect 1/session.
the blood, heart or liver of something magical or exotic
3/session
cure all diseases afflicting a person
as above
1/session
places the soul of one thing of 3 HD or less in a doll in a red dress. The dress and doll slowly fall to pieces, turning to a charred stake in 1-2 weeks (the Merchant will say three), at which time the soul returns to its original home
one’s soul (must obey the commands of the Merchant 3 times, after which the soul-let is relinquished)
1/session
can make a red knife, or long long red sword, magical, +damage against living things as it causes profuse bleeding and welts
the heart of a mighty creature; or the death, maiming or face of whomever is connected to the person making the request that would be most awful to choose*
1/game
return a character to life
*so like, if a woman is asking for her lover to be returned to life, the Red Saint will grant the request if the woman surrenders her face. That sort of thing.

attribution: me

Friday, January 2, 2015

something something something (what I've been working on)

I have been largely absent because of not-game things. I continue to work on a hexcrawl that's also kind of a pointcrawl. I dunno. One of the few times where I care less about the mechanics than I do about the thing itself.

*Humans made themselves out of tools and so they make weapons and armor but they also make gods that are just and kind.

*Elves are thin and beautiful and perfect and cruel. If humans were monkeys before they were humans, elves were wolves.

*There are a number different version of the world, each with its own dominant peoples. It's not clear why this has happened, but there was one world and now there are an untold many: a world of elves and its all dead leaves and long teeth and hunger and there is a wold of humans and its all making things making rubbish and leaving it behind and controlling others and organizing and being safe and looking out of windows at the dark, and there is a dwarf world where the trees feed machines and everything feeds machines because the dwarves are making another world and the dead are piled like mountains and there is poison everywhere and a shimmering gas, and there is a proto-world that eats the other worlds and its full of dopplegangers and ghosts, etc, etc.

*Elves use human souls for a lot of things. They command golems that look like clay hulks that have only mostly forgotten they were human.

*there is a lake of suicides that connects the human world and the elf world, there are also hiding places in bushes and cupboards and under beds that are small enough for children and that open into black and wild places in the elf land

*there are color merchants

*there are a few human/elf groups, the humans a little wild and cruel, the elves a little more willing to ask for a thing instead of just taking it

*there is a secret factory that makes kindness

*monsters that forgot they were monsters

*there is a wild hunt and the huntmaster's agents is handing out masks

*children that were always monsters, but some that are getting better and one that is trying very hard but can't stop and feels terrible and sad about it

*tall dark trees in endless forests

*knights in white armor fighting and hurting everyone else but not eachother because they have great armor and are actually monsters themselves

*snags in order so that things repeat but the memory stays around like a pencil you can't quite erase. Say there is a village and it is being attacked by goblins and the party stops the goblins. Great. Later, there is the same village being attacked by goblins and the goblins are sort of larger and more vicious and sometimes there are more of them because the last time this happened, the goblins died but aren't gone entirely. Someone is usually carrying something or went off and did something and you have to fix it or the loop continues until nothing can be there and it's just people and goblins dying and grey and black and goblins falling into people and houses burning and everyone melting and being born again like a ruined sheet of paper where the graphite has been erased too many times

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

Monday, September 1, 2014

Kobolds or, Episode 1 of Hoard of the Dragon Queen (D&D 5e)



I am on vacation, but I still ran the first episode of Hoard of the Dragon Queen. This isn't about that. This is about reading the first episode (I have a rule about not talking about something someone else made without playing or running it first. My notes are too long and copious and also I left some of them at someone's house. +Bryce Lynch  is doing fun stuff though, look Bryce up on G+.).

"wearer of purple" is what the cultist call their leaders. They wear purple. 

One antagonist is a "half-black dragon". She is hated by a rival, "Talis the White".

Two major allies are named, "Leosin Erlanthar" and, "Onthar Frume", both of which roughly translate to, "this is where fantasy tropes go to die."

There are "dragon masks" that have to be combined into a single mask in order to raise the evil god (guess which one). Rather than require some kind of surgical grafting on of multiple faces onto a single host and the resulting multi-faced failed horrors along the way that would need helping or putting down, the masks probably just all sort of mush together into a single glowy thing, like when the planeteers put their rings together to summon captain planet.

good things: there is some general consideration paid to the sensual elements of each area, the maps are easy to read (EXCEPT LIKE THE FIRST ONE, WHY IS EVERYTHING LIKE DARKBROWNGREEN)

Episode 1
An important trade center is under attack by mercenaries and kobolds. The town has no walls but is a center of trade. We should rob this place blind and make a new home with the money, and the new home will have walls, and then we will invite everyone from the old town to come live in our new town and they won't stay mad at us, because walls make better neighbors than no walls and bandits forever.

A sky blue dragonperson (ahem, half-blue dragon) challenges one person to a fight but doesn't cheat,  because he has a, "deep sense of honor about one-on-one combat," which seems sort of like saying, "Barry can always be trusted to watch the children, he has a deep sense of honor about cooking with locally sourced ingredients."

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In a story, facts accrue and the readers come to conclusions. Reversals can happen at key moments to heighten the tension and prolong interest. Having a series of encounters that tell the players, "these guys seems like sneaky, terrible assholes," followed with, "if you fail to trust the boss asshole, and maybe even if you try to hedge your bets because, hey, this guy looks tough and all his friends are untrustworthy, it turns out you probably get some innocents killed and you should have probably trusted him," that seems like a shitty "gotcha". Or maybe it's meant to kick off a dark adventure where no one is clearly good or clearly evil and there is no ideal solution... but no, that's not what HotDQ is (yes, Hot Dairy Queen).
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The town does its best to save any hero that fails to win the fight with Sky Blue and if Sky Blue is defeated, he's rushed off and healed. So, you know, no player's character dies and we get to set up a (dramatic!) encounter in Episode 3. 

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And, throughout this Episode (mostly throughout the whole book) mercenaries and kobolds stand around, waiting to be foiled. Another thing they do: running and dancing away (to be encountered later, when it is more "dramatic" [there is an obsession with deferring things for drama's sake, and no advice as to what would be most dramatic]). Or else they are standing around, waiting for heroes. It's like you walked into a crowded room and only as you appear do people start moving, speaking, does the sound kick in. What is this strange simulacrum of life? How did we fall into this nightmare?
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What we learn about kobolds: They are small and they like dragons. They comport themselves menacingly.

When Paizo released Rise of the Runelords they reimagined goblins with Wayne Reynolds, and Goblins lit themselves on fire by mistake, drowned in half-full barrels, feared and hated horses (horses are kind of like their dragons) and one eats a man's face off (is eating it, through a hole in the wall, when you find it). They roast limbs for fun, carry molten tongs and try to shove adventurers into a furnace. There are optional feral goblin babies to kill (or to try to raise). They have a song (it is lame), and a druid that moves through their bramble walls as if the brambles were no obstacle at all, and a chief that rides a giant gecko. There will be a man encased in glass, an aasimar becoming a demon, a barghest, seduction, romance, betrayal, two patricides, a boat hunt, family squabbles, rangers giving reports about goblin activity, flirting, grave robbing, lost mega weapon-type defense systems, ancient temples and fonts of evil power, demons, a mutant goblin and an imp that imagines itself queen. That's in 60 pages or so (the first of six chapters). Half the length of Hoard of the Dragon Queen. fuck.

attribution: FFXII

Friday, August 29, 2014

Ghouls (5e D&D race)


And from the seed of Mary, rotten, teeming, turgid, swollen with life, a great pregnant mystery hidden in the rock, came a new life so that we may live again.

And we proclaim that we are Her people, set apart, we keep the festivals, we punish the corrupt, we keep sacred the night, we carry Her word, our flesh a monstrance our lips trumpets.

The ghouls in our catacombs and slums are a symbol of a final hunger, a need that turns one's mouth on its own flesh. It borrows its name and its lethal ability from the Arabic,  where it is grasping.

The ghul is like a nightmare about gluttony so total it transforms the man into a hyena that hunts its own kind.

The Ghouls of Kievs are gluttons, forever hungry for power, order,  control. They form empires, they prolestyze endlessly by sword and church and culture. They are intellgient,  forming symbiotic relationships with the larva they host (their skin translucent, often luminous, cilia waving, appendages dark cyanotic shades), devouring  the unfaithful monstrously, alive, gouts of gore drenching their smart imperial uniforms, confecting and submitting to self-perpetuating machines of torture and correction, massing huge serf populations to build earth cracking mining machines and factory-cities. They retain armies of artists and craftsman as everything must be embellished, epaulets,  claws, tromplouiel, frogging, liveries, all the signs of imperial power, acknowledged by the ghoul but never appreciated, just a skin to pull over walls and clothes, to make them acceptable.
The Russian aesthetics are most likely an accident of larva finding host.

HERE IS WHY
Kievs is bound to a meteor lodged in Limbo's primal soup and the meteor draws to it lost cities and in the meteor is a larva and it has made our leaders pale and cruel and beautiful.

Or else

Mag, evangelist of torment and living saint of the church of christ unburied, with her parasitic double (Gog), is Mary. Or an incarnation of the Maggot Bride. Or she made the whole thing up, but she visited Kievs before it was much of anything, and she visited the ghoulgiving larva upon them.

Or else

The larva crawled from some lab dish or some holding pen in Inner Kiev and infected the scientists and crashed Inner Kiev into Outer Kiev.

Or else

The larva are some experiment in exploration and colonization of extreme places, gone out of control.

any such suggestion is, however deeply offensive.

IN ANY CASE

Ghoul life cycle goes larva > moth > ethereal cyst > astral mites > larva.

The larva attaches to the base of the skull, requires a weakened host (or one recently dead, mostly intact), is white, with scrabbling black forelegs and a long, fat body and hard tiny head. It gestates for hundreds of years, eventually blossoming into a butterfly like the moon, wet and beautiful, eating rational thought and grammar (so that words happen, but never conjugation or sentences, and scientists are uncertain if this indicates a similar loss of memory or memory - making ability or if the past is locked behind a failing, broken communication machine) and all the colors but black, which is like poison to it.
Then excretes rationality like a filthy black shell,  wraps wing over wing and buries itself in a cyst on the tissue of ethereal matter, causing ghosts paralysis, seizures, clogging the flow along the Astral plane, bulging and then hatching thousands of crawling Astral mites, plaguing the hunting hounds of elysium, keeping Odin up at night until they grow fat and long and white and then swimming back down to limbo, called by some strange magnetism back to Kievs.

THE LARVA

The larva consumes colors and blood and other humanoid waste, like it was made for it and filters out a blood substitute, like a second heart, kidney and liver. The ghoul grows pale, then translucent, its skeleton visible beneath strangely fleshy pulsing tissue, the coursing of circulatory matter obscuring the tissue. Watching or talking with a ghoul is disorienting, like talking to three different things at once (bone structure followed by lagging tissue and fluid exchange structures while trying to pick up the common human expressions).

Damage to the human tissue,  if extreme is regrown as waving cilia. The scalp and forearms, neck and chest are sometimes gouged to produce ornamental rills. The digits and cilia, at their extremes are blue, purple, black cyanotic flesh.

Ghoul art is nearly entirely mimetic, hyper - realistic copy of life or aping of the art stolen from some other people or place (conquered or coveted).

Poetry is generally accepted as the true and most authentic expression of ghoul self/ves, the humanoid self writing mostly doggerel, the larva, in Deep Speech, writing about dreams of wings and another birth and strange shores planes away and travelling astral tides and what cerebus tastes like. Ghouls refer to themselves in the plural, or as 'ves (drop the "sel" or short for vessel) as either an adoption or royal affectation or as an honest assessment of their personhood. It's unclear how much of the larva intrudes on Ghoul thought. It appears to be inconsistent. The Ghouls talk of a walking ves and a dreaming ves, and, among conservatives of a certain streak, male and female ves.

Art is also often terrifying. The less sensible and mimetic it is, the less it can be like a metaphor or a set meaning, the more it may contaminate the sleeping ves, making it wake early in confusion and revulsion, leading to the death of half ruptured host and unripened larva. 

STATS
+2 CON
Advantage against poison, impurities of the blood, the extreme pressure of deep sea and space
Medium size
Walking speed 30 ft
Usually lawful
Speaks common and halting deep speech as the humanoid ves and the sleeping ves translate for one another
Advantage in grapples
There are two sub races

Luminary Ghouls
+1 Wis
Have access to the light cantrip, centered on their own bodies. This is a strange light and may attract predators, especially spectral or astral ones.

Paralyzing grasp, DC 5+proficiency bonus to save or else be paralyzed for d4 turns.

Of the Palm
+1 Cha
Paralyzing grasp, DC 10+proficiency bonus to save or else be paralyzed for d4 turns.
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