Tuesday, March 24, 2009

Mageai and Sea of Boulders

Southwest of Orobia is a pitted vale stretching the distance from the Orobian highlands to the western gulf. This span is over 100 miles in length and is known as the Caustic Plains or the Sea of Boulders. It is an inhospitable place that is laden with round boulders of all sizes, ranging from the size of a small house to a pebble. This creates a virtual maze of crags, canyons, pitfalls and other broken hazards. Sulfurous plumes seep into the landscape and create a perpetual low hanging fog near ones feet and a damn caustic footing. Perhaps the most remarkable thing about the Sea of Boulders is the dark sheet of thick glass it is apparently sitting upon. Under the fog, under the boulders, and under the sand an endless sheet of thick smoky glass sits sturdy and ageless. In some places where the terrain can be cleared the glass can be seen clearly; meters thick, dark, swirling, with movement underneath, and seemingly unbreakable.

The terrain of the Sea of Boulders is free from grasses, shrubs or other low hanging plants. Spindly tree do reach up in some areas with foliage attached only to the very top. The most noticeable creatures are the Rock Tossers, bipedal tusked behemoths which move boulders in search of smaller creatures to devour. They do so by leveraging their tusks against the ground and boulder and shifting it weight while their flabby trunk reaches under to grab any morsels.

Smaller creatures have also adapted to the sulfurous fog and call the plains their home. Most are poisonous to eat or even touch. Swarms of putrid toads, lithe fog-snakes, boulder morays, sticky yellow slugs, furred flight-less birds and a plethora of other strange beings eek out a defiant existence. Lichens, molds and yellow toadstools often grow under boulders or in the damp crags. Few humanoids travel within but it is known that a few oasis are cast into the deeper areas of the plains, usually in large sinkholes with fresh water at the bottom.

One of these is Mageai, a small Dwarf village in a particularly large sinkhole. The sulfurous fog seep into the sinkhole but apparently is drained down into the crevasses. Water leaks from the side of the sinkhole and makes the appearance of constant light rain on the bottom. No more than 100 Dwarves dwell here and they are a paranoid and primitive lot suck in the age of bronze and copper. They will trade with peaceful travelers but it is difficult to attain their trust and most are not allowed to come inside their sinkhole home.

The Dwarves know of the thick glass that lay under the Sea of Boulders and say that another world lay beyond it. They believe it is taboo to travel under the glass but are well aware of several entrances, one of which is their own sinkhole home where the crevasse reach under the glass. The Dwarves also know of a handful of other breaks in the deep reaches of the Sea of Boulders, although they do not speak of such information and often intentionally hide these entrances. Once the Dwarves fully trust a visitor, that visitor is assumed to be a part of the village and is obliged to all manner of strange traditions, rituals and knowledge. Those who betray their trust are quickly exiled to the world under the glass and usually never heard from again.

What lay under the glass is a matter of speculation. No reliable accounts exist and no known explorers have returned from such a journey. It can only be said that glass extends throughout the Sea of Boulders and perhaps beyond under the mountains and under the sea as well.


This is loosely based upon the Moeraki Boulders. I had a distinct sense of deja'vu when I wrote this up. I looked over previous articles to see if repeated any ideas but did not see any. Hopefully I did not do so. I generally am prolific enough that I often forget what I previously wrote leading to the occasional contradictions. I suppose that is what editing is for when I eventually put the thing together.

Monday, March 23, 2009

- OF THIEVES

Journal of Khazrel Nakhu “Journey to the Cities Afar” 32’s93

- OF THIEVES

“Let me be clear about one thing before I bedraggle my readers through the loathsome pits of skulduggery. When I speak of Thieves I do not use the term loosely to anyone finds their ways gravitating towards crime rather than honest toil. Wither it encompass offenses such as burglary, embezzlement, larceny, looting, robbery, mugging, trespassing, shoplifting, intrusion, deception, and criminal conversion (though consider a bad pun to be a theft of my time). Such folk that willfully act out such things are often the most wretched of people with few redeeming qualities. Whatever motivation they have, most sorts lack any sort of prosperity in their life, driven by petty impulses, and many are short lived.”

“And then there is an entirely other sort, which is the Thief. One that perhaps walked the same trails of these criminals, but is something more than them. I have met many folk who were skilled in many things. I once knew a manling archer who used his bow so often and was so skillfully, watching him pluck a bow was nothing short of magical. The speed, delivery, and accuracy was a singular fluid motion of perfection. Some Thieves are of this ilk and are far removed from their lecherous criminal brethren. It is these folk that I both admire and fear, and I dug deep into my reserves of bravery to learn more of them in my travels.”

“It is no coincidence that I sought the Thieves in the city of Astrumdantalas, the Opal of the World, the great Free City. I used nearly every connection that I had to see the cities inner workings and perhaps gain an unhealthy amount of knowledge within. I surmise that many of the most skilled Thieves come here to find a measure of prosperity and camaraderie that they could not find else where. It is no secret that the city operated with a number of guilds, councils and merchant troupes. I can only image what I do not know about the city. Astrumdantalas is one of the few places where such men openly organize and are in fact a both balancing power and an important tool for the Scryers Guild.”

“Once they knew of my interests, I was invited to a sect known as Eight Aerlin which is a member of the larger collective Thieves Guild. I was most respectful and forthright about my writings and I think they appreciated the boldness. Among them met many unassuming folk who could pass easily for a baker, a farmer, a clothier, a charcoal burner and so forth. All highly skilled Thieves and single minded professionals. It was here that I learned that this sect operates as a part of the Thieves Guild but separate as far as organization and operations. From what I gathered there is no single ‘Thieves Guild’, but rather it is a vague term for a collection of professionals, similar to any craftsmen guild. Sects come and go, unworthy upstarts are quickly snuffed out, and most true sects are well aware of boundaries, politics, and rivals. They are similar to large families and control territory. “

“Unlike petty criminal organizations, they rarely vie with one another over territory as it is usually passed on from generation to generation, from city to city and realm to realm. Astrumdantalas itself is merely the fulcrum for the organization; a place to find new talent, resolve disputes, find jobs, and otherwise organize. I was told that one of the most difficult things for a sect to accomplish is finding new skilled members. I suppose this is why so many make the pilgrimage to Astrumdantalas. While I was not privy to where Eight Aerlin operated originally, I did learn that it had a dozen members, most of whom where human, and that they operated in conjunction with the Scryers Guild.”

“The two seem to have a symbiotic relationship. The Scyers Guild trades in all kinds of knowledge, and the Thieves Guild attains particular bits that they need. In turn the nobles and great lords cultivate the Scyers information for an assortment of needs; from predicting the future, to usurping a rival’s throne. By no means is this the Thieves Guild only source of revenue, but it is usually one that they tend to nurture and not sully for petty reasons.”

“Just about all manner of folk could employ a Thief for a variety of reasons, and Thieves themselves cover the full gambit of demeanor and personalities. Some will only steal from wealthy Halfling Merchants, others still will merely track and follow important peoples. Others are heartless killers who will snap a child’s neck without a second thought. All have desired talents and ones price is purely on the behest of the Thieves reputation, thus most Thieves rarely back out on a deal or sully their name. Even law enforcement will seek out skilled Thieves if they are particularly befuddled, as Thieves have a knack at unusual means to accomplish their goals.”

"Not all Thieves are guilded. Most novice Thieves must earn a name for themselves to rise above common rabble. Fame can come from many ends, but only those who have a measure of honor, even a twisted one, would be approached. Lone Thieves who are not guilded are not unheard of, but are a distinct minority. Guild sects do not like competition from solo Thieves and will often push them out or worse. Still, many solo Thieves exist, either has loners, exiles, eccentric individuals, or merely filling a vacuum where no Thief sect exists. Solo Thieves often have it much harder than guilders. The Guild often provides means to escape the law or at least reduce penalties in most areas if a Thief is inadvertently caught. Guilders usually pay dues but it is often far more lucrative than a solo Thief could be. Also the Guild tends to watch out for itself in times of trouble."

"Still, it is a hard life and few Thieves reach a measure of wealth where they can quit the business and go honest. There is always the next job, the next mark and the next rush of pilfering a noble’s riches. Many Thieves find a sad fate at a guardsman’s blade or cross harsh words with the wrong master Thief. The politics of the Guild can likewise take its toll in exasperating struggles for contracts, pouching talent or even stealing from each other. With this in mind it is no wonder that some of the most talented Thieves seek more direct and tangible goals by adventuring in times of struggle."

The Scryers Guild is a bit like a Bene Gesserit think tank, minus the transhuman powers. The Thieves are their main means of getting hard information since they don't have the skill to do so themselves. I had a hard time justifying a Thief Guild, especially ones that span cities and realms, so it seems a good of a reason as any. Over all I think the Thief is pretty true to B/X and I didn't want to make the lore too specific where they are almost a different class. I may eventually rename the Scryers Guild, the Thieves Guild to something more setting specific. For now its a literary place holder.

I wanted to include some Spy vs Spy elements into the Thief class (hence the pic) but found it surprisingly hard to do without forcing PCs into one guild or another. I think I will use this element, but just on the RPing side of things rather than a setting level with forced conflict. I think rival Thieves would be good story elements so they would attempt to out-do each other, sabotage each other, kill each other off and so forth.


Quick Update

We have had some major web incursions at my work and I am having to manually clean up some malicious code. Time consuming to say the least. Hopefully by Wednesday it will be straightened out and I can think about some more articles here.

Friday, March 20, 2009

Pointillism


Here are the two pieces I spoke of yesterday. The first is The Molluetuesk (click to enlarge). This was done using a Micron pen and some pointillism. I like pointillism since you can use the same pen for the entire sketch and I suck at traditional shading (as you will see below). I originally planned to use pencil to draw some natural cave stalactites and stalagmites to see how the critter could blend in. I opted against it because pencil smears too easily and I didn't want to overly obscure the Molluetuesk. I may submit this one to the Erol Otus art contest. I would feel honored just knowing he saw one of my pieces.


This next one is practically a colleague. It uses pointillism, crosshatch, scribble-sketch, brush ink and whatever else I could think of. This is what I think approaching Throxia would look like (Otter's game, Thool). I don't like this one nearly as much but it is really a mandatory sketch since I need to get back into practice somehow.

I will probably try to do some pen and ink art work in the future since I enjoy it and have let it go for far too long.

Thursday, March 19, 2009

The Molluetuesk Effect

I've been a bit busy recently will endless meetings at my work, a job interview and some more pen art work. I picked up a sketch pad, micron pens, and some bottle india ink - the first time in many years I purchased art supplies. Really buying the supplies is a high of its own, as nothing is quite as promising to me as a empty book of really nice graph paper or a nice clean sketch pad. It is almost a shame to sully them with my meager scratchings. Good art supplies more so, simply because I could never afford the higher quality stuff as a kid. I distinctly remember doing Studio Art AP projects in high school on empty brown grocery bags. Not that there is anything wrong with that, brown-bag sketches had a unique quality to them, but its nice to have some options.

Anyhow I will post a few sketches tomorrow when I have access to a scanner. One is of the Molluetuesk, which is my favorite home-brew critter that I've done recently. Not necessarily because its particularly clever, but because it has single handedly brought three groups to their knees - even though these parties have conquered far more insidious critters.

  • 8 – The north section of this cave is the home of the Molluetuesk, which appears as a tranquil pool of water with several small fish swimming inside. The pool is faintly radiant and is lined with stalactites and stalagmites. Should a PC disturb the pool the Molluetuesk will attack relentlessly. If the PCs are 15’ or further back and somehow disturb the pool, the mouth will snap shut and the creature will slowly ‘reset’, ignoring the party.

  • A passageway is in the South East section of the cave which vaguely reeks of sweet cooking smells, like heated fruit.

  • In the refuse under the Molluetuesk a Shield +1 sits along with the bones of its previous owner.

  • Molluetuesk – hd 3 hp 18 ac 5 att: bite 1d6, on max dmg swallow whole.
  • Very large cave-lurking beast that looks similar to a huge horseshoe crab, which opens itself up into a cavernous opening. Its ‘mouth’ very closely resembles an iridescent tranquil pool of water with some small fish in it, stalactites and stalagmites lining the sides above and below (teeth). Should the pool be disturbed, the ‘mouth’ will snap shut.
'Swallow whole' is intentionally vague to suit the DMs lethality. I had it do an automatic d6 per round until the critter is slain. Bad yes, but hardly save or die. I really have no idea why the groups I've ran have nearly gotten TPK'd from this thing; especially considering the stirge-breathing dragon is so, so much worse and they kick the crap out of that thing. I guess some critters are just bad luck.

Tuesday, March 17, 2009

The Seat of the Soul

Philosophy interests me and I like to integrate a bit of it into Valley of Blue Snails where I can. Admittedly I am probably doing a poor job but I have made the attempt to offer themes with a philosophical slant. Some examples:

  • Elves and Descartes dualism. The males are heavily slanted towards the mind, introverted thought and consciousness. The females far more into the body and bringing things into motions. Two must interact, yet find it an abstract affair where they just don't share the same context. The conflict here is between body and mind.

  • Another would be Dwarves and naturalism. The Dwarves see everything as a machine. The mind being no exception, it is just a machine that they do not fully understand. The 'saints' of Dwarf-kind are the very knowledge whitebeards who do understand the brain as a machine (so they think) and can replicate consciousness into machinery. Ala Golems and their ilk. Spirituality is waning with the Dwarf culture but so is their society. Some Dwarves believe this is no coincidence and perhaps spirituality is not something to be ignored. Anyhow you have some conflict between spirituality and naturalism here.

  • The Oculus is based upon 'effortless action' in Taoism. Abilities through the Oculus are actions that are more like yielding to natural force rather than forcing an action into being. It takes great effort to swing a heavy broad sword, but using the Oculus powers is easier than watching water flow down a stream. I am not sure if I captured that well in the original articles at all, so perhaps it needs a rewrite. The Oculus is intended to be a very natural thing, an effect of the Great Seasons (Estaoculus) and operates far differently than magic, battle and divine types of conflict. All who have the Oculus have their own personal struggles on how to harmonize their ability with the rest of the natural world. This should include PCs as well.

Halflings like wise have a dilemma with seeing the future and the problems with changing it. Humans are more based upon the pull and tug of civilization vs nature. On a broader level I suppose Valley of Blue Snails operates with very symmetrical themes. The major theme is seasons; four seasons which effect all races drastically. Great Season are the major events in the campaign. The seasons dictate prosperity, society and basic survival. I've thought about making the Great Season much more common, as in one after the other rather than years apart. They need not necessarily be in the order of spring - summer - fall - winter, but I think it would be interesting to have seasons that were random in order, years long, and having drastic effect as I've spoke of before (fall, spring).

Still, it feels like something is missing to bring it all together. Some harmony to link it up and bring a greater sense of a singular campaign rather than a mish-mash of ideas. I suppose a mish-mash is not all bad, Greyhawk and Wilderlands are definitely that. It still nags me though, like a constant reminder that I forgot something.

Astrumdantalas – The Opal of the World

Astrumdantalas is one of the few human cities that can pre-date itself before the time of Lodoga and when the Emperors walked the world. Elves say with certainty the city was founded by the Bard Deledago and his troupe of performers. It was originally intended to be a small trading post at a river fork between the Banshar Krush, the eastern seas, and the Elf Village of Six Stars. It was promoted heavily by Deledago as a free city, with no taxation, little police, and open to all who come in peace.

Within two generations Astrumdantalas had a population of several thousand, a functional port on both rivers, and rife bands of thieves, brigands, beggars, merchants and vagrants. All races participated in the growth of the city and even today there is no definitive minority or outsider race. Astrumdantalas has been sacked and burned to the ground innumerable times but it continues to be rebuilt over the ruins of the old. This has in effect created layers of previous half-destroyed dwellings that were further built upon or buried. Those newer buildings were likewise built upon when they start to crumble, or at the very least torn down and wrought anew. These under-structures are a labyrinth of ruins and passages that maze their way down fifty, sixty or more feet under the cities current roads and buildings. One would assume that these pits would be best avoided or only used by the most loathsome of folk, but on the contrary, the wealthy and powerful dwell underneath while the vagrants and beggars take hearth to the filthy streets above.

The Bardic colleges controlled what little law lay within Astrumdantalas for many years. Over time they simply lacked sufficient numbers and the proper ruthlessness to maintain power. The Bardic colleges still exist but hold little power beyond their well-financed dormitories. Astrumdantalas technically has no law, no police, and no civil services at all. It is kept from falling into complete anarchy by several powerful merchants, pirates, thieves, beggars, craftsmen and the Scryers guild. All of these have the mutual interest to keep Astrumdantalas thriving as a tax free haven to ply their trades. Ownership is held only by word of mouth and sword in hand. Permanent citizens known exactly who owns what and why, and this is referred to as Reeveless Law – that is a sort of common law that all are expected to abide by, or face vigilantism. A hand shake with some spit and blood in it is the proper means to barter ownership of something like a building or docking rights. Simply slaying the previous owner and taking what he owns will only get one mobbed by the cities hardened residence.

Reeveless Law caters heavily towards the current powerful patrons of the city. Naturally nothing is outright taxed, but protection payments for visitors, inspection fees, and writs for services are all collected by the dock-lords and merchant captains. This law changes from district to district, and in particular when one travels into the deeps of the city. Older sections of the city have stone walls to delineate them from the rabble and are generally more upscale with sewage drains and fresh water wells. The shack towns beyond the stone walls host the worst of the vagrants and few travel within for anything wholesome. The worst criminals, killers, and sociopaths make their way into these shack towns when they wish to escape the law of more proper realms.

The under-levels Astrumdantalas are situated under and between the two rivers and are of two distinct types - maintained and unmaintained. Unmaintained sections are considered to be uninhabitable and consist of sewers, caves, rubbled ruins and areas that are too damp to build. The Maintained sections are considered to be richest and most lavish dwellings within Astrumdantalas. Rich merchant lords and guilders will form their own private maze of under-dwellings with the finest goods and services that one may come across. These individual mazes are linked through a variety of smaller passages to the huge internal cistern called The Bards Bazaar. The cistern is long since dry and its ceilings rise thirty feet above the floor and the cistern itself stretches over a half a mile in length. Dwarves crafted it long ago and many Dwarven noble lords still make a vacation home that connects to the grand cistern.

The Bards Bazaar is the open market for the opulent and well connected. No permanent residence are allowed within the cistern so the floors are clean and trades come from all over the world to set up a shop for the daylight hours. Of all in the cities in the world, none can compete with Astrumdantalas and The Bards Bazaar for the sheer variety and quality of good it attracts. Bizarre races who come peacefully are welcome to trade within, and few are denied entry if they pay the proper guilder fees. The finest slaves, weapons, narcotics, cloth, grains, brews and crafted products of the world can usually be found within. The cistern is one of the few places with armed guards that are neutral in their loyalty and traders come to the bazaar only if they are invited by one of the local merchant of guilders.

Several smaller and far less impressive markets operate on streets of Astrumdantalas. These are seldom more than brigands selling their goods, but often quality goods can be had at barging prices. Barter is more common than exchange of coins, and the demand of certain goods changed from day to day or even hour by hour. Very powerful and important travelers will often stop at Astrumdantalas and pay nearly anything for their hearts desire. A flock of pygmy parrots may trade for a bowl of porridge one day, then a sack full of gems the next. Fortune tellers, card readers, bone scryers, and just about any Halfling are in high demand because of this.

Huge profits can be had at a moments notice if the proper information is known. One of the most powerful guilds in Astrumdantalas is the Scryers Guild because of this. Other guilds and powerful nobles will pay dearly for their services, and they often pay with favors rather than gold. This has thrust the Scryers Guild into a fulcrum role of information collection and leaking. The Scryers Guild is not limited Astrumdantalas. Many of their agents are sent to hot spots all over the known world to collect information. It is said the Scryers guild knows many secrets, including the nature and time of the next Great Season. Naturally lords of all races and demeanors find great interest in this secretive guild.

The Scryers Guild works in conjunction with the Bards Guild the Thieves Guild for their information collection. This is usually a one sided affair where the Scryers pay the Bards and Thieves for a certain collection of information, goods, or people. The pay is usually exorbinate and the best and most skilled Bards and Thieves are guilded. To a lesser extent beggars, vagrants, pirates and mercenaries are also used, but usually in less important roles for the Scryers Guild. Astrumdantalas is the nerve center of their operation so it is natural that most talent folk in those skills make the pilgrimage.

Smaller sects, cults, and guilds also make Astrumdantalas their home. As long as they do not molest the citizens and guilds, they are usually left to their own workings free from lordly scrutiny or moral restrictions. There are far too many to list but one of note is the little known, but powerful Indolesmanus. The Indolesmanus scours the world for children with the Oculus in their bloodline or child prodigies. It is unknown who their leader is, but it is clear who over he or they are, they operate a well funded orphanage in Astrumdantalas for these children. The children are said to be instructed with the finest tutors and skill masters, and honed into hyper-intelligent masters of many disciplines. Those who have been encountered are sociopathic killers, extremely intelligent, and highly dangerous to those in their way. No Indolesmanus agent has been captured alive, and few have been bested.

This is somewhat of a parody on the City of Greyhawk with a bit of Lankmar thrown in. I expect Astrumdantalas to act as a good travel-by location to find some bits of information that would otherwise be unavailable. Information for a heafty price of course.