Friday, December 7, 2018

Gridmoss (dungeon hazard)

Typically nested in dungeonscapes and Underworld zones trafficked by surface dwellers. Gridmoss is a creeping black vine (max 3" thick) with dense, grass-like strands (1/2" thick). Certain strands eventually swell at their tips, forming a globular tumor that will erupt into a human-like eye. Any creature with basic telepathy can tune into the gridmoss' collective sensorium and see what it sees with all its eyes.

Tuesday, December 4, 2018

Ideas for a Sea Campaign

The Lesser Sea of Bastards is an unstable region within the vast Ghost Sea dividing the land-sprawl of Yyrit from his south-eastern sister, the Isle of Gan.

The Bastards' Sea is named for the children of the legendary pirate-king Malfan the Malingerer, whose many-mothered sons and daughters conspired to maroon him on the monster-haunted Isle of Naught. There he was consumed by the Hairy Giantess, Jorta, who in twenty-nine months rebirthed the elderly pirate-king as the giant-king Remeeth. Now Remeeth-that-was-Malfan claims lordship over Naught-Isle and executes or enslaves all man-folk who set foot there.

In Malfan's absence the siblings naturally collapsed into tribal warfare, with many bold claims pronounced declaring mastery over specific (usually well-trafficked) sea-regions. After several generations, all possible trade-routes were objects of active dispute between rival pirate-clans, leading to the creation of a many-layered protection racket that would become an official entity with chapters located in every Yyritan and Ganese port-town. All ships traveling across the Bastard Sea are now subject to the Bastards' taxes.

The Guild of Collectors was born of necessity from the constant and ongoing Bastard Wars. Each member must relinquish their family name, in exchange adopting the Mantle of Malfan, an odd hood of wrapped linen soaked in brine and bleached by the light of the Moon. Having no loyalty to any particular Bastard House but devoted to all, the Collectors are responsible for extracting, counting and redistributing bastard-taxes. Their ritual weapon is a red oak cudgel wrapped in thorn-vines harvested from the Wight Dunes.

While it is customary for the Bastard-ships to steer clear of vessels under their protection, there are sometimes known to be (30% chance) encounters with Bastard Infidels who will trouble a ship regardless of the flags it flies.

[Image: “The Tempest” (1886) by Ivan Aivazovsky]


Friday, November 2, 2018

_______-____ the Everliving!

The Mummy-Sorcerer Lich Variant

Features:

Polyhedron-shaped stone fastness containing its sarcophagus and power-source. Determine polyhedral shape randomly. 33% chance the fastness is floating 3d20 yards in the air (fastness can be piloted from interior control room).

Can magically increase its STR and CON to 20 by spending 35 HP. The change will last until the mummy-sorcerer is reduced to 50 HP or less.

Remnant of an ancient empire that revered [1d6]: (1) cats, (2) dogs, (3) crocodiles, (4) snakes, (5) displacer beasts, (6) night-gaunts. Will usually have a special servitor with 8 HD of the determined type that is totally loyal (fearless morale).

Encounters:

Ejecting magical waste from its floating fastness near a town or in an important water source or waterway.

The shadowy figure behind a clandestine operation to kidnap a local noble or monarch and replace them with one of its shape-changing puppets.

Engaged in a small land war with a traditional lich. Purely about territory and resources.

Felling a sacred or otherwise significant forest to feed the fires of its engines.

Digging a massive trench that exposes part of the Underworld. The massive, dripping carcass of a purple worm is being hoisted by a crane being operated by an ogre supplicant (INT 12).

[Image: Mumm-Ra and Ma-Mutt]


Thursday, September 20, 2018

Chaos and Law (2)

Death is a token of Law's love for living things.

...

Law is the first Autocthon. In the scriptures of Yeredwan, Law emerges from the bloated womb of Chaos into the starless, sterile expanse that would become the Multiverse.

The Lords of Change are Her other offspring, and they are many. Yeredwan credits the existence of no less a number than nine-hundred-ninety-nine, though others have come to different god-countings. The matter is disputed among the wise. All solutions to the question are complicated by the endless copulating that occurs among the nobility of Change, who generate with great fecundity. In some cases these progeny merge with their forebears or produce many children of their own. .

...

Law is sometimes characterized as a unity of doctrine, a thinking power at one with its thoughts. Only reluctantly does it divide this placid consciousness into lesser outgrowths, who are called the Lords of Hegemony.

...

Because all matter is contaminated with Chaos, there is some of it in the composition of all things. Matter was an invention of Law, wrought during the First Aeon from raw Chaos-stuff alloyed with Law's liquid thoughts.

(Image: Druillet)


Chaos and Law (1)

Chaos and Law seek integration into a state of non-Eternity.

As individual forces they exist forever.

Left to its own devices Law takes on forms of mechanical purity, perpetual engines that power the organizing patterns of the Multiverse.

Outside, between, seeping through Law, Chaos rages back and forth, from grotesque eidolons into abject formlessness and back again. A no-place where coherent thought dissolves into a violent dream that can never be recalled or realized, only experienced endlessly.