Wednesday, March 14, 2012

Where I'm At With Galbaruc

I've been thinking a lot about my Galbaruc setting lately, which I've let lie fallow for a while now, and more significantly, writing things down.  It should be obvious, but for some reason, I have a weird reluctance to actually put this stuff in writing.  It might be tied into being indecisive in general (a long-standing character flaw) but it's something I've been growing increasingly impatient with.  As long as it's this gauzy, intangible thing floating in some rarefied brain-mist, it's not actually being explored and gamed in, which is, after all, the point.

Somewhere along the way, I got so wrapped up in the hypothetical, world-building minutiae aspect that it became the focus instead of simply making a place to play games in.  This would lead inevitably to stalling and frustration over my lack of progress.  It's the same problem I had back in school.  I'd obsess about everything so much in my head that I couldn't get anything down on paper until the last minute and I had to work my ass off through an all-nighter or two because the paper was due and the professor had already given me an extension.  Far better to get it down on paper first, warts and all, and then take the scalpel to it.

So here's where I'm at with this thing.  It's all subject to modification and revision, but at least it isn't just in my head anymore:

SYSTEM: LotFP, with house rules and add-ons liberally swiped from Small But Vicious Dog, GURPS: Goblins, A Mighty Fortress, Tales of the Grotesque and Dungeonesque.

CLASSES: Limited to (Human) Fighter, Specialist, Cleric, M-U, Dilettante (Elf stats/abilities minus the business about enhanced senses), and (Non-Human) Vat-Spawn.

ALIGNMENT:  No Alignment restrictions for any class.

GUNS?  : Wheel-lock pistols and muskets are the most advanced weapons being fielded currently, but are prohibitively expensive and not ideal for dungeon environments.  Primitive grenades are also available.  Greater destructive power = greater potential risk of horrific fuckups.  Adventurers tend to be armed and armored in archaic fashion, with heavier armor, swords more robust than are currently fashionable in most civilized places and a greater reliance of crossbows, stone bows, etc.


Basically, something like this:


Everyday clothes

Adventuring Gear


Fashion-wise, it's all over the map, a' la the Dying Earth, with an emphasis on dash and flamboyance (especially among adventurers).  There'd be lots of equipment jury-rigged for adventuring purposes -- primitive mining helmets with lanterns mounted on them, or a shallow bowl for luminescent fungus, even more primitive diving suits for exploring undersea ruins, etc.

Speaking of adventurers, I'm taking a page out of RQ's Big Rubble:  No self-respecting City-State is going to stand for hordes of violent transients descending into its ruins, vaults and caves without wanting a cut themselves.    To that end...

FREELANCE ADVENTURER LICENSES are mandatory for non-citizens (all PCs, at least at the beginning, fall into this category) wishing to explore and plunder known "dungeon areas."  Failure to produce a valid license upon request can result in fines, confiscation of goods, imprisonment, branding, and, for repeat offenders, death.  Licensed adventurers pay a 10% exit fee on any loot obtained within the Galbaruc Senate's jurisdiction.

Players should keep the following in mind:

1.  Fake licenses can be obtained, meaning that the PCs forgo taxes after expeditions, paying nothing other than a one-time forger's fee.  There is always a chance of the forgery being recognized, however.

2.  Sites unknown to the Senate and kept secret by PCs cannot be taxed.

3.  It's amazing what a little bribery can accomplish.





DUNGEONS:   I took a course in Italian Archaeology once, and one thing that kept coming up over and over again was how so many now-famous sites and artifacts were discovered completely by accident.  Workmen digging wells and channels, farmers ploughing into the tops of ancient burial mounds, etc.  In areas where there's been continuous occupation for millenia, like Rome, you've got layers and layers of forgotten sites being accidentally discovered, looted, re-buried, forgotten, rediscovered, etc,  A building is destroyed, you set to work on a new foundation, and there's a temple under your feet.

I want to go for the same sort of feel with Galbaruc.  There are still plenty of sites outside the city limits, but you've got dungeons, crypts, catacombs, and ruins beneath the still-populated urban areas.  I loved this idea when I encountered it in EPT, and I wonder why it isn't a more common approach.  The settled, civilized areas are intimately lip-locked to the weird, otherworldly ones, and both sides are engaged in frenzied tonsil hockey as adventurers venture below and the monsters from beneath find their way up to the light.

There'll be more to come, but I thought I'd get this all down while it was on my mind.  I've mapped out 4 levels of dungeon and I'm about to start stocking them with monsters.  I can't wait to roll out the welcome mat and open for business.

Saturday, March 10, 2012

Three Monsters I Made Using Jack Shear's 3d6 Weird Monster Generator

I've been having problems with writer's block for the past few days, and today I decided to abandon what I had been working on and do something practical and constructive.*  Mapping dungeons, filling them with monsters -- the basics that I too often ignore, preferring instead to daydream about ambitious side projects that I hardly ever actually work on.  Not today!  Today, I'd have something to show for it!  I knew I wanted to stock the next dungeon with something weird and unexpected. -- something they hadn't encountered in any previous adventure.  Too lazy even to use James Raggi's Random Esoteric Creature Generator, I went with Jack Shear's 3d6 Weird Monster Generator from Flavors of Fear, which I'd glanced at and admired, but had never actually kicked the tires on.  It's inspired, in turn, from Zak S.' article here.  Anyway, here's what I came up with -- each monster completed in just a couple of minutes, with just one roll of 3d6.

Monster 1  "Stenchfoot Clubhands"

Head: Horned beast (+1 Attack, 1d6 damage + stun on a charge)
Body: Shaggy beast (+1 Armor Class)
Arms/Legs: Gnarled ending in club-like protrusions (+2 Attacks, 1d8 damage + save vs. stun)

Hit Dice: 4
AC: 13
Attack Bonus: +5
# of Attacks: 3
Damage: horns: d6 + save vs. stun on a charge,  clubhands: d8+ save vs. stun, clubfeet: d8+ save vs. stun.
Special: unholy stench (anyone in close combat takes 1d4 damage/round)
Vulnerabilities: Bleeder (loses d4 HP every round once injured)


Monster 2: "Skullface Freezytentacles"

Head: Fleshless skull (add Cause Fear to creature's abilities)
Body:  Emanates freezing cold [anyone within close combat distances takes -1 to all rolls]
Arms/Legs:  Writhing tentacles (+1d4 attacks, 1d4 damage + save vs. constriction)

Hit Dice: 2
AC: 12
Attack Bonus: N/A
# of Attacks: 2
Damage: tentacles: 1d4 + save vs. constriction
Special: Poisonous Touch, Cause Fear
Vulnerabilities: cannot cross water




Monster 3: "Shockmaster WitheredLizard"

Head:  Fork-tongued reptile (+1 Attack, 1d4 damage + poison)
Body:  Electric pulse [anyone hitting the monster with a metal weapon takes 1d6 points of damage]
Arms/Legs:  Withered limbs ending in long, reaching fingers (+1 Attack, 1d6 damage + save vs. disease)

Hit Dice: 5
AC: 12
Attack Bonus: +7
# of Attacks: 2
Damage: tongue (1d4, save vs. poison,) hands (1d6, save vs. disease)
Special: Can use Invisibility 2x/day
Vulnerabilities: 2x damage from Holy items.




I'm very proud of my babies and I can't wait to try to kill you with them.

Now roll 3d6 and squeeze out some fresh abominations.




*comparatively speaking

Monday, February 27, 2012

[Actual Play Report] Villainy Roams the Hill Cantons Unchecked and Unhindered!

The Following is an Actual Play Report of the Hill Cantons session run by Chris Kutalik on 2/23/12.  You can read other reports from the session here and here, but I cannot answer for their veracity.

    Dear friends, it is with a heavy heart that I come before you this evening, my sad tale to relate.  Yet I must be firm and steadfast, for the very words which pain me to merely recall them, which burn in my breast like glowing embers, speak of nothing less than a danger which threatens us all.  My friends, are you aware of the growing epidemic of KIDNAPPING?  Gangs of ruthless men, quite abandoned in their ways and heedless of the laws of God and man, roam these hills like unto ravening wolves, preying upon the most frail and tender prey they can find -- our very wives and daughters!  Honest matrons, radiant young brides, delicate blushing virgins -- all are borne away in stealth by these fiends, who respect neither property nor status -- indeed, ladies of quality are especially sought after, for the gold these demons in human form can extract from their grief-stricken parents.  and they do not limit their depredations to the fairer sex.  Sons, fathers, husbands, even valuable household pets-- it matters not to the kidnapper so long as they think to profit from their abduction.

     I myself heard the confession of a young man but a few days ago which broke my very heart to hear it.  In age and aspect, he could have been my very brother, but while I have repented my youthful folly and devoted myself to the service of the MOST PUISSANT SUN LORD GLORY BE TO HIS NAME, this unfortunate wretch had followed a different path -- a dark, and winding path, which began, as it always seems to, my friends -- as a stroll down a pleasant lane through sun-dappled fields, but soon, with many a twist and turn, he found to be a labyrinth of woe, choked with thorns and brambles.  This man had kept bad company, and would while away his days in sin and indolence.  He and his fellows were well known to the bawd and the procuress, the keeper of gambling dens and the purveyor of stolen goods.  And they amused themselves for a time with such wicked diversions as they found without overmuch diligence, until they decided among themselves to commit a crime of greater villainy than any they had hitherto attempted.

     It seems that one of his "friends" -- a confirmed layabout and wastrel, of such softness and effeminacy that but an hour of honest work would leave his hands blistered and bleeding, had taken a wife. Needless to say, he cared not a fig for his husbandly duties, but continued as before, while his unfortunate bride -- a sweet, trusting creature of gentle disposition and becoming modesty -- was left alone to suffer in silence, to endure his thoughtless neglect as best she could.  Her father was a man of some means, and with this knowledge in mind, he conceived his vile project.  He would, with the assistance of these his co-conspirators, abduct his own dear wife in secret, and line their pockets with the ransom when the dear girl's father had offered it up.  My friends, what times are these we live in when the blessed estate of matrimony is exploited in so vile a fashion?  We may censure and hold in contempt --- and justly so!-- the husband who not only tolerates the infidelities of his wife, but compounds the transgression by becoming her pander as well, and profiting thereby!  My dear friends how much more loathsome is the man who, with foul confederates, their hands stained and reeking from crimes innumerable, captures and imprisons his unsuspecting helpmeet -- she who should command his tenderest devotion-- all for the sake of extracting filthy lucre from his own father-in-law?

     My friends, I will not dwell upon the sordid details of this wretched escapade.  How they watched and waited, covertly studying their victim's habits.  How they, with the practice of foul sorcery and beguiling words did lure the innocent creature and her sworn bondman down a treacherous alley.  How the two were captured -- the bondman cut down without mercy, and the hapless bride spirited away to a filthy tenement.  No, these crimes can bear only so much light before we avert our eyes in disgust and horror.  But there was worse to come, dear friends.  For these hard-hearted villains yet possessed a sort of innocence.  They believed, for all their blasphemous oaths and swaggering boasts, that the bonds of family were stronger than the love of gold.  In this, they found themselves rudely confronted with the vile reality -- like a maiden menaced by a leering pervert from the doorway of some low establishment.  The bridegroom, slyly inquiring of his father-in-law's intentions when the abduction became known, was told in no uncertain terms that the girl's life was as dross to him -- the very fruit of his loins could have her pretty throat cut by some murderous transient before he would part with so much as a single piece of copper!"

     "My friends, this is a sorry state of affairs.  When husbands plot against their wives for base gold -- when honest goodwives are abducted in broad daylight from a busy thoroughfare!  When fathers who can well afford it refuse to pay a ransom on their own kin, which, while not an insignificant sum, was certainly within their means!  We live in depraved and sinful times, my brothers and sisters, and great will be the Sun-Lord's reckoning when such cupidity and vice run rampant!  In such times, the word of the Sun-Lord must be proclaimed from one shining Hill to the next!  Repent, oh repent, O my children, and let these Cantons ring with His praises!"

"But what can I do?' you ask.  "I am no thief-taker with net and truncheon.  I am no doughty warrior, with mail and halberd to defend against the unrighteous.  I am no pious priest, whose blessings make the bare branch bud and bloom, and whose curses wither the fruit on the vine.'  My friend, I am a simple man, these my companions all simple men, with simple gifts.  It is not force of arms we seek in our great enterprise, nor miracles -- the Sun Lord alone can provide such.  But we have travelled far, and must travel still farther to preach the good word.  And travel takes its toll in blood and sweat.  And also money.  We do not ask for much dear friends -- but consider!  To what purpose had you intended the gold in your purses?  Was it to serve some vain fancy?  Some vapid bauble to flatter and amuse and TITILLATE?  My friends, when you find yourself on your deathbeds --- and the hour comes swiftly!-- what story will your life's ledger reveal?
Think on it, my friends, think on it."

Praise His Sweet Name,

The Reverend Meriwether Chambliss, Col. (ret.) The Sultan of Uqbar's Lancers.

Sunday, February 26, 2012

Look at These Album Covers. Also, Teasing Glimpses of Posts to Come.

Working on a few entries in the draft pile, including but not limited to:

- A Broad Overview of Religion on Galbaruc

- Classes on Galbaruc: Cleric - How I'm handling Clerics in my home campaign, once I get it off the ground.  I'm putting in Atheist clerics, which might be a stupid idea, but which made sense to me the other day, and fits with the way I'm envisioning the class in this setting.

- The Space-Race on Galbaruc, and what people there think about the Moon.

- The Supreme Monstrosity: The winged, 9-eyed Dinosaur Satan who is rumored to lair in a cave somewhere on Oriax, and which I stole from TOPPS' Dinosaurs Attack! bubble gum cards from the late '80's.

- The Brazen Head of Criswell, an artifact of dubious, reality-warping prophetic power

- By the way, Oriax has been relocated.  It's no longer a planet in its own right, but is a continent on a shared world setting co-owned by me, Evan Elkins, and Robert Parker.  We just figured, hey, we're each doing weird space-fantasy desert planets, planets are huge, so why not have it be the same planet.

- An Actual Play report of the Hill Cantons game the other day, according to the Colonel, whose reputation for veracity is matched only by his fearlessness in battle.

But for now, I just want to show you the cover art for this two-part album from Earth, because I think it's absolutely gorgeous.


Monday, February 20, 2012

Marc Bolan Predicted Carcosa Back in 1977!

The Witch-Man of Hackney with his familiar, Utargh-Thun the Devourer.

It's true.

From "Crimson Moon", a track from the final T. Rex album Dandy in the Underworld.

I'm a chartreuse lover
I'm an indigo man
In the black of the night
I'll hold your lily white hand
Under the crimson moon

Marc Bolan: Electric Warrior, Child of the Revolution, OSR Nostradamus.

Sunday, February 19, 2012

When GW Was Quirky and Interesting and More Interested In Making Cool Shit Than Issuing Cease- And- Desist Orders OR: The Games Workshop Staff, Circa 1987

Looking at the incredible pics Jeff put up recently from the 1983 Citadel Compendium put me on mind of one of my favorite pieces from the original (1987) version of Rogue Trader.  It's a group caricature portrait of the GW staff at the time, done up in the early gonzo form of what would become the 40k aesthetic.


To me, it's emblematic of GW's shift from the quirky, individual, and interesting to the dull, impersonal, and monolithic.  I think this comes across in every aspect of the company's output.  The artwork becomes more consistent and technically refined, but loses the odd, personal, sometimes wildly divergent work of artists like John Blanche, Ian Miller, John Sibbick (remember the punked-out dwarf hacking through the goblin on the over of WFRP 1st ed?), and Martin McKenna, who did the group portrait above and whose pencil work can be found throughout a lot of early WFRP stuff (he did all the interior illos for The Enemy Within: Death on the Reik, for instance) , resulting in a comparatively stagnant, predictable, uniform aesthetic that has more to do with maintaining "brand identity" than anything else.  White Dwarf's past awesomeness and sad metamorphosis into little more than a glossy advertising brochure is already well documented here and elsewhere.

I was going to go off on an extended diatribe on the loss of the individual voice/personal aesthetics/creative risk-taking in gaming products and publications, conformity and corporate culture, and a little pom-pom twirling on how, with the OSR and the the indie gaming scene, we're seeing a resurgence in the sort of distinctive personal blah blah blah.... but if you're reading this, you've probably already read several of those, with better writing, stronger arguments, and more exhaustive detail, so for now, I'm just going to say OH MY GOD LOOK AT THAT PICTURE OF MUTANT SPACE PUNK GAME DESIGNERS WITH RAYGUNS AND CHAINSAWS.

Sunday, February 5, 2012

Well, So Much For the Whole "Frequent Updates" Thing...

Two weeks already.  I'd meant to be more diligent about updating this thing, but time seems to have slipped away from me.  Anyway, a few updates:

1.  Oriax is not dead, but it has changed shape and location.  More on that shortly.



2.  I've started showing my artwork at the ZaPow gallery here in downtown Asheville.  We're having a party/opening on Feb. 11th, and I'll have a few pieces up for the occasion.  There will be live music, free beer, and free ice cream.  Anyone who doesn't like at least one of those things is very possibly a Reptoid, or one of the aliens from They Live.  They probably also hate laughter, oral sex, monster movies, pretty sunsets, and all mammals.  Defy them and attend, at least in spirit.  Read more about the event here.



3. Hugo le Bâtard, my character in Jeff Rients' Caves of Myrddin game, has, in collaboration with Darf the Dwarf, opened up a new den of vice and iniquity on the grounds of Hugo's manor house in Cornwall.
Le Lapin Bleu is open for business, and now sports its very own blog.  Featuring an expanded set of results for Jeff's famous Carousing Table (as well as an expanded wine list and floor show entertainment), make The Blue Rabbit your FLAILSNAILS PC's #1 destination for spending your ill-gotten loot in style (and away from those busybodies at the Abbey guesthouse).  


Wednesday, January 18, 2012

GM Questionnaire... the Answers May Surprise You!

Since all the cool kids are doing it:

(from here)

1. If you had to pick a single invention in a game you were most proud of what would it be?


I really liked the necromancy-practicing were-owls I came up with for World of Darkness: Changing Breeds, though I have no idea if anyone ever used them in their own games.


2. When was the last time you GMed?


Way back in Dec. 2, 2011.


3. When was the last time you played?


Jan. 9, 2012 -- I played Hugo le Bâtard, and we ventured into Michael Moscrip's Castle Nicodemus. Vampire books, man. Vampire books.


4. Give us a one-sentence pitch for an adventure you haven't run but would like to.


Bookhounds of Sigil -- you're all skeevy book-trade types dealing with murder, extortion, and rare volumes in a city that's a multplanar nexus point.


5. What do you do while you wait for players to do things?


Jot down little notes to myself, offer unhelpful suggestions.


6. What, if anything, do you eat while you play?


It depends on the time of day. Lately, I've just been playing over G+, so I might have a snack in the evening, or an egg sandwich and a cup of coffee if I'm in Jeff's game at insane o'clock in the morning.


7. Do you find GMing physically exhausting?


Not usually.


8. What was the last interesting (to you, anyway) thing you remember a PC you were running doing?



Co-opening a tavern/cabaret/den of ill repute on the grounds of a manor house in Cornwall.


9. Do your players take your serious setting and make it unserious? Vice versa? Neither?


It's usually a mix. There's the inevitable injection of occasional silliness that occurs whenever a setting is exposed to actual players, but in the past, I've had players do the opposite. I had a character start out as a Skaven captive, which I played fairly lightly, but the player took it to some very dark places indeed.


10. What do you do with goblins?


I haven't done anything with them yet. If I did anything with them, I'd probably use GURPS: Goblins as a source, with the goblins being of variable shape and size depending on their environment/abuses suffered. At one point, I thought it would be interesting if they needed a human to act as their king (I'm thinking of David Bowie in Labyrinth), and they'd find (and abduct) the new king based on a grotesque version of the tests Tibetan monks run through when trying to find the new Dalai Lama.


11. What was the last non-RPG thing you saw that you converted into game material (background, setting, trap, etc.)?


I watched Zardoz again the other night, and swiped several elements from the movie (Zardoz himself, the exterminators, the vortex, etc.) for my campaign setting. The effete, self-destructive Immortals are informing the way I'm handling elves in my game.


12. What's the funniest table moment you can remember right now?


The one that jumps out at me first is from my EPT game. Matthew Miller's character nimbly scales a wall, only to be fried to a crisp by multiple laser beams. The subsequent conversation between the party sorcerer and Matthew's character's ghost made things even funnier.


13. What was the last game book you looked at--aside from things you referenced in a game--why were you looking at it?


Carcosa, because it had just arrived in the mail.


14. Who's your idea of the perfect RPG illustrator?


It really depends on the game, setting, tone, etc. That said, Gustave Dore' was pretty flexable. He could do comic, absurd, creepy, and awe-inspiring -- sometimes in the same illustration.


15. Does your game ever make your players genuinely afraid?


I've been told I've creeped players out before (in a good way), but I dunno about genuine fear.


16. What was the best time you ever had running an adventure you didn't write? (If ever)


Probably The Great Pendragon Campaign, though it unfortunately died before we even got to Arthur's conception. The players were so into the spirit of the thing -- going on quests, fighting Saxons, fathering bastards, etc.


17. What would be the ideal physical set up to run a game in?


Up here in the Appalachian mountains -- outside on a large table after food had been cleared away. It's a crisp early autumn or late summer evening, and there's a few beers and a couple bottles on wine on the table.


18. If you had to think of the two most disparate games or game products that you like what would they be?


The Extraordinary Adventures of Baron Munchausen and Unknown Armies.


19. If you had to think of the most disparate influences overall on your game, what would they be?


William Blake, James Branch Cabell, and Hollow Earth theories.


20. As a GM, what kind of player do you want at your table?


Clever, easy-going, with a good sense of humor.


21. What's a real life experience you've translated into game terms?


When I was a Classics student, we translated, analyzed, and discussed a lot of Latin poetry. I was in an experimental free-form play-by-post Planescape game once where we took turns GMing in a variety of styles, formats, and POVs. One of my segments was a parody of those exercises and class discussions, with the action of the story being the poem being translated and (erroneously) analysed by students.


22. Is there an RPG product that you wish existed but doesn't?


I want a Call of Cthulhu sourcebook on occult LA -- especially Hollywood -- say from the Silent era to the early '70s.


23. Is there anyone you know who you talk about RPGs with who doesn't play? How do those conversations go?


I don't really talk about RPGs with people who don't play, as I think I'd bore them senseless. My wife has played in the past, and probably will do so again in the future, but it's more of a thing she does with me than something she has a strong interest in for its own sake. But I bounce ideas off her and ask for suggestions all the time. She's a sci-fi/fantasy writer.

Saturday, January 14, 2012

[Psychedelic Warlords] Starting Campaign Setting: the Planet Oriax

So I've been giving some thought to the actual setting for this thing.  The idea is to start out on a central hex on one planet, and then expand from there as the players see fit.  This limits the scope of the campaign at the beginning, but I find that narrowing down your options at the very start allows for a much easier "buy-in" from players.  This way, their options and opportunities for adventure can expand in response to the players' actions and interests.  Also, I don't have a huge amount of time for prep, and I'm chronically indecisive.  This takes a lot of the burden off of my hands by presenting me with fewer decisions to make over a longer stretch of time.

Anyway, here's what I've come up with so far:


The Planet Oriax, at various points in its history, has been:

- A poisonous, chaotic hellscape - the screaming, malformed, botched abortion of a degenerate star.  This rather overheated description can be found in the otherwise sober planetary historian Yivok the Lesser's Lives of the Planets.  He maintained throughout his life a particularly violent and irrational dislike for the planet.  He would never mention its name directly, referring to it as either "that spherical blasphemy" or, more cryptically, "the bloodshot eye of the anti-Father."  When near death, he reportedly asked to be carried out to an orbital observation deck where Oriax could be observed by long-range telescope.  Peering through the screen, he excitedly made an obscene gesture in the direction of the planet before expiring, a smile on his withered lips.

- The plaything of a generally irresponsible pantheon of Kirbyesque alien space gods, some of whose descendants exist today.

-  The capitol world of at least two galaxy-spanning empires

- A penal colony -- a dumping ground for all manner of criminals, heretics, and madmen.

- A pilgrimage site, famous for its monumental reliquaries, within whose gem-encrusted frames were housed the calcified bones of martyred titan-saints, standing in eternal vigil.

- A hedonic paradise of glittering palaces, calm oceans, and lush pleasure-gardens, serving a technologically and socially advanced society.




At present, it's a blasted, post-apocalyptic wasteland..  There are still forests, seas, jungles, and glaciers, but much of the planet's surface has been given over to desert.  The planet's littered with ruined cities and monuments, and the bones of massive extinct beasts bleaching under the harsh sun.  Warp-storms crackle across the landscape with alarming frequency, tearing open temporary holes in the fabric of space-time, and leaving madness and mutation in their wake.  The great, continent-spanning civilizations of the past have fragmented into small, isolated communities, whose eccentricities have only become more pronounced in isolation.  The immortal descendants of ancient Sorcerer-kings spend their days in drug-induced reverie and petty intrigue.  Some of these forsake their immortality and leave the safety of their hermetically-sealed crystalline palaces to seek adventure and death in the lands beyond.  Rival warlords jockey for position.  A few would-be conquerors have attempted to form empires, but so far, the largest political entities are independent towns and loosely-allied city-states.  The lands between are filled with strange and terrifying creatures, treacherous geography, fanatical cults, bands of predatory mutants, and the laboratory strongholds of mad wizards.

Oriax today is far from the center of interplanetary politics and trade, and its relative obscurity, dangerous reputation, and lack of many modern amenities make it an unpopular destination for casual tourists, though a few thrill-seekers arrive each solar year.  The bulk of off-worlders are adventurers of some description, lured by tales of vast, half-buried wealth, or with ambitions to carve out their own petty kingdoms in a savage world, far from the confines and strictures of life on the core planets.  Along with these trickle in a disparate collection of fugitives, refugees, exiles, explorers, spies, heretics, archaeologists, missionaries, and the sort of dangerous eccentrics who can find no employment in civilized space.


NEXT: The Free Town of Pazuzu: part Deadwood, part Tangier -- smack dab in the center of the starting hex.

Sunday, January 8, 2012

Psychedelic Warlords: Appendix N in Pictures

So I'm working on a home campaign of my own for ConstantCon.  I plan to do Galbaruc eventually, but with that one, I think I often get bogged down in "getting the tone just right," and developing it as an internally consistent setting.  For right now, I thought it would be fun to throw logic and internal consistency out the window and go with something that's been lurking inchoate in the back of my mind for a while.


Here's what I'm going for: