Sunday, June 29, 2025

Breaking Up Rokugan/The Rokugan Archipelago

Legend of the Five Rings has gone through 6 editions with 2 being D&D editions (3E-3E/Oriental Adventures and Adventures in Rokugan-5E).

For clarity, will be focusing on Lot5R 5E, which was by Fantasy Flight Games and then Edge Studios after Asmodee was done gutting any sort of content out of it.

 

One of the core problems Legend of the Five Rings had back in AEC days was that it started as Japanese fantasy, as written by people (especially John Wick) who had never read anything more detailed than movie subtitles and happily shoved all kinds of anachronistic, stereotypes or frankly foreign ideas into it. And then compounded it by deciding not to fix it, but claim it was instead pan-Asian. When it really meant 90% pop-culture Japan and 10% whatever could be opportunistically claimed otherwise.

In some ways that was a good idea. Fantasy RPGs can get bound to real-life pastiches too easily and especially true for Asian-themed RPGs. Due to a combination of the unknowledgeable copying out chunks of books (infamously TSR) or the somewhat language-locked bent of many domestic Asian RPG markets.

 

So, I wanted to try and repivot to a more Japanese theme, but without just becoming Sengoku the RPG. I had already implied an archipelago Rokugan in my Worldbuild24 setting, but that was too wrapped up in D&Dism for this cleaner discussion. My attempt to find a fantasy map for a Japanese setting which wasn’t blatantly Japan was similarly stymied. I’m going to have to couch everything in vague terms and let the imagination fill the gaps. This is mostly just rambling, a little bit of reworking and a lot of restatement.

I heavily relied on this site to fill some language gaps grandfathered into the RPG:
https://craneclan.weebly.com/renaming-the-gods.html

 

In general, my island version of Rokugan is a bit more like Japan in the first two Shogunates; Kamakura and Muromachi/Ashikaga. Somewhere between the eclipse of the Imperial Court of the Heian period and the descent into complete violence of the Sengoku period, following the Ōnin War. While it has more the Imperial intrigue that categorized the Kamakura shogunate, to represent the more active Imperial centre of Rokugan. The archipelago is already beginning to slip into the warlordism of the Daimyos, as the Muromachi/Ashikaga shogunate went on.

The most obvious change is the armour. Think not of the all-wrapping colourful lacquer bands and instead think of looser cloth and large rectangular guards. While not the social dynamism of the Azuchi–Momoyama period, where anyone who could stab their way to the top became respected. There is still some degree of social mobility, mostly through violence and patronage. For those peasents who are raised as ashigaru alongside their mounted landlords and their elite retainers. The role can become permenant as they loot the battlefield for their pay and the samurai rise to higher command.

 

Rokugan is the foreign name, one used by traders as one approaches the archipelago.

In the beginning of history, the archipelago was full of tribes. Some were arrivals and some were preexisting, both practised the worship of powerful spirits. Of the clans at the time, the victorious coalition were the Uji Clans, those which patroned the Ujigami, who patroned and bolstered their kin group. Depending on the translation were either the future Major Kami of Rokugan or animal spirits, hence their attached names. The Central Provinces was their final home.

Fenghoo: Shiba no Kami

Imperial Family: Hantei no Kami, but ultimately from Ohisama no Omikami

Kani: Hida no Kami

Ki-Ren: Shinjo no Kami

Ku-Ren: Douji no Kami

Ryu: Togashi no Kami
Sasori: Bayushi no Kami

Tora: Akodo no Kami

These clans served the Imperial Court and supplied the officials dispatched to rule over the uncounted minor clans of the further provinces which had been subsumed. Mysticas called Shugenja communed with the spirits in the correct non-barbarian way. There were many wars with the Yobanjin to the north and similarly in the south. Though the southern people may not have been people and may have had their own Ujigami.

The southern island and in many places were home to increasingly dangerous spirits and if there were truly people there, they soon were considered lost to the dreadful evil of the Shadowlands. Akugawa-Sama was that dreadful presence and his wrath remains throughout the archipelago. Of course, it’s possible that many of the Shadowlands centre on the territories of those people who sought to turn back the Rokugan clans. The non-humans persist in their territories and avoided in general by the humans.

Most of the Legend of the Five Rings history happened, if heavily embellished, retroactively altered and possible stretched or scrunched to fit the stories. The first 3 centuries would be mostly mythic conjecture but treated as historical fact. By the end of the 4th recorded century, the Ki-Ren clans was mostly involved in overseas trade, shamanistic worship and foreign structural cosmology was codified into teachings of Shinsei and attempts to reform society under the Genji Reforms. Creating the Emerald Magistrates as a position.

Land reform encouraged the growth of large-scale manors, the Shōen, as landowners and 5th century temples expanded their holdings, when it was meant for all cultivators. Though the heyday of court culture, many became tax-exempt and encouraged the subsuming of peasant holdings into them in return for lighter rents. These land-owners in turn became responsible for the security of the provinces under the Kokushi (civil governor).

Divisions within the Imperial Family resulted in the creation of cadet branches; the Miya, Otomo and Seppun clans, which provided more of the officials and opportunities for the Uji Clans to intermarry into power. The Ku-Ren, Fenghoo and Sasori managed to gain control of the Imperial Family and their heirs through these intermarriages and isolated the court under the Gozuku cabal. Foreign trade flourished, but all these combined to set the stage for the first major war.

Rokugan had long tried to pursue its wars with the nimble Yobanjin, but with a shrinking tax base and fewer eligible conscripts, found it increasingly simpler to hire those private warriors and warrior-farmers. The wealthy, self-funded and vastly more effective horse-archers. Expanding the control and adding yet more land to be gobbled up by retainers of the Uji Clans. The court-aligned armies of foreign-style foot soldiers declined.

The Emperor had long sought to balance the powerful major clans with the creation of minor Uji Clans. These minor clans were often in strategic locations and were nominally independent of the older clans. They retained the animal-naming system, even after the Uji Clans ceased to have meaning.

This cumulated in the Time of Treachery across the 6th century. The Gozuku had fostered the heirs of the Emperor within their clans, but the youngest girl went to the Tora. Yugozohime was raised to be fierce and masterful, cumulating in her direct deposing of her brother and overthrow of the Gozuku. This Warrior-Queen in turn pursued a much more martial approach, purging the court of perceived decadence and barring foreign merchants. This resulted in both invasion and the death of Empress Yugozohime, triggering mass civil unrest. Any holdings of the Ki-Ren vanished from the archipelago, and the Uji Clan broke into factions, using their preferred heir to control the throne and their inter-related retainers to do battle. Mass incursions from Shadowlands and heretical magic gripped the south and into the central provinces under Iuchiban, the Blood Sorcerer.

Ultimately the Uji Clans as a concept disintegrated as their retainers achieved political power, marrying into the leadership of each. The winner was the Douji clan, who had previously been members of the Ku-Ren and secured their victory by marrying into the Imperial family directly and consistently since. They exercised vassalage based on the older Uji Clan loyalties, weakening as time passed.

Since then, the retainers have become the new governing nobility. The Emperor continues to enforce his decrees through the Emerald Magistrate, minor clan creation and the Kokushi. Yet the Emerald Magistrate is the office of the Bushi warrior caste and who in turn appoints Shugo military governors to rule provinces alongside the Kokushi. Warrior clans pay allegiance to the Emerald Champion first to manage their Shōen and employ retainers of their own, samurai.

The Douji military government lost most of what control it had in the 8th century. A fresh wave of Shadowland incursions began, heralding the return of the undead Iuchiban. Invasions from across the sea led to the return of the Ki-Rin, who had been absorbing many foreign customs. The Douji government has clung to their return as a lifeline. Installing them in former and new territories as a counterweight. The Emperor even managed to regain some of his authority and now the title of Emerald Champion can change, though the Douji remain the mothers of the Emperor and the de facto government.

Political control has only decreased since. Wars remain dominated by local clans, who exercise local authority over increasingly personalised Shōen and draw in the more powerful regional lords when their Shugo and tax revenue is disrupted. Who cultivate personal vassalage via wealth sharing as Shugo-Daimyōs. These Shugo have in turn absorbed much of the Kokushis’ authority as so much land is in their hands. The Perfect Land Sect has risen, inflaming the peasants and petty land-owning Jizamurai, who have banded together to form uprisings in ikki leagues.

The Kolat, a fringe philosophical sect dominated by a mixture of peasant anger, merchant frustration and similar Shinsei teachings has grown to ensnare many who feel trapped with a caste system that denies them promotions. It promises to overthrow the social order and replace it with authority based on wealth and skill.

It only took the spark of dynastic murder to fan the flames of clan war.

 

At the time of the current Clan Wars. Rokugan is divided between 43 clans. I was going to reiterate what each clan does, but you readers wouldn’t be digesting this if you didn’t already know.

Outer Islands: The most southernly islands are home to minor clans, placed there to ensure the flow of goods and ideas can be measured and changed at the Emperor or Emerald Champion’s will. Being so isolated, piracy is almost a given for the Kamakiri and Koumori Clans.

South Island: About as barbaric as Rokugan can get and still be a part of society, the land is old, and the spirits are restless. The Hida clan controls the northern and eastern coasts, claiming descent from the old Kani Ujigami. Their relatives, the Hiruma clan, hold the haunted highlands. The sparse eastern coast is home to the Hayabusa minor clan, previously were the Toritaka retainer family. The Iuchi clan occupies the rest. Combining strength and foreign mysticism to try and contain the Shadowlands in the mountain forests. Here the river of evil flows swiftly and the darkest of fortresses lie within. Such forces have already swallowed up the legendary Yamakujira clan or Heichi family of the Kani Uji Clan. Whose lands were emptied in the early 6th century.

Middle Island: Thinly populated, with mountainous forests hiding all manner of evil. Considered to be the home of nothing more than pirates and hermits. The north coast is the territory of the Yasuki clan. The southern coast is home to the Kaito Clan.

Western Arm of the Mainland: Following the arc of the mountains divides these provinces into a more cosmopolitan side and a dryer side. The drier side is home to the Kaiu clan and the Asahina clan, who rule their vital temple. To the north and almost surrounding of them is the strange Utaku clan on the dry plain. Of the famed Shiotome Battle Maidens.

At the tip and flowing into the underarm is the Katika clan. The Shosuro clan is scandalously renowned for its patronage of actors and control of the large city Ryoko Owari. In contrast, the eastern adjoining Kitsu clan has a reputation of not just detailed recordings of their genealogy but being able to have their ancestors speak through them. In the mountains is the impoverished minor Suzume clan.

The Central Provinces: Here is the capital and the greatest cities, the most holy mountains and the greatest extent of civilisation. The roads roll up into the current capital of Otosan Uchi. Which the Soshi Clan has persuaded the current Emperor to make his home among their lavish domain. Being the largest and richest of cities. The surrounding islands and land spurs belong to the Kame clan, a disreputable minor clan previously known as the Kasuga. Beyond lie the old capitals, the previous and still more luxurious is the heartland of the Douji clan, who are rich, sophisticated and bent on maintaining their authority over the Emperor and his heirs through marriage and court appointments. The capital before them is governed by the Asako clan. Both are populated by the three court families, which now serve ceremonial roles in the civil government. Along with the highly connected, if otherwise minor Shika and Uguisa clans. Mountainous oni-haunts and yokai are kept at bay by the Kuni clan, the Tondo minor clan and the Togashi Order. Who blends bushi principles and Shinsei like the Asako, but with continental martial arts. The Tondo also serves as a first point of contact with the order. Their lands being first along the mountain road.

The forests where the plain meets the mountains are home to the Kitsune clan. The last remnants of the Ki-Rin who are seen as uncanny, with many past alliances. Above them in the river pass deep into the Highland Provinces is the Usagi clan. A minor clan which specialises in fighting maho. Much feared is the ruins of the minor Kuma clan, which turned to maho during the turbulent times in the 7th century and were so extinguished.

The Highland Provinces: Rough and untamed, these thinly inhabited mountain forests are a persistent problem for every type of Rokugan government, due to their isolation and hence individualism. Petty wars and banditry are rife here, and rumours long circle that some samurai or jizamurai families have formed leagues of self-governance and mercenary bands, the Ninja schools. Worse is the vast Shinomen Forest which stretches from here up into the central spine of the mainland, full of hostile spirits and monsters. Much of the coast until a north-eastern spur belongs to the Mirumoto clan, the spur in question is part of the great highland territory of the Bayushi clan, who are ill-regarded yet one of the most senior survivors of the Sasori Uji Clan.

The mountain-bracketed strip of coastline where the Highland and Mountain Provinces meet is split between several minor clans. The Mukade, also known as the Moshi family of retainers to the old Fenghoo Uji Clan. It used to be home to the ancestors of the Shiba clan and gives them control of vital shrines. The Ashinagabachi clan, formerly the famed archers retainers of the Tsuruchi family. Is wedged between the Bayushi and the Central Provinces. Created by a Douji Emerald Champion to spite the Bayushi and descending from the mountains to the flatland.

The Mountain Provinces: The central spine of Rokugan continues to divide the territory into thin valleys and coastal flatland. Though the highland grasslands and meadows support herds of horses and other beasts, surreptitiously eaten as needed. The Yogo clan haunts the valleys of the western side, rumoured to be cursed. The rest of the rugged western coast is the land of the Agasha clan, which once strengthen authority against the Yobanjin. Infamously, the Tanuki clan, a minor clan of Shinonmen Forest explorers once existed here. But fell from the Bushi and now apparently exist as sake brewers.

Much of the coast and highlands above the riverine flats is the domain of the Aokodo clan. Fiercest and most valiant of the warriors, they have long grown tired of the Douji’s control over the court and their patronage of the Shinjo clan. For the returning Shinjo were appointed shugo of the highland plateaus and meadows to raise their calvary. But both clans maintain a reputation for honour and exercise it well on the battlefield. The minor clan Saru, formerly the Toku retainers, independently maintains the pass between the Yogo and Akodo with their fortress. Amid the flatlands are the perfunctory holdings of the Kawauso clan. Their base from which to make the long coastal journey to the waterways of other island regions.

Of note is the northern island of Kaigen, an otherwise forgotten place, is the minor clan of the Nekoma. Using the relative freedom of their isolation to patron unorthodox theatre and acrobatics. Still, they are as dangerous as any clan.

The River Plain: This was the mightiest of lands, where the Emerald Champion was forged and the Tora Uji Clan carved out territory against the Yobanjin. Much of the plain is swampy and unfit for defensive works, but the drier sections are well controlled. In the highlands and along the upper portions of river is the Ikoma clan, who masterminded victories in past days. The southern western portions are the stronghold of the Dai-Douji clan, closely related to the main clan to the west. Once the centre of the Douji and capital of Rokugan during their early domination. It is now merely a major centre of rice and warriors. The perceptive Kitsuki clan maintain a few temples and settlements along the east coast, almost squashed into the swamps. Their settlements also share many members of the Ide clan, who have taken up much of the eastern half of the region to herd their horses or cultivate gardens.

The Northern Provinces: Wild and untamed is how most the population of Rokugan see the northern provinces. It is far colder and far less populated. Endless forests and mountains plunge into foaming waters. Rumours speak of villages of Yobanjin hidden away and ready to kill any who come across them. The peasant too, as frequently suspected of being disgruntled Yobanjin with only the faintest veneer of civility. For this reason, the three clans appointed as shugo were chosen for their approach. The eastern Matsu clan bring violence; they both are masters of their land and extort their retainers to more glory elsewhere. The western Moto clan were appointed for being strange and foreign, they both are barbarians and have no links but to the southern clans. The Isawa clan brings religious authority of the south. But rumours circulate they are Yobanjin in disguise.

Compounding fears of barbarians is the fate of the minor Hebi clan, an otherwise loyal southern anchor. Though served well by their valley home, they fell into the use of maho by a corrupting yokai. Following their discovery and purge, the valley was given to an ambitious member of the Shinjo clan as the minor Ushi clan. Their more northernly minor neighbours, the Anaguma clan, formerly the Ichiro retainers of the Kani and Ki-Rin were the first Rokugan forces to establish a foothold in the north and the least successful.

Far Islands: Beyond the north is the wilder islands where the Yobanjin still live and resist. Here is where the Shiba clan have carved out territory along the coast to extract the valuable furs, timber and animist spirits. They do descend from the Fenghoo Uji Clan but have close links with the Isawa since their move north. The Fureheshu retainers of the Anaguma clan have also joined in the colonisation efforts. It is thought that they might seek to be raised to that of a minor clan to prevent the Shiba from laying claim to the entire region.

Monday, June 23, 2025

40K System – Najm Al-Khali

A campaign in miniature.

The star is marked as Najm Al-Khali, or The Hidden Place in the old tongue of the third ship of Rogue Trader Kastor’s exploration fleet. There are neither planets or interesting features. Just a vast network of asteroid belts orbiting a red dwarf. It attracts no attention, a location on the voidcharts to mark the long cycle of Charterist captains on their way to Nazgool and back.

Yet life thrives in the void. To the people who live among the emptiness, the star is simple Hidden, and the people are the Annajmites.

Annajmites are a people apart from the rest of the Imperium, the lowest form of human life. For not only are many mutants, nearly all of them are heretics. Hidden can support small void stations and asteroid habitats, extracting enough resources to resupply Charterist captains away from prying eyes. In return they receive a portion of the tainted food Nazgool produces.

Over time, the independent void stations have been joined by pirates searching for a place to lay low and even rogue Charterists families. They bring knowledge of unstable routes through the warp and ships bigger than anything the Annajmites can construct. Making Hidden the backdoor to all adjoining subsystems and far-away places.

These form an aristocracy of sorts, staking claims over settlements as nobles, due tithes. The warp routes from Hidden mean they are excellent smugglers and raiders and exchange those exotics for manufactured goods from the orthodox sub-sector, brought by the legitimate Charterists. Increasingly their wealth and lifestyles beyond what the Imperium would consider suitable for those bound to fly the same routes forever without pay. Thes nobles or habitat representatives meet in the great Centre Port to govern in a somewhat democratic fashion.

Each colony is tiny, usually no more than 10,000 people and frequently surrounded mining colonies of 100-1,000. Clamped like an unsanitary combination of limpet and leech onto the rocks. But they carry themselves like they are a planet unto themselves, developing radical dialects and cloistered inbreeding. Made even more florid by the mutations brought about by the void, refugees from Nazgool or their twisted religion. For most of the population are Chaos worshippers.

And here is the centre of the recent turmoil. As any human society in the 41st millennia, enough genetic damage has been done that mutants will appear even among health families. And the times mean not a small number will be psykers. For survival and commerce, these psykers have been inducted into witch-cults since the early days.

The dominate witch-cult was the Will to Power. Long associated with Centre Port, they have served as the enforcers of authority. Freeing those unjustly bound, breaking the staid natures of the nobility and practising the disturbing relief rites of the four primal emotions, to relieve stress of the people.

But what they seers could not foresee was a hidden threat. Long ago, some members of the Witch-Cult had recanted, they had turned to order and embraced a time where those blessed by the warp ruled over the lesser. The Stark Side of Chaos. They were thought extinct, eliminated for being lapdogs of the Law-worshiping Corpse-God in his golden sarcophagus.

But Supreme Leader Shiver was one of them, honing his skills through the manipulation of Charterist trade families. He declared himself First Man and appoint Constables to rule over the sectors of the system. He purged the Witch-Cult and set his traitorous Judges upon them.

Now Hidden is much more open to trade. First Man Shivers has long cultivated a pro-Charterist policy, allowing them to increase their wealth at the expense of the inhabitants. In return the Charterists market share has grown. Those who have misgivings are encouraged to try their luck elsewhere with support of course. Tempting rewards and possible discovery and condemnation as if they were tin-plated rogue traders. The pirates are kept busy harassing distant systems for new wealth and order is kept by system boat. These gunships are mere toys compared to even a Rogue Trader, but a thousand starkly-dressed troopers can easily cow a habitat.

The Annajmites persist in a state of hope. While brutal, the First Man’s rule is still better than what they know awaits them from the Imperium. Only slightly more crushing to the orally educated masses than before and there are always rumours of Rebellion. Ships flashing to and from isolated halo belts, fighting in the name of contradictory goods, daring raids and prophesied Witch-Cult chosen ones. The conflict is at a scale where a small band of heroes and a ship can tip it.

Wednesday, June 18, 2025

Miscellaneous Grab Bag Part 2

 Lets start with some pointless minutia I started writing up one day at work, when no tasks had come in and we were in the end of the year slump. More of an exrcise in memory, trying to stretch back my high school biology studies and turn it itno game material. As much as Star Wars constitutes a game, more like an ecosystem of games and inter-related concepts.

(Artist appears to be Ksenia Zelentsova)

Twi'lek Skin Tones.

Twi'leks are the sexy alien babes that cropped up in Star Wars Episode 6 as dancing girls in Jabba the Hutt's palace. That set the tone for how most of the franchise treats them, arm candy or obtainable babes for the hero. As they turned up in the first 3 movies, they got made a staple of crowd scenes and minor characters. While most of their details came from the WEG Star Wars D6 game, later Expanded Universe material would lay out some key concepts.

Their planet is a tidally-locked nightmare, their culture both practises slavery and sell their women to get them off their miserable planet. Their men are ugly as sin. Men have human ears, females have cones (they were part of the dancing outfits in the movie). They are naturally submissive and come pretty much every colour of the spectrum, with Red being the rarest mutation and Blue being second rarest.

The blatent colonialism aside, doubled down on by the original actresses being Asian or African and having an generically sexy foreign French accent. The skin things still hasn't been changed.

Lucas in his children's TV show The Clones Wars retconned the planet (Ryloth) being tidally locked, them being naturally submissive and decided to double down on them being French-pancolonial, drawing on Northern African design elements for houses and resistance fighters. Making the Asian-acted ones probally from Ryloth Indo-China.

Thier status as generic sex symbols was now just exploitation and abuse from their lawless and clannish planet. Even now, some people still get angry about that last bit because it ruins the fantasy aspect.

But enough about that, let's get onto biology.

Twi'leks only have eyelashes. So therefore, we are looking at skin genetics, which for ease of cross-breeding in the Galaxy Far Far Away is close enough to humans.

Skin tones in humans is controlled by, if I remember, 7 alleles. Either on or off to determine the production of the two types of melanin that effect skin tone. With more alleles being turned on meaning more pigment and hence darker. For hair colour, it's more varied with the exact ratio of Eumelanin (darker) and Pheomelanin (reddy-yellow).

Twi'leks come in such a range that we need to go deeper to figure what combiation of hues gives us the range. We have red, blue, purple, pink, teal, green, yellow, orange, a kind of umber, chromatically black and pale. Red is a mutation like real-world albinoism so we can discard that from the roster. Blue in real life is pretty much only made via manipualtion of light, rather than pigment.

So what is the commonality here, once we discount the blue shades?

We end up with a lot of yellows, as the majority of Twi'leks are generic green shades or teal shades. The pinks and purples become redder and the Yellow and darker warm colours don't change. This sounds a bit like Eumelanin and Pheomelanin in the hair, but for skin.

For the blues shades, there must be a another layer in the epidermis, one that ranges from dense blue-wavelength structures to not, or Blue-Transparency.


From here the chart emerges, which I have found to have lost and so have had to quickly rewrite with some large missing chunks, but the general idea is there. The pink is anomalous, so maybe I had it in a different spot for the original chart.


Any sort of banding or spotches on the lekku (head tendrils) or other parts of the body would be their own genetic thing.


A Good Place to Live, Die and Come Again


The New World of Darkness/Chronicles of Darkness tends to work in an urban area (commonly in the US) except for those wandering stories like Promenthean and Werewolf. So I sort of reckon Joliet, Illinois would a good place. It's close enough to Chicago, centre of published Vampiredom to get plot hooks but not so urban to attract wanderers coming from the south. Somewherein Texas would be good too, but I found Joliet first by looking for nice round populations.

Joliet has a little more than 150,000 residence. If we apply the 0.5% In the Know ratio, and quater that fro actual supernaturals. Joliet has 750 people In the Know and 187 actual supernatural residence and Hunters (who count because they can have supernatural powers themsleves depending on what organisation is picked).

Dividing that supernatural populations into blocks like in my previous post. I found I got very large groupings, even after rounding down.

The main group at 50%; 187/2 = 93.5

The secondary group at 25%; 187/4 = 46.75

The two minor groups at 12.5%; 187/8 = 23.375

So perhalps it would be best to mix them up a bit.

Break Joliet's supernaturals into 3 groups at 25%; 46 each.
Or keep 2 groups at 25%, add 2 groups at 12.5% and add 4 groups at 6.25%; 11

With three remaining oddballs.

The wider population of Will (696,355), Kendall (131,869) and Grundy County (52,533) which include and surround Joliet. Offer a vast range of preserved landscape, famrs and towns without having to venture into Chicago. Some 4403 In the Know and 1100 Supernaturals, include Joliet itself. Perfect for adding all the rest who are being kept away by the city centre.


New Antarctica Jam Monsters

As I stall out on the Antarctica Jam I am almost 50% done with, I have instead turned to some new additions to the Antarctica Jam Bestiary. Some are new spins on things, but one I made to give Antarctica more of a Gondwanan flavour and a couple were remakes of Runequest monsters.

(As it says on the picture, prehistoric-fauna.com)

Troll - stats as B/X

The Titians made humanity
Trolls were the test
Each proto-man a self-contained force, a society of one.
They find children difficult as they are dialect-speaking subcultures and leave to grow into their full selves.
People cannot become a troll but can adopt their ways.
Independent, alone and masters of their own body. Warping, dancing and fighting as the body becomes less human.

Trolls were not supposed to still be around.

These guys are based on the notion that the Angels from Neon Genesis Evangelion were self-contained biospheres, hence why they were Kaiju, mixed with Anno's previous series, Nadia and the Secret of Blue Water. here the alien-created prototype of humanity is a gaint called Adam, who is found preserved by the aliens.

Head Horrors
(adapted from Headhangers from the Runequest Gateway Bestiary)

Flaccidly huge and pale, with spine and claw. The near-carcass equidistance between reptile and insect. Sprouting are numerous stalks, often bearing living humanoid head. For they only prey on intelligent creatures, consuming the energies of the victims over months, while the heads live on.
There are usually 1d10 heads. The heads will aid the Head Horror in fighting by shouting, spitting, and otherwise distracting opponents in combat. Each heads gives -1 to attacks against it.
If maximum damage is rolled or the victim killed, the head is considered severed and swallowed by the Head Horror. To be stored internally and will grow on a stalk in 24 hours. Victims’ spirits are trapped until their heads are completely absorbed.
HD 3 AC 5
Attack 2: Both attacks occur simultaneously 1d8+2
Move: 120 feet per turn.

Sloth Squash
(Absolutely Jack O'Bears from Runequest)

Vaguely humanoid, this creature is some horrible combination of tropical plant and animal.
The Sloth Squash can ensnare another’s mind. These victims whose saves are overcome are frozen in place and helpless unless the Sloth Squash dies or a form of Dispel Magic is used against the hypnotised target. Sloth Squash are basically Chaotic, and from this their weird power comes.
HD 6 AC 6
Attacks 2: 1d6+1
Once per round per victim, the Sloth Squash can hypnotize victims up to a total its HD, who must save vs spells or be frozen in place and helpless.
Move 150 feet per turn
Surprises on a roll of 1-3 on a d6.

Thylacoleo
The marsupial lion or panther, an ambush predetor with powerful "bolt-cutter" teeth, but also dangerous opposable claws.

Armour Class 4 [15]
Hit Dice 4 (18hp)
Attacks 2 × claw (1d4), 1 × bite (1d10)
THAC0 16 [+3]
Movement 210’ (70’)
Saving Throws D12 W13 P14 B15 S16 (2)
Morale 8
Alignment Neutral
XP 75
Number Appearing 1d2 (1d6)
Treasure Type U

Claw Grapple: If a victim is hit by both claws in the same round, the Thylacoleo grabs with it's teeth for an extra 2d6 automatic damage.

Sphinx

HD: 14
AC: As Plate
Attack: 2 x 1d6+2 Claw

The face of a woman with the distinctive teeth of a great cat or marsupial lion. The body of the same and the wings of a great white bird. She is of a higher tier of messenger. Wanting to know about how people live and what they consider to be sin. Their hypocrisy and their compromises to live in the material world. Her decorations or pouch contains the wealth of the prophets.

(Effectively a double-strength Griffon by L. Mann)

If you contribute to the Antarctica Jam, you can get a whole bestiary of these for free and you get to contribute to a good collaborative OSR project.

Tuesday, June 17, 2025

40K System - Demekog

Mining world descending into anarchy and cannibalism as supplies run out. This is trying to get back to the punchier style of earlier posts and failing miserably.

Mining worlds in the Imperium are extractive, but the limited technology of the 41st millennia makes extraction by hand one of the most common means to render down a rocky world. This requires billions of human labourers and support structures, all which require food and oxygen. The planet Four therefore contained only the bare minimum of atmosphere required to sustain the workforce. And food is brought in every 20 years by circuit charterists.

Four is the first and only rocky planet, leading to much local humour. Roiling far too close to the small red star Demekog. A thin atmosphere allows breathing with difficulty amid the cooking landscape and the mines below merely baking darkness.

The Charterist had left but 5 years into the 20-year cycle when WAAGH!! Gaddzmax cut off Four from Ajax, the only stable route through the warp. That was some 30 years ago.

41th Planetary Governor, Yoseph the Wisher, The Great Bailiff of the World, made the only smart decision of his life when he heard the news. He gave a down-tools order to ensure the population would not work itself into hunger faster. The first in the mining world's 1500 year history. However, he didn’t follow through with any more good reforms. Four’s mines delve into the crust in a network of ultraviolet-infused tunnels, with thousands of years of isolation and linguistic diversion separating the mineshafts into cultural and phenotypically diverse regions. Each shaft tribe was paid a set rate of food for their quota and suddenly the traditional had been broken. Food distribution had always been subject to their arbitrary of the powerful, but now there was no measure of worth except for the opinions of the Sub-Bailiffs, who were expected and did favour their own tribes.

With hunger came violence, exacerbated by Yoseph’s decision to move onto half-rations to ensure that the world could survive until help arrived. Yoseph saw the issue as a self-solving one. As conditions worsen, the population will hold on, minimising their strength and occasionally feuding, each death contributing to the corpse-starch reserves, which always formed a supplement in the cyclical diet.

But as the years dragged on and the favouritism starved the outcastes, the violence metamorphosed into general anarchy. Pit-Chiefs would band together to overthrown Sub-Bailiffs, traditional worker and quota raids began to target isolated and non-productive people for death to render down into corpse-starch. And in the galleries where the defeated regroup, not even waiting for industrial processing. Each Shaft-City is surrounded by a dissolving network of tracks, canals and galleries, each isolated light slowly waning.

Yoseph has not improved matters, the Incarnate of the Master of Mankind has always appeared weighted down with fat, to demonstrate his power and authority. From Shaft-City Boyoma, he paces his palace, hoarding supplies and threatening the populace into supporting him with nearly true tales of the cannibals in the darkness. His traditional authority has been slipping, and he has ordered that one per family or 1 in 10 randomly chosen people to be killed and processed when recapturing each rebellious region. He craves control over any other source food, for that is where all other power flows.

Though the Three Holy Ministries Sect predominated, the chaos of the famine has resulted in new religious groups arising in each of the tunnel networks. Shaft-City Malpool rules Khis, where the traditional missionary movement remains; Administrative, Ecclesiarchy and Navy.

Shaft-City Stan is home to the Adeptus Mechanicus and central corpse-starch processors. Though the death trains arrive only from pro-Governor or recaptured regions. The Techpriests of Subprodey has traditionally seem Four as a backwater posting, leading to a small number of foreign seniors cowering in their monastery while the local enginseers tend to the external machines. It’s becoming a sore point for them.

The other major force to emerge is the cult of the Gardener Emperor. Which has benefitted from the patronage of the Techpriests via the sole Genetor on the planet. The Emperor tends the garden of souls, pruning the unjust and the failures and encouraging the growth of the righteous, until their time has come to achieve their harvest, their foretold destiny. The Emperor is patient, just, firm and not arbitrary. To grow is to live in hope for a greater purpose, a good life that will come to those who are righteous. The gardeners emphasise this with the cultivation of fungi and even in rumoured greenhouses peaking into the surface, actual green plants. This food source makes them very popular even if little trickles down in the form of the Gren Pea Communion.

In the deep networks of Azappo, a dark flower has bloomed to replace the Mask-wearing Emperor-Talkers. The First Ministry is not the Administrative, the People of Four are, and the Az are The True People. Though not yet a Chaos Cult, the Inquisition would disagree that the Cannibal Cults of the Az People believe in a correct Emperor. Who condones the rule of the strong over the weak, who revel in the power and the pomp for the fear and subjugation it inflicts and who profess the desire to torture and consume the bodies of those they deem lesser. To fuel their holy cause of insuring Mankind’s survival in their lightless universe.

But yet:
“He is the Carrion Lord of the Imperium, for whom a thousand souls die every day, for whom blood is drunk and flesh eaten. Human blood and human flesh – the stuff of which the Imperium is made.”

Much the same could be said for the raiding clans of Tip, which much to impoverish their neighbours and deliver quotas religiously until the famine. The Tip network was the first to collapse completely, Yoseph having a deep dislike of the Tip ethnic group and their habit of importing weapons on the sly and the surrounding regions disliking their use of the same weapons. This has ironically saved them in their own eyes. Their wealth had meant they could afford their own corpse-starch plant, and it was the sole thing they could get running again after Boyoma was destroyed in the 10th year of the famine. The Emperor had tested them and scoured the weak and the impious from them. The survivors could simply recycle the countless bodies of the dead as normal. Retaining their civilisation as the planet fell into outright cannibalism.

Cannibalism is fortunately rare in the network of Lund. More the preoccupation of isolated people whose galleries and shafts were already seen as backwaters. The narrow band of normality for Four is centred around the Shaft-Cities of Lub and Choc. Though having grown well from quotas and raiding, the mines were under heavy threat from Tip and from Azappo once Yoseph removed his forces to secure his powerbase. The shaft-cities have been saved by an unlikely emissary from space, the reinforcement of the Third Holy Ministry of the Navy.

Fran Warpmaster is a scion of the renegade Charterists and pirates of Annajmal Khali. Upon hearing about the isolation of Four, some five years after the start of the famine, he arrived with a great cargo of irradiated food from Nazgool, having acquired it through the Mutie Trade. He hoped to use the food to tempt the mutant inhabitants of Four to rebel, and instal him as governor before the route was reopened. Upon arrival he found that the inhabitants of Four were fairly mutation free, having been chosen for their ultraviolet resistance. No matter, he has been funnelling food and weapons to Lund, gaining their loyalty as he performs seemingly miraculous transits through unstable and unknown warp routes back to Annajmal Khali and Wraith.

He hopes to inspire the population to revolt and instal him as the new Kastor, before the radiation-drenched food triggers too many deliberating tumours and mutations. He brings with him a more unorthodox Imperial worship, one which prioritises the need for success and flexibility of traditions. Focusing on the problems of now over the problems of the future and the need to obey him as the chosen Man-Angel of the Emperor. He supports this with the title of Doctor of Theology, which might be legitimate, though would never be endorsed by Vito.

Once mastermind of the world, Fran plans to syncretise the traditional Emperor-Spirit cults he finds so aesthetic with a production-focused ethos that not-coincidently will allow him the theological groups to loot the place even more thoroughly than Yoseph did. He will pay in vast amount of money he has yet to own to get inside Yoseph’s palace. He was mad to start with to think of this scheme and he will get more maniacal if he gains unchecked power.

 

The irony of Four is that the warp route from Ajax has been safe since the Imperial Navy swept the Orks from the void some 15 years ago. No one has yet dared pass though the official designation of Warzone.

Sunday, June 15, 2025

RQRG Cults, Disagreement and Elmal

This post is both disjointed and highly focused on the fictional world of Glorantha and the RPG Runequest.


Ever since Runequest 7E/Runquest: Adventures in Glorantha came out, I have been feeling somewhat disquieted about how they are handling the crucial element of the cults. Beyond any aesthetic changes, which are ultimately meaningless, I can’t shake the feeling that RQRG is just in the wrong spot for them.

The cults have evolved from the big generic elemental pantheons found in Dragon’s Footprints and RQ 2E. Supporting an objective history of the universe. Through a bevy of increasingly specialised and esoteric deities in RQ3 and the Greg Stafford Library. To names and roles that were both true and fluid across fictional time and geography in Hero Wars and Heroquest. To back to the first type but also trying to have the cake and eat in for RQRG.

I'm reading through RQRG Cults of Fire & Sky where other commentators are gnashing their teeth over the Dendara-Enalda-Entekos connections. Where the text keeps going back and forth over their relationship and which god did which before time started and what sphere overlaps.

And I'm thinking, wasn't this all laid out?

Then I realise I'm going off Wyrm's Footprint, where Stafford wrote out an objective history then hurriedly erased it in the Library. Retconning it all to be the Orlanthi perspective. But fortunately, the library can be teased out into a rough chronology of names for the same gods/people, with new names added when someone becomes too embarrassing to mention. And we know this to be true because Stafford mentions writing out the list of gods and kings in their original “modern” names he first devised and then he goes back and makes the names obscure.

This still fits with the existing structure of an objective cosmology that matches the Western perspective and the history as recorded by the Orlanthi. There are gaps and omissions in the narrative and locations. Just like regular history, that the esoteric Stafford Library attempts to fill. And I'm fine with both an objective and muddle history, just no blanket statements.

I think pat of the problem is that Hero Wars and then Heroquest bulked out the pantheons with every Runespell being a subcult. Sub-cults were attached to select temples in Hero Wars+Quest despite being part of an overall mythology, or they were some extremely local aspects. It created this deep need for sub explanations to explain what a gameplay feature was, without providing greater depth.

RQRG has mashed the syncretic ideas of Hero Wars, where gods change every hundred kilometres and are fundamentally unknowable fusions of different cultures. With the big broad elemental spectrum pantheons of early RQ. Where Orlanth and Yelm are these big gods on their sacred thrones, with their own individual opinions. Like Xena Warrior Princess, they can and will take holy calls from characters. In RQRG, regional gods which are very distinct are now the same republished god. Many smaller roles are now cults but missing details. This slapdash approach annoys me the most, even in RQ3, where we got the first Ernalda and Yelm write-ups. They mentioned and they repeat verbatium even in RQRG, that some cults are more prevalent in different cultures, but never explain where. So, we have complexity without verisimilitude.

This aggressive syncretism does not match with the elemental spectrum of gods. By going "he's exactly like that in that other religion too" because then it makes zero sense why the Orlanthi aren't also worshipping Yelm. He’s the sun and in the elemental past of RQ, the Orlanthi just had to suck it up if they wanted sunlight and warmth.

Like, the Yelm cult believes him to be a noble and righteous ruler, pure, but ultimately correct. The Orlanthi think of him as The Emperor, the tyrant from before then but ultimately necessary as represented by Orlanth making friendship with him, but fundamentally, that indicates that the Orlanthi do not worship Yelm. They synchretised Yelm as the Emperor figure but their Yelm is not the same Yelm as the other because they don't think of him as a fair and just ruler, Orlanth is the fair and just ruler.

This makes sense in RQ2/WB&RM/WF where everyone agrees the Orlanthi and the Malkoni are right. But it's a matter of interpretation of those facts.

Yelm's the Bad Emperor, of course he's the Emperor, only Orlanth thought it was bad.

Orlanth was the Rebel, but opinion is divided between them whether that was good or bad. Very pop-culture Greek Gods and the approach I like the best, maybe because I read older RQ 2E stuff first. It’s not clear-cut just like real history and still has sufficient gaps for the Stafford Library. Where we are pretty sure of the big steps, but a lot of individual idea are muddled and lost to time.

Is Orlanth or his father the Rebel? Yelm probably reused the title. Now they occupy the same myth. And if you were to Heroquest, you could slip into either being’s role. But specific Umath and Orlanth myths (if they could be distinguished) don’t work with each other. At the Dawn, the Theylan missionaries were about piecing together that mythology again, and conveniently elbowing out any local gods.


This all started because I was ruminated on Elmal, Yelamlio and Antirius. The worse hole in Glorantha fandom. Having established that the god of the sun (Yelm) was hostile to the default player characters and the little god of the sun and defender of the hill lands (Yelmalio) was a stuck-up jerk. Stafford realised there was a sun-shaped hole in Orlanthi mythology. So, he created Elmal, the sun disc and lord of horses. He had since been supplanted by Yelmalio in Orlanthi society (expect in areas we would never get material for).

But then Stafford made a mistake, despite being supposed to have dwindled in the past, he used them for the contemporary Hero Wars material. Suddenly the Orlanthi had a popular fire god without the strict Yelmalio rules.

Stafford and then Jeff Richard have been very aggressive in reigning back Elmal as a concept. If Your Glorantha May Vary, no Glorantha can have an active Elmal cult. Made worse by him appearing in all the popular video games, including being the key figure in Ride like the Wind.


In fact, Ride Like the Wind answered that question of the how and the why for Elmal/Yelmalio, satisfactorily to me.

Yelmalio means Little Yelm, Each city-state after Yelm died is ruled by a son of Yelm, which might just be an emanation in a literal demonstration of devolving power. Antirius was the sun which shone under the ice dome and said he wasn't moving. He might of actual won a civil war, because if you pick Dara Harrapans as an ancestral enemy, Elmal fought him. As the last, purest sun/son standing, he gets the title.


I kind of worked it into a theory that because Time happened, there is only so much mythological "bandwidth" to go around. Yelm is the sun disk and holder of the Fire Rune. But there is not enough bandwidth for more than one Lightfore. Glorantha being very cultural purity-based, Antirius has all the purity while Elmal is subsumed into the Air pantheon. That's fine when the Orlanthi were less connected to Peloria, Elmal operating in a smaller pool. But afterward it's a test of who has more bandwidth and Antirius has the purest mythological role to dominate that.

Locked into a heroquest of competing to see who will be the current Yelm but like, in real time/ repeating the Great Darkness. Elmal can't give you all the mythological juice that Yelmalio can. But he can give you juice without Pelorian/Sky purity tests. It just so happens that the people wanted a strong figure to separate themselves from those Orlanthi Rex priests.

RQRG attempt to shove both into the same cult can be explained by an Orlanthi cultural practise. A little bit of bandwidth from those who will never worship a recent Pelorian-named deity. Even if I'm reaching a straws to cover poorer writing.

Wednesday, June 11, 2025

Shadow of the Demon Lord Adventures to SLA Industries Part 3

The Huntsman Isle

Cyan BPN

Phantom haunts island, phantom getting aggressive, monsters on island try to use it as a raiding/gathering spot.

Stocesa Industrial Works was a ruthless and ambitious gang, turned into a soft company then a legitimate SLA subsidiary. First robbing and extorting highway traffic and passersby to operating several commercial holdings, private tollbooths and factories on Downtown level 1 to 3. The Centrepoint was the Castle, an office/apartment tower which stretched from Level 3 to 2.

No one shed a tear for Afton Stocesa when he died following a shooting trip and attempted robbery somewhere in Lower Downtown. The crumbling tower was abandoned and passed into the uncaring hands of SLA Industries.

Stocesa has come back as a Dream Entity and first demanded tolls for using his roads and now attacks people. Spreading out further from the tower. People were pacifying him with Dave Beer.

The different locations of the island are now tower levels, connected by stairs. The river is the highway with no crossing lanes or side lanes at the top and a sewerage filtration system at the bottom, now decommissioned and flowing freely.

The lizardmen are a band of near-feral homeless families. Not Dregs but disconcerting to see them so far up. The fomors are Carrien. The grave thralls are lesser dream entities, half-melted/formed versions of Stocesa.

SLA Indutries has decided that since it owns the property, the complaints it’s been receiving are a threat to the site’s value.

 

Dancing in the Ruins

Silver (finally)

Godless adventure, a scatologic bunch of intelligent rats run a party boat with a puppet and some henchmen. Feeding people unknowingly radioactive food for their droppings. Only take a small group of people once a year from each stop and then they return one year on before radiation is noticeable. Ship breaks down, players investigate. Also the rats are eating people who come on board the main ship for some reason that’s never explained.

The Party King is an SLA subsidiary company, touring across Mort on a custom Gauss Train, throwing events and festivals at different major cities. Players are here as celebrity muscle for the lottery to get one (same 1 year limit). The party king is a series of actors who prerecord videos for every occasion to play through the supposedly receiving televisions screens. Ditch the rats eating people thing.

What’s happing is that the Party King company has been running a soft company on the side. Plying entertainers and stageworkers in the back cars with dangerous substances in their food and drugs: illegal (saying something) drugs, medication and extracts from alien worlds. They are harvesting their body fluids during their weekly checkups and selling it as dubious medication/drugs.

People who are too nosy and trying to get into the front cars  would be getting hooked up to the cocktail and exsanguinated.

BPN sponsor might try and pay out a White or a Grey if that would pay less, since the squad didn’t just sit there.

 

Lasting One Standing

Blue

Godless, a town (setting for the other two Godless adventures, but I didn’t realize that) is divided between three gangs. Some magic and monsters. Players can put one in charge or wipe them all out.

Run it pretty much as is.

 

Quintet

White, quickly turning into an Orange

In Downtown, it has been reported that several small-residential blocks have become suddenly empty of people. This includes a welfare office. Find out what has happened to them before people start getting terrified. There was an old Blood Cult complex built into the sewers below the town that self-destructed a decade ago. Plenty of White Earth entities are still connected to it. Plays out as is but welfare office replaces church.

Tracing the missing children might be hard unless they have ended up in a gang or the orphanage/workhouse system. Good follow up, especially if the operatives have to deal with the kids inside MR’s workhouses and they have no authority to persuade the jerk in charge to let them kill them.

 

Hell Awaits

Blue

Warlock was killed by druid and his soul sealed in box. Warlock’s spirit turned into wraith and drove village mad, hellhound runs around edge, barking madly to retrieve warlock’s soul but unable to get in.

Let’s not turn this into another Orange BPN. Let’s do something mundane but with a twist. Reports of late-night disturbances from a local Wraithern youth gang banging pots and pans and playing loud music, The Hellhounds. During the day, it’s clear the focus is around an abandoned apartment, previously condemned for the Grey (red herring). And now it is full of junkies and squatters. Interrogating neighbors, gang members tell of glyph-wielding Ebonite who stole drug supply but scares the gang. A feral Ebon was hosed up on a cocktail of recreational drugs, the gang’s stolen Shatter and White-Out. Now somewhere between life and death. The rest of the building raided his stash and became warped. Perhaps a Jade BPN upgrade could be wrangled.

 

One Perfect Moment

Silver

This is yet another demon-summoning scenario. An exiled pair of sex cultists set up a new cult in a town. They were in contact with a demon because they used ritual forbidden to them. Players are on a time limit to investigate and stop cult before orgy/summoning/murders.

Squad is to cover the new opening of high class club operating in Suburbia. Normally an Uptown franchise. Drugs on tap and weird alien extract in the member’s orgies. You can either keep or ditch the demon. If ditching demon, the cult leaders are deranged and going to mix a lethal dosage of drugs into everyone’s food/drink/air during the ritual to bring them all to Epiphany. If demon, this turns into an Orange real fast as the White Earth entity absorbs their life force and manifests if players aren’t careful.

 

The Gorgon’s Tears

White, upgrading to either a Jade or a Platinum depending on choice.

This is supposed to transition the character to the Master levels in SotDL. One of the Gorgon Queens (alive) of the Witch-King (now undead) lurks below the city of Gateway, using Organ Filches to kill and acquire organs for her treatments to ultimately remove a deliberating ability of gorgons. She offers the party a deal to let finish. Also a riot.

The players will probably side with the city watch/Shivers by necessity of being Operatives. Someone has been killing prominent members of a business club or subsidiary. It’s a Necothrope or even worse, a Kilneck, who needs to overcome some condition that requires organs in lieu of Karma medical treatment. They will not accept being exposed. Play as is.

 

A Mother’s Burden

Blue

A region stricken by drought and beset by conscription as lords turn desperate. Centered on a village where several women are pregnant. Broodlings have corrupted three of the fetuses into Broodling queens and stuck a cursed skull down the well to trigger a 300 mile-diameter drought. To create the fly-based conditions required for them. Ogres attack as the players show up, broodling queens are dangerous at birth and broodlings attack to retrieve them. No solution is given for the drought curse, as the players should have no context.

This has way too many contrived elements to work as is for SLA. Elements were community in strife, several pregnant women and some of the fetuses are corrupted. Corrupters attack to retrieve them. Before any of this a pair of monsters attack.

 A Lower Downtown sector has been experiencing heightened levels of disruption. Violence and atrocities have spiked, causing more locals and gangs to leave the sector and cause trouble elsewhere. Players are to quell violence. A band of cannibals, inspired by visions of Rawhead, have dumped a sacred barrel of KZ-14 in the water main. Now they and all others suffer Rawhead in their dreams. They have been inspired to watch over the last apartment block standing. Where the pregnant woman who will bear Rawhead’s chosen  (mutated at birth) live. Complicating matters are a couple of large Carrien/Derro/whatever is needed who attack the apartment as the last source of food and people in the neighborhood.

 

Necessary Sacrifices

Green

As this is suggested to be a sequel to The Slaver’s Lash or Survival of the Fittest, then it’s simplest to run it as the location the players were supposed to travel to or stumble onto after those adventures. Otherwise it could be placed against the Sector Wall adjoining Cannibal Sector 5, where an underground and disused cistern provides an entry point. The party are here to take sonar readings of the cistern from the Downtown and CS5 sides of the wall.

The lurk is any sort of singular animalistic predator or Carrien Mutant. The bandits are a gang. The inquisitor is the local Shiver/SLA military commander who is here to make an example of people he doesn’t care about. The Fallen Ones are remnants of a Conflict Race, trapped in Ebb-related stasis. The random orgy monsters are there for shock value, lesser mutants. Makra is a huge mutant or alien beast, a Polo Ice Whale for stats would be a good one.

 

The Knife in Your Hand

White

Woman has traveled some distance to find anyone willing to help find her brother. Who has gone to slay the legendary Beast of Valderhalen Hollow. Which is a colossal dragon which preserves the Savage Ornament, a profane blade. The dragon has been hollowed out alive by echinemons, which lay their eggs in living hosts. Causing the half-alive/dead dragon’s rotting body to expand to fil the cave. The man is already impregnated with the echinemon’s eggs, though the leader invites the party in and insists the people implanted were volunteers. Finding the blade (not known to the echinemons) and slaying the dragon, trying to rescue the brother or being generally impolite to the echinemons causes a fight.

There is no equivalent to the echinemons anywhere in SLA and they only appear in this adventure. We will have to go thematic.

A missing person report came out, with your name on it. Apparently, a previous contact has a relative in the Operative’s Hall. Her brother is missing, having gone down to an infamous old factory. Valderhalens is where people go in on dares and disappear and where monsters and maniacs chase people only to vanish themselves. But rumors say a treasure is in there, a piece of one of a kind kit that Valderhalen was killed for but no one could ever find.

Getting in, it’s discovered the place is wired up to a broken manchine, looking all rusty and bare. Its failure has made it surprisingly lucid.

It can haltingly tell the operatives that it was set a task many centuries ago by SLA, before it’s original covering failed, to guard a dangerous item. It has failed and now it exists as a control system and backdoor into SLA. It wants to have its core destroyed.

Also in the factory is a soft company called BlooDrunk, which says it’s going to apply for a proper integration any day now, it’s just needs to come up with a workable product. The manchine was busted, it keeps flipping between the past and now. It agreed to help, signed a contract. They got this process which manufactures medication, narcotics and other rejection-free implants directly inside volunteers. Who signed contracts. It will revolutionize medical care. They are going to die, but eventually they won’t.

The savage ornament can be either an out of place item, which triggers Grey + other weirdness, or something left from White Earth, with the curse basically being the same as SotDL.

Friday, June 6, 2025

Worldbuild24 - Shadowfell and Underdark

Shadowfell

Geography

Auburn Desolation, The – As much Earthly Deshur is a sick copy of the Shadowfell, its counterpart takes on a sinister aspect. The weak horizontal sun barely stifles the unbearable heat, and the sands seem almost malicious in their treachery. Rocky outcroppings are exposed and buried by burning wings except during the greater freezing nights. The land is infested with snakes, and it seems even the Iteru River flows backwards, but it is clean. Terminating in a cliff face with a ruined temple-city and mausoleum of dreaded Ssra-Tauroch, the first mummy. His undead Yuan-ti continuing in a nightly parody of life.[i]

Domain of Dread – When a being has crossed some unknown line and revealed their most wretched heart, the Shadowfell will claim them and their community. Surrounding all in mists and transporting them to that Plane. Most villains will not suffer this, and it is not just to bystanders. It remains a mystery. Some realms have adapted and become sprawling, if closed regions. Some seem trapped in stasis, as if the event were mere years of months before. Temporarily or not, defeating the darklord will lift the mists. Permanently ending their reign sends all those of evil hearts to another domain.[ii]

Gloomwrought – The city of midnight. The Shadowfell companion to Punjar, this desolate port is the largest entrepot on the Plane. The city is surrounded by the Skins, a vast swamp, and is otherwise a gloomy and colourless place of morose natives, Shada-kai and Dark Ones, True or otherwise. Notably the city is mutable, changing by the whims of the keepers, much like too oft-mentioned Sigil. Otherwise, an apparent immortal rules, and bends the districts to his changes. Crime and corruption is rampant and the city suffers riots and literal collapse even more than it’s Earthly counterpart.[iii]

Golden Architect, Citadel of the – High above the Plain of Sighing Stones float the folly of a gold Dragon. Golgorax was driven to seek oblivion by the endless losses against Tiamat’s draconic forces. Yet weakened, he was caught by the death Giants and offered oaths to build them a magnificent floating city. Using Dark One slaves, the city was built, with him a prisoner, but it rotted in a generation due to the giant’s soul-devouring evil. Now the few giants who remain serve him, scouring the desert for the few who can be fed to Golgorax, and the giants their souls.[iv]

Kas, Kingdom of – The ancient and terrible vampire lord Kas, once one of Vecna’s Servants, rules an entire kingdom where vampires openly rule over the mortal population. Taking their cruel taxes in blood. Such a realm avoids destruction at the hands of the Raven Queen’s sworn warriors by his ongoing deceit. He provides information on Orcus and Vecna to the queen of the dead. Allowing him time to take subjects to his domain in the Astral Sea for feeding on, in that realm of lava and polished obsidian.[v]

Letherna – The first and last place in the Shadowfell any righteous souls should see as they descend like falling stars. The newly dead are called across the planes to this mountaintop fortress of black ice and new snow, to meet the Goddess in person and receive their final fate. Here the Raven Queen administer judgement and she can not move beyond for she has staked her domain here and in doing so given up her former master’s realm in the Astral Sea. It is the headquarters for her many Forces and ringed by many fortress-towers and the trial temple Zvomarana.[vi]

Moil – The City that Waits. Whether this place was of the Earth or the Shadowfell is immaterial. The Molians desired power and wealth, so they dabbled in demonology. Eventually a cult of Orcus ruled, purchasing his favour through sacrifice and hideous ceremonies. In time they could not stomach it and turned to Pelor to purify themselves. Yet Orcus is near a God and the pacts are not easily undone. He seized and flung it into the lightless regions of the shadowfell, a black pool of necromantic energy. The citizens embraced nihilistic oblivion and undead now prowl. Even drawing dread Acererak.[vii]

Monadhan – Once in Arodia, now a Domain of Dread. During the end of Antiquity, as Bael Turath and Arkhoisa battled for world dominance, some unknown damnation created a valley-stranded shantytown and fort, surrounded by a hostile jungle. Those guilty of the basest betrayals find themselves drawn here in life or after death. All manner of scum from across disparate times and places dwell here in a lawless mass of paranoia. Kas the vampire is frequently drawn here but has discovered how to escape. Periodically, a dracolich wreaks havoc.[viii]

Plain of Sighing Stones – No Narrow Passage stands to sever the greatest desert the Planes has ever seen. The desolation possesses little water and fierce dust storms to make up for the weakened sun. The death Giants extracted the pitiful resources, and Dark Ones slaved to build their Citadel of the Golden Architect which hangs above, like a storm cloud. Shifting dunes and rocks distort the wind into moans. Dry oases and sentient mirages cannot equal the nomadic Zamar-Sha. Vicious shadowborn Humans as likely to torment and kill as ignore. They ingest and wield poisons, curses like weapons and paint themselves white with chalk.[ix]

Prison of Trebarra Kan – Before the Age of Chaos, the empire of Nerath linked the Known World. From such cosmopolitan beginning, Trebarra Kan became ordained by the temples of Vecna and Zahir. When revealed, his fame grew, and lightless pacts were forged. His cult became powerful and discordant, forcing him forge a dark mirror to drive foes mad and bend others to his will. A magical fortress in the Shadowfell to hold them insubstantial. Open infighting disrupted his task, and he was the only victim. His spirit now haunts the fortress, leaving only to possess those who deal with the mirror of secrets.[x]

Uncrafted Ruins – The Shadowfell is full of mourning. Yet no being mourns here, and no being touched them. As an echo of Earth, the Plane manifest locations akin to its twins, but always morbid. A village is a graveyard, a castle is a ruin and a city is massive pyramid palaces, surrounded by overflowing charnel pits instead of neighborhoods. The natural animated undead or lost souls find themselves among these places as they emerge, haunting the dark reflections of their lives. It must be an earthly place already so miserable and gloomy to be reflected as a living city.[xi]

 

Anthropology

Dark Ones, True – The Goblinoids of Imaria have adopted their ways, but the original Dark Ones are first-born Human children of the Shadowfell. First worshipping then fleeing the death Giants, they embraced the subterranean darkness. With little affection for outsiders, they remember their once soul-devouring overlords and stay loyal to themselves alone. Integrating into cultures and beliefs, they reside in most settlements of the living and the dead. Often as covers to let comrades in, to resupply, but other times they set aside their grudges. The Shadar-kai have the most success at a rapport, with many fervently loyal to the Raven Queen.[xii]

Forces of the Raven Queen – Besides the religious orders and slayers of the Earth. The Raven Queen can marshal the forces of some Dark Ones, the majority of the Shadar-kai, being capable of free-will yet having dedicated their culture to her. Chief among her enforcers is the Raven Knights. Terrible and hideous spirits of death called sorrowsworn who hunt those who cheat dead and put the undead to rest. These command the fortress-towers of Letherna and in turn command mortal companies. They are perhaps the only way for a shadar-kai to obtain desired immortality without violating their Goddess’s commands.[xiii]

Shadar-kai – During the Dawn Age, a tribe of Humans, rumored to be part Elven, was perturbed by deathly fate. Nerull could not answer where the soul went, he was more interested in acquiring for power or torture. Their old devils were selfish and cruel. With the coming of the Raven Queen, they turned to her service amid the Shadowfell. They purged the last of Nerull’s cult and established what would become Gloomwrought. To stave off their Plane’s ennui, even as they need to return to it. They undertake extremes of emotion, experience, boasting and modification. None live their four centuries.[xiv]

Undead and the Raven Queen – The undead fear she who rules over the dead for she bide them to pass on and abandon their half-forms. Yet the Shadowfell is a place of naturally-occurring undead and her servants must contend with them. Wariness and guarded mistrust mark the trades between the Shadar-Kai and intelligent undead. Though some believe the Raven Queen can return them a Soul, their own or others to quench the gnawing hunger. Those cluster around her temples and her fortress Letherna in hopes of catching her attention and favor. Though the God is silent, her priesthood eradicates them if they grow too numerous.[xv]

Vistani – Wanders with no permanent home and travel the Planes in insular caravans. Perpetual outsiders mean others are not their kin. Their colours make them so associated with crossing the Shadowfell. Vistani divination magic follows bloodlines of glossy black eyes. Claimed to be divinely granted and akin to the moon. Though any race may join bloodlines with cultural scarification called the Blooding or by bringing in new blood while on their coming-of-age exile called the Jaunt. Indeed, Vistani and her original kin may have been Halflings aggrieved at their abandonment. Another is they were enemies of Mira and were pushed out.[xvi]


 

Underdark

Geography

Bolmarzh, Mines of – Within the shallows of the Underdark, there lies a deep chasm that stretches down to where the Duergar dwell. For decades they carved and mined in their ‘Secret Treasure’, hidden beneath the foothills of the Dawnforge Mountains. Until, according to those who tell traveler tales in the Vault of the Drow, they were driven off by grimlocks. Grimlocks are a threwd-less race, so some day a more powerful creature is sure to seize control and the surface ventilation tunnels.[xvii]

Heart of Darkness – Thought to lie beneath the Forest Wall, this twisted knot has caused much misery to Dwarves and other deep dwellers. The oldest sages of the Empires of Deep Darkness say it was carved by beholders. But for centuries it has been the lair of the Orukurtz, a purple Dragon. Such a wyrm has never troubled the surface, yet he hunts in an ever-expanding territory. His lair contours around itself and branches, making him impossible to catch and easy to be ambushed.[xviii]

King’s Highway – When Torog did battle against the Primordials in the Dawn War, he went into the Underdark to confront its maker, Gargash. Who had learned to confine not just create. Victorious yet broken, Torog had smashed through the barriers of the Planes and rock and continues to dig to this day. Leaving a broad path some fifty to two hundred feet wide and spattered with his undying blood. He carved it through other paths and through every cavern or maze of note, even into the Shadowfell and Feywilds. All manner of creature uses this road and makes it lucrative and dangerous.[xix]

Lost Dawn, Pockets of – In the bleakest days of the Dawn War, the Earth was churned, scarred and scorched by powers alien to it. The Gods and Primordial waged bitter war and great holes opened in the earth’s wounded form. Whole mountains and forests were swallowed below. That realm’s alien nature swiftly digests such sites. But still there remain strange former mountain peaks and forests of crystals, growing around a Primal site. These bubbles of earth and hidden springs are sought by heroes and half-remembering spirits. To nurture and preserve them as the underdark erodes the surrounding rock.[xx]

Mutuz-Vot – In some caverns the darkness is so utter that it drips from the ceiling in black-stained water, poisoning and body and the mind. The Mul was forged in that sickening blackness, where the cruelties of the Drow were tested. For deep beneath Ajayib, the drow and Duergar still fight bitterly from the sea caves to the central cavern of Mutuz-Vot. Within this war germinated an idea, a hybrid of immense vigor and fairer temperament. So were the Dwarves of the Range of Marching Camels and the Human proto-Zakharans fused.[xxi]

Phaervorul – Deep beneath the Nentir Vale is said to be an outpost of the loathsome Drow. A centre for trade and religious observation at one end of an enormous spider web of tunnels that lead east to the Vault of the Drow. Here the drow tolerate trades provided they do not interfere with their customs. This place is rumoured to connect to shafts in the Dawnforge Mountains and beneath Thunderspire Labryinth.[xxii]

Underwilds – The frequently traveled corridors of the Underdark crawl with horrors. But far from the King’s Highway, there are eddies of Primal power. Whether these be spirits of the dark or Lost Pockets of the Dawn, life flourishes. Fungal forests, slime pools and sweeps of phosphorescent mold. These oases have abundant food and water in the otherwise desolate depths. For those Drow which could not fully escape in body or mind to become Renegades, this is the perfect home to reform as free tribes of graceful barbarianism.[xxiii]

Vault of the Drow – Only those without morals tread the Kings Highway and the secret roads of the Drow to their fell capital. Erelhei-Cinlu dominates a cave six miles long and nearly as wide. Ruled by eight drow houses, led by matriarchs who maintain estates beyond the walls, with their slave fields and garrisons. The dark gem itself is a riot of debauchery and torture, its eight ghettos, inhabited by pleasure-seekers and sufferers. Along with what theocratic governance the Fane of Lolth holds. Yet it is far more tolerant of outsiders, so long as they keep their heads down among the mercurial residences.[xxiv]

Anthropolgy

Elf, Drow – Of the three races devoted to the Seldarine, none are as mysterious and feared as Lolth’s. In the Dawn Age they revolted alongside their goddess and their failure sent them beyond the Feywild. Into the lightless depth of the Underdark, where the magic preserves them better than the Elves. Playthings of a goddess corrupted by demons, then bereft of her domain of fate by the Raven Queen. Bound in a cult of her image of matriarchs and half-spiders. Few become Renegades. Closer to Eldrain in looks, but elf height. The midnight skin, white hair and blue-red eyes are no curse.[xxv]

Elf, Renegade Drow – Some Drow are born different, others experience a flash of life without constant paranoia and treachery at the whims of a corrupted Goddess. They seek the sun. Most perish as sacrifices, as weak links or to dangers on their climb. For those strong, cunning and decisive, even ironically ruthless, freedom awaits. Renegades blend in in the blinding hinterlands and entrepôts, aided by most surface-dweller’s unfamiliarity and assumptions they are some extreme form of Desert Elf. But the greatest cities and wildest places house surface Elves and their corresponding wild hatreds.[xxvi]



[i] See Open Graves pp.88-95

[ii] See textbox in The Shadowfell – Gloomwrought and Beyond p.6

[iii] See The Shadowfell – Gloomwrought and Beyond pp.12-65

[iv] See Draconomicon: Metallic pp.138-144

[v] See Open Grave p.205

[vi] See Open Grave pp.22-23, Manual of the Planes p.60

[vii] Manual of the Planes pp.60-61

[viii] See Dragon Magazine #378 pp.12-24, Dungeon Magazine #170 pp.4-57

[ix] See Draconomicon: Metallic p.138, Manual of the Planes p.61

[x] See Open Grave pp.39-40

[xi] Inspired by text in Draconomicon: Chromatic Dragons p.118

[xii] See Manual of the Planes p.56

[xiii] See Open Grave p.23

[xiv] See Dragon Magazine #372 p.5

[xv] See Open Grave p.22, 4E Monster Manual p.243

[xvi] Dragon Magazine #380 pp.75-91

[xvii] See Draconomicon: Metallic Dragons pp.108-117

[xviii] See Draconomicon: Chromatic Dragons pp.126-133

[xix] See Underdark p.12, pp.14-15

[xx] See Textbox in Primal power p.47

[xxi] Inspired by spell Dark Rain of Mutuz-Vot, Arcane Power p.81

[xxii] See P2 – Demon Queen’s Enclave p.6, pp.8-9

[xxiii] See Primal Power p.132

[xxiv] See Underdark pp.66-73

[xxv] See Heroes of the Forgotten Kingdoms p.246 4E Monster Manual pp.94

[xxvi] See Dragon Magazine #390 p.42