Showing posts with label map. Show all posts
Showing posts with label map. Show all posts

Thursday, July 1, 2021

Lands of the Mare Interregnum Part 2: The World At Large

 

The World at Large

Part 1 of this duology can be found here.

A few notes, which also apply to Part 1.

The typical political structure is a confederation of city-states. Large centralized nation-states are liable to angering the Folk or worse, and so do not tend to form or last particularly long after they do.

"King" and "Prince" are not necessarily male titles.

The Tiger's Spine doesn't match between the maps - this one is more correct, but the other one looks bad if it's accurate.

The overall design of the Mare started with old Roman maps of the Mediterranean, the ones with east oriented at the top. This particular map started with me editing the shorelines of the Arctic Circle

The North

The Uttermost North - Iceflows and cold. Endless days and endless nights. The Wendish claim that their ancestral homelands of Atri-Tun might be found in the Uttermost North, though no one who has gone that far and returned has ever reported such a place. It is the realm of Orca, of Mundo, of the Auroral Staircase and the hidden hotspring islands of the valkyries.

M.M.P.F - An inhospitable lump of barren stone and glaciers. The wind hates you and wants to eat your bones. No one lives here by choice. The Folk here recognize no compact with humanity.

Misery & Woe - Barely-habitable islands used by Kvaare as a prison in the wake of the Golden Revolution. A few decades of direct management gave way to simply shipping and dumping prisoners there

The East

Most of this is already in the first post! Go read that.

Elsewhere...

Ghan - A hilly, arid land east of Kara Koren. True desert. Difficult to navigate. Ancient irrigation canals lined with fields of coffee and barley make a grid of the rivers. Clay brick towers offer sky funerals to the vultures. Shrines to the Bull that Carries the Sky rise at crossroads.

Vashra - Provenance and inhabitants to be determined.

Reniriya -  Dense rainforest. Carnivorous plants abound. There are no cities, just trading towns on the coast.  Beautiful ceramics occasionally traded for necessary goods. Hot air balloons bobbing above the canopy, pulled down to safety when it rains. Icons of firefly spirits. High fluidity in family structure and gender expression. Devotional cannabis and dreamworld pantheons.

The Odzho Kings - Three city-states with thick walls and high towers, built long out of memory. "Odzho" in the local dialect is the name for the kingfisher bird (the kings are named so for the brillian colors of their traditional robes), so they are often called the Fisher Kings by outsiders. Funerary cannibalism.

The Obsidian Islands - Volcanic islands famed for pyromanciers and gigantic domesticated crabs. At their very easternmost curve are the Trailwards, with little Pa'O Pa'O at the very end: the furthest settled land in the world.

The West

The Belt of Fire - Volcanic tropical archipelago that provides the safest passage across the Mare. Home to many migratory maritime lilifio nations. Windcalling shanties, painted sails, caravan-catamarans. The capital, Bzenzilesh, is located on the large island below the F-I.

The Cinders - A desolate, sterile nothing. Dust and ashes and bare stone. Leftover arcane fallout has rendered it ontologically inimical to life of any kind, even down to bacteria. Wizards will occasionally attempt to mount expeditions into the interior, believing that their lead-lined suits and layers of glyphs will help them (they will not). Those wizards tend to melt from the inside out within a few days, after only a few minutes of exposure. Cause unknown: The region has been lifeless for as long as both written and oral histories will attest.

Kvaare - The most industrialized region in the world (sans Dis), pushing that envelope as far as it can be pushed without rousing the true rage of the Folk or falling facefirst into an emergence of Hell. New money (all the aristos were killed in the Golden Revolution)

The Copper Shore - The Second Empire's former colonies in Kvaare, now reclaimed. As all goods coming to Kvaare must pass through the Copper Shore, it is the wealthiest of its provinces.

Colcie - Western hinterlands, with little participation on the world stage. Border conflicts with Kvaare are common. Sod houses, tornado, melancholy, ritual scarification, polygamy, razor grass, traveling bards.

The Rift - The western continent is pulling itself apart, slowly, slowly. The Rift marks the border between the Kvaarish and Pelaian cultural spheres, claimed by both but truly belonging to neither. Cliffside towns, spearfishing, poverty, rope bridges, tests of manhood, "the bleeding stones", arranged marriages, giant cliff urchins.

Jantoo Reach - Site of the Second Empire's former colonies in Pelai and now its last remnant. Has a certain feeling of going through the motions, performing the functions of Imperial government almost as a cargo cult. Mostly absorbed back into Pelai.

Pelai - Long ago, the line of the god-kings of Pelai was overthrown, and replacing them were the twin councils of wizards, the azdat and the obet. Deep jungle. Red soil. Immense, unique biodiversity.

Sea of Tazir - A freshwater sea whose waters are so clear one can see the floor even at scores of feet deep.  It is also called the Mosaic Sea, for those stretches where the stones on the floor that look to have been set with painted tiles. The colors will change, displaying scenes of sea life, and occasionally the form of a woman in silk robes.

Ist - An isolated principality on the shore of the Sea of Tazir. Only ruins now, swallowed up by the jungles. Its princes were devoured by the Great Manticore in a single night centuries ago, and the beast lives there still.

Coast of Birds - Hundreds of miles of Amdalese coastline dominated by immense stone statues of birds, providence unknown. They are expertly made, ancient, unique, and face the sea with their wings raised to the sky.

Amda - An old, old patchwork of principalities and kingdoms on the plains. Oldest continuous civilization in the world, some say. It is longstanding tradition here that the kings of Amda take no women as their lovers and take heirs only by election, as a means of preventing inheritance squabbles. Ancient monoliths, haruspicy, wandering swordsmen, strict hospitality laws, well-kept roads, zorses and giraffes.

Azuda - Rugged, mountainous, beautiful. Sparsely populated. Most of the worlds remaining saurians live here.

Se Walohi - Vast and sandy desert. Most of its few inhabitants are nomads who stick to the coast between southern Amda and Se Tolahi.

Se Tolahi - A quiet red desert, far removed from the world at large. It is known mostly as home to the only prominent monotheists in the world. This means they are generally viewed with some suspicion by most, though their philosophy is a pacifist one that treats the gods with no particular disfavor. 

Ton Hon - A cold, inhospitable land. Its lower reaches are the furthest south that any humans reside permanently. 

Red Point - 'Strange as Red Point" as the saying goes, and well deserved. Avoided by most. It is a strange place, up among the desolate, rocky hills. Strange folk, strange doings. The inhabitants are nocturnal, communicating only by rock paintings left out for the morning.

The South

Llaphedon - Island of the mushroom men, where the immortal fungal folk plod silently towards the center through the still and spore-filled night to build a ziggurat of vast black stone. The villages on the coast trade mostly in funeral shrouds and psychotropics.

Panutaru - Provenance and inhabitants to be determined.

Dulyuk - Provenance and inhabitants to be determined.

Beyond

There are some small landmasses in the great ocean on the other side of the world, but they have been left alone - the few circumnavigators who have stayed there for any amount of time (a small fraction of an already small group) report those lands to be desolate, filled with unfriendly spirits who have no compact with humanity, or both. It's creepy shit.

**

And there we go, as up to date as I can get with the world of MSF.

Wednesday, June 30, 2021

Lands of the Mare Interregnum Part 1: The Hespermont



Last year, I did a big picture overview of the world of Mother Stole Fire, but the map and location descriptions only covered a chunk of the eastern continent. I've remade that map.

A second post will follow this one with the large world map.

Apologies in advance for the bits I clearly just copy-pasted, and for the details that weren't. 

Also thanks to CosmicOrrery for fixing up my mountains.

All of this is anticanon.

The Dayr 

All land north of the Dayrmonts. Territory west of Urukhá is considered to be both Dayr and Hespermontane, and so tends to be called "The North Country" as differentiation.

**

Wend - An isolationist city-state of gleaming white towers. Its inhabitants have claimed to descend from unknown Atri-Tun in the uttermost north, though no one has ever found such a city.

Tin Jacobstown - Originally a shantytown founded by southern migrants during the Plague Years, now chief of the prospecting and whaling towns in the western Dayr. By offering their bodies and shades in service to Orca after death, the sailors of Tin Jacobstown are granted special dispensation to hunt whales.

Urukhá - One of the Three Sisters of the Dayrdani. Marks the traditional boundary between "The North Country" and the Dayr proper. The mammoth matriarchs have great influence here.

Akká - One of the Three Sisters of the Dayrdani. Sits at the northern end of the Splintered Stair. Home of the Great Forge of Azad.

Hrunná - One of the Three Sisters of the Dayrdani. Sits at the southern end of the Splintered Stair. Culturally distinct from its sister-cities from buruq influence


The Hespermont

All land west of the Attercanths. Territory west of Urukhá is considered to be both Dayr and Hespermontane.

**

Redgate - Entry port to the Mora-Pono. Named so for the twin redwood groves planted either side of the river. Semipermanent dolphin population in the harbor.

Bensael - A city rebuilt by veterans, survivors and refugees of the War of the Bull on top of an obliterated provincial capital. Its location on both east-west and north-south travel routes means that all peoples of the Hespermont (and beyond) will arrive there eventually. At its center is the Old City, Tanniclen - an enclave of wizards and old nobility

Rivershead - Somewhat isolated by its position far up the Mora, its closeness to the Tower and old roads towards Orlei have nonetheless kept it. Significant cultural overlap with the forest peoples, particularly the Wudu-Wasa and the Laurel Hauflin.

The Tower - An enormous prehistoric structure, big as a mountain itself, surrounded by a ruined city of the idaltu.

Lilu-Voya - Largest of the lilu's surface settlements, conveniently located by way of earthquake and luck right in the middle of one of the major passes of the Attercanths. Centerpoint of the lilu diaspora and republican movement.

 **

The Low Country - Very broad term, typically used for "anywhere south of where you are". Properly, the land between the Arivienne and Mora-Pono watersheds. Devastated by the War, and much of it has not recovered since. The customs here are strange, and inexplicable things haunt the backwoods.

Bhyor - "In Bhyor there is the House of Sin" goes the story. A vast iron cube nestled in the branches of the gargantuan petrified tree that sits atop the sharp stone outcropping in the bay. Low whitewashed houses with blue mosaic facades and empty doors. The House had been part of a tradition, where those guilty of heinous crimes would willingly choose to enter and never return, to clean the guilt of the many. Everyone knows now of how the sacrifices grew more and more frequent, until one warm night in late summer the entire population got up from their beds, walked along that narrow bridge, up the thin stone steps, and stepped through the black mouth of the House. No one goes to Bhyor anymore.

Dis - Once the Imperial colony of Coreolana, now Hell itself. A demon-haunted hill of rust and blood and suffering behind cannon-scarred iron walls. Long claws burrow into the poisoned earth, smoke-wreathed towers  belch filth into the sky. Deep at its center, the Furnace Throne is fed a stream of sacrifices. Beyond the walls, miles of blackened fields - craters, trenches, rust-hollowed war machines.

**

The NSR - The Necromantic Socialist Republic was born out of the trauma of the Plague Years and the War of the Bull as an experiment in utopia. If the dead so outnumber the living, and the dead have no use for their bones, let those bones be put to the service of the living.

Di Valeo - Core of the NSR, rebuilt by the hands of the undead after its complete destruction during the war. The city is beautiful, if perhaps a bit macabe, and there is a melancholy that cannot be shaken even with the good humor of its inhabitants. There is a great cathedral here, dedicated to Ama Adimatha in her aspect of the Lady of Sorrows and the Stillborn.

 

The Eostremont

The lands east of the Attercanths, south of the Dayrmonts, and north of the Heartlands.

Rolling hills and great open plains.

**

Draga - The old northern capital of the Second Empire. Still claims Imperial lineage (through the descendants of an exiled bastard), but this is a figurehead and everyone knows it - power resides technically with the Inner Council, and practically with the Solar Church. An austere, grey, often puritanical and rather joyless place. Butts heads often with Bensael.

The Magelands - Magic flows on the breeze, heavy and sweet as honey. suffusing every breath and cell and thought. The grass is greener here, the sky is bluer. Stones are no longer bound by the shackle of gravity, trees pull up their roots. Form and purpose lose their concrete boundaries, time and space unspool their tangled knots. It is intoxicating. It will bind you to itself until you are so filled with the freedom it offers that you are wiped clean of yourself and made a part of it.

Mund - Crumbling city-arcology; a grey wall of grey stone holding back the spread of the chaotic Magelands. A fortress city in the midst of the Magelands. A brutalist arcology packed tight with tens of thousands of people who attempt to resist the power of the Magelands through the mindless repetition of enforced hivelike normalcy. Total denial of the life beyond the walls. Sterile. Eternal.

The Dragon Republics - Fourteen city-states built atop what is, as best as archaeologists can tell, the kernel that first formed Darvatius' empire. An economic powerhouse thanks to their elaborate system of guilds and banks. While on paper the Republics still follow the old Imperial Church, sects of dragon-worship are an open secret among them - even their longtime ally Draga gives them arm's length when the political situation is inflamed (and it often is). There are some who believe that the next emergence of Dis will be here.

Themiskrya - Capital city of the amazons, situated where the mouth of the Thermodon meets the gates of the Blackwine. Triremes with horsehead prows ply the waters of the Blackwine. Cavalry patrols ride up and down the roads to Kara Koren. Children play in the agora under the bronze eyes of the colossal statue of Tabiti Hipparctrix Hodegetria. Old women still tell the story of how the statue stepped off its pedestal, spear in hand, and waded out into the harbor to fight off the Coreolanic navy during the Plague Years. 

**

Kara Koren - Wide open plains stretching off into the horizon. The Buruq make their home here, their semi-nomadic bands cycling between the small cities on the rivers and lakes and the open prairie. Vast herds of bison, antelope, camels, horses and wild boar can be found here, as well to the bulk of the eastern continent's elephant population. 

Twin Lakes - Largest of the permanent settlements of the Buruq and the last city to be found before the long, desolate road to Ghan. It has expanded out from the isthmus onto an archipelago of artificial islands in both lakes.

The Hollowhorn - Sacred mountain of the Buruq, rising alone above the grasslands. Named so for the magnificent cave systems and ancient lava tubes within it. Climbing the slopes or entering the caves is limited only to priests and those granted special dispensation, and access to the summit is barred to even the elders. Deep within its chambers sleeps the Last King, the only true dragon to survive the extinction.

 


The Ostrakeraton 

The Southern Horn, stretching from Olabeth and Dead Quarter to northern Reniriya.

**

The Poison Coast - The land between the Heartlands and Ool.

The Heartlands - As the Second Empire collapsed, the aristocracy made a mad dash to secure their holdings in the east. While some of the governors and generals were able to maintain a sense of order and continuity, disease and famine swiftly ended their attempts. Centuries later, the Heartland is a feral wilderness filled with squabbling warlords and the ruins they inhabit.

Olabeth - The heart of the Second Empire has been reduced to a decaying, sickness-stricken land. The Plague is still here, seeped deep into the soil and water. Impenetrable swamps and dark forest filled with misshapen, monstrous creatures render crossing the territory by land near impossible. There are still human inhabitants, but they have been changed so completely and severed so utterly from the rest of the world that they are left to their own devices.

Tlan - Capital of the Second Empire. A metropolis reclaimed by nature. Some folks will talk of treasure that remains hidden there, but nearly all was looted during the collapse and any that remains is hardly worth the danger of an expedition to the Poison Coast. From the harbor, one can still see the gleaming golden dome of the solar tabernaculum where the sacrifices were held.

Ool - Mangrove swamps and mudflats choked with the thousand-thousand varieties of the bright red panacea flower. Broiling heat. Drowning humidity. Complete isolation. The great ceramic domes and minarets of the Petal Houses are the only signs of habitation along the whole of the river, save for a few desperate villages hiding from the Houses' security forces.

Mouth-of-Ool - The only point in Ool where outsiders are tolerated. Do not tarry long, take your panacea and go. The Houses are watching, and they do not care for guests who overstay their welcome.

**

Acephavara - The "Land of the Headless", named so for its inhabitants (who do possess heads, but also typically have coloration patterns on their torsos that at a glance appear to be faces) and for the shape of their primary god (who does not have a head). Once an empire (Old Acephavara), but after the collapse and War has coalesced into the comfortable confederation common to much of the world.

Janashkut - An ancient, storied city. Unfortunately known best for the potent strain of ghoul-leprosy endemic to it (this is not the variety of ghoulishness that is Red Law in origin). Over the centuries, the oldest sections of the city have been sealed off and abandoned, forming its infamous labyrinthine leper districts, as new, sickness-free districts are built further out.

The Old Capital - A dead zone, thanks to the arcanonuclear weapons deployed here during the collapse of Old Acephavara. The ruins are beautiful.

Vanadiyos - Shining center of the new Acephavara. Martial arts, baroque architecture, loud music, fire-magic. Tropical heavy metal aesthetic.

The City Magpie - When humans returned to the city after the fall of Old Acephavara, they found this city to already have been taken as roost by the Murder of All Crows. It has since become the city of theft and the haven of thieves, where no one is permitted to enter with anything, even names, that trukly belong to them.

** 

I love how, each time, it falls together a little bit different, and a little bit better. Stuff is missing or misplaced, of course, but it's the Bob Ross type joy of setting out all the pieces.

Next insallment will have the world as a whole, and there might be further installments going a deeper dive into the people who actually live here.

(Pen & Tam live about halfway between 7 and 8 on that map)

As for more commentary, it's slipping my mind at the moment.


Friday, January 8, 2021

Orion's Arm Wormhole Map


 

This is, I suppose, a sequel to the similar post I did for Eclipse Phase.

Orion's Arm is a long-running collaborative writing site about the gonzo space opera future ten thousand years hence. It is immensely inspiring (when it is not incomprehensibly steeped in jargon) and features a full two decades of material to sift through (of mixed quality, in that charming Web 2.0 way)

I binge it often, but the last week has been particularly extreme. Extreme enough that I pulled the trigger and did...this.

Space Map Fugue is real, and I have it. It is only a matter of time before it happens again, and space god help us all if I decide to do original work for it.

Given the blog that this is, there's an unstated intent to use it with something like Mothership, which is tonally the exact opposite of Orion's Arm. I was going to make a list of the fifty or so major factions of the setting (summarized so briefly that they could be ported over to MoSh), but I very swiftly realized that I literally could not summarize about half of them succinctly and the other I literally did not understand what they were. So instead I just provided the names of the relevant ones and color-coded the map - you can look up those articles for additional inspiration / context as you wish, but they are too dense by far for tabletop usage

(As an aside - the typical map quality on OA is decidedly...not. That is probably why I did this. For as much as I do love that site the map situation is absolutely untenable, unreadable, incomprehensible. There was a whole cluster of wormholes that I had to cut from this project because the two maps of the region provided absolutely no crossover with the planets supposedly in that sector and...I get it 3D maps are super difficult to show on a 2D plane but that's why we have abstraction.)

(Also: binging several hundred articles in the space of 3 days has made me enormously thankful for the SCP Foundation's standardized template and reference guides. That's some good QOL right there. And for more strict deletion and editing criteria on articles; there are a few OA ones that are literally just "An important Metasoft system" and have been sitting like that since December 2001.)

Why do I do this? Why is it this particular topic, out of all things, that will always trigger actual productive focus?

Maybe there's something to that. Hmmmm...


Tuesday, August 4, 2020

Practical Space Mapping

Hex Kit!

This was made using my EE-based route-layer, planet tags, and names & types

Yellow Polity

Kubaba

Superterrestrial Arid Martian (Polity Capital, Trading Hub)
  • Building blocks of organic life found in surviving aquifers.
  • High axial tilt leads to extreme seasonal temperature fluctuations.
  • Citizenship software is lootpass-based.
  • Slow Road route to Carcosa
  • Swift route to an unclaimed system.

Green Polity

Carcosa

Watery Martian World (Polity Capital, Independent Colony) 
  • Majority population of uplifted octopi and squid.
  • Economic and social conditions steadily getting worse over last half century.
  • The revolution has come, hopefully not too late.
  • Slow Road to Kubaba.
  • Variable Speed route to unclaimed system.


Red Polity

Dvaraka

Rocky Superterrestrial (Polity Capital, Major Colony) 
  • Extensive android rights
  • Thick atmosphere is incredibly toxic.
  • Ruling C-Level has both martyr and god complex.
  • Standard route to an unclaimed system
  • Instant Transmission to Zagreus
  • Lightspeed route to Goalposts

Zagreus

Molten Terrestrial (Economic Boom)
  • Original colony abandoned, reclaimed later.
  • Smartpets current fashion, even among working class.
  • Asymmetric fashion common due to omnipresent surveillance tech.
  • Instant Transmission to Dvaraka.
  • Instant Transmission to Sehkmet.
  • Collapsed route to Ambergris.

Sehkmet

Hot Neptune (Travel Hub)
  • Primary settlement has particularly high gravity for a moon of its size.
  • Red Death epidemic sweeping through colony.
  • Citizenship software runs on an RPG basis.
  • Instant Transmission to Zagreus.
  • Standard route to Ambergris.
  • Lightspeed route to Goalposts.

Ambergris

Titanian Superterran (Marginal world)
  • Sun flares regularly - distance, strong magnetism, and thick atmosphere protect against.
  • Autarchic commonwealth.
  • Recent crisis of entire colony experiencing three minutes of brain death.
  • Standard route to Sehkmet.
  • Decaying route to unclaimed system.

Blue Polity

Goalposts

Exotic (Chlorine) Gaian (Polity Capital, Independent Colony) 
  • Often mocked for perceived backwards culture.
  • Often respected for locals' ability to weather crisis situations.
  • Trade deal with Red Polity fell through.
  • Lightspeed route to Dvaraka.
  • Lightspeed route to Sehkmet.
  • Slow Road to Nessus.

Nessus 

Greenhouse Gaian (Blue / Purple Disputed Territory)
  • Infamous for unwelcoming, hostile architecture.
  • Major meteor impact <10,000 years perviously.
  • Colony currently being taken down for ritual rebuilding.
  • Slow Road to Goalposts
  • Lightspeed route to Oliphaunt
  • Exit point of inaccurate route from Malina.

Purple Polity

Malina

Cold Neptunian (Major Colony, Polity Capital)
  • Open warfare with Blue Polity
  • Closed borders, even to other Purple Polity citizens.
  • Cambion births via neogenic surrogate fathers in fashion with nobility.
  • Inaccurate route to Oliphaunt and Nessus.
  • Inaccurate route to Algedonia and Caravan.

Oliphaunt

Gaian terrestrial (High Water, Purple / Blue Disputed Territory)
  • Home of famous monastic order.
  • Major xenopaleontology dig underway on southern continent.
  • Political upheaval, as normally Purple-aligned factions switch to Blue Polity.
  • Lightspeed connection to Nessus.
  • Inaccurate connection to Malina and Algedonia

Algedonia 

Ice-rock Dwarf (Minor Colony)
  • Unexplored surface
  • Orbital habitats run dreamworld simulation for colonists.
  • Recently hit with Voynich virus, all is chaos.
  • Inaccurate route to Malina and Oliphaunt.
  • Instant transmission to Caravan.

Alien 

Caravan

Gaian Terrestrial (Mid Water, alien homeworld)
  • Paleolithic alien species.
  • Conflict between Red and Purple over contact rights.

Sunday, May 10, 2020

3 Years, 300 Posts: The Map of the New World


Made in Azgaar's. Click for full size.

And here we are: post 300, three years to the day since I started the blog.

Thank you all: for your support, your guidance, your friendship, and above all thank you for everything you do to sustain this little pocket of creativity.

Twice before I have made this map, now it is time for a third. As before, my method is "fit as many things as I own or know well enough about into a single map." If you don't see your favorites, I apologize in advance.Room is limited. Thankfully, this map is not canon.

Enough sentimentality. It is time for The Goods.

Everything with a hyperlink is available for free.

AS IT IS WRITTEN IN THE PRINCIPIA APOCRYPHA...

Regions

  • Bastionland - All the territory that owes its allegiance to Bastion, as opposed to some other, non-Bastion-related city.
    • Electric Bastionland, Chris McDowell
  • Autumnal Wilds - The rustic old hill country. Filled with hobos, puritan halflings, cicadafolk and lowmen.
  • The Coal Dukes - Fragmentary duchies in the southern Wilds who together claim a near-monopoly on the export of coal.
    • Unicorn Meat, Dan D.
  • The Commonwealth - Diverse collection of states and cities that collectively murdered the old aristocracy but forgot the clean the skeletons out of the closet.
    • Unicorn Meat, Dan D.
  • Low Country - Backwoods, haunted houses, and pluff mud fields.
    • Low Country Crawl, John Gregory
  • The Biting Marshes - The wetlands along the Black Snake River.
  • Deep Country - The untamed northern wilds in the iron grip of the past, far beyond the reach of Bastion, filled with petty kingdoms and the ruins of older days.
    • Electric Bastionland, Chris McDowell
  • Weird Marches - Unclaimed territory where the world goes strange.
  • Tveland - Frigid, dark, diseased, miserable, dying.
    • Mork Borg, Pelle Nilsson
  • Circle Sea & the Rainbow Lands
    • Ultraviolet Grasslands, Luca Rejec
  • The Ultraviolet Grasslands - The lands between here and the most utter west.
    • Ultraviolet Grasslands, Luca Rejec
  • Swordfish Islands - Home once to a decadent elfin civilization
    • Hot Spring Island, Jacob Hurst
  • Rift of Mar-Millior - The place you go when you've neither got nor want other options.
    • Rakehell vol 1, Brian Richmond
  • The Great Road - The artery across the continent, from Bastion to the Black City.
  • Meatlandia - An island offshoot of Xor.
    • The Chaos Gods Come to Meatlandia, Wind Lothamer & Ahimsa Kerp
  • Xor - A land of flesh and gristle.
  • The Winter Lands - The place untouched by time.
    • Wolf Packs and Winter Snow, Emmy Allen

Cities and Kingdoms

  • Lon Barago - The free city of the central plains, overflowing with wealth and wickedness.
  • Bastion - The only city that matters, at least according to the Bastionites
    • Electric Bastionland, Chris McDowell.  
  • Infinigrad - The endless city of unnumbered guilds and their dogs, forever warring with itself.
  • Umberwell - Blackened be its name, a teeming hive of grot, crime, and corrosion
    • Umberwell, Jack Shear
  • Endon - A city on the cusp of making some terrible choices that seemed reasonable at the time.
    • Magical Industrial Revolution, Skerples
  • Emerald City - Metropolis, home of the Cogflower megacapitalists and their church.
    •  Ultraviolet Grasslands, Luca Rejec
  • Jukai City - Slumbering swampland city of dark organic towers.
    • Fire on the Velvet Horizon, Patrick Stuart & Scrap Princess
  • Corpathium - The city that's never the same way round twice.
  • Marlinko - The fever-dreaming capital of the Hill Cantons.
    • Fever-Dreaming Marlinko, Chris Kutalik
  • Carrowmore - Deep Country township at the foot of an ancient dam. Has recently gone quiet.
    • Deep Carbon Observatory, Patrick Stuart & Scrap Princess 
  • Opeth - A tiny town that sits alongside the eastern expanse of the Great Road.
    • Faux Pas, Nick Whelan
  • The Wicked City - King of the Great Road, a city of clockwork men, hydraulic despotism, and impossible wealth.
  • The Immortal Capital - The only city that mattered, a long long time ago.
    • Kidnap the Archpriest, Skerples
  • Thule - Ancient stronghold of the church and home of the archpriest of the Heliopapacy.
    • Kidnap the Archpriest, Skerples
  • Gathox - Migratory alien slum-mountain
    • Gathox Vertical Slum, Davis Lewis Johnson
  • Whispershire - De facto capital of the Weird Marches, a place where the Commonwealth sends the adventurous, foolish, and unwanted.
  • Troika - The Troika on the earth is only part of the whole: the true body of Troika sits in orbit high above, the jewel in the center of the humpbacked sky.
  • MR-GR-KR- The Death-Rolled Kingdom; the river demesne of the crocodile lords.
    • Thousand Thousan Islands 1, Zedeck Siew
  • Kraching - Kingdom of cats and the god Auw.
    • Thousand Thousand Islands 2, Zedeck Siew

Points of Interest


  1. Tomb of the Serpent Kings (Skerples)
  2. Gullet of the Rust Demon (Dan D.)
  3. Prison of the Hated Pretender (Gus L)
  4. Monastery of Dor Amon (Dale Horstman)
  5. Challenge of the Frog Idol (Dyson Logos)
  6. Ruinous Palace of the Metegorgos (Evey Lockhart)
  7. The Maw of the Mountain (Brian Richmond)
  8. Night School (Camilla Greer, Demon Collective Vol 1)
  9. Bad Faith (@comradepollux, Demon Collective Vol 1)
  10. She's Not Dead, She's Asleep (Mabel Harper, Demon Collective Vol 1)
  11. Meal of Oshregaal (Arnold Kemp)
  12. Hidden Tomb of Slaggoth the Necromancer (Nick Whelan)
  13. Silent Titans (Patrick Stuart)
  14. The Halls Untoward (Michael Prescott et al)
  15. Sleeping Place of the Feathered Swine (Logan Knight)
  16. A Hole in the Oak (Gavin Norman)
  17. The Tower of Nicanor (Fco. Javier Barrera)
  18. Lighthouse on the Spur (Dan D.)
  19. Call of the Light (Michael Prescott)
  20. Gelatinous Dome (Jeff Call)
  21. Aeon Caves of Treasure (Aleksander Petrovic)
  22. Hounds of Low Tide (Michael Prescott & Kiel Chenier)
  23. The Man From Before (Michael Prescott)
  24. Unicorn Meat (Dan D.)
  25. The Hyqueous Vaults (Various)
  26. Flesh for the Witch Queen (Jason Sholtis)
  27. Lorn Song of the Bachelor (Zedeck Siew)
  28. Scourge of the Tikbalang (Zzarchov Kowalski)
  29. Under the Waterless Sea (Zzarchov Kowalski)
  30. Misty Isle of the Eld (Christ Kutalik)
  31. Slumbering Ursine Dunes (Chris Kutalik)
  32. From the Vats (Various)
  33. Through the Gates of Flesh (Carl Niblaeus)
  34. Blood in the Chocolate (Kiel Chenier)
  35. The Inverse Tower (Michael Raston)
  36. Basilica of the Leper Messiah (Michael Prescott)
  37. Arsenal of the Warrior Princess (Alessandro Dullemotta)
  38. Fallen Throne (Gus L.)
  39. Hush (David Shugars, Demon Collective Vol 1)
  40. Comes the Mountain (Gus L.)

Realms Above, Below, and Beside


  • The Ghoul Market - Accessible from graveyards. 
    • Vacant Ritual Assembly 1, Clint Krause
  • Gourmet Street - Accessible from the side streets of any major city. 
    • Gourmet Street, John Gregory
  • The Gardens of Ynn - Accessible from any garden where the proper invocation has been made.
    • The Gardens of Ynn, Emmy Allen
  • The Stygian Library - Accessible from any room filled with books where a murder has occurred.
    • The Stygian Library, Emmy Allen
  • Goblintown - Accessible from any filthy hole in the ground.
  • The Crystal Spheres of the Humpbacked Sky - Accessible via a golden barge out of Troika.
    • TROIKA!, Daniel Sell
  • The Mysterious Menagerie of Dr. Orville Boros - Found in whichever metropolis one wishes
  • The Isles of the Dead (Arnold Kemp) - Accessed through total party death.
  • Zyan - Through a dreamlike door-break in reality.
    • Through Ultan's Door, Ben Laurence
  • The Veins - Accessed by delving too deep.
    • Veins of the Earth, Patrick Stuart & Scrap Princess

The Grand Tour


Players start in Lon Barago, poorfolk tossed into the Lair of the Lamb as sacrifices to that terrible creature. Those that survive will likely not want to spend any more time at the mercy of the city's hospitality, and will take off on the plains-roads Their direction is determined by their great desire.
  • Civilization - Take the east road towards Bastion, first stopping at the Gullet of the Rust Demon.
  • Riches - Follow the river southward to the arid hills and ruined cities that house the Tomb of the Serpent Kings.
  • Freedom - Take the rough and ill-kept road northward, passing the Prison of the Hated Pretender on the way to the true Deep Country.
  • The Great Unknown - Take the west road, stopping at the Monastery of Dor Amon before passing on to The Wicked City and Circle Sea.

Saturday, March 21, 2020

The World of Mother Stole Fire

This one was made with Azgaar's Fantasy Map Generator

This map has been in my head for a very long time. That's to be expected, because what sort of self-respecting D&D referee doesn't have a half-plotted, never-started fantasy novel out there?

This one is mine. A place of my own. A daydream that has been the friend of my waking hours for many years, forever changing, subsuming new ideas until I can no longer tell when and where the junctions were made. My notes are both expansive and mostly out of date.

The map itself is unfinished, and shows only a third of one continent and none of what lies to the west and south of the Mare. It is the most well-defined region, however - while the rest of the world is mostly settled down in relation to its components, I've yet to solidify the shape. It's all a bunch of labeled blobs. The shape of this region could use more work as well: the other version looks more like this, which I like a bit more from a shape perspective. Less like the Mediterranean, it's got better coastlines (because it's a collage I made of normal maps).

***
There are some things to know about the world beforehand.

The Plague Years - An apocalyptic global pandemic that, among other things ended the Second Empire and ushered in the beginning of the modern era.  

The Three Empires - The first was Darvatius', when he conquered the world and destroyed it all. That is ancient history.

The second is the Tlanic: militant sun-worshipers that managed to control much of the eastern continent and several overseas colonies. The last emperor, considered the living embodiment of the sun god, died during an eclipse just as the Plague Years began.

The third is more potential than actual. There are some fears that it will emerge in the Dragon Republics.

The Four Families

  • Homini - Idaltu, Neandr, Altai, Flores, Manu, Lilu.These six classical peoples are still useful in a general categorical sense, but people being people they are not accurate to the cumulative lived experience of millennia of intermingling.
    •  Possessors of the Crown of Fire, that which makes and fuels gods.
  • Cetacea - Dolphins, porpoises and whales. Some enterprising wizards have developed mechanical suits for them to walk about on land, but these are still rare.
    •  Possessors of the Riddle of the Deeps, which they have remained tight-lipped about.
  • Elephants - Plains, jungle, mammoths, mastodons, and pygmies on certain Belt islands
    •  Possessors of the Earthsong, an ultrasonic ancestral memory.
  • Corvids - Crows, ravens, magpies, and the occasional parrot.
    • Possessors of the Murder of All Crows, a hidden parliament where all corvids may slip off to when out of sight. They hire out their services as message-carriers for secrets and carrion - most folks keep a jar of pickled sheep's eyes on hand for payment.

Other Thinking Beings

  • Octopi - The "Fifth Family". Octopi are clearly intelligent, but have never shown anyimpulse to communicate with humanity or anyone else, despite attempts by wizards and scholars to breach the communication barrier.
  • Homunculi / Half-Men - An alchemical creation animated by arcane fire. Their skin is hairless, thick, and grey, similar to that of an elephant. The most common body forms are humanoid, equine, and some that appear like giant dragonflies. Universal among forms is the lack of a head - the animating fire is open to the air above the stump of the neck. They are a Bensaeili creation.
  • Devils - Not to be confused with demons, devils are humans who have had their hearts removed via metaphysical surgery. This completely eliminates their empathy, but leaves behind a legal/economic/bureaucratic savant. Anyone dealing with devils must keep them bound by complex layers of strictures, separated from the general population, and secure their hearts to maintain long-term control.The Dispaterian origin of the procedure is clear to everyone. Tanniclen maintains a larger-than-comfortable corps of devil-bureaucrats.
  • The Ape-Men -The great apes do not possess the Crown of Fire and have only limited skills with human languages, but they are still considered members of family Homini and afforded the honors of such. Most of them live in the wilderness of Old Acephavara, Reniriya, or the Belt.

A note on names: I have kept the names of peoples as they were before I began the merge into MsF - as the traits are the same as in the blog posts about them, I am treating them as regional names (a solution of which I am actually quite fond of)

The dayrdan are neandr, the buruq are altai, and the lilifio are hauflin.

Geography

Two continents bracket the Mare Interregnum, nearly enclosing it. They don't have names yet. Beyond them there is the Antipodic Ocean, and if there are lands to be found there, their names are secret.

The Dayr

The lands north of the mountains (themselves also called the Dayr, or the Dayrmont). Pine forests, tundra, glaciers. Home of dayrdan, mammoths, black amazons, the Wendish. The air is clear here. Clean. Cold. Keep an eye out for Mundo.

Wend - An isolationist city-state of gleaming white towers. The inhabitants have skin the color of milk, tinged with blue where it would flush pink on another, with eyes like ice and translucent hair as brittle as crystal - they have claimed to descend from unknown Atri-Tun in the uttermost north.

Tin Jacobstown - Once a coastal shantytown, now chief of the prospecting and whaling towns in the Dayr. The compact with Orca grants the inhabitants special dispensation to hunt whales, an act that would be unthinkable elsewhere. It is considered as the northernmost point of civilization that is still culturally linked to the city-states south of the mountains, and so has become synonymous with the hinterlands.

The Wall of Rhavian - An ancient structure blocking off access to a small, mist-shrouded peninsula. The Folk that live beyond have barred all access since the days of Darvatius, and the only humans to have passed over in either direction were the men of the Androgons, and they migrated to the south and east after their crossing.

Urukhá, Akká, Hrunná - "The Three Sisters" of the dayrdan keeps and the oldest continually inhabited settlements on the continent.

The White Pine Confederation

A longstanding set of common laws and peace agreements between local townships and nations that has bounced back and revitalized to fill the gap left after the Plague Years. The city-states in the region are considered the roots of both classical and modern democratic-humanist governance.

Bensael - A thriving city-state formed by an alliance between the remnants of six northern nations, refugees from the Low Countries and across the Mare, the former Imperial provincial capital, the Olen river dolphins, hespermontane elephant herds and the Murder of All Crows. The city is diverse and vibrant, and has only grown more so thanks to subsequent immigration waves (most recently refugees from Pelai across the Mare) and a robust system of public services. Bensael has become a primary cultural power on the continent, and its influence can be felt all the way from Wend to Kara Koren.

Tanniclen - The old imperial city within Bensael proper: wizards' towers and the tightly-clustered manors of the (terrifyingly inbred and honestly quite puglike) leftover aristocracy. In exchange for the arcane and economic aid it provided during the founding years, the Old City is permitted its own laws and governance as a separate polity - it has no representation in local consensus councils and only one seat when an All-Thing is called. It is ruled by the Black Queen and White Queen, seemingly-immortal sorceress sisters(?).

Orlei - A major cultural center with storied traditions in the arts, sciences, and philosophies. It is the only state in the region to have maintained a hereditary monarchy after the Plague Years, though the role is now almost entirely ceremonial. It was from the townships around the city that the sable Maid gathered her first supporters in her war against Hell.

Russet Country - The hill country to the east of Bensael and north of Orlei. Known mostly for a preponderance of goblin warrens and Folk stones, mining townships, the Knights of Autumn, and a very strong witching tradition.

Lilu-Yoya - Chief expansion of the lilu onto the surface (Though the the earthquake that opened the Two-Faced City up to the sky left them little choice), and now treated as synonymous with them. It is the epicenter of the lilu diaspora, the home of the lilu republican movement, its matriarchs were the first to make contact with other world powers...technically true, if one ignores all the smaller instances that have filled up the years. No matter. Given its position, Lilu-Yoya controls passage through the Allecanth Mountains and it consistently has allied with Bensael over Draga despite the matriarchs' distaste for Bensaili civil liberties - Draga-style austerity is the less appealing by far. 

The NSR

The Necromantic Socialist Republic was born out of the trauma of the Plague Years and the war with Hell as an experiment in utopia. If the dead so outnumber the living, and the dead have no use for their bones, is it not the greater honor for the dead to be of use to their descendants in death? Likewise death had proven itself the great power of the world, and so to give it honor is sensible. The inhabitants want for little, for the dead provide for them - all that is asked of them is their bones.

Di Valeo - Cultural center of the NSR, rebuilt by the hands of the undead after its complete destruction during the war. Despite all the efforts of the necromancer-architects, there is a certain feeling of loss that cannot be shaken, for before the war it had been the most beautiful city in the world. The great cathedral here, dedicated to Ama Adimatha in her aspect of the Lady of Sorrows and her Stillborn, is an ossuary. With painstaking care the necromancers have inscribed each skull with its appropriate name.

The Low Countries

The city-states here share a great deal culturally with those in the north and the east, but the proximity to Dis has led to integration of some hellish aspects - demon engines, infernal architecture, the rusting hulks of Dispaterian war machines. Demons and their hunters are common here.

Bhyor - "In Bhyor there is the House of Sin" goes the story. A vast iron cube nestled in the branches of the gargantuan petrified tree that sits atop the sharp stone outcropping in the bay. Low whitewashed houses with blue mosaic facades and empty doors. The House had been part of a tradition, where those guilty of heinous crimes would willingly choose to enter and never return, to clean the guilt of the many. Everyone knows now of how the sacrifices grew more and more frequent, until one warm night in late summer the entire population got up from their beds, walked along that narrow bridge, up the thin stone steps, and stepped through the black mouth of the House. No one goes to Bhyor anymore.

Dis - Hell is an emergent phenomenon. Provided with a suitable host civilization, it will slough forth in the same form that it always has - the smoke-wreathed towers, the shit-filled gutters, the blood red stone, the hive of the dead-already, the singularity of human suffering. While this incarnation of Dis still stands, it has been hobbled for the time. The blackened fields of craters and trenches and rust-hollowed war machines that surround its pitted walls remain the site of the greatest accomplishment in human history - had Darvatius not taken to the field himself, or if there had been a single spare hour, the Maid's army could have torn the black iron gates from their settings and struck at the heart of Moloch itself. 

Draga

The northern capital of the Second Empire, now its own independent state. A dour, puritanical place filled with dour, puritanical people, run by only the dourest and most puritanical theocratic oligarchs. It does not claim direct Imperial political lineage, having always been a rival to the southern provinces even before the collapse. It has a complicated relationship with Bensael, who serves as its common rival and erstwhile ally and whose diverse social democracy is diametrically opposed to the authoritarianism found here. The northern variant of the Imperial Church (that is, the surviving branch) is henotheist bordering on monotheism, centered around a distant and terrible solar deity-judge.

The Dragon Republics - Fourteen city-states built atop what is, as best as archaeologists can tell, the kernel that first formed Darvatius' empire. An economic powerhouse thanks to their elaborate system of guilds and banks. While on paper the Republics follow the Imperial Church, sects of dragon-worship are an open secret among them - even their longtime ally Draga gives them arm's length when the political situation is inflamed (and it often is). There are some who believe that the next emergence of Dis will be here.

Temiskyra

Capital city of the amazons, situated at the mouth of the Thermodon where it empties into the sea. Triremes with horsehead prows ply the waters of the Blackwine. Cavalry patrols ride up and down the roads to Kara Koren. Children play in the agora under the bronze eyes of the colossal statue of Tabiti Hipparctrix Hodegetria. Old women still tell the story of how the statue stepped off its pedestal, spear in hand, and waded out into the harbor to fight off the Tlanic navy during the Plague Years. Because of its location, the city sits on a vital artery between the Mare Interregnum and Kara Koren, a state that has permitted its independence despite its neighbors.

The Magelands

Magic flows on the breeze, heavy and sweet as honey. suffusing every breath and cell and thought. The grass is greener here; the sky is bluer. stones are no longer bound by the shackle of gravity, trees pull up their roots, form and purpose lose their concrete boundaries, time and space unspool their tangled knots. It is intoxicating. It will bind you to itself until you are so filled with the freedom it offers that you are wiped clean and made a part of it.

Mund - A fortress city in the midst of the Magelands. A brutalist arcology packed tight with tens of thousands of people who attempt to resist the power of the Magelands through the mindless repetition of enforced hivelike normalcy. Total denial of the life beyond. Sterile. Eternal. Their border wall crumbles after generations of neglect and retreat to Mund.

Kara Koren 

Wide open plains, rolling off into the horizon. The buruq make their home here, their semi-nomadic bands cycling between the small cities on the rivers and lakes and the open prairie. Vast herds of bison, antelope, camels, horses and wild boar can be found here. It is likewise home to the largest population of elephants on the eastern continent.

The Hollowhorn - A long-extinct volcano, rising snow-capped and solitary above the plains. It is a sacred place for the buruq, where their nations gather for jubilee festivals and the practice of peaceful politics in neutral territory. The permanent residents consist mostly of a council of Greyhair'd who have rescinded their tribal membership to act as impartial arbiters. They likewise act as the keepers of the Last King - the last surviving true dragon, who sleeps away the ages in a cave deep within the mountain.

Olabeth

The heart of the Second Empire has been reduced to a decaying, sickness-stricken land. The Plague is still here, seeped deep into the soil and water. Impenetrable swamps and dark forest filled with misshapen, monstrous creatures render crossing the territory by land near impossible. There are still human inhabitants, but they have been changed so completely and severed so utterly from the rest of the world that they are left to their own devices.

Tlan - A metropolis reclaimed by nature. some folks will talk of treasure that remains hidden there, but nearly all was looted during the collapse and any that remains is hardly worth the danger of an expedition into Olabeth. From the harbor, one can still see the gleaming golden dome of the solar tabernaculum where the sacrifices were held.

The Old Imperial Heartland - As the Second Empire collapsed, the aristocracy made a mad dash to secure their holdings in the east. While some of the governors and generals were able to maintain a sense of order and continuity, disease and famine swiftly ended their attempts. Centuries later, the Heartland is a feral wilderness filled with squabbling warlords and the ruins they inhabit. The wars between them are unending, and the region in its entirety has been written off as unmappable - no border lasts long enough for the map to reach publication.

Ool

Mangrove swamps and mudflats choked with the thousand-thousand varieties of the bright red panacea flower. Broiling heat. Drowning humidity. Complete isolation. The great ceramic domes and minarets of the Petal Houses are the only signs of habitation along the whole of the river, save for a few desperate villages hiding from the Houses' security forces.

Mouth of Ool - The only access in or out of Ool and the only permitted source of panacea potion. As far into Ool as most outsiders are allowed, and likely as far as anyone would want to go. The harbor which dominates the city is overseen by the white-robed eunuchs that act as the Houses' proxy guild. Visitors often report a feeling of constant surveillance, which longtime residents and guild-members will confirm as being entirely correct and rational.

Llaphedon

Every mushroom grove found elsewhere in the world can trace its origin back to this island. Hairless, blueish-skinned Llaphedoniks sell mushroom ale and woven mycelium crafts to visitors in the ports. Deep in the fungal jungle live the mushroom men, who carry the memories of generations past and build a ziggurat to ends unknown.

Old Acephavara

Acehpavara is a paradox - by all accounts it should have and did destroy itself without the aid of the Plague - through economic catastrophe, incestuous political corruption, and arcanonuclear war - yet it survived all of that and the disease. Not in any compatible state to the empire that was once rival of Tlan, but the city still stands, the state still functions. still, it is Old Acephavara - history has passed it by. The cities that were once under its control have sprung up to outshine it in the modern day.

Meredat - Home to the main means of reaching the Moon, the ship Diamondwing captained by the archmage Balathrysti.

Janashkut - A potent strain of ghoul-leprosy is endemic to the region. Over the centuries, the oldest sections of the city have been sealed off and abandoned, forming the infamous labyrinthine leper districts, as new constructions are built on the border.

Vanidyos - Current chief of the Acephavaran city-states, Vanidyan society actually precedes Acephavaran by some time. Aspects of this that were passed on and remain strong include the city's multitude of martial arts traditions, potently-spiced cuisine (A favorite of the city's very large lilu population), the black-lead musical tradition, skeleton iconography long before the NSR made it cool, and the unique-to-the-city gods The Headless One and The Heart and Bones.

The Belt of Fire

A chain of tropical volcanic islands that stretch across the Mare Interregnum from Vanidyos to Pelai. The main artery of trade between the eastern and western continents, seconded only by the Qaare-Bensael corridor in the north. Home to dozens of lilifio nations, many of them nautical and migratory.

Distant Lands and Parts Unknown


The map does not extend forever, and there are lands beyond its borders whose inhabitants have made their case in clarity to remain undisturbed.

Ghan - East beyond Kara Koren. A hilly, arid land. True desert. Difficult to navigate. Ancient irrigation canals lined with fields of coffee and barley make a grid of the rivers. Clay brick towers offer sky funerals to the vultures. Shrines to the Bull that Carries the Sky rise at crossroads

Reniriya - South of Vanidyos and Old Acephavara. Hot. Wet. Rainforest, mostly. Carnivorous plants. They are not fond of cities here. Beautiful ceramics occasionally traded for necessary goods. Hot air balloons bobbing above the canopy, pulled down to safety when it rains. Tokens of firefly spirits. High fluidity in family structure and gender expression. Devotional cannabis and dreamworld pantheons.

The Trailwards - A chain of islands south and east of Reniriya. Pa'O Pa'O is among them. Known to the outside world mostly for pearl diving and masked wrestlers.

Notes

  • The White Pine Confederation is a pretty blatant nod to the Haudenosaunee (Iroquois Confederacy) - this is because I think it's rad.
  • Bensael itself is an obvious appeal to the author situation.
  • The Sable Maid is absolutely supposed to be a mashup of Joan of Arc and Fingolfin, I regret fucking nothing.
  • Let this be my manifesto that the four core fantasy species should be humans, elephants, dolphins and crows, on the grounds that treating them more like people is long, long overdue.
  • Before today I had no idea what the cetacean gift was going to be and I am still uncertain about it.
  • This map already has errors in it, namely that:
    • Temiskyra should probably be south of it's current location. Or something needs to be there, it's very awkward and empty.
    • I'm not super happy with Hespir's location, it might get moved westward across the Mare.
    • Dis should be much more south along the coast.
    • The location of the Old Acephavaran capital is missing, it should be towards the point of the horn. 
    • Bhyor and the Wall of Ravian are not on the map. 
    • Draga is both the name of the country and of its capital, the latter of which is not shown. 
And there you go: life is rough right now and bound to get rougher, so I thought it'd be a good time to share something that brings me joy in the hope it might bring you some as well.

I will accept any and all questions.

Friday, November 9, 2018

Unnamed Mothership Setting



Ismail Inceoglu

There's a bright and shining center to the universe, and it's a long ways out from here. Door's been closed for ages. No trespassing, no solicitation, no visitors without an appointment. The future went on ahead without us and left us behind, with all the dust and the rust and the dinged-up hand-me-downs.

It's a big, old, empty, beautiful universe. Little islands of people trying to get by, and a whole lot of black between.

(Mothership is a fantastic game, people.)

Space Travel


Ship's engines of 30 or below are considered sublight drives.

Engines greater than 30 are considered warp drives.


Engine StatShip SpeedPer Light YearTime DilationTime Debt
100.75 C456.56 days321.42 days135.14 days / LY
200.85 C420.04 days226.45 days193.59 days / LY
300.95 C383.51 days120.53 days262.98 days / LY
4012 C30.44 daysN/AN/A
5024 C15.22 daysN/AN/A
6036 C10.15 daysN/AN/A
7048 C7.61 daysN/AN/A
8060 C6.09 daysN/AN/A


Jump drives are rated according to how many decaLY can be traversed in a single hyperspace jump. The standard shipboard time passage is 3 days / light year. Hyperspace travel is highly irregular on the observer side: roll 1d10 - on a 9-10, multiply the travel time by xd10 (x=Jump rating) and multiply it by travel time to determine any delay. 

Extraterrestrial Life


Life is out there, and it's not even particularly rare. There's carbon/oxygen-based life, methane-based life, ammonia based life, chlorine based life. Most of it is microbial, and of the larger organisms found none have shown any signs of technical prowess beyond simple tool usage. There are a great many dolphins, apes, and elephants among the stars, but man is still alone. The stars are as quiet as they have always been.

Technological civilizations of the deep past are still a matter of debate. No direct evidence has yet been found, but certain paleontological digs (Epsilon Eridani d in particular) have garnered some popularity in the scientific community.

They Might Be Giants


Posthumanity (that is, those humans who digitized themselves long ago and all their offshoots and descendants) is a not-quite-sleeping giant. By population and spread, the digital gods dwarf humanity's interstellar civilization by orders of magnitude, but they play no real part in the lives of folks like you and me. The gulf between is too great to bridge. This has actually worked in humanity's favor.

They prefer habitats to planets, building dyson swarms around red dwarfs set to last trillions of years and filling up Oort clouds with supercomputer processors. They typically ignore humanity entirely, save in those cases where they feel the need to swat away intruders. Communication with them is non-existent, but it seems that for the time being posthumanity is content to let its forgotten brethren go along its own way.

I Owe My Soul to the Company Store


Outside of collective communities (and sometimes even then), it's a gig economy out there. The Company posts a job, freelancers with a ship take it. It's rarely a friendly relationship: the Company provides nothing beyond pay upon completion - any other support is going to come from the assorted unions, collectives, religious organizations and co-operatives out there.

While there are, of course, thousands and thousands of interplanetary and interstellar companies out there, spacers will invariably just call them the Company.

Some Notes on Tech

  • Hyperspace communications are invariably fucked every time they are attempted. News travels as fast as the fastest ship.
  • Self-improving AI and digital upload tech are quashed hard by posthumanity. They don't want competition. Weak AI will get a pass.
  • Timekeeping still runs on the 365.25 day Earth year. Exactly what year it is is not supremely important.
  • Cybernetics and biotech are out there, but are usually for cosmetic and health purposes.
Sung Choi

Solar Gazetteer

Human space is an irregular, blobby sphere stretching outwards from Sol. Thousands of systems have been explored and hundreds permanently settled, but in the scope of the final frontier that doesn't mean much. Even with faster-than-light travel, space refuses to be any less big.

Most populated worlds are within 50 light-years of Earth - beyond that margin colonies become progressively more widely scattered and independently-minded. Out past 250 LY it's mostly nothing but out'sters and posthumans and "here be space dragons".

I'll be putting up a companion post soon detailing a sandbox of 18 nearby solar systems, plus a scattering of other exoplanets to throw down wherever you might wish.

Stuff Outright Stolen From Eclipse Phase

For more goodies, I recommend the Farcast, Seedware, and H-Rep blogs


NameDescriptionSource
1. A Thousand Words for FireOpen-source extreme life-achievement challenge.Farcast 212
2. After-EdenCommune that celebrates preventable medical disfigurements.Farcast 57
3. AgeshiftMedical treatment to induce outward signs of a specific age.Farcast 259
4. AnthropomorphismMindhack; subject anthropomorphizes everything.Seedware 133
5. Asshole GeeseEven in the future, they are assholes. Semi-reliable guards.Seedware 291
6. BonsaiFun hobby when you have lots of time and no gravity.Seedware 262
7. BoomfruitExploding fruit. Harmless, usually entertaining.Seedware 302
8. BouncerfeetFlexible feet with opposable toes, can hold objects.MRG 13
9. Break BreadNutrient-rich bricks; add water and last a week off of one.Farcast 96
10. BrowniesOut-of-sight domestic cleaner bots.Seedware 95
11. BruixeraPossibly-legendary den of iniquity.Farcast 225
12. Burning PlagueEngineered virus; causes flammable tumors.Farcast 201
13. Cancer DreamsEngineered disease; stress-generated cancers.Farcast 245
14. CaseCheap, poorly-made android models. Off-the-shelf.MRG 15
15. Catal HayukNeolithic historical recreation habitat with permanent population.Rimward 63
16. CatopiaPopular VR MMO. Everyone is a perfectly normal cat.Seedware 281
17. CheshireHairless cat breed with chameleon skin. Freaky as hell.Seedware 13
18. Church of Luminous SaintsMilitant post-Christian sect; really likes themselves some WMDs.X-Risks 74
19. Coiled CaninesFriendly like a dog, wriggly as a ferret, long as a snake.Seedware 110
20. Common-Sense NetworkLow-pop. anarchist collectives running local direct democracy.Rimward 175
21. Cubehive CorpMakers of affordable ultra-compact housing and habitats.H-Rep 147
22. Designer SynaesthesiaPopular mindhack among artists and unorthodox scientists.Seedware 231
23. DIY ShipyardsEnthusiastic anarchists build anything to order if you help out.Rimward 86
24. DNA ChaffGrenade filled with organic dust; throws analysts into a tizzy.Panopticon 150
25. DroogaMind-altering vodka-variant; tends to start sizable riots.Farcast 133
26. Dummy BarrierInsulation between a hacker and H-Rep 60
27. EarthconConvention celebrating Earth and its old cultures.Farcast 337
28. Elysian FieldsHabitat dedicated to those dying in peace and dignity.Sunward 137
29. Engineer's Womb Exowomb implant; safe, quick, comfortable.Seedware 119
30. Eusocial Monkey ButlersExactly what it says on the tin. Popular with the rich.Seedware 81
31. ExonaturalsThe business of getting alien resources from here to there.Farcast 215
32. FacelessA faceless sphinx of black stone; popular 'net rumor.Farcast 145
33. Francesca's Cheese & WineHole-in-the-wall vender-fabber; no one knows who Francesca is.Seedware 208
34. Fur CoatActually a living organism that you wear. X-Risks 157
35. Gardener BeesProgrammed and modified beehives. Guardwasps available.Panopticon 154
36. Get Your Ass to MarsSpaceship fleet hosts anarchist olympics.Rimward 173
37. Glowstick FungusGrows about a foot and a half, glows green-yellow.Farcast 308
38. Gold BallastIt's basically worthless for anything else.Farcast 298
39. Grendal's LoopHyperspace coordinates that send you back where you started.Farcast 218
40. Gut MacrofaunaSome people just want to be a hive. For art.Seedware 52
41. House of Screaming BricksThe worst prison in human space. No one owns up to it.Farcast 29
42. Hypothetical HandbookPopular series of "what-if" guides, from mundane to mad.Seedware 16
43. IP EnforcementThey aren't above sending someone with a gun.Rimward 65
44. Jellybone SuitVacuum-sealed goo-suit for extreme environment protection.Farcast 4
45. Jester VirusEngineered virus; causes uncontrollable laughter.H-Rep 211
46. K-FlaskAdd water and some organic primer, get milk. Ferments well, too.Farcast 67
47. Kaiju TherapyPut on VR, pretend to be a monster, feel better.Seedware 190
48. Language SynthesisThe art of building a functioning language from scratch.Farcast 159
49. Laughing PolicemanInterrogation drug; target induced to openness and cooperation.Firewall 175
50. LiangamishGiant genitalia-themed temple complex.Farcast 288
51. Lick Me I'm DeliciousShip fleet out to visit every human-settled world.Rimward 173
52. Lilith SequenceGenemod; Allows reproduction via parthenogenesis.Farcast 126
53. LivestockNon-sapient humans modified for food; popular with the rich.Seedware 142
54. Maintenance Rats Smart rodents modified to actually fix the wiring.Farcast 235
55. Manna TreeNutritious high-water fruit, aspirin bark, rot-resistant wood.Seedware 86
56. MeathabSpace station made out of meat. Probably alive.Rimward 77
57. MedicrabsCute little robot buddies to stitch you back up.Seedware 44
58. Medusa LocksMuscular dreadlocks, a replacement for hair.Seedware 205
59. Minervan FleetWandering ex-military fleet looking to find enemies fight them.X-Risks 78
60. Mme. BleuAndroid fixer / crime boss. Bodies found across human space.Farcast 65
61. Mobile GreenhousePrecisely what it seems. A touch of nature on barren worlds.H-Rep 34
62. Mood LizardTherapy animal. Quiet, good at cuddling, skin responds to owner.Farcast 151
63. Moon WormsAdd water and sugar, it generates alcohol.Seedware 68
64. Mortal DiamondsThe remains of war heroes, compressed into diamonds.Farcast 285
65. NanobrushLittle blue pellets that will clean out your mouth. Minty fresh.H-Rep 178
66. Neptunium SkullLegendary cursed / radioactive artifact, Holy Grail of thieves.Farcast 172
67. New Day CorpDevelopers of neanderthal genome splices.Panopticon 121
68. Nostalgia CigarettesDrug; induces feelings of nostalgia.Seedware 199
69. PearlsPainful side-effect of glitching internal nanomachines.Seedware 237
70. Pod VariantsTypical human-presenting models for androids.Corebook 142
1) Ayah - Caretakers, teachers, nannies.
2) Basic - General-purpose androids.
3) Pleasure - Sex-change module + pheromonal control.
4) Security - Not quite extra muscle, but same principle.
5) Vacuum - Built for space work; 0-G and stellar radiation.
6) Worker - Sturdy and solid, good for manual labor.
71. Programmers Without BordersCharitable organization of hackers and devs. They'll fix you up.Farcast 317
72. Red Five Advanced HueristicsAdvertising firm dealing with stolen military programming memes.X-Risks 86
73. Relationship Mapper Software to map out and detail someone's entire social web.Panopticon 156
74. Remnant GardenGardens grown around corpses.Seedware 280
75. Rep DayHoliday for giving gifts to people on your rep network.Farcast 263
76. Robo-MuleEveryone's favorite six-legged luggage-hauler.Gatecrashing 162
77. Rocket RhosaTraveling armorer, weaponsmith, and whiskey-chugging veteran.Farcast 290
78. Rust Hound Dog breed, originally modified for Mars. Big and red.X-Risks 160
79. SharkteethRemovable tooth, grows to a dagger in mineral-rich water.Farcast 88
80. ShiprotObject lesson in entropy; the wear and tear of a ship in use.Farcast 306
81. ShipslugVacuum-adapted; often used for exterior ship repairs. Farcast 144
82. Shut-InDrug; induces feelings of melancholy, focus, and introspection.H-Rep 96
83. SlitheroidRobotic-presenting android model with serpentine lower half.MRG 91
84. Soma FruitFruit bred to carry low-intensity social drugs.Farcast 326
85. SpigipedeKinda like a pig and a worm, popular food among spacers.Farcast 287
86. Survivor's YeastAdd it to nearly anything organic for edible, unpalatable sludge.Seedware 267
87. TaspingMindhack; pleasure/reward centers linked to a specific action.Seedware 140
88. TentaballA ball with tentacles. Used as a ranged restraining device.Seedware 101
89. Terracotta Warriors of MarsOnce-popular android design.Seedware 236
90. The ConchRefugee ship given over to three Company scions. Bad news.Rimward 137
91. The Holy SeeThe pope, in space. Also a woman. Jesuits in space too.Rimward 46
92. To Be Tuesday"Game" in which players control the same android for one day.Farcast 192
93. TransbovineModified cows; includes superauroch beefslugs.Farcast 63
94. Translucent / BioluminecentCommon cosmetic biomods.Seedware 18/19
95. Vengeance of EnkiEngineered disease; targets ability to comprehend symbols. Farcast 140
96. Virtue PlagueEngineered disease; subjects become high-empathy pacifists.Seedware 203
97. Void SistersShadowy sisterhood with plans on shaping the future.Farcast 268
98. "Wait, That Was You?"The typical outcome of being the feature of a viral meme.Panopticon 147
99. Wild ArtificialsRobots with animal-level AI, loose and able to reproduce.Sunward 177
100. WinteristGenemod, sexless, save for short monthly periods of fertility.Rimward 189

 

Social Networks



Rep NetworkWho's OnlineSource
@-repAutonomistsCorebook 286
*-repSpace MarinesFarcast 211
B-repAndroidsMe
C-repCivic / CorporateCorebook 286
E-repEcologistsCorebook 286
F-repMediaCorebook 286
G-repCriminalsCorebook 286
H-repHomebrewersH-Rep 4
K-repKindness NetworkFarcast 36
P-repVideo GamesH-Rep 184
R-repResearchCorebook 286
T-repTeamstersMe
X-repExplorersGatecrashing 148

Cowboy Bebop

Tuesday, May 29, 2018

Pokepointcrawl



7.5/10 too much water

Pokemon games are really just ready-to-use pointcrawls when you get down to it. Here's a map. Apply your favorite wandering monster tables and travel event tables. Throw in whatever modules you have lying around. Play as a summoner if you want.

What's Up With This Town?


  1. Elderly local biologist seeks research assistants.
  2. Old man lying in the middle of main street is not actually crazy.
  3. Museum curator is working on fossil resurrection project.
  4. Bridge over the river hosts regular prize-fight gauntlet.
  5. Run by military ex-pat. Famous cruise ship docked in port.
  6. World-famous shopping center. Casino run by the mob.
  7. Entry to city blocked to cover mob takeover of ghost-tech corporation. Famous dojo.
  8. Haunted cemetery tower, populace possessed by unsettled spirits.
  9. Rare game preserve. Also, ninjas.
  10. Abandoned mansion serves as front for mob-aligned mad scientist. Also, on a volcanic island.
  11. Seaside village of perpetually-blooming cherry-groves.
  12. Tower populated by botanist-sages, good local schools.
  13. Well leads to cave system filled with tasty, dimwitted creatures.
  14. Region's largest radio station headquarters located here. High speed train line under construction.
  15. Bell tower pagoda. Twin structure was struck by lightning and burnt down years ago.
  16. Lighthouse powered by brilliant electric monster.
  17. Dead-end island town. Sailors talk of monsters and whirlpools off the coast.
  18. Local souvenir shop owner is incredibly suspicious, store is built on top of secret mob bunker.
  19. Built right into the cliffs next to a cave filled with dragons.
  20. One inn, one store, sixteen people, and nothing else.
  21. Your dad works here. Neat! 
  22. Home office of philanthropic industrial magnate and globe-trotting geologist son.
  23. Isolated village always prowling for the next Big Trend. Lots of surfing and spelunking.
  24. Large seaport with open-air marketplace and maritime musuem.
  25. Bustling crossroads city covering up catastrophe at nearby power plant.
  26. Hideaway village. Sick folks sent from the big city to get some rarefied air.
  27. Famous for volcano-ash glasswork and bands of scholars studying local meteorite impact sites.
  28. Built right on a volcano slope, very difficult climb up or down. Hot springs and hiking.
  29. Ecologically-friendly treetop city, most inhabitants work in nearby weather center.
  30. Lavish tourist destination with world-famous fashion shows and high-end shopping.
  31. Astronomy institute and telescope array found here. Entirely too-chipper psychic twins, also.
  32. White stone caldera-city, difficult to access. Ancient cave-temple to the water / earth gods.
  33. Collection of huts built atop coral reef. Nearby mirage island and ancient tower. 
  34. Sleek and modernized communications and media hub.
  35. Prosperous coal-mining town, completed with coal-mining museum.
  36. Flower fields and beehives as far as can be seen.
  37. Fading metropolis displaying remnants of once-glorious history
  38. Gentrified yuppie place lacking in distinct identity.
  39. Built at mouth of ancient ruins filled with alien language beings.
  40. Cut off from the rest of civilization by high mountains. Cult headquarters located here.
  41. Right on the border of the great marsh. Who thought this was a good idea?
  42. Historical recreation town keeping traditional folkways alive.
  43. Bisected by a shipping canal. Region's best library located here.
  44. Perpetually snow-shrouded. A temple sits just up the mountain.
  45. Port city with scenic elevated walkways. Leading the charge with solar power.
  46. Secret base in a giant bush.
  47. Secret base in a big tree.
  48. Secret base in a cave.
  49. Secret base in a huge network of underground tunnels.
  50. Secret base is now so secret they forgot to add it in the game.