Thursday, June 27, 2013

First level spells, 21 - 41

Quick post as I have some building to do in the shed tonight, and it's freezing out there...

More Spells;

21. Shield - an almost transparent shield (normal shield size) appears floating in front of the caster and protects them as a normal shield for the duration of the spell. 

22. Doze - not as powerful as the ubiquitous sleep, this spell makes a sleepy, bored or inactive target fall into a natural sleep. Not for felling a room full of goblins, but for sneaking past the lone guard.

23. Break - allows the caster to attempt to break a fragile object within about 4m. Objects include glasses, potion bottles, crystal ornaments, thin windows, etc. If being held by a person, need to overcome their magical defence.

"And, bang, there went his last healing potion..."

24. Telekinesis - anything that could be lifted and carried in one hand (caster's hand) can be slowly moved and manipulated within 4m, but with little strength. Turning a key might be about it. Stabbing someone with a knife - not unless it's really really sharp...

25. Slithery Rope - provided the caster is hanging onto one hand, the rest of the rope (max 20m) can slither along floors, through gaps, and up walls, and tie loose knots. It can't rise up through thin air, and can't tie anyone awake up. Can form trip ropes, though.

26. Paresthesia - a sensation of tickling, tingling, or burning of a person's skin with no apparent long-term physical effect. Gives the caster a touch attack, doing 1d6 temporary damage with each attack to a target, leaving them needing a good night's sleep to recover fully.

27. Temere - this enchantment emboldens the target, making them act more rashly and foolhardy. Useful on the party's thief...

28. Moonglow - another light source, this one creates a soft glow within a 5m radius.

29. Dig - allows the caster, by making shovelling gestures, to move 1 cubic metre of dirt, soil, muck, etc in 1 minute. Multiple castings needed to dig a moat.

30. Dazzle - bright flash blinds all looking in the direction of the caster within about 10m. Clever parties use a code word to remind them to NOT look at the mage.

31. Grease - coats 4 square metres of ground, a person, an object, a pig, etc with a thin layer of slippery grease. Produces hilarity all around. The grease evaporates when the spell expires.

"We're running because her spell missed and hit the King's saddle, while he was in it"...

32. Ice Darts - three of them, that can be thrown in one round at one target. 1d4 damage each, but if all three do damage, the target must roll under STR on d20 or take another d6 damage and be frozen until they make the STR roll.

33. Phantom Mail - a ghostly shimmering armour coat surrounds the caster, and absorbs 2d6 damage of physical damage before fading.

34. Preserve Dead - this spell affects one dead body, and ensures that it will not rise as undead in the next month. Useful in certain circumstances. Also does 2d6 damage to any lesser undead (zombie, ghoul - not skeletons - doesn't work on bones).

35. Prestidigitation - quick fingers, sleight of hand. Allows the caster to manipulate small objects such as coins, cards, rings secretly. Great for card sharks...

36. Fumble - target takes a pratfall, juggles what they are holding, etc - if in a dangerous situation where dropping what they hold could cause drastic problems, they can avoid it, but be distracted for a round, by rolling under DEX on d20, but failing this may involve a trip to any fumble table you have lying around.

37. Protection - yet another armour-for-mages spell. This one gives +2 to their Armour Factor for the spell's duration.

38. Warm - protects the target from the effects of natural cold. Will bring them up to a safe temperature from moderate hypothermia, but as it doesn't last that long, other measures really need to be taken if you're in the Arctic...

39. Cool - protects from overindulgence concerning natural heat, like a reserve of the spell above. Same, can cure the effects of heatstroke, but they will get it again if subjected to the same conditions.

40. Sate - allows the caster to ignore the effects of a day without food or water. They are still in serious trouble and will weaken and die without water after a few days, but this allows them to avoid feeling hungry or thirsty.

41. Push - a light force, like a firm but gentle push, on a target or object within 10m. Useful if Hozal the Necromage, your sworn enemy, happens to be leaning out a high window when you see her.

That's all for now, but stay warm (or cool), where-ever you are.

Saturday, June 22, 2013

Magic, or at least, 1st level.

So, not dead, again, but work is taking me plenty of places and the end of summer is busy with gardening and fruit.

And I've been finally reading through the large collection of random RPG papers and pdfs I have stashed away.  Finally bought all of the Fight On! magazines, and printed off some of the old 1st Ed pdfs I bought from the wizards site, just before they pulled them the first time.

One of the things I started on was working out a coherent yet mystical magical system.  Challenging, but none of the systems I've used before have satisfied me entirely. Mainly either too few or too many spells, and everyone gravitates towards the impressive ones (sleep, anyone?). And the gotta-catch-em-all exponential increase of Rolemaster...

So I've developed a quick and dirty list of 100 first level spells (well, 103 so far, due to inspiration striking a little too late). Nothing overpowering or game changing, I hope. Each first level mage gets three upon starting, all the result of a d100 - probably roll six times and take the three most desirable.

The number of spells the aspiring mage can learn at each level is dependent on their Psychic Talent. This 3-18 stat is nothing like D&D's wisdom - it's more of a psychic awareness or sensitivity, and the Dragon Warriors mailing list has been discussing how to play a character with a really low (or high) PT. recently. Somewhere between 4 and 7, although 7 needs superhuman stats, so not for 1st levels.  Intelligence gives the chance of learning a new spell from its tome, from 50% to 90%. I possibly got this idea from something I read in Holmes, or at least one of the old D&D rulebooks. So two stats give how many you can learn and how easy to learn.

Spells are complicated little beasties - the manipulation of energies and other dimensions requires diagrams, equations, poetic phrasing and goodness knows what else, so the instructions how to cast a spell take up a book about the size of a text book - a large text book. It takes a week of studying at home, or two weeks studying every night while adventuring, to learn, and at the end, the roll to learn is made. Tough but them's the breaks. Add extra time without a teacher, for difficult or obscure texts or spells, and unsuitable study conditions.

And I don't use Vancean magic - once you know a spell, you can cast it until you're sick of it. Or, usually, till you run out of power. That's one reason why it takes a while to learn it.

Anyway, here's the first 20. More later

1. Detect Enchantments - any active magic within a few metres will be apparent to the caster. Not passive things like enchanted items unless they are doing there thing at the time.

"So if YOU didn't cast a spell just now, and YOU didn't either, and you haven't drawn that dagger, then what's THAT?"

2. Glow - the next object touched by the caster glows softly until the next sunrise.

"Next time, don't cast it with an itchy nose..."

3. Change Aura - alters the way you are detected magically

"No" said the Elven Seer, "those are not the druids you are looking for"...

4. Flame - gout of flame to engulf (and slightly burn) an opponent.

"Ouch"

5. Lock - causes an ordinary lock to lock itself. Infinitely reversible.

 "If cast multiple times, the mage may forget whether the door is locked or not." The Nosgoan Text, verse 4:16:2

6. Weakness - target is at -2 to STR and all physical actions.

 "The trick was catching him lifting that anvil above his head"

7. Detect Undead - Can detect all the creepy little (and big) things in sight.

"That one's dead, that one's dead, that one's... RUN"

8. Mist Armour - appears as some sort of cloak around target. Absorbs 2-5 damage from magical attacks then vanishes.

"Higgins - the idea of the spell is to both provide protection, and let your opponent know you are warded. So I suggest you practise a form for the spell that does NOT resemble a feather boa"

9. Symbol of Watching - glyph placed on solid surface. Anyone passing causes a mental alarm to disturb or wake the caster, who must remain within 20m of it. Can cause restless nights if misplaced.

"Tonight, let me know where the guard is patrolling. Didn't sleep longer than 15 minutes at a time last night..."

10. Phlogiston Dagger - blade of fire that can be wielded as a +1 dagger or thrown at +3.

"How was I to know it was an oil warehouse?"

11. Presence - subtle aura makes the target seem more impressive. +2 to charisma.

"This time, I'm making sure his singing gets us free beer."

12. Eye of the Eagle - extra sensitive sight. +2 to perception.

"It's impressive that you can see those bandits, but did you know it makes your eyes glow funny?"

14. Legerdemain (stolen from Fight On!) - any one object carried or worn (within reason) is invisible.

"No, you cannot 'wear' the horse..."

15. Replica - target appears as a copy of a person that is within the sight of the caster

 "I'm sure I was talking to you just a moment ago, your Majesty."

16. Shadow - target appears as in shadow, and gets +4 to stealth, more if really shadowy.

"Thom, don't look now, but I think that shadow is watching us."

17. Suggestion - gives +2 to one attempt to convince or lie to someone.

"You ARE attracted to one-eyed, short, ugly..."

18. Desalinate - removes basic impurities from a litre of water (i.e. makes it drinkable.) Can be reversed. Does not purify the liquid, only just does enough to make it drinkable.

 "I know it won't kill me, but it tastes disgusting..."

19. Frost - coats all surfaces within a few metres with a chilling, slippery frost.

 "And that's how we kept the meat so fresh..."

20. Glyph - leaves an invisible mystical mark that contains a short message. To read, must cast this spell on it.

"Oh, very mature..."

More next time - 83 more to work through...

Saturday, February 23, 2013

Stealing from the Gamebooks, #3

So it's apparently NZ's hottest summer in 60 years or so, and the water restrictions and fire bans are popping up all over the place. Personally, I don't care if my lawn dies (less mowing) and my tomatoes are quite good this year. I'll work on the Eternal Summer setting later on, as it would make a change from all these Eternal Winter novels out there. Keeping as far away from Dark Sun as possible...

Also, not a good season for being hunched over a computer screen, hence the lack of posts, and thinking about RPGs.

However, sorting out the moving boxes has gone well, as has my pillaging of the books that started my interest in this, some 30 years ago... The Fighting Fantasy series. Although aimed at young children, at least at first, and having a rather goofy, somewhat simplistic world that does not agree with me, there are some hidden gems in their descriptions, characters and 400-odd paragraphs that I can pilfer for my own use.

Today, #3, The Forest of Doom...

Handsome guy on the left, right?

Shapechangers, strange leftovers from the Age of the Lizards, that hold a fearsome reptilian appearance in their natural form, but that can mimic any living form temporarily (of roughly the same size - mass is shifted, not created or removed) that it has viewed, or, as some suggest, slain and eaten. No signs of greater than goblin level intelligence and no attempts to communicate with anyone, at least attempts that didn't end with one of the parties dead.

Absolutely no relation to the Doppleganger, at least, hopefully not. These guys (girls? who knows?) lurk in places named "Doom" while Dopplegangers infest civilised places. That's the theory...

Meanwhile, the plot of the book is simple; a dying dwarf tasks you with recovering the Hammer of the Dwarves. It's a little more complicated in execution, though.

Anyway, the ideas;
  • The Northern (or Eastern, or Western, or Southern) borderlands, where few people venture and a traveller can go weeks without meeting another. Wolves and Trolls, though, seem rather common.
  •  A learned old witch, dwelling in an isolated cabin in these wilds, with only a hunchbacked servant for company. She knows many arcane or historical secrets, and those needing this knowledge may seek her out, but she is crafty and dangerous, and may trap unwary seekers with her schemes and dark bargains... She is also skilled in herbalism, and can escape violence by transforming into a bat. The servant is a drooling idiot, but she may require groups to take him somewhere dangerous as a condition of her help. Think of assistance from her being a form of Faustian bargain...
  •  A secret underground mushroom farm where small humanoid clones tend the giant fungi for a Fire Demon. Actually, the Demon is victim of a curse, and any who slay it, and don the golden crown that it wears, finds themselves transforming into a similar Fiery figure, but are distracted by the quiblings and telepathic reports of the clones, and are trapped overseeing the operation. The end destination of the fungi, and who is responsible for the whole set-up, remains unknown to this day, but certain types of dried fungus are becoming a problem in the Coastal Cities these days... 
  •  Wild hillmen do range in these parts, so be careful when entering land that might be occupied. Read up on the Welsh or Pictish 'barbarians' (well, at least to the Romans and various types of English throughout the centuries) to get an idea of how these peoples live, and hunt, and why they want to kill you. They aren't mad, and only want to kill you because you've offended one of their strange and bizarre taboos. Like pissing in their sacred river, for example, or killing a sacred deer out of season, or perhaps they don't like people wearing shoes...
  •  The Eye of Amber. A simple palm sized circle of amber on a silver chain, it appears unimpressive, but when worn, in plain view, it allows the wearer to discern when someone is lying to their face, in a one-to-one situation. Useful, but not admissible in most courts..
  •  The Brass Flute of Wyvern Calming. A legendary artifact, that features in many of the bards stories, where the exiled Prince must find a number of special items or blessings to defeat the guardians and claim the kingdom/princess/pot of gold. This flute, however, is actually real, and, given the frequency of wyvern flights in the mountainous areas in my worlds, of practical use. If played properly (which means some experience in flute playing, mostly) it can send a Wyvern to sleep. Any wyvern affected by this wakes if something dangerous approaches, but otherwise sleeps normally until dawn or sunset, whichever is soonest. Last known holder was Barrot the Wanderer, who financed his wastrel lifestyle by looting Wyvern nests, and the remains of past victims. Rumour is he got careless and one woke on him. All that is known for certain is that he hasn't been seen since last Winter...
  •  And finally, a lesser class of bandits. Men and women of peasant stock, driven to theft and murder due to a lord's displeasure, crippling tax rates (110% bites), other bandits stealing your stuff...
Look at them - rags for clothes, chipped and rusty weapons, no armour, no safe way of shaving. Give the players a sob story about hard times and eating your dog, rather than having well armed and armoured lootable bandits.
That's all I could hoist from this book - most of the traps, tricks or even dungeons were set pieces for the use of one-shot magic items you buy at the start, and that tends to be very situation dependent...


Wednesday, February 13, 2013

Second post from Moonstone...

Although safely back from the trials of Ghar's Farrow, the boys have still not found Sreth. That night they recounted their adventure as the main attraction at The Copper Branch, the only inn in Dhath, and even then only drinking one mug of ale each before off to their sleep in the shed at the General Store.

Early the next morning, breakfasted and wounds bound, bruises salved, they headed off to the second of the halfwit's hiding spots - a ruined keep a good four hours south by south-west, into some low hills covered in dry yellow grasses. Home to a noble family that died out three generations ago, they had been told by Kereth, nothing remained except some tumbled towers, although Sreth had muttered about underground chambers.

Turning off the main road as it turned westwards to the Moonstone River, they made good time, and encountered nothing of note, except for a small grove of trees that stood alone in the grassland, perfectly still despite the freshening breeze. As a prime example of Fey Witchery, they gave it a wide berth, and when they looked back from a safe distance, it was gone.

The grasses, and low thorny shrubs had reclaimed the ruins, but after a few minutes of searching the tumbled blocks, they found an earthen tunnel, big enough for a man to walk upright.

Although trying to be quiet, a human voice called out from further along, asking them to identify themselves. As most monsters in this setting can't (or don't) speak, and attacking other people is frowned upon, even in the wilds, they replied, although on their guard.

A man, although tall, thin and slightly rat-like, waited for them, and led them, with a lantern, a few tens of metres into a chamber at the end of the tunnel, with passages on either side leading into the darkness. He claimed he and his group were herbalists, seeking uncommon herbs and berries from these lands, and a series of glass retorts and brass chambers set on the packed earth bench supported his claim.  He spoke of the surroundings and his luck in finding certain herbs in a continuous monologue, setting the boys at ease. He made them a drink of chat, the common tea-like herbal drink of the lands, as he talked, and passed each of them a clay cup containing the fragrant brew.

It was Sarialin, the apprentice mage, who, passing a herbalism skill check, detected in his mug the distinctive smell of Graveweed, a noxious herb that induces sleep with a light dose and certain death in more concentrated forms. Shouting to the others, he flung the mug at the Stranger, jumping up from his seat...

The others hadn't drunk their brews yet, and they rapidly formed an armed huddle. The Stranger seemed apprehensive too, holding a twisted staff that glowed with a pale green light. He shouted at them to "Leave now, before the others return, and they will not be as merciful as I"...

The boys remained standing with their weapons drawn, but Imaghan shouted a question about the boy they were seeking.

The Stranger, appearing even more nervous, shouted back that they had seen no others in their time here, and that they had better flee for their lives. Now they could hear noises of advancing feet from each of the tunnels, so they staged a dignified but fast retreat until out of the tunnel, then a panicked run until beyond the ruins.

A quick assessment - a mysterious tunnel, the Stranger, obviously a herbalist and mage, and a potential poisoner, but then again, why urge them to escape, and who are the others? Still, trusting that he had no reason to lie about a single boy, and unsure of who these people are, and how powerful, they vowed not to speak of this to anyone else, and returned to Dhath, each pondering the events of the day. Two days wasted, and still the boy not found, as well!

[GMs appraisal - great! No combat, a tense stand-off resolved, a mystery found but not solved, and some quick thinking getting them the news about the boy they sought. The players have the idea that drawing weapons and attacking unknown forces is not the recipe for a long life, and at 1st level, they are still small and squishy.

The Keep inhabitants are a power group, operating secretly, and may relocate, or may not, given this intrusion. The party is lucky, however, that I rolled most of the group away from the lair when they arrived]

Tuesday, December 25, 2012

Finally, a little actual play, with a new setting thrown in...

So, got together with a few of the old crowd, and played the introduction of what may be a new campaign.

Set in the Kingdom of Kendarthen Valley, or the Old Fairy Lands, which may be the setting I've done the most work on, but not posted anything about. Yet.

It's an isolated valley, and a bit of a sandbox, too. Mountains to the north, west and east, with only a long, dry pass through to the deserts further east. To the south is the one route linking the Southern Cities, but it passes through swamp, moor and wasteland.  It was first settled by humans 1022 years ago,when the first king, the warlord and explorer Kendarthen arrived, with his mercenary company. He assisted the already present Fey kingdom in their battle against the minions of the Skull King, and then, when the battle was won, turned on his allies and forced them into the Shadow Realms. His people, refugees and displaced humans, settled the lands.

He was lost on the third anniversary of the Fey withdrawal, when, while alone at his newly completed castle in the King's Forest, the surrounding vegetation sprouted huge toxic thorns and enveloped the building. None have entered the castle since, and although not confirmed dead, the name of the king is used as a warning to children of the risks of consorting with the Fey.

Since then, the Royal Line continued, despite enough accidents, disasters and misfortunes to cause whispers of a curse to surface. However, three generations ago the Royal Family were crossing the lake next to the Capital, Senaris, when an unseasonable gale blew up, capsizing the royal barge. The bodies of all the royal family except one were found over the next week. As the only body not discovered was that of a 6-month old baby, it was assumed that he could not have survived.

The Castellans, the hereditary keepers of the castle in Senaris, assumed the rulership as a temporary measure, but are still caretaker rulers to this day. In the Great Hall, the royal thrones stand empty on their dais, and the Regent presides from a simple chair placed on the lowest step, wearing no ornamentation, only black leather.

Away from Senaris, there are four Duchies - Darkstone, Moonstone, White Jade and Ghostwind, each with their own resources, risks and politics, as well as various Fey and magical effects and locations.

Our play took place in the north-eastern Duchy, White Jade, named after the river and the beautiful stone mined and quarried at its headwaters. The Duke is a dark, foreboding man, tall and lean, who leads a fractious and divided family in vicious political manoeuvring with the other factions and families of the Province. It makes Game of Thrones look homely and settled, as although there is little open violence, the plots and betrayals, coupled with the various mages and mystics that each would-be player employs, can kill as easily as a dagger.

White jade, as great stone blocks for building, or delicate intricate carvings for decoration or jewellery, copper and iron ingots, root vegetables and orchard fruits, and snake leather are the mainstay exports to the other Duchies.

The main points of interest are; to the west, the White Jade and Moonstone Rivers form the main boundary, flowing down through several lakes to Senaris; to the north, the Red Fox Mountains; to the east, a very long way to the isolated coastal cities of the Desert of Legions, across almost a months journey of goblin infested wasteland and semi-desert; and to the south, the low range of eroded canyons, badlands and pinnacles called the Snake Badlands, then the haunted ruins on the shores of the Shadow Lake.

But our three travellers are in the northern lands, east of the White Jade, in the series of villages and towns on the trade route south of the mines. We have Imaghan, nephew of the Duke, but very removed from Court or politics, a ranger/barbarian, and Fey-touched already; Tamailus, a Knight and past hereditary defender of a recently destroyed border tower, now following Imaghan on his mission; and Sarialin, an apprentice mage the two warriors assisted to escape from his master, or, more specifically, the depredations of his fellow apprentices.


They (well, Imaghan) has been guided and fed subtle ideas by Malrous, his uncle's (the Duke) chief ranger and (secretly) chief intelligence agent, concerning outside threats to the Realm - goblins, rogue sorcerers, witch covens, foreign spies, magical curses and prophecies, etc. As you can see, Ralph Finnes from Camelot cuts the right foreboding and ruthless figure for this subtle manipulation.

But, as first level characters, nothing too strenuous to start. Malrous suggested the party travel to the town of Nehem, an important copper and iron smelting centre. Two days short of their destination, travelling safely along the patrolled main road, they stopped at the village of Dhath (population ~90) for the night.

Talking to the surprisingly young and intelligent owner of the only general goods store, they found a mission worthy of a few days straying. Kereth, the owner and proprietor of the store since her grandfather passed away three years ago, is about the same age as the three youths (early twenties, I guess). Her ward, a brain addled boy named Sreth, has disappeared again. He is at none of his normal hides, and Kereth thinks he may have stayed into one of the three local ruins, that all locals avoid due to their fell reputations. Thinking of both finally testing their steel and wits, and impressing a young merchant, they agreed, setting out an hour after dawn the next morning.

Heading two hours walk east of the town, the boys soon found Ghar's Farrow, a strange name for a small series of crypts of the ancient pre-Fey humans that occupied the land millennia ago. Built into the wall of a red sandstone cliff, they soon descended the steps into the crypts.

They explored a partially flooded room, but found only destroyed, empty sarcophagi. They found a spear trap in the corridor. The first two passed over it, but the mage, going last, noticed the click of the pressure plate depressing. He stopped and called out, leading the other two to stop, so Tamailus was in the way. Forewarned, though, he managed to partially parry it, and only took one health point damage.

The tomb to the left, past the trap, contained a wrinkled and mummified body behind a glowing blue dome. There was also a ghoul on a ledge behind the door, but fire and steel slew it with no serious (or infected) wounds. As the ghoul died, the mummy rose and presented all three with a vision of ... well, something they can't remember now, but it involved things being opened and fire and ice...

Leaving the mummy undisturbed, they returned past the trap, remembering not to set it off again, and turned left again at the next intersection, found a room piled with rubble and junk, with a stone throne in a clearing. After dealing, with some difficulty, with the mass of giant rats that assaulted them upon entry, Sarialin was the only one to sit in the throne, and he found a secret catch that he immediately triggered. A low door opened in the back of the throne, and a skeleton rolled out. It stayed dead, thankfully, and Sarialin determined it was likely a woman's skeleton, and relieved it of two rings from its right hand.

Taking the other branch, they stumbled over a low step into a tidy room, with only a small coffer and an open sarcophagus present. They were not surprised when the tall, dessicated warrior rose, with ornate bronze mail and spear. The fight was rather epic, with the warriors being over-matched until they separated and started flanking the undead. Even the mage planted a mighty blow to the head with his wooden staff, but was then hit straight back for the loss of 2/3 of his total health. Finally Imaghan buried his hand axe in its head, shattering both in the process.

The coffer contained 20 strange, heavy silver coins, and Imaghan claimed the spear. The mail vest was too heavy and damaged to take, and they left it on the body when they burnt it.

So, one four-room dungeon cleared, damage taken and dished out by all, but boy not found. Two more ruins to check, and someone should check out the rings...




River sloth is robbing your bags...


A family or clan of strange goblin-like creatures roam a shaded and forested stretch of the Ne-Ban River, in the southern reaches of the Empire, where jungle takes over from temperate forest.  This stretch would be little travelled, if it were not for constant rumours of the Golden Treasures of the Third Dynasty of the Kyghan secreted somewhere in the eroding spires and citadels clustered above the vast waterfalls named The Tears of the Princess Almesha (by the Imperial Loyalists) and Dead Hag Falls by all others.  These falls are only reachable by boat up the Ne-Ban, as no roads cut through the thick, boggy growth for at least fifty kilometres in any direction.

Every decade or so the chance find of a jewelled diadem or platinum pectoral amongst the dangerously narrow, rubble filled galleries or walkways that are constantly washed by the spray of the waterfalls, sets off another rush of Imperial Tax Collectors, treasure seekers, mages (for what reasons, only they know) and other scoundrels of the Empire and surrounding Realms.

Although they do not know it, as they rent, hire, buy or steal boats and barges, and use slaves, hired sailors or strange magics to speed them upriver against the changeable currents, their most dangerous challenge (at least, from a financial viewpoint) comes even before they hear the falls.

After they pass several days of boulder-strewn rapids in a deep, narrow canyon, boats reach a secluded section of river.  Here, most parties rest in exhaustion, at least, those that didn't drown, get crushed under shifting house-sized boulders or trapped in the nets of the water fey.  Usually at night, but sooner if all are sleeping or distracted, the inhabitants of these waters slowly and quietly slip on board and head straight for the luggage.

Using razor sharp claws, they slice and slit packs and bags, seemingly searching exclusively for ornaments, jewellery and potions, which they drink, adorn themselves, or attempt to wear, as the case may be.  If discovered, they dive over the edge and swim away to their beaver-like underwater lodge, or, if unable to, can strike out with their razor sharp claws.

If spoken to, they seem to understand simple common, although they do not speak. They gesture accordingly, and can be bargained with, taking potions, especially those of healing or effective against poison or disease, in exchange for either items stolen and worn (usually from the bargainer) or simple directions to the network of caves that give access to the Upper Falls.

If tolerated or dealt with non-violently (or destructively, given the use of base magics amongst these sorts of travellers) the Ne-Ban Goblins are a comic annoyance.  If harmed, however, they can make the life of intruders into their waters very difficult, puncturing boats, stealing weapons and magical implements, and their nimbleness and inherent magic resistance assists with this.

 The true reason for the need for healing magics is the (natural) poor health of their young, who do not grow fur or learn to swim until their 5th year, leaving them subject to many of the pests and diseases of the lodge.

Tuesday, November 13, 2012

The Seven Lakes, Part 2

Busy renovating the bathroom of our first house - when we moved in, we knew it had to happen, as the shower not working and the salmon pinky/orange & pale blue colours made it difficult to love.

But at we prepare to paint it all tomorrow (so the electrican can connect the lights and I can go biking in the weekend) here's something I found lurking in my drafts, following on, presumably, from an earlier post on the Seven Lakes region. It didn't get much use, but here's some flotsam from the streets of the city;

Things you might find on the streets of Rotogawa;

1. A rabble of goblins, wearing cast-offs and heavily modified human clothing, often with metal coins sewn into it.  These are usually found at the few major intersections, and they will politely (for a goblin) inquire if they can assist passers by with luggage, directions or running errands.  The price is always "a coin".  Any metal, make or design.  In fact, due to their protective value when sewn into clothing, copper and iron coins are more highly sought than gold or silver.

 The goblins of the Lake have been well and truly seduced by civilisation.  Their dirt warrens run alongside the garbage pile, of which the goblins revel in reclaiming and recycling any and all items discarded by other inhabitants.  They are even more docile and stupid than normal goblins too, which can generally be attributed to the brewings of Ezenal Thrump, a human Alchemist of little skill.  He has a large vat in his yard, though, which is fed by an ingenious rainwater collection pipe.  Into this, he piles all the dead vermin, cut hair, and venomous fungi he can collect.  The foetid, rank product is drained from the base of the vat into small clay flasks, that he sells (under the cover of darkness) to any goblin with a silver or richer coin.  If drunk by a human, it would induce unconsciousness, permanent nausea, and a dimming of all metal facilities.  Apparently, it does the same to goblins, but they enjoy the sensation.

2. Town Guards.  The most visible two are Tial and Shem, both born and raised locally, although their deep copper skin marks them as having family origins in the far side of the Empire.  Tial is slightly taller than average, well muscled but carrying some fat, with messy black hair and pretensions of facial hair. Shem is half a foot shorter and the same broader across the shoulders, and is much woollier.  They are scruffy, disreputable and streetsmart, and can take all the usual issues of the City in their stride.  Anything else is usually dealt with by them both disappearing to a local bar, and returning 15 minutes later, well liquored and ready to face anything.  They are usually on night shift, having annoyed their Captain, and will gladly spend their free, and working, time associating with sell-swords, hedge wizards, and thieves.

3. Hanazor Machin, a representative example of the local class of Alchemists.  Originally from one of the Islands in the Storm Reach, he arrived here 10 years ago on the trail of a fungus that could replace the need for honey in healing salves.  He found, instead, coloured clay that added extra potency to enhancement potions, frog eggs that altered the eater's voice, and a vast collection of mosses and ferns that he is still experimenting on.  For any alchemist in the City, roll a few times on a random potion chart and use modified versions of these as their unique 'specialities'.

Hanazor also found a local wife in the form of a younger daughter of an exiled Empire family, and now spends a lot of time exploring the local area, avoiding family feuding and complaining about historical actions.  He has located a cave below the surface of one of the smaller lakes, which leads to an airfilled chamber that contains an armoured skeleton sitting on a rock throne, holding a gleaming two-handed sword. Although he visits often to catch the larva of a particular mayfly (essential for a complicated and expensive light-green cordial that allows the drinker an untroubled nights sleep, regardless of curses, hauntings, or disease), he is terrified of disturbing the dead warrior.  He also has an agreement with a few goblins, to lead obviously rich travellers to his small but efficient shop. This has led to a few problems in the past, given the mental state of the average local goblin...

Average Gleaner
4. Gleaners; a viable profession in this area, at least for those who dislike normal work but thrive on danger, carefulness and risk (i.e those that would be petty thieves in most other cities).  As the community is rather close-knit, and the penalty of being caught stealing is having your hands cut off and being handed to the Lake Folk for their sacrifices to the Lake Gods, alternate options to get rich quick were sought.

The ruins of the Los Mehno produce little rich and exotic treasure without an equivalent amount of danger and effort, and these men and women possess little talent or stomach for hard, risky work. However, they have found that following along behind groups of armed treasure seekers as they spring or disarm traps, slay (or are slain by) undead or golem  guardians and solve tricky magical puzzles can produce some rewards to the cautious.

 The broken pottery vases containing a few coppers, chipped pewter plates, dented armour, strange bones or even tattooed skin cut from the hide of undead goblins that lurk in some sections. These are passed over by tomb robbers and treasure hunters, but can be stuffed (quietly) into a sack, and carried back, to sell to alchemists, tourists, minor gentry and the like, for a few coppers.

Occasionally something more exotic, expensive, or downright dangerous can be 'gleaned'. One example is the time Grazos the Mute, somewhat hopeless at everything in life except running away from things, discovered, in a little travelled and dusty chamber, a secret room. It was bare, except for the skeleton of a slain Swordswoman from the South, and a headless skeleton holding a glowing wand made of some crystal. Of course, a beggar, carrying a wand that fired glowing bolts at random, pursued by both the corpse of the Swordswoman and the skeleton (carrying it's elongated head under it's arm), caused a commotion or two, and even five years on, is a favoured tale in some of the less formal taverns.