Showing posts with label Ideas. Show all posts
Showing posts with label Ideas. Show all posts

Wednesday, June 13, 2012

The Isle of Miseleth

Also known as the Black Island, on account of the dark, basaltic cliffs that girt the shores, and also the many freeswords, pirates and sorcerers that are rumoured to inhabit it.

It is the only sizeable island in the northern reaches of The Painted Sea, where cargo and war ships sail east, west and north between the dunelands of the Ghisan Alliance, the Bronze Cities of the Arid Lands, and the opulent jungle setting of Port Oorth, and despite the reputation, it is used as a port by many captains.

It is walled almost entirely by black basaltic cliffs, some glassy and others arranged in strange hexagonal formations. The only breaks large enough for a cargo ship are the main Southern Bay and a smaller, hidden Northern Inlet.

The Southern Bay has a deep channel reaching to the shore along its western flank, with the rest of the wide bay occupied by hundreds of islets and partially submerged rocks. The City, which has either the same name as the island, or perhaps no name, is a ramshackle affair; a sprawling maze of wooden buildings, narrow cobbled streets and short bridges that covers the narrow gravelly coastal strip and the lower flanks of the mountain that encloses the Bay, and spills onto the islets and rocks of the bay. Almost all the buildings are constructed of driftwood, planks and beams from shipwrecks or the bones and tusks of sea beasts, but are stable enough to stand the occasional winter gale.

It was built by a band of pirates, on top of ancient ruins, some 400 years ago, and even though they vanished from recorded history shortly after, others migrated to the settlement, some for trade, some for isolation, some fleeing persecution or justice, and it grew haphazardly, with no absolute rulers or written laws. This has invested the City with somewhat of a survival of the fittest mentality.

Any item, goods or service may be found here, but the more expensive or depraved items or experiences will require extensive investigations or contacts. It is also popular for any number of activities that would be illegal in other lands, and many stolen and illicit goods and substances flow though the Island's docks. It is, however, a safe harbour in the changeable waters of the Painted Sea, and the complex tidal flows caused by the eight moons, the docking fee is negotiable, and the streets are surprisingly safe.

Many powerful mages, alchemists and warriors reside here, as there is less of a chance of random interruptions, strange habits are not judged, and most physical wants can be obtained for coin or magic.

The current de-facto Mayor is Tilarmar the Docklord, head of the Dockworkers Guild. He has the power to stem the flow of goods through the City, and is also a smart, likeable man with a disarming manner. He has also managed to keep the other factions in the City at each other's throats, so they can only communicate through him. He has a son who has strayed and joined a band of minor brigands who lair near the Island's northeast corner. He is concerned about the boy, and wishes him back safely.

Underneath the more landward extents of the City are a series of caverns that many buildings adjoin, some treating one or more as a basement level. They are littered with ruined buildings of the Ancients, with many mosaics or carvings of that age lining the caverns.  Many of these are occupied, and used for storage of dangerous or suspicious goods, as lodgings for secretive or poor folk, or as bases for the small, ever-present bands of beggars, thieves or worse.

Some of these caverns lead through secret doors into the Undervaults of the Ancients, an extensive but mostly collapsed and ruined network of smooth tunnels. Of the few remaining areas, one is a series of small rooms devoted to the musical pursuits of the Ancients, with arcane instruments that produce an unsettling series of high clicks or low, almost subaudiable droning. Very unsettling to the unprepared. One other section of uncollapsed tunnels holds strange tools that may have been armour or weapons, but the exact effect and how to produce it is completely unknown. There is a market for them as ornaments for the rich and greedy.

The Northern Bay is hidden from view by a rock wall that hides the entrance until the ship is mere metres away from dashing on the cliffs, but a fast left turn brings the vessel into a small but sheltered inlet. From here, a narrow track leads up to the top of the cliff, with three smallish sea caves halfway up. The low temperate jungle of the Island is dense at the top of the cliff, with a rough cut track leading into the interior. Although it is a two day walk to the City, some extremely dangerous or rare cargoes are transported this way, regardless of brigands, spiders or packs of crimson furred apes.


Friday, March 30, 2012

A Haunting we will go....

It's not even close to Halloween, but good ghost encounters should take place when no-one is expecting it, as clichés are only entertaining when repeated endlessly, and then only for a bit...

In Dragon Magazine #252, Margaret Brown gives us 101 hauntings, with a wide variety of settings, plausibility, and usability, as there wasn't much of an internet to source things from in 1998.  Speaking of which, my searches for a link to something specific on the above document did deliver THIS - a Ravenloft Netbook of Haunted Sites, inspired by Ms Brown's work, dating from 1999.  I remember that sourcing anything called a 'netbook' contained it's own dangers, usually quality, but this looks just like it says on the tin, and it's only 300 kb pdf.

Anyway, based on the 101 hauntings, and various other thoughts, I've developed 9 that work for me in a low fantasy setting.  The correct way of 'solving' these hauntings is up to the GM - killing the ghost with a special weapon is one way, but I prefer the TV drama approach of work out what caused it, set it right, and watch the ghost wave you goodbye.  Or die a truly horrible, final death.  Depends what you want to achieve out of the encounter - Grimdark or My Little Pony?

Random Hauntings.

1. A lake or river where suspected witches/mages/psychic talents were thrown - the guilty ones survived and were killed in more entertaining ways.  Some nights (every, some, full moon, etc), drowned corpses grab passing boats and attempt to climb in.  The sailors are not keen on this.

Solve by - getting a corpse to shore; knocking down something of the witch-drowners; going underwater to see what's there.

2. Derelict shipwreck on a deserted point.  On nights of the full moon(s), the ship appears whole, with lights and the sounds of ... a party?

Solve by - entering the undead infested wreck and putting the captain's ghost to rest; finally deliver the cargo in the hold to it's owner; enter the ghost ship and prevent the events that led to the wreck.

3. A noble spirit (of light and goodness) haunts the graveyard since tomb robbers stole their jewellery/ family heirloom/enchanted sword.  This hauntings is upsetting good honest folk.

Solve by - regaining the object in question; convincing the undead haunting that material goods don't matter; discovering why their descendant stole the goods and framed an innocent bugler.

4. An ancient overgrown graveyard, where glowing balls of light dance through moonless nights.  Local legend holds they are the ghosts of children, still playing happily, even though small creatures that venture into the graveyard are found dead and stripped of flesh afterwards.

Solve by - leading the spirits Piper of Hamelin-like to the Cave to the Lands of the Dead; harvesting the magical power of the balls for a wizard that pays well; perform a ritual when the moons align.

5. Those riding past the deserted cemetery at night often feel one or more people on the back of their horse, but no-one can be seen.  Sometimes it freaks the horse out, and it runs all night, expiring at first light, miles from anywhere.  Other times, no effect other than terrifying the rider.

Solve by - finding out what tragedy occurred in the cemetery and resolving it; delivering the passenger to a ruined, equally isolated place of safety before first light; entering the cemetery at midnight to confront and banish the wraith.

6. A workman killed during the building or demolition of a building returns as a ghost each night, endlessly repeating the activities of that day, which is scary when the structure doesn't exist any more.

Solve by - retrieving the man's bones from the rubble pile they were cast into; uncovering historical financial misdeeds that led to the death (cheap materials, no safety, dangerous practises); gaining special (magical, spiritual,historical) tokens to safeguard the haunted structure.

7. A person drowned in a communal well.  Now, a dripping bedraggled figure climbs out of the well on foggy nights, and heads to one particular nearby room, which is always damp and cold.  Scares the daylights out of anyone in the room when it happens.

Solve by - descending into the strange dungeon at the base of the well to recover the body of the drowned; stay in the room for an entire night of haunting, breaking the curse; convince local authorities to fill in the well.

8. A thief killed, falling from a sheer wall. Now every night footsteps creep through the corridors of the building in question, as she tries to complete her mission.

Solve by - completing the mission and delivering the hidden note/gem/bone in the secret location to the thief's master (even if the master is now (un)dead); convincing the Thieves Guild to call off the mission, 50 years later; carving footholds in the wall so the spirit can escape.

9. The bell-ringer (hunchbacked or not, your choice) at a Temple falls from the belfry and is killed.  Now all the bells sound on the anniversary of this death, with no-one near the bells.

Solve by - discovering which of the bells is cursed and removing it; uncovering the conspiracy at the Temple, or amongst the Bell-ringers Guild; convincing the Temple's head priest to rebury the bell-ringers bones in the Temple grounds.