Showing posts with label A Darker Age. Show all posts
Showing posts with label A Darker Age. Show all posts

Tuesday, 10 December 2019

Ritual Magic - The Chosen Arrow - City of Ghosts

I have a lot of posts relating to City of Ghosts that are teetering on completion, sitting in the quantum draft state, neither alive nor dead. If this blog is not flooded with a surfeit of material over the festive season, may the spirits strike me down. One of them has to go first, and I decided it was going to be this one, probably the least complete of the lot.

It's about ritual magic, specifically the ritual of the Chosen Arrow.

Before Simba's dad became Darth Vader, he was a wicked shot.
It's super effective!

THE CHOSEN ARROW
A ritual

Thursday, 5 December 2019

12 Reasons Your Tribe Doesn't Want You

Blogger, you officially suck. Luckily, this 19th Century female Fin warrior from the real-life historical Kingdom of Dahomey (now Benin) does not:


Play in City of Ghosts focuses on a band of pariahs forced to the very fringes of burgeoning human society by virtue of their exile. They are forced to seek shelter in the titular City of Ghosts, recently claimed by an individual calling himself "the first king of men", but shunned by many as it is believd to be haunted by the ghosts of its prior residents, the precursor civilisation of The Others.

Players control multiple characters, each one a pariah: after chargen, they have the opportunity to roll on this table to find out why their character was ostracised:

Wednesday, 30 October 2019

City of Ghosts - A New Project



EDIT:

This post was made in 2019, and ultimately led to the creation of Pariah volume one, available here:

https://atelier-hwei.itch.io/pariah

...and maybe also here:


If you are looking for information about the upcoming book, Pariah 2: City of Ghosts you're in the wrong place. For now, go here:

https://aloneinthelabyrinth.blogspot.com/2022/05/pariah-volume-2-city-of-ghosts.html

If you're interested in a bit of DIY RPG historiography, then please read on...


Sunday, 27 October 2019

GLAUCONS - (Creatures of a Darker Age No.1)

From the cold waters of the Old Sea to the murky depths of the Lake Ishmakh, legends abound of  aberrant creatures combining both dwelling beneath the waves and surfacing only to spawn and to feed. Across the known world, these legends take on my forms and terrifying shapes, yet none more frightening than the Glaucons... it is a terror born from a curious twist of fate: though these creatures despise humanity, their dependence upon us is total.

Illustration by Mani Vertigo

Saturday, 21 September 2019

THIEVES LIKE US (Humans: the character class, a WIP)

Really, there are only two classes: fighters and magic-users. They come in various flavours, shapes and sizes, but ultimately there are i) bags of hit points who are good at melee and ii) squishy one-hit-wonders who, given the right set of circumstances, might actually evolve into glass cannons.

"But what about ro-"

Shh.

I'm getting to that.

A picture by the creator of Dungeon Robber, the author of Blog of Holding

NORMAL HUMAN
Fighters and magic-users may be born or made, but they aren't lifestyle choices. One has to possess a very particular set of characteristics to fall into either camp, characteristics that most of us simply do not have. That does not preclude 'normal' humans from picking up swords or unlocking arcane mysteries, but they will always be journeyman rather than a master.

Monday, 16 September 2019

The Spectral City

This is not a mirage, though it is seen in the desert when one is desperate and weak.


Inspired by The Pilgrims in Jack Vance's Eyes of the Overworld.
Contains paraphrased passages and quotes from that work, not cited. Fair use etc.

First it comes for those on watch, whose eyes become uncontrollably heavy. They will close them - only for  a second - but that is long enough. When they open them again, they see that the desert is quite different from how they remember it.

Saturday, 14 September 2019

THE LOST CITY PART 9

Actual play adapted from module B4: The Lost City. Will contain spoilers.
Lost in the desert, the four foreigners (Luke, Kostas, Romulus and Xavi) have been whittled down to two by their fourth day in the pyramid above the city of Cynidicea: Kostas nurses an injured leg and Romulus has been inadvertently poisoned! The remaining members of the party were plotting with their allies when news came that the Cult of Zargon had cut off their supply lines to and from the underground city. Will they still proceed with their plan to depose Auriga? Will Xavi forgive Luke for the death of Romulus? Will Kostas ever drink wine again? Find out below (maybe)! Read the previous instalment here
Day 4, Continued...
After hearing the terrible news, Luke ventured that they call off their attack on Auriga and seek to unite against the common threat. The other two leaders were not convinced that Auriga didn't have something to do with it. The Madaruan ally, Helena, volunteered to scout out the chamber of worship, and to see if the Magi made an attempt to travel to the city, after Luke postulated that were AUriga behind the scheme, they would be able to do so unimpeded.

With time of the essence, Luke and Xavi escorted her through their secret entrance, and stood guard as the stealthy woman snuck into the chamber....

Thursday, 5 September 2019

Three Peoples

A few weeks ago the perennial question of the role and nature of race in [fantasy] RPGs once more became prominent (mainly on Twitter but to a limited extent on the OSR discord), prompting this post. As someone with a background in social sciences, I have never been happy with the way the terms "race" and "class" are employed in RPGs: the latter term being a clunky legacy of OD&D that shows no sign of dying any time soon (and probably relates to the idea of "classifying" combatants, war game style), while the latter has a older provenance in fantasy literature, from JRR Tolkien's pen.

What follows is not an essay exhibiting any of my opinions on the subject directly: I think the two disparate currents in this debate are very well addressed by this Lyndsay Ellis video (Bright: The Apotheosis of Lazy Worldbuilding) and this reddit post by u/horcipotulree/
(TL/DR: The former is a dismantling of using fantasy races as real world racial analogues; the latter is an alternative approach to D&D's racial "essentialism")
..instead, I present three pieces of in-game lore concerning three entirely human races, and a conclusion which (I think) makes my opinion apparent.

Wednesday, 4 September 2019

THE LOST CITY PART 8

Actual play adapted from module B4: The Lost City. Will contain spoilers.
Lost in the desert, four foreigners (Luke, Kostas, Romulus and Xavi) found refuge in the mysterious city of Cynidicea, joined the Brotherhood of Gorm and orchestrated a plot with the Sisterhood of Madarua. Now in their third day, the party continue to explore, in spite of losing Brother Theodosius to shapeshifting fox-people and Kostas nearly losing his leg.  The last instalment concluded with the bloody pulverisation of a pair of giant
tuataras. Read part seven here 

Aware of the sound of heavy breathing, the party dismiss the light cantrap and attempt to hide in the shadows. The heavy door flies open, trapping Luke behind, while Xavi and Romulus become aware of a dark lumbering shape squeezing through the door. Initiative is rolled!

Friday, 23 August 2019

THE LOST CITY PART 6 (LEVELLING)

Actual play adapted from module B4: The Lost City. Will contain spoilers.
Lost in the desert, four foreigners (Luke, Kostas, Romulus and Xavi) found refuge in the mysterious city of Cynidicea, joined the Brotherhood of Gorm and have been leading a recce into the pyramid in the hope of capturing agents of the fellowship of Usamigaras, teaming up with a party of prospecting gnomes. However, bruising encounters with spectres and gargoyles have left the party and their gnomish allies injured, and possibly trapped on the fifth tier of the pyramid... read part five here. 

Day Three - Goodbye Cicadia

When the party awoke, one of the injured gnomes was already looking fit and healthy. Xavi, too: though he was grateful for Luke's healing miracles. Romulus rubbed his eyes:

"Is it morning already? No blasted sun in this place."

"I would have though sun-up'll not be upon us fer another three hours at the very least son!"

After just two nights in the pyramid, the party's body clocks were beginning to get a little off kilter.

Friday, 16 August 2019

EZRA

The second in a series of city posts, begun with Nahemot.

For adherents of the New Temple faith, Nahemot is the most holy of cities: it was the site of his birth, and today houses his tomb. But the city that bears his name, Ezra, is home to far more of his followers, struggling to make his centuries old ideology in a changing world.

It is a fortified city with a strong military tradition. It stands at the crossroads of two major trade routes. It was once known as the city of 100 names. To foreigners it is known only as the city of noise, for it is a city without written language. To its inhabitants it has only one name, and that name is EZRA.

Egyptian Memphis Reconstruction - Ersatz Ezra


FIRST LOOK

The whiteness of it is blinding, especially on the southernmost side, where the albido effect has led to many a tired navigator ploughing his vessel into the whitewashed walls. They rise up to almost one hundred feet in places, even on the sides of the city facing the Inoko river.

Thursday, 15 August 2019

THE LOST CITY PART 5

Actual play adapted from module B4: The Lost City. Will contain spoilers.
Lost in the desert, four foreigners (Luke, Kostas, Romulus and Xavi) found refuge in the mysterious city of Cynidicea, joined the Brotherhood of Gorm and secured an alliance with the Sisterhood of Madarua. After successfully mapping the uppermost tiers of the pyramid, the party ran into a group of gnomes who agreed to assist them in a spot of tomb robbing. Sadly, one of the gnomes was slain by a mysterious shadow and the party are currently hiding in a secret storeroom on the fourth tier.... read part four here. 

Respite from the Undead
Luke convinced the gnomes not to retrieve the body of their fallen comrade until the coast was clear. Confused as to their location, which was the gnomes showed them the secret door in the wall by which they had initially entered, and led the party into a large, sparsely furnished chamber which now served as a bedroom. A white robe was draped over a single chair in front of desk, bereft of all but a wooden holy symbol of Usamigaras. 

The party conducted a thorough search, and uncovered a secret door in the same wall as the one by which they'd entered, on the far left. It opened into an identically sized chamber, but  contained a large tapestry of a desert scene and a treasure chest., which the gnomes immediately began to inspect for traps. One of the gnomes grew distracted...

"Is that tapestry.. moving?"

Sunday, 11 August 2019

Sorcerer of Thrane

This is a playable sorcerer class I have had running around my head for a little bit. If you would like to skip the fluff and bite down into the crunch (although I'm not sure that's how you eat cake), you can find a dedicated, B/X compatible page here: 


If you like the some of the fluff but play a more modern system (5e, Pathfinder etc.), consider using your preferred sorcerer class but with the bard spell list.

Special note: the hit dice as spell dice mechanic was in part inspired by the GLOG, and you can read the original notes on spellcasters here


SORCERY IS BLASPHEMY

Throughout the territories within the iron grip of the crusading New Temple, the practice of all magic is criminalised as witchcraft: it is devilish, blasphemous, and punishable by burning at the stake. However, many of the Thranian families of Nahemot continue to practice sorcery in secret, whilst outwardly professing obedience to the tenets of their Kyran overlords' faith. Like their Kyran cousins, the Thranes have a strong oral tradition and their arcane traditions have withstood the New Temple's purge of literature and literacy.

Tuesday, 30 July 2019

THE LOST CITY PART 4

This post will be less narrative and more prosaic, for the sake of expediency! The last update for the Crystal Seas campaign took nearly two weeks to complete, and covered two sessions where virtually nothing happened.

Actual play adapted from module B4: The Lost City. Will contain spoilers.
Lost in the desert, four foreigners (Luke, Kostas, Romulus and Xavi) arrived at the mysterious city of Cynidicea, and have secured an alliance between two warring factions. However, during a recce of the lower levels, the party were intercepted by cultists loyal to Zargon: the most powerful faction in the pyramid... read part three here
Separated from his comrades, Luke ran into a chamber, awakening a nest of giant rats....

Thursday, 11 July 2019

D100 Fey Mutations

The following table is also accessible as an online random generator at the following link:

https://aloneinthelabyrinth.blogspot.com/p/random-fey-mutations.html

When one of the players in the Crystal Seas campaign wanted to play an elf, I was a little sad: I'd hoped to keep elves mysterious and strange and rare. Then the player wanted said elf to be called Analicia and have antlers, and a bit of retroactive worldbuilding was called for.



I'm going to make another post about our hispanically monikered organised crime elves, but here is where I talk about some of the random mutations afflicting 1 in 6 of their ilk due to their fey ancestry. The final 20 of them are (mostly) lifted directly from The Gardens of Ynn (follow that link and buy it), as Emmy Allen's concept of the sidhe fits quite snugly with my own concept of the eldar's ancestors. Plus, she's already included antlers as a mutation, so it made sense.

Use this table to add a random mutation to anyone with fey ancestry. Roll as many times as necessary.

Friday, 5 July 2019

THE LOST CITY, PART 3

Actual play narration adapted from module B4: The Lost City. Will contain spoilers.

Lost in the desert, four foreigners (Luke, Kostas, Romulus and Xavi) arrived at the mysterious city of Cynidicea, and decided to align themselves with the Brotherhood of Gorm. Believing their best way to find a way home to be the restoration of order to the chaotic city, Ser Luke sought to forge an alliance between the Brotherhood of Gorm and their rivals, the Sisterhood of Madarua. Initially rebuffed (and receiving a spear-wound for the trouble), Luke struck a deal: to assassinate the leader of a third faction, the brotherhood of Usamigaras. Explaining his plan to the his reluctant master, Kanadius, Luke then grabbed his men in order to explore the pyramid a little more. 
Read part two here


Once they had their combat gear together, the four comrades set out to explore the lower tiers of the pyramid. They had already explored an estimate 25% of the next level, and Luke was keen to unravel the deeper mystery of the place.

Down to the third tier they travelled, and once again to the mysterious twisting corridor. They opened the sliding granite panel and crossed the corridor without activating its turning mechanism, finding themselves at a t-junction. Taking the left-hand path, the party quickly found themselves in an abandoned storeroom. The men rummaged through the crates, before Xavi noticed that the room was rapidly filling with water. Kostas checked the door through which they had entered: it had sprung shut behind them, and possessed no handle with which to open it!

Wednesday, 26 June 2019

THE LOST CITY, PART 2

Actual play narration adapted from module B4: The Lost City. Will contain spoilers.

After losing their way in the desert, the four surviving members of a pilgrimage to the Holy City - Ser Luke, Kostas, Romulus and Xavi - stumbled upon a seemingly abandoned ruin of a metropolis. Desperate for food and water, they entered the structure and were accosted by a group of masked men. Provided refreshment and respite from their hardship, the survivors had a difficult choice to make. Read part one here
After gorging themselves on a simple yet copious meal, Ser Luke's party lay down to rest. The Holy Knight's conscience was troubled, however, as he wrestled with a dilemma. He went next door to parlay with leader of the group some more.

The party had not yet been divested of their weapons, and the leader seemed comfortable to allow Luke to join him in his study for a private conversation. Luke pressed the leader, Kanadius, for more information. Kanadius answered Luke's questions as fully as possible, yet all the while remaining masked.

Wednesday, 19 June 2019

THE LOST CITY, PART 1

Actual play narration + account  adapted from module B4: The Lost City. Will contain spoilers.

Ser Luke and his cohorts were heading south to the Holy City when the sandstorm struck. Only their local guide, Mahaba, had experienced one before, and by the time the dust cleared he was nowhere to be seen. Their party of seventeen was reduced to eleven, and some of the mounts were missing, too. Feeling as though his faith was being tested, Luke bid his party press on: the Holy City would not be far.

They continued south, through the featureless desert wastes. One by one, pilgrims and followers succumbed to heat and exhaustion, until only four remained. Beside Ser Luke stood his faithful acolyte, Xavi; the boorish but capable man-at-arms, Kostas; and the poorly educated foot soldier, Romulus. Those mounts that had not already collapsed had been slaughtered for food, and they soon ran out of water.

Thursday, 13 June 2019

THE PYRAMID, THE PRIESTESS, AND THE PIT-FIEND

The Pyramid

Nearly eighty feet high and at least as broad at the base, it dominates the small city of single-storey buildings. Crude granite blocks make up its angled walls, tapering to the apex in three distinct tiers. The temple at the top is open to the elements, and consists of four braziers around a square hole: a vertical shaft leading into the bowels of the pyramid.



The High Priestess

Nira is young. She assumed the post following the ritual suicide of her predecessor, Mirdok, who threw himself into the pit. Since this happened her dreams have all been nightmares, and always of the same thing: a hunger that cannot be sated, a gaping maw threatening to swallow the entire world, a crushing despair that has bled into her waking life.

Nira leads the acolytes and through them controls the city. She alone now realises the horrible truth: her entire culture exists in order that the Pit-Fiend be fed, else it might swallow the sun and stars temselves.


Monday, 3 June 2019

The First King of Men

And from our number shall rise a king, and his head shall be crowned with glass
-Enhelem prophecy
For the first time since he had shared his vision with his people, Fasika felt doubt, and he felt it keenly. The last few months had been a heady gallop across the desert, gathering followers and increasing their strength, all building towards the moment when he would lead his people towards their goal, to their shared destiny as masters of the realm. That moment had finally arrived: laid across the horizon like an emerald necklace, Fasika had finally set his eyes upon the verdant fringe of the Great River, not spied by Enhelem eyes since the days of his ancestors.
Fasika tugged his horse's mane, bringing it to a halt, and signalled for his party to follow suit. Only two others rode beside him. The wise-woman Beimnet was his most trusted adviser, and had been his guide since adolescence. Jehemen was much younger: barely out of adolescence himself, but a fine warrior and an honest man. Someway behind the trio massed Fasika's three hundred strong following, nearly half of whom were ready for war. Their dark skin had been painted in readiness for combat, each according to the custom of his clan, but the cries they issued were in unison:

Themeliseni metitenali! We have returned!

Fasika's gaze remained fixed on the horizon.

"It is just as my vision foretold."

Beimnet signalled for Jehemen to leave her alone with the leader. Without a word, the young man rode back to join his brothers and sisters in arms.

"If it is true, Fasika, why then is your face so pained?"

"Because I'm afraid. What if I'm wrong? What if my visions were false? What if I'm mad?"

Fasika cast his eyes to those of his adviser, eager to gauge her reaction. Beimnet appeared unmoved, her eyes remaining affixed to the thin green line demarcating the distant river. Fasika felt ashamed. Eventually Beimnet spoke:
"There is no madness, only idiocy: when the spirits speak to us they whisper, we must listen closely and untangle their words. But they spoke clearly and loudly to you. So you see Fasika, son of Fassil, you have been given a task: lead your people to their destiny!"

With fresh resolve Fasika hoisted his spear into the air:

"Izihi metitenali!"

Themeliseni metitenali! roared the army behind him, as together they bore down on their uncertain fate, galloping across the sands and invoking the spirits of their ancestors.

***