Showing posts with label The Nightmare Sea. Show all posts
Showing posts with label The Nightmare Sea. Show all posts

Friday, 14 December 2018

What Were the Isles of the Imprisoned Moon?

Matt Hills asked for something about the Isles of the Imprisoned Moon.

(Kickstarter link is on the right.)

It was a pretty cool setting. Almost none of it was mine, or purely mine. The whole thing was stitched together from everything I was reading and into at the time. Reading back through this has been like journeying on a dark sea.

These islands were a kind of subterranean 'temperate' area of the Nightmare Sea, itself part of the Veins paracosm. (I think there are a handful of mentions in that book.)

Mariners Song of the Nightmare Sea.

The Nightmare Sea itself was a black and lightless ocean beneath which slept somewhat lovecraftian entities. There were no stars, compasses didn't work very well, the 'heavens' of stone sometimes dropped so close to the surface that they could take the masts off ships. The only way to navigate was via 'ateks' biopatterns of regular sealife, and the Nightmares of the Sleeping Minds.

By examining the exact content of their nightmares, and working out which parts were driven my or inspired by the insidious psychic energy of which sleeping being, the Navigators could triangulate their position.

The Navigators come from Nox.

Nox was intended to be a kind of Rome/London/Dark Athens, insanity driven industrial hyperpower which came as close to ruling the Nightmare Sea as anyone.

The Navigators of Nox, by Daniel Puerta


Far away from Nox, on the other side of whatever the 'world' was down there, were the Isles of the Imprisoned Moon. Which sprang into being largely from this post. An G+ community thing from the old times.

K Yanis image of the Imprisoned Moon.


A bunch of islands arranged around a gigantic moon tied with enormous chains in the dark.



These islands were meant to be a kind of counterpoint to Nox. Nox is singular, they are many. Nox is an empire, they are a range of strange nations. Nox rules a cold, Atlantic-ish word with long travel times between points of light, the Isles can be hpped between relatively easily, Nox is pseudo-european, the Isles are essentially a big rip off SE Asia/Indonesia.

And eventually that turned into a brief (seven session) Into the Odd game in which a group of rogues from Nox were attacked by pirates and managed to seize their ship somewhere around the Phrang Sea.

The intro text was something close to this I think;


"ISLES OF THE IMPRISONED MOON

You are travellers to the Isles of the Imprisoned Moon

On the Nightmare Sea, where no Sun has ever shone, chiming ships navigate by the patterning of swells and the nightmares of sleeping Navigators.

The navigators come from Nox, the city of white flame which rules the Nightmare sea. Only the navigators of Nox have the power to reliably cross the black water, and the Navigators all eventually go mad, and therefor Nox is mad.

There are many strange places on the Nightmare sea. No-one has found its boundary. Isles of bone where tribes with iron eyes find their way with magnetism, insane psychic whales and silver caravels with indigo sails. There are warm reefs where phytoplankton stitch mazes under the black water and intelligent Nudibranch make libraries of dreams.

And there are the Isles of the Imprisoned Moon.

There is no Sun upon the nightmare sea, and never will be, but there is a moon, a stolen moon snatched from the 'skies' (whatever they are) and chained here eons ago.

The moon is huge and bound above the surface of the black sea with cyclopean iron chains. A link in the chain is about the sise of the World Trade Centre.

Is it as big as our 'real' moon? It seems impossible, but its fucking BIG. It reaches high up into the sky.

The Imprisoned Moon is a pale silvery white. It's not reflecting light from anywhere, so far as anyone on the Nightmare Sea knows, there is no-where for it to reflect light from, they know of the Sun only from theory and legend, but if you told them that the moon was reflecting light from a lamp it could no longer see, they would find the idea poetically appropriate.

There are isles around the imprisoned moon, ringed archipelagos like the rings around a planet or the splatters from an ink-soaked ball being slammed onto white paper.

Some of these islands may have been here when the moon arrived, some may be relics of whatever semi-continent was here before, many were called up by powerful magics, or simply built with armies of slaves.

They are here becasue the moon brings light, the greatest currency of the Nightmare Sea. (The currency of Nox is Mirrors, literally small coin-sized glass-fronted, silver-backed mirrors with the sign of their issuing city etched into the silver or the glass.  Large mirrors are always treasures. Anything larger is handled in Occultum (equivilent of 'Obols' from the Pernicious pamphlets. "Obols allow for otherwise impossible transactions—souls, kingships,futures, dreams.")

These are the Isles of the Imprisoned Moon, this is where you have been sent, or to where you have escaped.

Because of their gift of reliable light, the Isles of the Imprisoned Moon have foliage and ecosystems, the do not rely exclusively on bounty from the sea and on magic. Life grows there, and not just fungal life.

The isles are powerful but anarchic, if they were ever to combine they could form a challenge to the power of Nox, but they never will.

(In a sense you can imagine this as Egypt to Nox's Rome, if Egypt was a gigantic archepelago like Indonesia and was ruled in a manner similar to anarchic timelost city states. And if Rome was totally fucking insane)


  • A moon held prisoner under the earth
  • illuminating circled kingdoms with light reflected from nowhere
  • floating above a black sea
  • island kingdoms in the black sea
  • forests lit only by moonlight
  • slow wars between the isles
  • things only grow very slowly under moonlight
  • (the moonlight, however, never changes in its intensity, or moves)
  • light only comes from one direction
  • shadows are permanent, 
  • mirrors are the main currency
  • lamp-bearers are hired to go into the permanent shadows and deal with whatever crazy shit is there
  • of course, every new thing that blocks the moon creates a new shadow
  • plants challenge each other with initially-subtle strategies
  • but things dissolve into pyromania eventually
  • most plants have a  fire-starting stage
  • this is on the nightmare sea, ruled by the navigators of Nox
  • And there are dungeons and relics and ruined cities on the isles of the imprisoned moon, of course there are
  • And BIRDS, which are a kind of high-value treasure if you can catch and tame one
  • some islands may be the collapsed bodies of dead titans, maybe the ones that bound the imprisoned moon
  • there may be dragons but they spend a lot of time asleep
  • if they get up they will need protein and they they have to hunt and kill a psychic whale
  • which is a bitch as those things are tough as nails
  • Some may be fragments of the moon which broke off (there are a series of deep scores in it, about the size of the Grand Canyon
  • some may be parts of the 'sky' which fell, this does sometimes happen, a new island can plummet out of the invisible air at any time.
  • some may be giant shells, evil carnivorous coral, necromantic constructs of bone
  • obviously some are populated by ghosts, glimmers of strange potential hanging in the air, making up their strange memory-obsessed existence
  • ghosts can lead communities, though they are very conservative
  • one is the mouth of a fucking insanely huge angler fish lying open in the sea. It has its own lantern. Obviously one day its going to close and eat whatever is there but who knows when that will be
  • some say its just waiting for enough biomass to accumulate in its mouth to make closing it and swallowing worth its while
  • others say they have run the numbers and there will never be enough to justify the energy expenditure of waiting, so its waiting for whatever comes to *feed* on the town in its mouth, like a dragon or something
  • still others say, why would a dragon be stupid enough to actually fly into the mouth of a waiting predator
  • even other others say well we live here don't we.
  • so the PC's need to investigate a ruined ship or somethng
  • maybe if they get to recover it they can keep it and it will become 'their' ship
  • then they can be like Rogue Traders in the Isles of the Imprisoned Moon


YOU COME UPON A CRAFT.....

In Session One - 'The Falling Star' they beat up a vampire pirate and now have their own ship.

Here are the encounters for the Phrang Sea;

"

Encounters on the Phrang Sea (d20)

1.      Lost Cockroach Clan Canoe from Sula Phrang
2.      Anne Dieu of the 'Black Angel' (Caecus, Black Path)
3.      Cthonia Spoil, of the ‘Rogue Trader' (Caecus, Black Path)
4.      One of Seven Quetzalcoatlus-riding Snakeman Sorcerer-Knights (Jade Path)
1.      Khuthiva  who rules Kefamenanui & casts Viscid Globules.
2.      Santahat  who rules Nikiniki & grows Hallucinogenc flora.
3.      Disikhaga who rules Ocussi, master of Poisons.
4.      Dashminkha  who rules Soe, master of Illusions.
5.      Ikyashtha  who rules Naikutu & can dominate minds.
6.      Kshuvamamva  who rules Gunnung & who casts green fire.
7.      Zaskar  who rules Kupang & who commands winds.

5.      Marlinkian Longship, one mast, oars,
1.      Khigir Germanovich,
2.      Tokarev Mikhailovich,
3.      Chaadayev Rostik, 
4.      Kulagin Makar,
5.      Perevyortov Mirogod.

6. A ship of frozen tears from Tennggara-Phrang, crewed by white lizards and able to reverse time if destroyed (Pale Eye).
7. A junk of Yaag-Sien, crewed by tattooed veterans and with a hidden slug-man captain.
8. A ship holding only the devil in female form who haunts the coast of Varuna.
9. PSYCHIC WHALE FROM THE NIGHTMARE SEA
10. Dream-fish being hunted by seadragon-men
11. Blind Murder-Swans
12. Terrifying Dali Death-Giraffes
13. Borobudur from Tenngara-Naga,
1.      Tanandar Zhen,
2.      Gideon Titarsole
3.      Abner Meha,
4.      Inge Cinta Lie,
5.      Nirmala Iman Hartanto,
6.      Tanardo Tao

14. Phinisi captained by bored logicians from the Free Kingdoms
1.      Taaliba bin Rasheeqa,
2.      Muna bin Haifaaa,
3.      Ariyya bin Ghuzaila.
4.      Wajeeha binti Abdur Rahmaan.
5.      Waseema binti Unais.
6.      Khairiya binti Abdut Tawwab.

15. Moth Storm.
16. Terrible moonlight.
17. Skyfall.
18. Knotsman Galley.
19. A GIANT canoe with a giant from the Giant Isles.
20. A storm"

Then make for land but encounter yet more piracy in Session Two.

In session Three they battle a giant silver boar and meet undead kings on Uter-Phrang.


Just north of the Iron Isle on the image above.

In Session Four they escape, make for Tien-Phrang aand try to navigate again. These were the rules I cooked up;

"Navigating in 'Imprisoned Moon

Wind is usually clockwise around the imprisoned moon (4 in 6 chance).

If you have a good idea where you are going or what you want to do, the Captain rolls a WILL test on 2d20.

On a full pass, you get where you want to go & impress everyone.

On a partial pass (at least one) you can pick one of the below.

·        Your ship suffers a minor mechanical failure (takes d4 damage).
·        Confidently wrong (DM puts you where they want & you have no idea where you went wrong).
·        Crew loss. Roll a d6 for each crewmember. On a 1 they are lost overboard, or take d6 damage if a PC.
·        Some other complication or difficulty.

On a fail, something terrible happens. Probably storm, a lee-shore, run aground, Pirates or attention from the deep. Ship loss is a real possibility.

Other PC's can help you navigate & run the ship. If they can do something practical to help then that character can roll a WILL test as well. In these circumstances, each PC only ever rolls 1d20.

There is no limit to the number of people who can 'help', more people decreases the chance of a critical fail (you only need one success to avoid that) but decreases the chance of a critical success (too-many-cooks problem)."


In Session Five they reach Sula-Phrang and have several adventures. (This also has some setting info like equipment and religions of the Isles.



Here is the background and encounter list for Sula Phrang. They only met a small fragment of this;

(This has never been published so I suppose that makes this a 'new post' and turns this into 'content', and also exposes how skeletal and improvised my game prep is.).

SULA-PHRANG

On the Moonward side of Sula-Phrang people live in hilltop villages on its great plains.

Many villages still have a tree of skulls from when the young men went headhunting. In most cases they are gathering dust, the intercene tribal conflicts have ebbed away almost to nothing, or been replaced by sports and festivals.

Though, people will confide to you that about 50 years ago at a large wedding, there was an 'accident' and 300 people died. 

They don't specify anything more than that.

The villages are semi-fortified by walls of cactus

Every year when a certain sea-worm emerges, the people of Sula-Phrang know that it is time for their great festival. 

The festival has fighting and music and dancing and culminates in a gigantic mass-cavalry brawl in which the young men from the different villages hurl self-carved spears at each other.

(I stole a lot of this from actual Indonesian festivals.)

the spears are big and heavy, wide around and pretty blunt but they can still hurt and, in some cases, kill, there are a handful of deaths every year

the main city/town was built as a place of colonial administration
its also the main harbour

on the darkward side of Sula-Phrang are the dead
on the death of a notable family or clan member it is customary to build a megalithic tomb
these tombs are always built on the dark side of the island
there, there are cities of the ancient dead
the dead, of course, are sometimes awake
they whisper from their tombs
they have their own city, up in the hills, in the twilight zone of Sula-Phrang

if you need to speak to your ancestor you can go on a pilgrimage to talk to them
but they tend to be highly conservative & out of touch
and generally you are looking for reasons not to speak to your ancestors
but sometimes you have to

the big advantage of having the ancestors over there is that it protects the dark side of Sula-Phrang from pirates and invaders from the nightmare sea
also, it suggests to those from the inner isles that invading Sula-Phrang might be a bad idea
what also suggests that is the fact that Sula-Phrang is very poor
it has few natural resources

it did used to have huge forests of a valuable and fragrant wood
but Sula-Phrang was 'absorbed' - kind-of, into a mercentile house of Yaag-Sien
a long time ago they lead an army of Malmuk Crab-men and mercenaries to 'pacify' the intercene wars of Sula-Phrang
at the same time as this happened, five clans also entered a state of mutual war
the chaos was so great that the ancestors did actually emerge from their cities on the dark side
the result of this war was so confusing and upsetting that peace sponatniously broke out
the main clans agreed to be bough off by the trading house and they collectively harvested the rich woods of the interior
this caused massive problems of erosion and desertification, increasing the size of the plains and causing problems of water supply
this increased the utility of the historically ceremonial mantis-shrimp-cavalry but also increased the enormous cost of keeping them
and the main city still (kind-of) has representatives of this house, living in a state of faded colonial glory
this makes up the technical government of the state
really almost everything is handled by the clans and in some cases by the elders


ENCOUNTERS ON SULA-PHRANG

NAMES

Male
1.Sugiarto Ivan Gunawan
2.Iman Kusuma Sugiarto
3.Teja Shoi-ming
4.Mursalim Qiquiang
5.Nasser Pattimura
6.Asaph Batuara
7.Boaz Lase
8.Joshua Siallagan
9.Eko
10.Suripto

Female
11.Tri Dwi Hermawan
12.Widyawati Batari Indradjaja
13.Sutanto Mei
14.Lusanto Xia
15.Neva Selano
16.Esther Sidebang
17.Mercy Simaebang
18.Jochebed Peranginangin
19.Megawati
20.Ratu


PLACE NAMES
1.Melolo
2.Umalulu
3.Pata
4.Kahaungu
5.Lalananjang
6.Patawang
7.Tabundung
8.Mapambuhang
9.Mamboto
10. Wewewa Belatan


Main City/Harbour is GAPU - home of Kingfisher House, currently ruled by Ey-Way-Woo-O
  
Main city of the ancestors is Wainu - currently suffering from intra-clan and intra-caste and intra religious disputes.
   
THE SETTLED PLAINS

1.Intra-villiage dispute.
2.Inter-villiage dispute.
3.Low-caste uprising.
4.Drought.
5.Famine.
6.Ancestor 'visiting' leading to 'festival'.
7.Pre-festival boxing match.
8.Paranoid fear of Tiger-Bat-Bhoot


THE CORAL JUNGLE

1d6 Amphibious Spiders: These amphibious spiders are mottled green and brown. They are great hunters, equally comfortable swimming and hanging from a web. While they have no mercy or sympathy, they intelligent, able to speak a clicking and stilted Ghinorian. Amphibious Spiders HD4 AC4 Bite 1d8 or Web, To see what's stuck in the webs of their nearby lair, roll here.

1. Husk of princeling dripping with semi-preserved, jewel-studded finery
3. Dead dungeon philosopher clutching manuscript proving conclusively that polytheist notion of the universe is elaborate charade carried out by singular malevolent supreme intelligence
4. Groggy but unconquered giant half-covered in webs, poisoned several times but going down swinging
5. Envoy from the Black Path bearing communiqué hinting at treacherous alliance and plan for extermination of unpopular human populations for political gain.
6. Ghost of dead adventurer that believes itself stuck in web, happy to be convinced otherwise


THE FORESTS

1. d6 starving Wolf-bats who have grown used to feeding on those of low status.
2. Tiger-Bat-Bhoot  STR 12, DEX 12, WIL 12, 12hp, 2d4 damage, Hypnosis.
3. Bhoot. Wears white, feet backwards, no shadow, dislikes touching the earth.
Can age w touch & possess.
Tied to 1-4 A House, 5-a bridge, 6-a tree, 7-a field, 8-a building.
Murdered by 1-4 Family member, 5-a master, 6-s servant, 7-a magician, 8-a holy man.
4. D6 Fungal outcasts.


THE MOUNTAINS

(Hck-a)rogor coming from the pools.
STR 15, DEX 15, WIL 15 d12 Damage,
WIL save to avoid hypnosis by its shining skin.
Must take 10 damage in one round to take any damage at all but after that loses d6 per round.
Boiling blood has a sopoforic effect.



THE FUNGAL FORESTS

Spore Tree: A massive twisted mangrove tree grows here. It has been infected with a virulent fungus. From thin brown stalks 1d20 baseball sized puce globes hang from violet tendrils. If gently cut free they may be gathered. Any jostling causes them to violently explode spreading their spores over a 10’ radius. 50% chance that d10 additional globes are floating in water. If caught in the radius of the blast, save vs. poison or begin hacking up your lungs 1d4 rounds later. At that point, one is debilitated for 1d6 rounds of violent and uncontrollable coughing, and suffers -2 to constitution permanently.


THE SHADOWED LANDS

1. A village of the sleeping dead who turn in their stone tombs as you pass.
2. A war of the dead.
3. A marriage of the dead.
4. A philosopher of the dead sitting by the side of the road.
5. A shadow-play festival of the dead which they perform ultra-slowly without contact.
6. A trial of the dead w evidence, judges etc."



Having caused as much trouble as they can they end up running for it again in Session Six.

And the whole thing ends with an opium vision in Session Seven.

Here's all the other places I actually had prepped that they didn't get to;


Tennggara-Phrang

The largest and most well-developed of the Islands of the Phrang Sea. It could easily dominate the other Isles if not for two factors. One, its society has come to be dominated by the Pale Eye, an ultra-conservative philosophy based on inertia, and two, it is just large enough to show up on the political Radar of the larger islands to Moonwards, including the chain-state of Yaag-Sien and machinations with these much larger states takes up much of its remaining energy.

The Philosophy of the Pale Eye states that nothing exists. All is simply a mist of undifferentiated pre-matter and shadow, awaiting the true existence which will emerge when the Moon itself cracks open. It’s proponents are skeptical, apathetic, humble and, from the outside, monstrously capricious.

No item or atom originating in Tenngara-Phrang is suffered to leave. Endless expeditionary forces, carrying bolts mined only from foreign metal, endlessly seek long-lost drums, scrolls, coins, pack animals, and the bones of previous expeditionary forces.

The Philosophy of the Pale Eye requires each object in its first position, each lost citizen replaced by another of precisely equal training, genetic makeup, gender. When all is as it was the Moon will crack open and reveal the next and actual world.

It’s Ruler


A Time Elemental, rumoured to be a fallen Angel of Choncodeus, called Zachriel, rules from Kelimutu, a volcano containing three coloured lakes, located in the district of Ende close to the town of Moni.

The Angelerium guy is pretty good. I forgot his name but its there in the image.


These crater lakes are in the caldera of a volcano, and fed by a volcanic gas source, resulting in highly acidic water. The coloured lakes change colours on an irregular basis, depending on the oxidation state of the lake from bright red through green and blue.

A cult of Sublunary Men serve as its priests.

It is guarded by an Elite force of Albino Raksasa.

It’s Ambassador is the Trench-Herald ‘Mayerfas

It’s schemes typically involve:
1. Time control
2. Alliances of convenience
3. Storied objects
4. Curses
5. Paralysis
6. Erasure

It Is Currently Known To Be Seeking:
1. The document of White Wedding And Beginning Again, signed by parties unknown
2. Arms and equipment of a Komodo-Man raiding party
3. The Woman called Rashel Vore
4. A first edition of Pride And Catastrophic Deterioration by Seena Jaunt

It’s Ships


Are ships of Ice, endlessly renewed by the frozen tears of weeping women. Because of this, sadness, especially the sadness of women, is fetishized in both negative and positive ways in Tennggara-Phrang

Inhabitants of Tennggara-Phrang

Raksasa


Komodo-Dragon-Men are the ruling caste of Tennggara-Phrang, they are almost always loyal to Zachriel.

·        They are largely solitary (from other Raksasa), slightly deaf, with poor discrimination of stationary objects.
·        They eat about 20 times a year and prefer to swallow their food whole, usually it’s a whole corpse. This takes about 15-20 minutes, copious amounts of red saliva and them slamming the corpse against a tree to force it down.
o   They then lick their lips & rub their head in leaves to clean them, this takes another 15 minutes.
o   Eventually the regurgitate a mass of horns, hair and teeth.
o   They drink wine by sucking it into their mouth from a cauldron, tipping their head and letting it run down their throat.
·        Their bite has a which poison causes muscle paralysis & induction of hypothermia.
·        They spend early years in trees & like to cannibalise each other when young.
·        They can create males by parthenogenesis.
·        They are scholarly and usually scrupulously polite.
·        Very much like antebellum Virginia landowners.

The Florens


Homo Florensis – these ride Dwarf Stegalodonts and they usually work together as a team. The Florens make up most of the indentured labour of the island, as well as the diet of the Raksasa. They have a stone age level of technology and are blindly loyal to Zachriel, unless roused by a prophet of Kamapua'a

Kamapua'a


A Pig-man ‘Saint’ of Zoophoria. “defiant of all authority, bold and untamed, he recalls the pig nature that is dormant in most people….Treacherous and tender, he thirsts after the good things in life--adventure, love, and sensual pleasure….

His worship is banned on Tennggara-Phrang



The Slendermen


The bandits of Tennggara-Phrang who haunt the bat infested fungal forests of the dark side are a race of intelligent Chaos-Worshipping Stork-Men who also eat the Florens.

They can fly a little, are two metres high and are loathed by all agents of authority.

Others

There are also various humans and some undead, usually employed for their skills, as mercenaries, sailors, merchants or factotums. Some are even Priests of Chonchodeus,

Trade


Tennggara-Phrang produces:
·        Seaweed,
·        Rice,
·        Sweet potato and
·        Cassava
·        Coffee,
·        Coconut
·        Cashew
·        Candle-nut or 'Lumbang', silvery underleaf, often burned to provide light (15 mins per nut).

All of this must be ritually declared to be ‘vile, and not of this earth or this sea’ by Mayerfas the Trench Herald, (Speaking for Zachriel), in which case it may leave the island.

Mayerfas can be bribed by light-emitting magical items and by the spines of people with rare diseases.






Tiam-Phrang (Darkward Side)



The Darkward side of Tiam-Phrang is ruled by those who follow the Black Philosophy as Propogated by Pan Chun Mei. The Black Path seeks the powers of devouring, of night, of isolation, of words and divisions, and of long distances. They believe that fear of entropy is the only righteous worship of entropy.

The Black Path rules only from ruins, known as the Dimmu Borgir which are regarded as strongholds both physical and spiritual. Creation of a Dimmu Borgir requires various acts of despoliation and evolving terror designed to manifest and maintain far-reaching oppressive despair in the civilized lands.

The most dominant of its Rulers on the dark side of Tiam-Phrang is the Lich Pan Chun Mei, but where she lairs or where her Phylactery is hidden, only the four Succubi know.

The known devotees and champions of Pan Chun Mei are:

1. Three Caecus Pirates reave from Dili on the Black Coast
Anne Dieu of ‘The Black Angel’,
Cthonia Spoil, Warmistress of the ‘Rogue Trader’
Captain No-Dicto of the ‘Broken Heart’ (DEAD).

2. Seven Medusa guard the Dimmu Borgir
Seela, Thrace, Oscula,  Naxice, Dia Andine, Cylesia and  Orgula.

3. Twelve Outcast Olm: Forguts,  Despised Icon, The Faceless,  Malignancy, Nocturnus, Opeth, Pestilence, Wretched,  Winter, Brujeria, Asphyx and Quovad.

4. Four Succubi carry the messages of Pan Chun Mei
 Isis, Candlemass, Sleep, and Grief
Look like Geisha – can Mind Control with a kiss.

All of the servants of the Black Path suffer from Epilepsy.

Black Path War Party

1d10 Black Path Cultists STR 10, DEX10, WILL 10, 5 HP, ½ have Guns.
1d8 Cannibal Florenses riding Stelglodonts STR 10, DEX10, WILL 10, 5 HP,
1d6 Tasty Newt Boys Can sense thought, one leader extra-yellow.
(On a roll of 1, that person has one of the Cursed Harpoons.)

And One (d4)
1.      Crab Man STR 15, DEX 8, WILL 10, 10 HP, Dual Claws (d8)
2.      Ghostly Pale Crayman Translucent unless multiple shadows, Armour 3 in light but deduct one for each light source.
3.      1000 year-old Olm STR 14, DEX16, WILL 16, 25 HP, Armour 2 in water, Blind
4.      D6 Star Grools

The Five Cursed Harpoons of Pan Cun Mei:


None seeing a successful blow struck with any of these weapons can stop until their foes or slain or they are.

1. Annihilator: Disintegrates armour on a successful hit.
2. Carnivore: Wounds inflicted on resisting foes add to wielder's hp.
3. Exciter: Wielder must attack nearest living thing once weapon is unsheathed.
4. Overkill: Slain foes are raised as undead who serve the wielder.
5. Hunter: Wielder will not die until whoever reduces him/her to 0hp is slain, so long as the weapon is held.




Tiam-Phrang (Moonward Side)


The Moonwards side of Tiam-Phrang is ruled by those who follow the Philosophy of Jade, or ‘The Jade Path’. Its energies are green: the energies of jealousy, lushness, vigor, triumph, old wisdom, glibness, and theft.

The cycles of predation and murder must thrive. Inventions appal them and theft from the weak is their only industry. They cultivate sophism, criticism, evasion, rhetoric, fallacy, received ideas, shallow novelty and libel.

The Jade path has, surprisingly, attracted a handful of the Aelf-Adal who serve in its forces, apparently tolerating their utter physical contempt for our reality in return for the opportunity to degrade and terrorise it.

It’s Rulers  are:
1. Seven Quetzalcoatlus-riding Snakeman Sorcerer-Knights who each rule on citadel.

1. Khuthiva  who rules Kefamenanui & casts Viscid Globules.
2. Santahat  who rules Nikiniki & grows Hallucinogenc flora.
3. Disikhaga who rules Ocussi, master of Poisons.
4. Dashminkha  who rules Soe, master of Illusions.
5. Ikyashtha  who rules Naikutu & can dominate minds.
6. Kshuvamamva  who rules Gunnung & who casts green fire.
7. Zaskar  who rules Kupang & who commands winds.

Its Ships are galleys of unseasoned wood pulled by Mosasaurs (except for that of Kupang).
When the Aelf-Adal captain them, they can move through dreams.

Jade Path War Party

3d6 Skinks with Muskets
2d6 Green Lizardmen with obsidian clubs.
And
1 A Naga
2-3. The Rakshasa
3-6 One of Eighteen Aelf-Adal


Its rumored treasures include:
1. Potions of Poison Breath
2. Antidotes To All Poisons, Including Those Not Yet Synthesized
3. Wedding Contracts, Signed By Parties Unknown
4. Scrolls of Disaster
5. Scroll of Protection from Demons
6. A jade wedding ring, carved with serpents
7. A Staff of Breaking Bone
8. A Manual of the Tongue of Dinosaurs

Tuesday, 23 June 2015

Mariners Song of the Nightmare Sea



Give me a ship to sail the Nightmare Sea
and find the bone1 and iron-carved2 islands there,
to ride the stone-arched swells above the stars3,
and look on living constellations where
thoughts shine and lifes lights sign is instant glee.

I would surrender much to take that path
and see at last the iron-eyed island tribes4,
trade insect music to demonic Dholes5,
learn song from larval devils in their hives6,
and draft my laughing crew from old-souled chaff.

Oh give her seven hulls and seven bells7
and give the bells their music and their voice,
and seven silken sails on seven spars.
Oh let her lines sound choired to sing out swells8.
I beg a ship to make the nightmare choice.

Send deadly winds from unknown sunlit lands9
and snakelike storms to stalk the cavern'd maze10.
I'll light my way with moon-lamps burning souls11
and count hours with a time-glass of white sand,
to gaze on whale-song ways where nightmare plays.

Bind up her hulls with wire from ancient mines12
and give her crystal anchors to make fast13,
Employ her dreaming captain armed with claws14
who knows each seas ships shape and each winds mast.
You give me ship and time, I'll learn her chimes
and make the Nightmare Sea my home at last.

I need to sail this sea before I die,
and leave behind the burning towers of Nox,15
to set my course for long forgotten poles,16
away from hidden rules and silent locks.17
Ask not why I the black rocks brave, but cry
with me, in joy "At last! My souls old goal!"


Wednesday, 13 May 2015

Eight Navigating Houses of Nox



Nox is a city on the Nightmare Sea, an ocean far beneath the earth. There is no light to sail by on the Nightmare sea, no sun or moon or stars, only the predatory phosphorescence of the things that live beneath its waves.

Yet some do navigate the Nightmare Sea. The Iron-Eye tribes have their own methods and many smaller cultures have some scraps of knowledge, the careful measuring of swells to give the shape of nearby isles, the migrations of the glowing plankton strands.

The greatest navigators come from Nox. They are the secret of that cities power. The Navigating Houses of Nox are the will and the engine of the city of the wind and the white flame.

They navigate by nightmare.

Whenever any conscious being near the Nightmare sea sleeps, the have Nightmares. This is true for everyone.

No-one knows exactly what the sleepers are, if they are all of one species, or utterly different beings who only happen to all sleep beneath the Nightmare Sea. No-one ever knows if they are truly alive. But the sleepers dream pained and anguished alien dreams, and so powerful are their minds that these deep dreams leak into the thoughts of all who sleep upon the Nightmare Sea.

Each person has utterly different dreams as their minds process the strange thoughts of the Sleepers, yet, with practice, certain commonalities of nightmare can be perceived.

The Navigating houses of Nox each specialise in observing and understanding the nightmares born from a particular sleeper. By sailing the nightmare sea and measuring the substance of their awful dreams, a navigator can sense their relative distance from a particular sleeper. Since the sleepers are vast and rarely move, discovering your exact distance between two sleeping minds gives you a heading, discovering the distance between three gives a position.

And so the Nightmare Sea can be reliably sailed. And so Nox rules the Nightmare Sea. And so the Navigating Houses rule in Nox. And the Navigating Houses are all mad.

The navigators of Nox must observe, remember and analyse their nightmares every night. They must dive into the horrors prompted by contact with an alien mind and become familiar enough with its inner nature that even the most surreal distortions can be easily comprehended. They must become experts in an unknowable horror.

They more expert a navigator becomes, they closer they get to the coveted position of Navarch, the ruler of their house. The Navarchs of the eight great houses of Nox form the Navigating council and, though there is technically a government in Nox, it is a wheel in their hands. The masked Navarchs rule the city and the sea.

The Navarchs are all utterly insane and their madness is shared in some degree by all the members of their house.



1. House I-Other

Sleeper - Old Not-To-Be-Here

Mask - A long cone head. Huge circular eyes with black vertical pupils leading from edge to edge. a black rhomboid straight-edged mouth and two nose slits.

Speech & Manner - The younger members of this house bring their Navarch by force and if not compelled they may run away. They are clearly in pain, bewildered by horror.

The Navarch denies any responsibility  yet pushes for resolution. Intolerant of vagueness, they commit to nothing. Judges all from a position of assumed difference. Always 'you' and 'they', never 'we' or 'us'. Gives opinions like an animal being forced to comment on its trap.

Madness -  A knot of pain at the heart of the world. Someone, something that should not be here. The pain it spreads is the pain of a foiled escape. The hatred that it spills is the hatred of an animal for the trap in which it is caught and cannot fully comprehend.



2. House World-Eye

Sleeper - Lord Panopticon or 'The Comprehending One'

Mask - A featureless white sphere except for two horizontal black lines for the eyes.

Speech & Manner - The Navarch has a haranguing, lawyerly manner.  They push for details and perfect recollection, assume hidden meanings and secret intent. They become angry and afraid when their assumptions fail. They always assume their knowledge is correct and will predict the nature of events way outside their experience based on the slightest fragment of knowledge. When wrong they collapse totally yet will rapidly re-build their world view based on tiny pieces of interacting meaning, with no apparent memory of the collapse.

Madness - A crystal of abstraction that wishes to encode the world in full but is revolted by its touch. A slow madness, the illusion of comprehension and a reasoned perfection like a mirror webbed with hairline cracks where darkness grows. A darkness whose presence cannot be directly observed yet which yawns ever wider till the reflected splinters of that perfect world collapse.



3. House Blood-Joy

Sleeper - The Tailor of Flesh

Mask - Turquoise and squareish. A single round red eye rimmed with gold and a flat black line for an expressionless mouth.

Speech & Manner - The Navarch makes self-righteous accusations and claims of vast conspiracy. They posture and brave the assumed secret threat. They will physically attack with joy, yet always claim and believe that they were surrounded and had no choice.

Madness - A divine redemptive fire. A final last stand against the oncoming dark. The violence which renews. Joy with each swing, a horrid truth revealed and expunged with trauma to the flesh. The friend throws away their mask to show the monster underneath. All becomes clear. Mask after mask after mask, each beneath the other endlessly.




4. House Reed-Red

Sleeper - Lord Hears-All

Mask - A pale hemisphere, three pupilless ellipses of red glass for eyes. Drawn-back lids, arranged in a triangle. The nose-mouth is two short parallel black lines.

Speech & Manner - This Navarch listens very closely and demands the source of any information relating to them. They race ahead of the conversation and pre-empt any possible detail that might be relevant to their affairs. They deny all fear. They deny that they know anything but wish to know what *you* know.

Madness - Fear. Fear of the things. Fear of them listening. Listening to thoughts. Fear of being known by invasive things. To know the thing whose thoughts you hear fears you hearing them, and yet its dream is so strong that you are consumed with the fear of your own listening. Dashed back and forth by alternating tides of surveillance-voyeur power and a simultaneous dread that something observes you. Joyous superiority over the invisible subject and secret terror of the invisible eye.


5. House Shadowglass

Sleeper - The Emperor Of Glass

Mask - Like a brown-glass welding mask with a single horizontal band of green where the eyes would be.

Speech & Manner - The Navarchs hands are bound, if they are released before they speak they will compulsively strangle themselves to death. Before speaking the Navarch seems like a whining shuffling, crying bestial lunatic. They speak rarely and will do so only after taking life. When they do they are a magnificent and persuasive orator who can read and synthesize the desires of emotions of the audience into a noble-seeming goal. They will usually carry the vote.

Madness - The consuming certainty of a self-directed death. The otherness on the far side of despair. The paper world, the glass-shadowed world, the ease and quiet mundanity of harm. The beauty and correctness of a wound. They will kill everything if they can.


6. House Hearts-Ease

Sleeper - King-Queen I-am-not-me

Mask - A wide brass oval, small insectoid mouth. Huge circular eyes so large they almost meet in the centre and are wider than the mask. The rims are riveted and the eyelids are almost-totally closed, leaving a thin yellow slit running across. This mask is over-detailed and ornate.

Speech & Manner - This Navarch tried idiotic trickery when there is no need to do so. They ingratiate themselves feebly and hunger for any confirmation of self. They are like an actor paid to pretend to be them.

Madness - Dissolution. Loss of memory, loss of self. The awful sense of something slipping away, of knowing that something was there. That there are gaps in yourself. You are know who you are. You do not fit into your life. You do not fit into your being. Something has changed, the mind does  not understand.


7. House Eats-Wounds

Sleeper - The Stable Gentleman or 'Our Friend'

Mask - Greenish skull-dome with round eye coverings intersecting it like spectacles with thick gold rims and green eyes. pale, tapering squared-off chin, drawn cheeks, starved slit mouth and nose.

Speech & Manner - This Navarch is revolted by and yet drawn towards its own actions. They resist any changes that come from themself. They are in two minds and two voices, conversing and disagreeing with an unheard inner voice. The inner voice becomes the outer, then they swap again, and again and again.

Madness - The consuming and yet half-consumed self. The sense of being half eaten by something and wanting to be consumed. to be absorbed, translated, made other. To think this process normal and reasonable and yet persuaded. Not to know which is valid, which is a wound of the other. Which is cursed or a curse.



8. House Clearwater

Sleeper - The Pure Philosophy

Mask -  Blue-black faceless cylinder like a stove-pipe hat or an inquisition mask. Narrowing a little at the top into a kind of rim. the surface runs directly into a covering that drapes down over the chest and back.

Speech & Manner - This Navarch is adoring, romantic and forward. They are passionate and poetic in their descriptions of beauty. They are brilliantly creative and compelling in their body horror and racial loathing.

Madness - Guilty desire. A deep and sensual passion for what you loath. To adore what disgusts you and be disgusted by that adoration. The rapture of loathing. The deep deep hunger to destroy and possess.