Showing posts sorted by relevance for query motelands. Sort by date Show all posts
Showing posts sorted by relevance for query motelands. Sort by date Show all posts

Friday, June 26, 2020

The Motelands

The Motelands are a collection of flying earth motes held aloft by veins of Shatterstar (the ultra-valuable arcane ore that holds up airships). These Shatterstar-infused motes naturally occur over an area the size of a moderately large kingdom, and range in size from a number of feet across to the amount needed to support a large city bordering a lake, plus outlying farms (so about 10 miles across). A variety of peoples live on these motes, and indeed fight over jurisdiction. Here are d20 forces that live on the motes of the Motelands.

1 The Sovyrian Empire

    This empire of elves, led by the druidic Key Conclave, seeks to dominate the Motelands in order to bring about a second Elvish golden age. Under Empress Zeor Glimmerhand, conquest is going better than it has in decades!

2 The Drakiirian Coalition

    This society, composed primarily of Dragonborn and Gnomes, oddly enough, is one of the forefronts in the world of arcane advancement. Their coliseums and temples dominate the sky, and their rapid expansion is fueled by their acquisition of slaves.

3 The Bottom Feeders (roll again)

    Clans of darkness-dwellers cling to the bottom of motes, acting as savage raiders and masters of crime. Drow and duergar and orc work alike to eke out a larcenous life in, well under the Motelands.

4 The Jalmirash Dynasty

    Mastican and Kazzian colonizers long ago realized that they had much in common, and that they would be nearly unstoppable if they combined their efforts. This human-dominated power is now one of the most prominent forces in the Motelands, in great thanks to this cultural and political blend. Enethina Jalmirash, fourth in their line, is the current Pontifex.

5 The Jade Network

    Wyldeborn clans ally with Elvish defects/rejects of the Sovyrian Empire have created this loose coalition of tribes among themselves. They are one of the few forces who have made good relations with the Skycaller and Suntouched, making them a powerful force in political machinations, which the Jade Network generally tries to stay out of.

6 The Hordes of Belzeken

    The indeigenous Orcs and Goblinfolk of the region. In the shadow of the larger Kin empires and at war with the Skycaller and Suntouched Tribes, their existence often find itself hanging on the fate of a single skirmish. It is said you won’t find more desperate or more dangerous fighters than a Belzeken legionnaire with their back against a wall.

7 Houses Thrune and Cheliax

    Long ago, these two noble houses were cast away from the Mardian Collection for infernal worship and illegal sacrifice. They have since moved to the Motelands, spreading their infernal agenda and leaving a trail of wanton destruction in their wake.

8 The Templars of Lastwall

    This order of knights is pledged to “protect” the Motelands from “dangers that threaten the security of the good peoples who live there”. In practice, this often (but not always) means the extermination of the Belzeken, Skycaller and Suntouched. The Templars are currently led by Mother Aven Mesarchus, a silver-haired woman who’s as tough as nails and won’t take no for an answer.

9 The Moldun Pilgrimage

    The shadow-wracked land of Hadaar to the north is a terrible place to live for everybody, but farmers in particular have a difficult time in the drought-addled plains of cracked red earth. Long ago, a messianic figure named Moldun led a group of farmers to the Motelands, calling it a promised land. The children of the children of the children of those farmers live now, under a weak rule by the clerics of “Saint Moldune”. Unlike most of the Moteland powers, the Pilgrimage is content with the space it has, not being a particularly expansionist power.

10 New Gorumn

    From the far north, Dwarves from the glacial Karzan Empire seeked to forge the next great Dwarvish nation. New Gorumn may not be the supreme center of Dwarvish culture and industry, but the unparalleled Dwarvish skill in mining Shatterstar safely makes New Gorumn a trading giant among the motes.

11 The Sigileavers of Lissala (roll again)

    The only “dead” civilization of the Motelands, some unknown cataclysm wiped them out an Elf-generation ago. Their vaults of rune lore and great magics remain, for the most part, unmolested, and the arms race rages between other civilizations as to who can armament themselves with the most Lissalian magitech.

12 The Skycaller Tribe

    One of the two indigenous tribes that live on the motes and the lands below them, the Skycaller tribe have a long griot and oracle tradition. When the colonizing civilizations aren’t busy trying to wipe these fair-skinned, feather-wearing people off the face of the earth, they’re busy trying to get Skycaller prophets to perform their divinations.

13 The Suntouched Tribe

    If the Skycaller Tribe is an arcane/divine society, the dark-skinned and red-clad Suntouched are warriors. Their training regimen and the drugs they use to put warriors into a battlefocus are nearly unmatched on the entire continent of Kamadara. Unfortunately, the Suntouched and Skycaller tribes are bitter ancestral enemies. As if the colonialism and the various civilization’s constant attempts to secure a Sountouched military force weren’t enough of a problem...

14-15 Roll again on the table below

    1 Sovyrian Empire

    2 Drakiiran Coalition

    3 Jalmirash Dynasty

    4 Templars of Lastwall

    5 Moldune Pilgrimage

    6 New Gorumn

16-18 The mote is uninhabited by the Kin. Why?

    1 It’s too small to be useful, like, feet across

    2 It’s inhabited by a monster

    3 It’s cursed

    4 Its Shatterstar is losing potency, and it could plummet at any time

19-20 The mote is contested territory, or two parties are coexisting. Roll twice

Friday, October 9, 2020

GLoGtober day 9: Region

On the ninth day of GLoGtober, the gretchlings gave to me…

I haven’t kept up

With this rhyme

And it wasn’t funny anyways

So I’ll just stop doing it

And some gun rules for you and me


I could be really lazy and just link to my post on the Motelands, it was terribly poorly viewed and I was rather proud of it, but that’s a cop out. I’m going to furnish a new region for you, by hook or by crook. (Plus, wouldn’t hurt if I preplanned something upcoming for my MARROW campaign.)


THE LUCID MOTE

Chained to the ocean with Shatterstar is a massive hunk of primordial earth. Thunder lizards of old continue to hunt on its jungle- and mountain-torn surface, ignorant of the darkness and power that lurks below the surface. For, in many ways, the Lucid Mote itself is a living, breathing collective, patiently guarding the secret at its heart…


Most of the mote is covered in a dense jungle, in which all manner of dinosaurs and mammoth insects hunt and live free as they did in ages past. The jungle is cut by an unnamed and uninhabited mountain ridge. In many respects, it looks virtually identical to any swathe of dense forestation cut from the Djantos. However, there is one catch. There are well too many eyes. Eyes growing from the warped and wet wood of the trees, eyes hanging from flowered vines, blind and blinking, velociraptors and pteranodons and triceratops all masses of tumor-like mutated eye growths. Everything on this mote, even the mud underfoot, is constantly watching.


Clearly visible from any high point or canopy vantage on the mote is the top of the mountains. The mountain tops seem to have swirling eye reliefs carved into the stone itself, a grand and rippling mass spiraling up to the tallest peak. Those with particularly keen vision can ascertain that the ocular mural converges on what appears to be an artificial cave opening carved into the rock, with spiraling steps leading down the far side of the mountain. With a long and arduous journey, one could even ascend these peaks and enter the bowels of the mote to locate the source of the strange curse upon this primordial land…


The cavern leads to a series of tunnels, hewn long before by the First Artificers of the Kin. Deadly traps and arcane wards all systematically try and stop any interlopers from reaching the innermost chamber, which is guarded by a blind and mad beholder who can see out of all the eyes across the Lucid Mote. Those few who have beheld this monstrosity falsely believe that it is the master of the isle, and the person who created the strange warping. They are wrong. The Lucid Mote itself is alive, and this creature is simply its mouthpiece, and the final guardian of its treasure.


If the blind beholder is defeated, any intruders gain access to the true treasure of the inner sanctum, and of the Lucid Isle itself. It is a small, shallow bowl filled with turbid water. If one drinks the water, they are infected with a plague called Sleeping Eye. This disease is highly contagious, communicated by touch. It inflicts blindness on most creatures, but especially powerful extraplanar creatures cannot handle Sleeping Eye in their system, and contact could induce a full-system shutdown. The Sleeping Eye virus in this bowl is one of the Seals keeping the prison under the Norrungardt Ocean shut, but that’s a post for another day.


ENCOUNTERS ON THE LUCID MOTE

1 2d4 eye-riddled velociraptors are being chased by a quintocular T. Rex

2 A golden flower blooms to reveal the eye of a random viewer’s true love in the middle

3 A mass of eyes in the mud below pop and explode with a grizzly, acidic spray

4 A hill giant with a mass of eyes on the small of her back and none on her face trudges through

5 A stream trickles through, the rocks in it naturally eroded to the shape of a human eye, complete with hollow interior

6 A small cluster of geodes is nestled in the earth. Cracking them open releases an oozing mass of eyes

7 A massive tree of golden leaves grows glass eyes like crab apples

8 Eyelids the size of rugs open below, knocking you off balance and exposing a massive and panicked blind eye


Happy GLoGtober, and happy gaming.

Wednesday, May 12, 2021

COMPENDIUM


Updated 8-20-23


MARROW

Genesis (featuring a link to MARROW)

The Dark Ages: when MARROW had cl*sses

Potions as drugs

Sundry mechanics


Pb

Pb: NEW AGE

A WEARY WORK TO DO

RBSDnD

ICRPG

BLACK MYTH

New Yuggoth: Sanity, CLASSES, LOOT

Cults in New Yuggoth (see Amulet of Tha’Haar) 

Orkenz


5E (VDnD)

5e monster stats simplified

Rime of the Frostmaiden house rules

RotWS Encounter Table


CLASSES

Mundane classes (I know the formatting is ass, I can't fix it)

Perfect Assassin

Child

Forge Priest

Word Wizard

Soul Lancer

Unsnake, Laser Druid, Bee Beard


MAGIC

MARROW magic

The Four Types of (Rune) Magick

Black Pudding SPELLS

Demon binding/Siege on Fort Hellmouth

Dungeon fantasy's archetypal spells


MONSTERS

The Glitter Ghoul

The Bismuth Birds

Kobolds and Maws

The Gnoll-Plague

The Starstalk Apes

Bone Reavers

Dungeon Fantasy's archetypal monsters


FANTASY(ISH) ADVENTURES

Mausoleum of the Masked M*ssiah

The Koden Tomb

The Ocean of Oil

Crypt of the Cowboy Spider (insert map pic)

GIlhelm’s Run (unfinished)

Woe Betide Cairn-on-the-Mount, described by Phl*x as being "mad libs Beowulf"

They Scamper and Scurry with their Little Tosies

Grass wilts, the birds cry, the sun screams, and brother, we hurt people

Merlinspire

A High Fantasy


NON-FANTASY ADVENTURES

Kill the Moon

Lamplight in the Dark (fix link)


THE WIDER COSMOS

An overview of the Aerosian cosmos

Some great and terrible cosmic horrors

Random encounters in the wider cosmos

"Sundering" Planescape


TABLES, TABLES, TABLES (From least to most bonkers)

Mundane tables

Base Under Siege generator

Dark Fantasy Tables

Inverted fairy tale adventure hooks

Resurrection complications

Types of True Name

Hats

MITHRIL CRUSADES tables

SPeLL kAOS

What happens when you open a Door?


COMMUNITY

What people seem to want to read on blogs like these

Transformative Posts

13-item world

GM Orthodoxies

Orthodoxies II: Electric Boogaloo

Vayra Asks

The ‘mon babel (very outdated)

My ‘mon

Problem Children

Blog MBTI

God's Expected Mercy: Cursed Blades and Daggers

Link-flavored slush


SECRET JACKALOPE

GLoGTOBER

2020 Prompts

Guns: Shooty shooties

Blood: the Sanguine Exchequer

Goblins: gBoiLn spLz !!!

Swirling Rainbow Vortices: The Übellings

Maps and Food: Village Harvest Feast

Adventure: The Bloody Ramparts of the Dwarvish Ur-City

Region: The Lucid Mote

Mechanic: d6 people who can fix things for you

Space: Chained Metropolis of the Crystal Skull

Armor: The Armorsmith, and the Rhyme of Gen-Y-Dar

Mystery: RotWS 6 Mysteries

Hell: The Amulet of Tha’Haar and a footnote that is my actual entry

(Having done this I realize I put like 3 or 4 Day 11s in there for some reason)

(All different prompts, just constantly listed on Day 11)

(Why am I like this)


GLoGTOBER '21

Prompts

Pb Culture Items

The Halcyon, a Pb adventure


GLoGtober '22

Delicacies from the Ocean of Oil

More Pb idioms

Alternate combat system things (not worth reading)

Golgothan clans


GLoG REVIEWS

Genesis

2

3

4

5

The GLOGGIES


GM TIPS

The Three Ms of character creation

Making pl*yers fear

On Awarding Treasure

Monster AI for dummies

Dungeon design for dummies on a time crunch

30 cheap tricks

More cheap tricks

The ingredients of a lasting game


GAME DESIGN/GLoG TIPS

Make a game

Things I learned from reading all these GLoGhacks

Loot-based advancement

Make a GLoG class


PARTICULARLY MASTURBATORY GAME THEORY

Footnotes on a pirate game

The One Book Principle

In praise of single-step resolution


THE ARABUS OCEAN

Pitch and Matrix

Humorism and some faithposting tips


THE HILLS OF BONE AND WHISPERS

THE FLESH (see Four Campaign Pitches)

PROSE AND HALF-FORMED IDEAS

The Orb 18

The Envelope Musings

VECNA

Fire and Life and Magic

The Lover Saints

Waxing romantic for the lethargically inclined

Unfinished


ORPHAN CHARACTER MATRICES

Warp Shell, Ghost Mountain, 5e

Mork Borg


ORPHAN MECHANICS AND HACKS

MITHRIL CRUSADES

SUPERGLoG (Of Mutants and Magic)

CARTILAGE

Dungeon World-style exploration/downtime rolls

A hit point mechanic

Reactive random encounters


ORPHAN REGIONS/WORLDBUILDING

Hadaar

Xian Yang

The Motelands

The Autumn Kingdoms (outdated)

The Middle Kingdoms (see BLACK MYTH)

A locomotive vision


ORPHAN IDEAS OF OTHER TYPES

What “they” don’t want you to know about Elves

A job board campaign

Halls of Halloumi

Types of Elves

Aerosian timeline

Four Campaign Pitches (see the Flesh)

Knights of the Live Wire


GAME REPORTS

ART

Hire me please (bibliography)

Ekman's Screw (mask relay)

From: https://archonsmarchon.blogspot.com/2026/08/mask-relay-37-everlixir-visor.html To: https://velvetinks.blogspot.com/. Have fun! -- A me...