Monday, February 13, 2017

Gyre Islands

Art by Makato Yukimura

"Sailing north past the terror of the Whirling Strait of the Above Ocean are the rocky shores of the Gyre Islands.  From these islands the clansmen set forth out into the Whirling Strait to descend deep into those moon pools and cold caverns. Embedding harpoons into vast expanses of cold flesh, they grapple and pull their ropes. Thews glisten with sweat as curses and grunts spill from between tensed teeth. The sea-beasts are slashed with thin knives and their limbs removed. The butchers then enter the beast through each bloody orifice, boring themselves deep and pulling out that blood soaked treasure from within." - Ahasver Who Wanders

The ancestors of the Gyre Islanders arrived at the uninhabited archipelago centuries ago. Their names lost to time, their great struggle with the Bear is still remembered. A monstrosity towering above the trees and the hills, it was exiled to the islands in primordial times. The ancestors knew of bears in their homelands who would fish out salmon from the rivers, and upon seeing the Bear pull out the sea-beasts of the Whirling Strait named it such. They waged war against the Bear envious of its strength. Most died, the few survivors ate its flesh and grew strong. The flesh of the bear now inside them, each renamed himself as an aspect of the war against the Bear in honor of its strength.

Each Gyre Islander is valued only by the strength of his flesh. They produce neither art nor song save for funeral statues, instead struggling to grow bigger and stronger than those around them. There is no culture, instead there is a cycle of struggle, feast, sleep, all in preparation for the struggle which overwhelms them. As the blood of the Bear flows in their veins, they re-enact his actions. Each awakens with a need to pull the sea-beasts out from the sea and consume their flesh.

The Hunt and the Hunted. Art by Mitch Cotie and Robert Shore

Their bestial nature and general disdain for magic as an inability to take action by ones own hands leads many to consider them barbarians. Though barbaric, they are well learned. The numerous butcheries of the sea-beasts has taught them much of anatomy and what lies inside the living.  They have no gods among them, instead venerating only their strongest as living hero-saints. When one dies, he is simply flayed and his strength put on display, his musculature contorted to raise a standing stone in his honor.

An ancient pharmicist made his home among the Gyre Islanders, seeking to understand the secret to their strength. He found that their diet of bitter herbs allowed them to push their thews past their breaking points, snapping tendons and ligaments as they hauled their bounties ashore. Using his knowledge, they refined each bitter herb into a potent strengthening powder. Merchants from the Gyre Islands are identified by having hair only on top of their heads, an unclothed breast, and being able to awaken drunks from their stupor with but a few grains of their powders.

Preparing themselves to fish the sea-beasts, each Gyre Islander garbs themselves in shared uniform. The back and sides of each heads is shaved clean, a knot of hair above the crown free to frenzy in the salty wind. Each simply wears a pair of black pants, held up by wide belt etched with their Clan symbols. They show their chests bare to the sea, simply binding their arms in bands of black and blue. They wear their same garb when they go to war, avoiding armor which would obscure their forms. They believe their thews are enough to terrify their enemies.

3 Major Clans of the Gyre Islands


Clan Bearskin. Led by their elder Rooster, the Bearskins are the most well known clan of Gyre Islanders. Strongest among the Gyre Islands, their bodies ripple with muscles as they mock out-landers for being disfigured. Many keep hounds, and each Bearskin clan member bonds with one dog. Each also a massive beast, fighting alongside their masters. Each member meticulously cleans himself and is hairless, a nubile edifice of thick thews.

Clan Bridgeburner (Beartrap). - Led by their oracle Valentin, the Beartrap clan is know by others as the bridge burners. A few decades ago they imposed a firm embargo on any entering their island and burnt every bridge leading to it. First an insult by the other clans, the Bridgeburners adopted their name as a prophecy. Consuming their yellow powder of crushed phoenix and salt, each burns themselves from within.  Many degrees warmer than the other islanders, they walk as burning embers. While the internal flame grants them minor mastery of other flames, it leaves them self-immolating in behavior. Each knows the burning flame is a death sentence and each rushes forward towards either glory or swift death.

Clan Beartooth - Led by their minister Dark-Hair, the Beartooth sit in their towers and record all that occurs on the Gyre Islands. Their demeanor melancholy and sour, they rarely exit their towers to hunt within the Whirling Straight. Each records his thoughts upon lithographs which are not likely to be seen by other living souls. Many farm rather than fish and simply trade food for the treasures brought out of the sea-beasts's insides. Recording description of those bizarre constructs found within the sea-beasts.

Bridgeburner clan member burning bright with his internal flame. Art by Vulpes-Ibculta

Unique Purchases from the Gyre Island


Gyre Powder - This powder can be used in one of the following ways: Granting a +2 to a character's initiative score for 2 turns, healing 1 hp for 1 turn, or granting a +1 to a character's strength score for 1 turn. Uses of the Powder can be stacked to increase the effects, but a character must then Save else they take 2 points of constitution damage.

Bridgeburner Powder/Yellow Phoenix Powder - Upon imbibing, Save vs Death, if save is successful then the character heals 1d8+Level hp and is now on fire.

Moby-Dick Dungeons


"The butchers then enters the beast through each bloody orifice, boring themselves deep and pulling out that blood soaked treasure from within." - Ahasver Who Wanders

At some point I'm going to write up rules for hunting the Sea-Beasts. Essentially the Sea-Beasts are larger on the inside than the outside. PC's would have to capture and cut them open to enter their alien bowels. Full of  monsters as immune system, parasite infections, and sailors who have been swallowed and slowly driven mad. Treasure would be loot swallowed ages ago by the beast: so ancient armors, artifacts, barnacle encrusted chests of antediluvian coins, idols of a squid-headed god made from unearthly bone, and other items you would otherwise find in a "marine" dungeon.

Upset that God didn't save you via sea-beast, you go inside of it to grave-rob those who had been saved.

Tuesday, February 7, 2017

Ozborn: WhatATerribleNight ToHaveACurse



Art by Adam Paquette
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Let's go Carousing
Get to Ozborn at night and it's always dusk while you're there
Ozborn was built on top of an Old goblin keep which leads into the goblin realms. The keep was repurpoused into a sprawling sewer system
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Malina Chorna - Revived Death by Fire, from Gyre Islands
Opulescence the Jewel Mask - Wizard of the Sucrose
Kledon - Guest of Ruler Wulfgang at Fort Etxeberria
Ax Gang - Harass everyone but generally incompetent, encountered in 3d8 amounts
Goblin-head Duo - Masks of Leather, Manage Portal Works
Ramirez the Last Goblin -
Duboshit - Leatherbound servant of Ramirez the Last Goblin
Dynamo - No Peace will Come from carrying arms
Erasmus - Undead Sorceror, Pale White Ghost, Butterfly Blade Magic Weapon
Wolfgang - Rain Eroded Zahra Jewels in his chest piece, resides on the Philosphers's throne
Hollows - Katana Wielding enforcers of Wolf
Baalzebul - Young old faith Cleric, triple beam swarm of locusts
Ha Ring - Bodyguard of Baalzebul, bleached hair
Aquarias Kari - Member of the Hollows and grows Senzu Beans
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Council of Woe: Erasmus (Metaphysical), Shinta (Economic), Wulfgang (Defense)
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Natives of Ozborn wear Masks
Outsiders are offered free masks
Ax Gang, doesn't and instead carry axes
Weapons are free to carry but strong significance in carrying


Carousing NPC Encounter Table


Carousing Mishap Table 1d5

1. 1d6+2 Hollows and a human servant of Wulfgang surround the character. They accuse the character of being responsible for a magical duel fought atop of a cathedral roof last night. The character has either the option of agreeing to the charge or seek out the actual culprit (real sorceror), who slayed their last opponent by eldritch might.

2.  A woman falls into the street from the second story window in front of the character and dies on impact. Soon after, the character notices a hooded figure skillfully dropping, uninjured, from another second story window facing into the alley. The figure quickly disappears into a maze of side streets.

3. The character finds an item they have been seeking in the marketplace. As the purchase is completed and they are about to leave, a stranger rushes up to the merchant shouting, "I know you have it [NPC NAME], and I want my back back now!" The stranger is missing his entire torso.

4. Returning from the night, the characters find that a pair of young lovers have taken the characters's room as refuge to meet in. They are sought after by families that do not approve of their love. If the character chooses to aid them there is a 2 in 6 chance that the families will find out and send assassins after them.

5. The character is resting in their  room when suddenly the door bursts open. A well-armed man with weapon drawn storms in and says, "Don't move, I've...crap, wrong room." The intruder then quickly exits, if followed he will identify himself as a member of the BLACK KULT.



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Ozborn Monster Descriptions
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Ax Gang

Immaculately dressed the crowd mirrors the axes in their hands. The off white metal matching their fine silks and the black handle matching their coats and boots. They cackle and jeer at you. They wear no masks but instead style their hair similarly. Each has slicked it back with tar, leaving it a single unmoving mass. A unifromly thin mustache and goatee covers the lower half of their face.
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Hollows

White slabs emerge from black hoods. Each an orgy of wild angles. Their cloaks must hide the shame as their hunched forms contain no curve or symmetry. If one could fully right itself it may two heads taller than a man, but instead they skulk forward. hands draw curved swords with a single edge and they advance each at a jagged pace.

Your blade sinks into the cloaked flesh and tears it open. No blood spills to the ground and your sword is not painted either.

They all lie dead, slabs and cloaks. As you investigate the bodies you find nothing within the cloaks. Simply a sense of animosity.
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Grue

As you enter the room a darkness menaces out of the corner of your eye. You turn around swinging your torch in order to illuminate the enemy but find nothing. In your peripheral vision a wide maw opens white teeth and a howl is heard.

You grip the torch tightly as something lashes out from behind you. The torch falls to the ground and darkness envelops you.

In that darkness, you see it. A slavering maw full of needles below two red eyes. That mouth twice the width of man's shoulders.

The torch is lit and it dissipates a mocking cry eminating from it's maw.
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Poser Sorceror

Surrounded by a few fellows. A long haired figure slouches before you. Squatting in the corner of the room, all of them smoking, he looks up at meets your gaze. Gold dangles from his fingers, ears, and neck. He is clad in a dark clothing with esoteric images embroidered on them. The demeanor of his companions immediately informs you their are his faithful lackeys, riding his coat-tails with a deathgrip.

He introduces himself to you and ask how you find yourself here.
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Goblin Shadows

As you enter further into the room your torch causes the shadows of the room to coalesce into yellow eyes. Then into grey flesh riddled with archaic symbols. They are many. Each mishappen and wretched. None taller than your chest, and each equally pathetic. They hold crude instruments of war, a kid's attempt of picking a prop that resemble swords. They mutter and shriek to one another, fearful of the torch light. None have shadows, neither do they have fine details. Perhaps they are not worthy of those yet.

They do not approach instead merely avoid where the light of the torch spills out. Some hide behind rotted furniture, some force their bodies into the crevises in the walls, some even take to the ceiling to escape.
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Sorceror

The air reeks of ozone as a lone figure enters into your vision. Untouched by dirt his clothes are all bespoke and elegant. White robes swaddle his body and contrast with the grimy and soiled floor below his feet. He doesn't speak but merely stares through you.
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Church of the Mouse

A solemn temple stands amidst the fog. Forms of clergy walk further inside, each masked. You enter further and they turn to you. Edifices of wood covering their appearence and a mouse sits on the shoulder of each. They don't seem to have weapons instead a simple rope belt surrounds their waist. They sand silently as if waiting for you to speak.

In response a mouse sitting on the shoulder of the monk in front of you squeeks.

One leaves and then returns with a vial. He sets it down before you and steps back a distance before gesturing to it as the mouse squeeks yet again.

You imbibe the potion and suddenly the squeeking of the mice turns to words. The mice introduces themselves to you:
"We are the beautiful ones." Please, if you wish to take shelter enter our home.

You enter the temple and instead inside find a forest glen. They offer you another vial.

"Though we do not merely offer all in charitable assistance, we have need for defense against eye-blights, we can tell your our own occult truths, but for a price"
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Wilted Goblin Tree

Roots penetrate from the floor upwards. Warted and black these tentacles coil together and branch out like a tree. It reeks of vommit and seemingly bleeds slime from it's three open wounds.
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Goblin Tree

You recognize the mass of wires, tubules, and unnatural shapes as another fruit from which Goblin-Fruits grow.

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Stilt Walker

It stands a little taller than you, the figure's meager chest puny in comparison to the length stretched out for its limbs. Bones clearly broken and lengthened outwards. What may have once been a mouth full of few teeth has been replaced by a maw of iron nails, each rusted. Similar to the etchings of the goblin shadows the flesh of the figure is marked. Symbols archaic but easily understood. Torture, death, and woe to ontu others. Two yellow orbs each without a pupil stare back at you filled with envy and loathing; of joys you have had, of friends you had made, of smiles shared in confidence. Each something this creature has never enjoyed. It snarls unafraid of the light and raises its hands to evoke eldritch power.
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Erasmus

You enter the room and see a seated figure. As you stare at the figures pale body every use of the word gaunt now seems insincere. His skin is more tightly wound than the rope around the hanged man. Veins, muscle fibers, and bones menace outward as if every non-essential viscera was discarded. A thin beard covers his mouth and a mop of black of hair is tied back atop itself. His head bowed, shadows cast from his brow turn his eyes into caverns above sharp cheekbones. Both hands supinated sit empty above a black cloth surround his lower body.

A halo shimmers around his head, a tumult of white and gold the only clean thing in these filthy halls. Extending from between his shoulder blades it's zenith ends several inches above his forehead, the sphere centered between his brow.

A moment passes and both eyes open, each filled with flame.

Ax Gang HD1 DEF2 DAM1d6 MV12 SV6 MO8
Grue HD5 DEF2 DAM1d6/1d6/1d8 MV8 SV9 MO15
Goblin Shadows HD0 DEF0 DAM1d6 MV12 SV6 MO5
Hollows HD4 DEF6 DAM1d8+2 MV13 SV9 MO20
Poser Sorceror HD- DEF0 DAM1d6+1 MV12 SV9 MO10
Lackeys HD1 DEF0 DAM1d6 MV12 SV6 MO8
Stilt Walker HD2 DEF0 DAM1d6 MV12 SV6 MO5
Sorceror HD- DEF4 DAM2d6+2 MV12 SV13 MO15


Magical Items that can be purchased in Ozborn
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Bottle Imp: Black
Answers one question truthfully. Knows everything that Hell knows (which is damn near everything). If you eat it, or if it crawls down the throat of an intact corpse, it can possess that body for 30 minutes. Dies quickly upon contact with air. Can only answer questions that start with “what”.
Bottle Imp: Blue
Answers one question truthfully. Knows everything that Hell knows (which is damn near everything). If you eat it, or if it crawls down the throat of an intact corpse, it can possess that body for 30 minutes. Dies quickly upon contact with air. Can only answer questions that start with “why” or “how”.
Bottle Imp: Green
Answers one question truthfully. Knows everything that Hell knows (which is damn near everything). If you eat it, or if it crawls down the throat of an intact corpse, it can possess that body for 30 minutes. Dies quickly upon contact with air. Can only answer questions that start with “when” or “where”.
Bottle Imp: Red
Answers one question truthfully. Knows everything that Hell knows (which is damn near everything). If you eat it, or if it crawls down the throat of an intact corpse, it can possess that body for 30 minutes. Dies quickly upon contact with air. Can only answer questions that start with “who”.
Speak With Beasts
You can speak with all non-swimming, non-flying, non-crawling, animals for 3 minutes (use a timer). Smaller animals tend to be smarter. Carnivores tend to be demanding.
Speak With Birds
You can speak with all flying animals for 3 minutes (use a timer). Birds are usually very smart, very stupid, or very smart and pretending to be stupid. Migrating birds are the primary source of gossip in the world, especially modern gossip.
Speak With Crawling Things
You can speak with all crawling things (such as lizards and slugs) for 3 minutes (use a timer). Reptiles tend to be careful, pragmatic, and stubborn. They usually know the deep history of a place. Insects know many useful things, but they struggle with human concepts of time and identity.
Speak With Dead
You can speak with a corpse as long as it has an intact mouth (or if you reattach the jawbone) for 3 minutes (use a timer). They tend to be incoherent, obtuse, and prone to reminiscing.
Speak With Fish
You can speak with swimming things for 3 minutes (use a timer). Cetaceans want to know all about you so they can fit you into their theories and stories. Fish tend to be amazed by everything, forgetful, and a little awkward. Sharks talk of nothing else except eating
Speak With Metal
You can speak with metal for 3 minutes (use a timer). Metal tends to have a pretty good knowledge of everything that has directly happened to it since it was forged, but not things that happened to it. Weapons speak of their kills; locks speak of what they guard. Cursed and trapped metal objects tend to be liars.
Speak With Plants
You can speak with plants for 3 minutes (use a timer). Plants often have either a deep-seated hatred towards things that eat them and cut them down, or resignation. Trees tend towards the hateful side of things, and sigh a lot. Flowers tend to be optimistic idiots and/or sexually graphic. Grasses are nearly impossible to talk to because they all shout at once.