Showing posts with label Skull. Show all posts
Showing posts with label Skull. Show all posts

Thursday, October 18, 2012

Districts of Skull: The North Gallery and the Kennel

Map of Skull
The North Gallery:
This neighborhood occupies the north central area of the city, north of the Canal of the Moon and roughly bounded by the Lesser Ziggurat in the east and the Kennel in the west. Streets and tenements in this area tend to have poetic names, which sometimes seem ironic given their generally dilapidated state; the vegetation in the North Gallery, while kept from completely overwhelming the avenues, is otherwise largely allowed to grow unchecked. Creepers crawl up the sides of nearly every building and weeds of every variety trust up through cracks in the ancient pavement.
This Gallery is the most densely populated section of the city, with most of its residents crammed into over-crowded multi story tenements., or, as is the case with the slaves, kept below ground in the green shaft.  Despite the ubiquity of coster mongers selling various kinds of food (mostly a dubious sort of sausage served on algae bread) the majority of the population subsists for the most part on pap and water. There is a little money here though, as the Kennel employs grooms from amongst the laborer caste and skilled workers from the artisan class. With the exception of the lanes and streets surrounding the Kennel and the Lesser Ziggurat, nymphs are in abundance, although, unlike their counterparts in forecourt the nymphs are named and attached to families. Priest tend to move through this neighborhood in force. 

 
The Kennel
This is large long building belongs to the Dogmen and their charges the Nuerohounds.  The Dogmen are males of the mixed humanoid type generally known as the blend, although there are a few other types in the corps as well.
Priests, regardless of their ministry, stay away as the predilection of the neurohounds to snatch and kill nymphs without warning or provocation has resulted in the deaths of many of their number. Of course unaffiliated and family nymphs do not approach the Kennel or its immediate vicinity.
The taverns frequented by the Dogmen and their servitors are among the most relaxed places in the city. Regular citizens and visitors must be wary, however, as more than the occasional visit to these places will attract the interest of the Ministry of Control. This interest is more than just bureaucratic interference however, as this section of the city conceals the heart of the city’s underworld/black market.

Friday, October 5, 2012

Skull: The Lesser Ziggurat

Map to the left, third from the top.


The Lesser Ziggurat:
A step pyramid built of starstone, the Lesser Ziggurat houses the ancient oracular god-creature known as the Mollusk and his devotees, the Mollusk Maidens. Travelers come from all over the Spine, and perhaps beyond (if such places exist outside the tales of children) come to Skull in order to receive the Mollusk’s wisdom.
The Mollusk is served by the Mollusk Maidens, a diverse cadre of a dozen women with reputably formidable sorcerous and martial abilities.
Coil’s relationship with the Mollusk is poorly understood, and is a subject of great deal of debate amongst scholars.  The current theory, constructed from half remembered accounts of the Fugue, is that the origins of Coil, The Mollusk and the great skull are linked in some way.
The price of the oracle is usually a powerful magic/technological item and 100,000 pieces of gold. However, it has been known to go for far more, and occasionally seemingly nothing at all. 

I've made some changes  to the layout of the blog and switched out the header. There are maps linked to the left and some of my art to the right. Hopefully, it's not all too much of an eyesore.

Skull: The Canals, the Nursery and the most wonderful day of the year!

Map of Skull

Three posts in three days- can you dig it?

 
The Canals:
Linked at the Nursery, The Canal of the Sun and the Canal of the Moon provide a convenient way to move goods and people through the city. Although there are only two permanent bridges  (as pictured on the map) one for each canal, temporary wooden bridges are often in service. Coil, however, has a tendency to smash them every now and again- for reasons no one really understands. 


The Nursery:
This huge artificial pool serves as a public bath, a juncture between the Skull’s two major canal systems and as an egg bed for Coil. On any given day dozens of gondolas (private and for hire), hundreds of swimmers and countless nymphs frolic and cavort in the clear water at the surface, seemingly oblivious to the thousands and thousands of fist sized translucent eggs clustered  in twisted pulsating lumps, like some unwholesome coral reef, along the uneven floor of the pool.

Birthday: 
Every spring the Nursery hosts a ritual bloody enough to rival any in the Earth’s history; the eggs hatch and countless nymph-hatchlings swarm into the water of the Nursery. Thousands of slaves are forced into the pool to feed the ravenous hatchlings, earning the ritual its sobriquet, the Blood Bath. When the feeding frenzy is done, nothing remains of the sacrificed slaves but a greasy slick on the churning surface of the pool.  Once the hatchlings are sated, they become torpid and sluggish. At this time Coil descends from its place atop the grand Ziggurat and rampages through the Grove eating or just killing anyone unwise (or unlucky) enough to cross its path. Upon arriving at the Nursery, Coil plunges into water and eats the vast majority of the nymphs in a second and even more violent orgy of consumption. Crowds of loyal citizens watch the entire spectacle whilst picnicking in the square to the East of the Nursery. The nymphs that survive the ritual become part of the city's population.

The end of all things...
As of now, this blog is entering its final year. I have given myself twelve months to finish up here and then I'm going to move on. I have decided to focus my creativity in another direction.

Thursday, October 4, 2012

Districts of Skull: the Dunes and the Blind

Map of Skull

 
The Dunes
A small settlement of shanties, inns and warehouses, known as the Dunes, lies in the shadow of Skull. By the consent of Coil, three insector hive-brothers govern there. Merchants unwilling to enter Skull (there are many), deep desert nomads, salvage prospectors and drifters account for much of the town’s transient population; however the Ministry of Control and the Dogmen both maintain a visible presence and act as a constant reminder of Coil's power. There are several taverns and rooming houses- kept separate, as per the Insector custom. The Dunes is notorious for its population of lawlessness rapacious vermin. More than one unwary traveler has fallen asleep in the Dunes and awoken to find herself covered in sand leaches or linked to a slave chain bound for Skull.

The Blind:
Due to the angle at which the god-skull rests on the desert surface, the lower orbit of the right eye socket is situated but three chains from ground level. An ancient stair, carved into the eyesocket leads from the desert floor up into Skull proper and the Ministry of Control's (MoC) fortified checkpoint. The MoC must vet all visitors to the city. Only those who can prove they have business in the city, or wish to become citizens are allowed beyond this point and into the Forecourt. Merchants are directed to the Exchange and prospective citizens are led off to the Tower of Control for processing. Nymphs, free and bonded, are everywhere here, scurrying and watching as they always do.

Wednesday, October 3, 2012

Deep Desert Gazetteer Part I

This is a first pass. No doubt, it will mutate and expand before we get started with the game.


Map

 
12. Located at the northeastern base of the Hellhole, 12 is a Scorn settlement cluster, consisting of several large dome habitats and a number of underground complexes. The aliens represent the strongest military presence within the Black Smoke Sea, but they cannot be said to truly control the region. The Airlords trade with the Scorn, but neither the Herd nor the Trund do so.

Battlefield Reach:  The trackless, monster infested, radioactive wasteland known as Battlefield Reach sprawls across the ruins of what was once a great super-technological metropolis. Ranging from scrap metal to ancient coins to wondrous items of every possible description, the treasure yielded up by these ruins draws a steady stream of scavengers from across the length and breadth of Satan’s Spine.  Most of the scavenger bands meet up in and operate out of Great Stone Ship.


The Black Smoke Sea:  Comprised primarily of cursed noxious vapors, toxic volcanic gas and malignant spectral plasm, the Black Smoke Sea occupies a great basin situated between the Western Mountains and the Cracked Land. Hazards abound, above, within and beneath the sea’s deadly black clouds. In addition to the unwholesome atmosphere, mysterious tribes and savage, twisted monstrosities evolved to survive in the poisonous environment inhabit and hunt the basin’s floor; violent seismic activity is frequent; and angry spirits filter and prowl through the gaseous murk, jealous of the living and eager to feast upon them.

The Bleak Mountains: High Windy and cold, the Bleak Mountains, present a marked contrast to the heat and aridity of the desert lowlands, but represent an environment as harsh and hostile to life as any in the region.  During the first decades of their lives, before they depart for the stars, many rocs make their nests on some of the higher peaks.

The remoteness and inaccessibility of the chain makes it an ideal refuge. The Dark Mark (an assassins’ guild) the Cult of Gllorr’r (a vile religion centered around an ancient Martian fertility deity) and countless dark wizards are said to have strongholds, hidden away within the mountain fastness. The White Apes have a city, Krag, halfway up the slope of the Thorn, the highest peak in the chain. 

The Cracked Land:  Boulder fields, volcanic vents and uneven, fissured plains of obsidian make up most of the Cracked Land. Magma elementals live and war amongst themselves in the deeper fissures. Loosely knit Sasquatch motorcycle gangs compete with a savage confederation of Minotaur road warrior tribes for control of the area. Each group lives a nomadic lifestyle, growing food in special oversized trucks and drawing on geothermal heat to power their vehicles.  There are no known permanent settlements.

Demon’s Beach: Once the floor of a long forgotten sea, Demon’s Beach is now a vast and flat expanse of crusted salt. The sun pummels the plain with savage, unrelenting intensity. Little lives above ground. However, a vast network of linked natural and artificial caverns, known as the Etros, lies buried deep beneath most of the salt flat. Many dangerous creatures live here. In most of the rest of Satan’s Spine it is commonly believed that Etros is where the souls of the dead reside. Little is known about the nameless domes in the northeastern expanse of Deamon’s Beach.

Great Stone Ship: A titanic sea-going vessel of unknown origin and purpose, Great Stone Ship lies on the desert floor, marking out the northeast boundary of Battlefield Reach. At the base of the ship, in the shade on its northern side, crouches a lowdown settlement of scavengers and prospectors. It is here that the narcotic telouze is manufactured, distilled from a viscous black ooze that rises up from lesions in the earth, found in secret caverns either beneath or nearby the ship.  As with most aspects of life at Great Stone Ship, the Telouze trade is tightly controlled by the local chapter of the Rogue’s Knot.

Krag:  Halfway up the slopes of the mountain called Thorn, the White ape city of Krag resides at roughly 350 chains (23,000 feet/7010 meters) above sea level. Although considered somewhat reclusive, the yeti trade with both the Airlords and the Nuphal; however such is not the case regarding the Trund with whom the residents of Krag have an age long enmity. The city’s defenses are considered to be invulnerable, and the Snow Guard, Krag’s army, second to none; however, it is not military prowess for which the city is known, but for sorcery.  While the white apes remain aloof, and officially neutral in regards to politics, individual brothers of Thorn’s Shadow (the city’s fraternal order of sorcerers) are employed as viziers in nearly every court across the breadth of Satan’s Spine.

Port: What is left of the ancient city of Port can be found near the summit of a low mountain rising up from the bone white plain of Demon’s Beach. This lonely mountain was once a small island, but the land lifted and the sea receded, leaving the city marooned far inland.

Due to its altitude, Port has a milder climate than the desert below.  Life flourishes there. The city has two functioning ag-caverns and access to clean water.  Seeing a chance for sustained survival, if not endless wealth, several factions vie for control of the ancient ruins. The rat folk are probably the strongest group, but several individual monsters rival them in power. Port is one of the few places with easily found access to the Etros.

Rrouz: Famed for its smithies and their wares, Rrouz is also the home to many artisans, artificers and craftsmen of all sorts. The city is nominally under Shae control, but taxes are used to pay tribute to Skull and in reality the ruling council is little more than a puppet government; it is Coil who actually controls Rrouz.  Despite this affiliation, the city is far less oppressive than Skull itself. Many expatriates live in a small neighborhood called Skull-town. Everyone trades at R’Rouz.

Skull: Located deep within the Anvil of Sun and ruled over by the devious and gleefully malignant centipede creature known as Coil, Skull is a city built inside the final remaining relic of a long dead god. Despite Skull’s location at the center of the waste, cool air flows through its neighborhoods and lush tropical growth looms over its sparkling canals; further, the city boasts some of the most productive agricultural caverns (green shafts) on the continent.  This fecundity can be attributed in part to vast subterranean sea located far below Skull’s bustling streets, and on which the plants and people of Skull depend upon more than any other resource for their survival. It is perhaps the largest source of untainted water on the continent, maybe the world. Another contributing factor is the vast god skull itself; its osseus dome is semi translucent, blocking the worst effects of the sun, yet allowing sufficient light through to nourish the gardens below.

The Skrag:  A generally flat, but somewhat rolling expanse of sage steppe, the Skrag supports a surprising array of life forms. Beneficiaries of rainfall and runoff patterns, scrub and cactus grow in abundance sufficient to support large herbivores and their attendant predators. During lean times, hunters from all over the deep desert will cross over to the Skrag to look for game. This is a dangerous practice, however; the native predators are clever and bloodthirsty opportunists, who wont hesitate to turn a competitor into a meal.

Xolox:
For now, just an inked version of the picture from my last post. 

Tuesday, September 4, 2012

[Map] Skull and the North Central region of the Anvil of the Sun AKA the intial campaign area

Another map! How exciting, shocking and original.

This is a regional map; the map for the entirety of Satan's Spine can be found to the left.

This is the area with which we're going to begin. I think a clear hex is about 15 miles, or a day's walk. The game will start in the Sea of Soot, which according to my notes is a very deep deposit of extremely light and fine dust, which cannot be crossed on foot and must be crossed in special vehicles or flown over.

I believe Xolox is some kind of island ruin in the middle of all that. I also think the Scorn will be involved as I'm pretty sure they have a settlement somewhere on Hell Gate.

Anyway, this was done in pencil ( although it is likely not complete) and I fooled with the image in iphoto for a minute. I may or may not ink it, as I rather like the way it looks now and I'm sure to add stuff as I go.

Larger version:  HERE.


Sunday, July 29, 2012

Beneath Skull: The Facility

 

The Facility:
A vast Ziggurat of pipe work and concrete, the Facility dominates the region of the True Sea directly beneath Skull. The true nature of the monolithic structure is unknown. Delvers of the underworld and sailors of the True Sea have reported sightings of man shapes upon the walls of the great edifice, but no one has spoken to its inhabitants or is aware of their strange purpose. 
It is thought that the Facility exists to purify the water of the True Sea, but the veracity of the claim is unknown. What is true, however, is that the Facility’s pumps carry the water on which Skull depends for its survival from the sea and up to the city.  No one knows how long the pumps have been going or, for that matter, when they might stop.

Built by a human organization known as the Agency, the Facility dates from a short time before the arrival of the Welt. It is combination storage and research facility, curating weapons and other technology as well as hosting a range of laboratories designed to facilitate many different avenues of research.

Although the marks of deep time are easily seen in the ancient, cracked and crumbling concrete, the rusted pipes and omnipresent fungal infestation of the place, the Facility is not derelict.  Gene engineered monsters patrol the endless network of corridors and rooms and a variety of semi sentient humanoid drones maintain the machines. However, aside from the group’s ubiquitous symbol, little remains of the Agency or the culture that spawned it, but for the powerful and insane Dr. Warp. Unquestioned overlord of the Facility and its denizens, the doctor rules it all and as a descendent of the founders, represents the place’s last vestige of humanity, but in truth, he hasn’t been properly human for a very, very long time.

Friday, July 27, 2012

Skull: Some factions

 Another preview.


Skull is alive with conflict and strife. Arrayed beneath Coil, a myriad of organizations, institutions and societal estates struggle against one another, competing for resources, power and, ultimately, survival. These struggles manifest as a pervasive network of striving discord; this bitter and brittle lattice binds the city together; and friction between its components, as they twist and trespass against one another, provides the fuel that runs the engine of Skull’s society.  To understand Skull, one must understand these entities. The following section will look at the most important of Skull’s social constructs, but only in a cursory fashion. It shall, of course, be taken as read that each is, in reality, a universe in and unto itself, possessed of nuances both varied and numerous, the detailed examination of which lie beyond the scope of this inquiry.

Outsiders:
Several outside groups exert influence in Skull.

Airlords:
Arrogant and xenophobic, the airlords represent the largest independent shae population of Satan’s Spine. No clear indicator exists of the number of either the airlords or the ships in their fleet. What is known, however, is that the airlords are possessed of an advanced and refined airship technology, which they very much do not wish to share. Not only do the airlords wish to maintain sole proprietorship of their airship technology, they, as a matter of policy look upon any independent effort to gain access to the skies with a more than mild disfavor. Traditionally, the airlords have shown they will do whatever necessary to retard or obliterate the progress of any such projects and murder all those involved, as discretely as possible, of course. They currently maintain an embassy in the Forecourt, the main purpose of which is, at least superficially, to further the interest of the lively luxury/sumptuary goods trade, which they engage in with Coil’s priests. As to their feelings regarding Coil’s nascent airship program, none among the embassy contingent has seen fit to offer an opinion official, or otherwise.

The Herd:
Nuphal are large sentient pachyderms that, operating as a collective of clans, known as the Herd, control overland trade throughout the southern half of Satan’s Spine. If it is a staple of life and cannot be produced within Skull, it comes to the city via nuphal caravan. Famed for delivering goods intact and in a timely manner, the nuphal clan caravans boast an excellent reputation. Notably, the Herd represents a key link in the flesh trade. In fact, many worthies in Skull and beyond consider the nuphal caravans the only sensible way to transport slaves, an onerous enterprise at best, but of which the nuphal are the undisputed masters.

Each clan runs a caravan. Currently, twelve clans, each linked to the others through a weak form of ritualized telepathy, are thought to be in existence; each caravan follows the same route, known as the Golden Road, at evenly spaced intervals; excepting the duration of the Season of Storms, a new caravan arrives in Skull every month, usually before or within days of the departure of the most recent previous caravan. Individual nuphal act as caravan organizers, porters and guards. Additionally, the clans employ humanoid agents to further their ends within settlements and mercenaries to help guard their expeditions. Despite the Herd’s use of sell swords, nuphal warriors know few rivals in their capacity for destruction, and, although rare, there are powerful sorcerers among the ranks of the clans.

Currently the Herd is in a dispute with the Brotherhood of Blood regarding pay rates and labor conditions. Their relationship with the Slavers is currently without strife, but trouble may be brewing.

As with the Airlords, the Nuphal are less than enthused in regards to the Worm’s airship program, fearing that it might lead to a compromise of their near monopoly on trade with the city.

Brotherhood of Blood
The Brotherhood* of Blood is a mercenary guild. Skull is their power base as they have a special relationship with the Ministry of Control to whom they supply a large number of warriors. At any given time, the MoC employs roughly two thousand Brothers to act as bodyguards, fill positions in the watch and the city’s small standing army/expeditionary force, the Worm Guard.
Most of the mercenaries within the city are supplied with the necessary unguent and given lodging with their assignments. However, the Brotherhood provides lodging and other services for its members in the Forecourt, at their large compound: Murder House; administrative offices and training facilities are also located therein.

Currently the Brotherhood is at odds with the Herd regarding contractual rates and obligations. Business between the Herd and Brotherhood, however proceeds, for the most part as normal.

The regional presence of the Brotherhood of Blood is under the command of Field Marshal Krogg, a venerable Sasquatch, veteran of 100 battles; a seeming incorruptible individual, who apparently wishes for nothing more than to maintain the status quo and lose as few of her sell-swords as possible in the process.

(*misnomer as the “Brotherhood” consists of  both males and females as well as many individuals of several other less common variations).

The Rogues’ Knot
The Rouges’ Knot, or ‘the crew’ as it’s sometimes called is a criminal organization elements of which can be found virtually in every civilized corner of Satan’s Spine.  However, what ever power the crew wields elsewhere, in Skull, the great organization is represented by a loosely knit band of barely competent operatives and semi-independent perpetrators, who, at best, manage to stay just one step ahead of the Worm’s Watch.

The Knot’s strongest beachhead within the city is within the back market community centered in the neighborhoods surrounding the Kennel.  Conflict between the black market vendors, the cutpurses and the blackguards serve to keep the group focused on internal concerns and almost a non-factor in city politics.

However, the leaders of the Knot in other cities watch and wait for a chance to move into Skull and establish a new power base.



The Slavers:
The Slavers have a large presence in Skull. Most of the slaves come from their pits on the island of Chain in the Stained Sea, as products of either their breeding or raiding programs. Many of the slaves are brought from lands far beyond Satan’s Spine and cannot speak the nameless ancient language of the region, and never seem to learn more than the rudiments of the tongue no matter how many years they spend in service. 

The Envoy of Eyes is the official title given to the Slavers’ chief representative in Skull. Elegant and cruel, the Lady Brand, a peerless huntress and an assassin of legendary skill, is the current bearer of this honor; thus, she wears the Crown of Eyes, a circlet of metal set with ten evenly spaced, living eyes, giving her a 360º field of vision.  It is said that Lady Brand owes her skill to a Slaver breeding program gone terribly wrong. The truth of this claim is unknown. As with all other slavers, Lady brand dresses in furs at all time, even during the hottest weather, never showing her face. Whatever the case, whatever her secrets, Brand is a being of immense power.

The Slavers keep close relationships with the Brotherhood of Blood and the Nuphal. In many cities Slavers have a close relationship with the Rogues’ Knot, but in skull the thieves guild is not worthy of such an association.

As with the Brothers of Blood, it is in the best interest of the Slavers if the status quo remains unchanged. They are quite willing to spill blood to further this end, but will not put themselves at too great of a risk, preferring to ride out change rather than risk over much.

 On a personal note, I spent the last week plus walking across the desert. It sucks and I need to write some rules to mirror that. For one thing, consuming a gallon of water a day would still leave you dehydrated.The good news is you hardly ever have to stop for a piss.

Friday, July 13, 2012

Maps of Skull

From the Side
In Color
From above:

The more I work on this thing the weirder and longer it gets.

Tuesday, July 3, 2012

Art for the Metal Earth, from the Dungeon of Signs

Gibbering Mother at The Dungeon of Signs has done a drawing of the city of Skull for me as part of art trade. It's awesome! Check it out Here. Go now!

In other news I'm running behind on the big project I'm doing, and it will take me at least another two weeks. It will be a complete write up of Skull with art, maps drawing, critters, NPCs and some tables.

 
Located deep within the Anvil of Sun and ruled over by the devious and gleefully malignant centipede creature known as Coil, Skull is a city built inside the final remaining relic of a long dead god. Despite Skull’s location at the center of the waste, cool air flows through its neighborhoods and lush tropical growth looms over its sparkling canals; further, the city boasts some of the most productive agricultural caverns (green shafts) on the continent.  This fecundity can be attributed in part to vast subterranean sea located far below Skull’s bustling streets, and on which the plants and people of Skull depend upon more than any other resource for their survival. It is perhaps the largest source of untainted water on the continent, maybe the world. Another contributing factor is the vast god skull itself; its osseus dome is semi translucent, blocking the worst effects of the sun, yet allowing sufficient light through to nourish the gardens below.