Thursday, February 29, 2024

Antediluvia: Still More Books for the Campaign

As you may have guessed, these posts are more for me, logging ideas for the Antediluvia campaign I'm planning. As time goes on, more gameable items will appear. But if this sparks ideas for you, then it's had a great secondary effect.

More Books for the World of Antediluvia

The Book of Azathoth
Content: Signing your name inside this book in blood forfeits your soul in return for power.
Value: 10,000

The Book of Eibon
Content: Details of the life of the wizard Eibon, formulae for slaying otherworldly horrors.
Value: 5,000

The Book of Iod
Content: Contains details about the wizard Iod.
Value: 1,000

Alaeno Fragments
Content: Translations of some of the books of the alien Great Library of Alaeno.
Value: 5,000

Sathlathae
Content: A collection of formulae related to the ancient god Ubbo-Sathla.
Value: 3,000

Cult of Ghouls
Content: Black magic, the uses of the dead in sorcery.
Value: 7,000

Mysteries of the Worm
Content: Ancient sorcery from the Necropolis of Voor.
Value: 6,000

Dhol Chants
Content: Semi-mythical collection of eight chants attributed to the people of Leng.
Value: 2,000

The Eltdown Shards
Content: All that is known of these is that the 19th shard has instructions for summoning the Warden of Knowledge.
Value: 3,000

G'harne Fragments
Content: Shards of black obsidian that chronicle the history of the pre-human city of G'harne.
Value: 800

The King in Yellow
Content: A book about a supernatural figure in Carcosa linked to the Yellow Sign.
Value: 2,000

On the Sending Out of the Soul
Content: Astral projection.
Value: 700

Parchments of Pnom
Content: Detailed lineage of ancient gods.
Value: 500

The Rules of Ruin
Content: About a messiah of destruction.
Value: 400

Revelation of Gla'aki
Content: Written by a cult of undead worshippers, 11 volumes, about the worship of the forgotten god Gla'aki.
Value: 3,000

Seven Cryptical Books of Hsan
Content: Unkown, assumed to be secrets of ancient technology and sorcery.
Value: 10.000

Tarsioid Psalms
Content: Attributed to a pre-human primate-type people, otherwise unknown.
Value: 2,000

Testaments of Carnamagos
Content: Chronicles of great sorcerers of old, the history of demons, spells to call up, control, and dismiss otherworldly entities.
Value: 9,000

Compendium of Paroul
Content: Hidden on the third planet from the star Srendix and crafted from diplodocus hide, tells of old magic.
Value: 15,000

Wednesday, February 28, 2024

Antediluvia: More Books in the Campaign

Here are more books I've titled and lifted from other works ahead of time for discovery in the campaign, if needed.

The Korak Tome
Binding the Swarm
A Deal with Devils
Call of the Void
The All-Knowing Tome
Journal of Sindra
The Yillian Grimoire
Mnemotical Magic
The Howling
Alchemy of the Flesh
The Trials of the Forsaken
Killing the Unseen
The Tale of the Soul
An Endless Litany
A Treatise on Peculiar Mischief
Codex of the Anointed
Bargains of the Underworld
Lucid Dreaming: A Better Awakening
Covenants of Blood
The Rules of Death
Orders of the Underworld
Paradoxomicon
Pillars of the World
Dreams
The Journal of Zhelim Alasam
Convergence of the Seventeen Orbs
Three Steps to Godhood
Chimaeramancy
The One that Loves Inside the Walls
The Nefarious Codex
The Ballad of the Laughing King
Moving Stars
Compendium of Unreality
The Infinite Diary
Necrologicon
Interpretations of the Ancestors
Miscellanea Pyrologica
Manual of the Protection of Sacred Life
The Mirror of Smoke
The Umbral Tome
Book of the Gods
Black Book of the Skull
The Summonings of Chor-Tal
The Black Rituals of Koth-Serapi
The Seven Cryptical Books of H'san
Testament of Carnamagus
Parchments of Nom
Ghol Nigral
On the Sending Out of the Soul
Chronicle of Nath
Clay Cylinders of Kadethron
The Song of Yest
The Iron-Bound Book of Skelos
The Fourth Book of Occult Philosophy
Book of Abramelin the Mage
The Five Books of Mystery
The Secret Doctrine
Seven Sermons to the Dead
The Emerald Tablet
The Occult Anatomy of Man
The Four Books of Segerus
Theory and Practice of the Philosopher's Stone
Cosmic Doctrine
Handbook of the Rituals of Lemuria
Grimoire of Rapid Learning by Magic
Eleven Lessons in the High Magical Arts
Buckland's Book for Spirit Communication
Chaos Magic for Liber Null
A Grimoire of Hidden Gods
Finding the Way to Carcosa
The Book of Sarnoch
The Seven Volumes of Kasar
Book of K'yog
The Nightbook
Ritualistic Practices of Bygone Cults
Scrolls of Gurath
Blood Rituals of Non Amya
Lamentations of Sheol
Chronicles of Thrang
Zhou Texts
The Unspeakable Cults
The Black Rites
Ars Magna
Book of Dzyan
Book of Hidden Things
Cabala of Saboth
Clavis Alchimiae
On the Eating of the Dead in the Tomb
Key of Wisdom
Marvells of Science
The Soul of Chaos
The Tablets of Nhing

As you can see I've lifted many from literature, so-called grimoires of our own world, and from works of fiction. Time is malleable with magic involved, and so is inter-dimensional travel, so why should they not show up in Antediluvia?

...more to come...

Tuesday, February 27, 2024

Antediluvia: The Role of Books in the Campaign

    In the Antediluvia campaign, books, codices, scrolls, information crystals, info-tech (yes, some alien technology has been found and copied in the campaign by various societies), as well as research, all play a vital part.  Information is power, as has been said. It is quite useful in a world as dangerous and with as many strange customs as the Earth of Antediluvia to have along a historian, amateur or otherwise, in an adventuring group. In fact, I'll be adapting classes from Sages and Specialists, part of the 2nd Edition DMGR series, to BECMI, for just this purpose.
    Players should always pay attention to books and information found, for often they will hold the key to surviving some event or place. Books should be rescued (whether bought or stolen) to line the walls of wizards' libraries, for their information will be vital in constructing new spell formulae. Bonuses may be derived from the proper subject material. All books found will be detailed with title, subject matter, and relative value, and counted as treasure worth XP in the campaign. Not all books are magical, but all books might inform magic - that's how the wizard or priest should think.
    Below is a list of magical books, occult works, and other interesting material (and many are derived from real world occult titles - assume they've been snatched out of time by wizards of contemporary Antediluvia to learn their knowledge). When encountered in the campaign, care will be taken to select appropriate or new spells to be encountered in magical works, or other benefits according to subject matter. A numerical value is assigned to each, which is their value in GP and also in XP. Note that I've lifted a lot of these from various sources, real or otherwise.

List of Books in Antediluvian Campaigns (by no means is this complete):

The Book of Soyga
Content: Incantations, astrology, demonology, and a genealogy of celestial beings.
Value: 1,000

The Picatrix
Content: Includes formulae to prevent someone from leaving a city, as well as other magical spells.
Value: 1,500

The Grand Grimoire
Content: How to enslave demons, necromantic rituals.
Value: 3,000

The Black Pull
Content:  Penned by a soldier nursed back to health inside an ancient pyramid after being the sole survivor of a battle. Instructions for making amulets and talismans to control demons, compel truth, and destroy enemies.
Value:  1,000

The Necromancer's Manual
Content:  Demonology and necromancy, illusions, mind-control, future sight. Includes methods to create a Mirror of Lilith, a device to see the future.
Value:  5,000

The Galdabrok
Content:  47 spells relying on the use of staves and talismans. Healing, protection, cures for ailments, catching thieves, winning legal battles, causing debilitating flatulence, and killing someone's animals.
Value: 8,000

Undeveloped titles:
The Amber Room
Witchmongers
Entropia
Golden Armor of Nilnamur
Solvents Versal and Universal
De Orbis Malifax
Perversions of the Mind
Thunder of the Gods
Seven Forbidden and Hidden Tomes of the Unknown
The Mysteries of True Form
On the Discovery of Changelings
Permutations of the Elements
Tome of Ignored Prophecies
The Way of All Flesh
History of Demons & Wizards
Practical Mortis
Monstrous Philosophies
Cursed Idols and Relics of the Deserts
The Book of Uncommon Law
Monstrous Races
Incredible Creatures and How to Kill Them
The Black Fleet
Blades of the West
Demigods of the Outer Planes
The Glass Citadel
Ministers of the Red
Stellar Alignments and Conjunctions
Dark Monologues
The Signature of All Things
Philosophy of a Natural Magic
Wisdom of the Ages
Hidden Treasures of the Ancients
Paradoxes of the Highest Science
The Secret Teachings of All Ages
Way of Power
Knowledge of the Higher Worlds and Its Attainment
The Age of Fire & Graves
A Dweller on Two Planets
Defining Chaos
The Entrance to the Temple of Wisdom
Ancient and Modern Initiation Rites
Cosmo-conception
Mutterings of a Mystic
Teachings of An Initiate
The Book of the Damned
History of Evil
Fragments of a Forgotten Faith
The Book of Giants
The Vampire, His Kith and Kin
The Book of Werewolves
The Book of Ceremonial Magic
The Writings of Elder Gandarsen
Dark Heart: Lore of Life
Under the Silver Moon
The Final Dawn
The Glorious Ooze

...more to come...

Monday, February 26, 2024

Antediluvia: The City-State of Megiddo, the Iron Wall of Spears (Overview)

    Located just north of where the River of the Nameless God and the Hoshama Watercourse meet, Megiddo stands shining. Its outer walls are constructed of tan stone flecked with gold and quartz, and they sparkle dramatically in the sunlight, even at a great distance. When citizens of Megiddo arrive home, they speak of the sparkling stone with relief as being the first sign of safety upon returning from the dangerous wilderness of Antediluvia.
    The city-state of Megiddo is run by the priesthood of the Nameless God, a benevolent deity that encourages kindness and fairness. This does not stop the priesthood from becoming occasionally corrupted by politics and power, but the devout priests that hold fast to the Nameless God's teachings are almost impossible to sway from an honest path. For this reason, Megiddo is looked upon as an excellent place to live, and the city has grown exponentially, and so has the settlement of immigrant people outside the city walls that are largely responsible for farming the land and herding animals that feed the populace. More people arrive weekly to live near the city, or in it. They are always welcomed with open arms as long as they are not afraid to work.
    The leader of the priesthood, and overall ruler of Megiddo, is called the Ecclesiast. He interprets the holy writings of the Nameless God, sets down laws to be followed by the populace, and has a team of priests to see to day-to-day business with a level of detail rivaling the strictest of bureaucracies. However, he is fair and just.  If he is found to be unfair or unjust, he can be replaced with a vote of no-confidence from the priesthood.  He works miracles, as do the other trained priests, and divine magic is a somewhat commonplace, but always amazing, sight within the city. The priests of the Nameless God are some of the only users of magic in the world of Antediluvia that aren't corrupted and twisted by their use of magic, since it comes from a benevolent source of power. Most other wizards and priests of Antediluvia traffic with dark powers rather than powers of light.
    Every seven days, all activity in and around the city ceases, and a day of rest is taken. This serves both to refresh workers and to give them a day to worship the Nameless God in peace. If someone chooses to work, they may be reprimanded or asked to come to the temple to worship, but nothing more severe than that will happen. There is a bit of social pressure to attend temple, but it's always couched in positivity and not ostracism. However, other faiths are not allowed in the city, and the worship of other gods is strictly forbidden. No temples to other gods exist here, and would be destroyed if they were built. If the priesthood finds out about the worship of another god in the city, they will take up arms against the offenders, and they will be driven from the city, and hunted in the wilderness until they are destroyed. One of the tenets of the Nameless God is that no other god shall be worshipped in Megiddo, and so offense runs deep when it happens. Dark gods are especially hated, and extra attention is paid to anyone rumored to belong to the cult of a dark god.

Antediluva: The Technocracy of Taltun, City of Sages and Libraries (Overview)

    At the center of the mountain range called the Spear, within its circle of peaks, lies a lone mountain, atop which is located Taltun, a technocracy run by sages, wizards, and engineers. The only access to the city is through the Fell Pass on the northeast side of the Spear, or along the river that flows through the north side of the mountains from Lake Kharad in the land of Khemish. A long stair, carved into the mountain itself, winds around and around the peak all the way to the top, right to the gates of the city.
    The Sages of Taltun rule the city and its environs by council and this council is called the Synod. The Synod rules by majority, and there are nine members, three each from the Sages, the Wizards, and the Engineers. They vote their conscience and not to defend their respective corners of government, but in the case of a three-way tie, they will consult with an other-planar entity, chosen randomly, and communed with via magic. They accept whatever the entity says as their final vote. This happens only rarely, and only in very contentious matters.
    The city and surrounding lands themselves are quite peaceful, appearing at first, upon approaching the mountain, as an agrarian society. Only occasionally, however, will a farmer be seen in the fields. What visitors will see in the fields, rather than humans, are golems, automatons, and constructs of every imaginable type and application. All the agriculture around the base of the mountain is entirely performed by these constructs, at every stage from planting to harvest to market. Once visitors have made it to the great stair circling up the mountain, they'll notice that almost all they counter will be automatons of some sort, on errands, delivering messages, and doing all sorts of other jobs. They'll notice great floating barges moving grain, and great harvesters taking off crops in the fields down below. Even the city gates are guarded by golems, and they comprise the city guard as well.
    Inside the city, humans have their choice of leisure activity, unless they're overseeing the golems and constructs, and there are quite a few people devoted to this effort. However, the nobility and land-owning citizens are free to do what they wish since all of their work except for intellectual pursuit and pleasure have been automated in some way. The Sages are free to research the universe, the Wizards are free to create new spells and new methods of making constructs, and the Engineers are free to create new technological wonders.
    Not all the constructs and machines in the city are magical, although many are. The Engineers are masters of forgotten ancient technology, and they guard its secrets very closely. Some of the technology is rumored to have been recovered from the Necropolis of Voor or encountered on other worlds, although the Engineers insist that is simply a rumor and that they have created all of their weird wonders on their own. Chief among their inventions is the transportation system that is used within the city, called Telebeams. They work simply by stepping onto a small platform, wherever a platform is located, and speaking the destination. After a flicker of light, the person using the Telebeam disappears and then appears at their destination, assuming the Telebeam is working. If it's not working at the destination, the user goes nowhere. This technology is a very closely guarded state secret of the Engineers, and not even the Wizards or Sages know exactly how it works.
    Any imaginable sort of construct, for any purpose, is able to be found or commissioned here. There is no limit to the wonders of Taltun. Adventurers can find ample employment by the different groups in the city to locate components, materials, or information, including items and artifacts. A Sage, Wizard, or Engineer in need is an easy way to line adventurers' pockets, but it is never without danger. The knowledge these rulers seek is almost always in a dangerous or unexplored location, long forgotten by all but those hunting it, and their reasons for seeking it are not always altruistic.

Sunday, February 25, 2024

Antediluvia: The City-State of Ho-Olhed, City from Beyond the Stars (Overview)

    Just south of the Urud River and north of the mountains called The Scales of Ohtar, and at the western edge of the known world in the region of Imrur, lies the city-state of Ho-Olhed. It is a wild, strange place, with alien customs and a strange religion. The people of Ho-Olhed are light-skinned and light-haired, but their bodies are entirely covered in green tattoos that they begin to receive at the age of 12. The subject content of the tattoos is highly individual, but the custom is that by the age of 20 a citizen's body must be entirely covered, even the face, eyelids, and other unmentionable sensitive parts of the body. Olhedians wear only green in various shades, and it is illegal within the city, unless a visitor, to wear any other color. Green is the sacred color of the Olhedian god, Olo-gomi. Olo-gomi is not just a god, but the living ruler of the city.
    Olo-gomi's main concern is the spiritual purity of his worshippers. He teaches that spiritual impurity is contagious, much like a disease, and any contact with impure ideas or substances or the dead can taint the soul of a person. If someone is ritually unclean, and comes into contact with someone who is purified, that purification is null and void, and the previously clean person must be cleansed again. Only a blood sacrifice will wash away spiritual taint, done in the name of Olo-gomi. These are performed in the temple at the center of Ho-Olhed where Olo-gomi lives. The type of impurity determines what sort of sacrifice must be made, from animals as small as a pigeon to a human being for the gravest of sins. When a human must be sacrificed, criminals or war captives are used, since the ritual is said to purify both the unclean person and the sacrificial person at the same time (in this way criminals atone for their sins and enemy soldiers do something good for their captors). The sacrifice itself is usually done by burning the animal or person alive on a pyre, bound if necessary to prevent escape from the flames. Visitors must take utmost care in this city lest they run afoul of the long list of sacrifice-inducing sins. Ignorance is no defense where Olo-gomi is concerned.

Antediluvia: The City-State of Nilkka Senggu, the Green Wall (Overview)

    On the southern coast of tropical Nog, on the western side of the strait called The Pillar of Karthage, lies the city-state of Nilkka Senggu. The citizenry of the city are a docile lot, quite peaceful overall, but the reasons for that will be revealed below. The citizens are made up of two former tribes of the area, the Nilkkites and the Senggites. The Nilkkites are tall, nearing seven feet in height, with uniformly white hair and dark skin. They wear traditional dress consisting of robes tied at the waist with colored leather belts, and wear stylish hats that advertise their social positions. The Senggites are smaller, no more than five feet in height, with various hair colors from black to red to brown, and have a medium skin tone. They also have traditional dress, consisting of three principal colors - blue, purple, and orange. Leggings and tunics are worn in all colors, but their boots or footwear are always orange. They have also adopted the practice of the Nilkkites of wearing certain styles of hats to advertise their status. The two tribes are now one people, and no enmity is borne between them. 
    The strangest thing about Nilkka Senggu is the ruler of the city. The ruler is called the Metaphrast, and is chosen every eight years. The Metaphrast receives his orders from the true ruler of the the city-state, a huge black obelisk called the Testate. The Testate is intelligent, telepathic, and inscribed over its entire surface in an unknown language. It is constructed from a type of stone unknown to the world of Antediluvia, black in color, but with an iridescent finish that shimmers in the light. The Testate chooses for itself a speaker, the Metaphrast, and communicates through this person. Although it can speak aloud, it speaks in what is likely the same unknown language of the inscriptions that cover its surface. The Metaphrast is telepathically and empathically linked with the Testate, and he can innately understand what the obelisk intends, needs, and wants, and can articulate these thoughts to the citizenry.
    After serving eight years, the Metaphrast will die. The obelisk, in order to maintain the link to the speaker, drains the life force of the character. Over the eight years the Metaphrast serves, he will age at a highly accelerated rate, and by the end of this time, he will appear to be ancient and frail. As soon as a new Metaphrast is chosen and the link is severed from the old speaker, he dies, the obelisk no longer sustaining his life.
    Disobedience to the laws the Testate communicates carries various sorts of punishment. Not only does the police force of the city (called Inscriptors) enforce the law, but the Testate can, because its psionic senses are indescribably strong, tell if an act of disobedience is occurring within the city. Depending on the severity of the infraction, the Testate may or may not alert the Metaphrast and the Inscriptors.
    The obelisk itself is usually located in the city square, which lies in the center of Nilkka Senggu. It floats about a yard from the ground and is able to teleport with no chance of error to any location within the city walls, whenever it pleases, in an instant. Anyone that has tried to damage or attack the Testate has found themselves confronted with crushing psionic power, and are usually driven mad by contact with the mind of the obelisk. 

Antediluvia: Alignment

    Alignment in Antediluvia will be the standard Lawful/Neutral/Chaotic of BECMI. Why? It makes sense for this world. Before the world was destroyed in a flood, humanity as a whole was wicked. Good and evil don't matter as much in this particular world (yet), but law and chaos do. The cosmos is consistently in flux between order and disorder in this world, with the forces of law trying to civilize a wild planet, and the forces of chaos pushing back and desiring no change to the status quo. They aren't philosophies of life, per se, and there's no alignment languages since they're not binding philosophies and most of the time characters aren't acknowledging the world in this way, but the alignments do dictate what side of the fence a given character stands on and what ideas they'll defend. Most of the known world is ruled by chaos in this age, of course. These are not magical forces, but forces of the divine working behind the scenes, on other planes of existence, for control over its development and course.

The Tiny Appendix N of Antediluvia & a Rambling Thought-Post

There are a few works that have left their mark on my Antediluvia game world more than anything else. A lot of them are currently a part of AD&D 1E's Appendix N already, but they come into focus more sharply for me with this game world, and I've read them all recently (or re-read them, as the case may be with some). Even though some of the below are post-apocalyptic, they also apply in a waking, birthing world like Antediluvia.

Sterling Lanier's Hiero books
Jack Vance's Dying Earth stories (these are especially important)
Classical mythology (Antediluvia was built on the bricks of my old Hellenista campaign)
Clark Ashton Smith's Zothique stories
Robert E. Howard's Conan stories
Edgar Rice Burroughs' Venus and Mars stories, as well as his lost world stories
Jewish and Muslim folklore of pre-flood Earth, as well as the Bible's accounts
Various encyclopedias and dictionaries of angels and demons

    The current working idea behind Antediluvia is "what if I took the strange cultures Jack Vance liked to outline in Dying Earth, and constructed a sort of pre-Flood Earth with them, leaning into the whole humanity was extremely wicked angle?" And the geography doesn't have to match it at all - parallel world so to speak. I also borrowed the "points of light" idea - the world is mostly unsettled, with self-governing, almost Greek-like city-states, and no nations (yet), just regions that are named. Each city-state has a very distinct and alien culture, none of the likes of which exist today. I'm staying away from the typical "proto-medieval" default of D&D, except where weapons technology is concerned. Magic is Vancian in nature (right down to forcing spells into the mind, and their erasure after being cast). Vancian magic makes a lot more sense now, in the way that D&D manifests it, now that I've re-read half of the stories. However, magic is still going to be a rather dangerous practice (even as it was in Vance's novels with some wizards - they lose their conscience, it seems, in their pursuit of power). The world has two moons, which both happen to be inhabited, unbeknownst to the populace of the world, which is where E.R.B.'s works factor in. Add, then, the heroic tone of R.E.H.'s work, and voila, a mish-mash is born. Weird advanced science could play a role as well, with certain devices perhaps mimicking spells with their operation, or existing magic items.
    I'm having fun detailing the world. It's languished as a work in progress for a decade, with no active game going on within it, since I've never thought what I had i    s something that I'd like to run. But now, however, it's coming together. The kids are almost grown, I moved to Detroit, and began to buy all the products that I can get that I missed out on in my youth. It's a good time to be a DM, and I intend to be again. All the creativity spawned other campaign ideas, like: 

Dark Appalachia (Appalachia removed from Earth in the early 1900s)
Dungeonworld (where I take published dungeons and populate an otherwise barren world with them, making them the feature and not the bug)
Hunters of the Apocalypse (a post-apocalyptic Biblical and Supernatural crossover)
Weird Science & Sandals (where I lean into a classical Bronze Age world with weird science and advanced technology)
Gonzo Fantasy and SciFi (where any fantasy idea from any book and any supplement in the rules system I select is fair game to use, even if the DM doesn't own the book)

(There may be more to come.)

    For Dark Appalachia, Hunters of the Apocalypse and Antediluvia, I'm using BECMI, mostly as-is with Antediluvia, but for Dark Appalachia and it's historical-modern setting will require a few house rules. I may use 2nd Edition for the Weird Science & Sandals campaign, and that would mean OSRIC and 1E materials are in as well, since they're quite compatible, to expand the options classes-wise or elsewhere. 
    For the Gonzo Fantasy and SciFi campaign I believe I'll use d20/3E/3.5. I have a ton of works for that system, and with so many varied settings published for that chassis, and oodles of classes, it will make a super-fun anything goes atmosphere. I'll back-convert Pathfinder stuff as well. The power levels are close enough that I don't care which version of the system it comes from, and I'll use 3.5 to adjudicate. Most of the time, it's just the skills and some methods of resolution that are different. It would be mechanically easy to drop a d20 Modern character in beside a Traveller d20 character along with a straight 3.5 sorcerer and a Pathfinder 1E fighter. The feats are mostly self-contained and affect what the character can do without affecting others, and base attack bonuses and saves are largely worked out the same way. Any incompatibilities can be worked through on the fly. The idea for this came from reading Philip Jose Farmer's Dungeon series, where over five novels with multiple writers they develop a fantasy world where people find their way to these kind of planes-like worlds called the Dungeon, and are all from vastly different cultures and worlds and technology levels. It lit me right up.
    I apologize for the rambling. But you can see my brain is on fire with ideas right now. Now, back to writing.


Saturday, February 24, 2024

Antediluva: The City-State of Uzuldaroum, the City of Black and White (Overview)

    In the north of the known world, on the edge of the northern plains of Nushirvan, is a city-state called Uzuldaroum.  It exists on a nearly lawless frontier, as none of the land north of the area has been explored, or at least no parties have reported back that have tried.  All the trade in the area flows from the south, since the north is a frozen waste, and therefore very few have traveled there. The entire population of the city is albino, with all the telltale signs and symptoms.
    The leader of this city-state is called the Profligate. He rules with an iron fist by decree, and no one has ever seen his face since he wears a featureless half-white, half-black (split vertically) iron mask in public, and is entirely covered by robes. He oppresses the people under his rule, exacting harsh taxes and harsher penalties. However, crime is nearly nonexistent due to this harsh rule, and thieves' guilds fear operating here. Even someone merely accused of a crime is gathered up by the city-state's guard and never seen again. Oddly, they have no jail or dungeon within the city. No one knows where prisoners are kept, or what is done to them.
    The people of Uzuldaroum are a strange lot, following odd traditions set forth by the Profligate. Only two colors are allowed for clothing, black and white. Exactly half the body must be covered by white, and the other half black. To violate this will invite a visit from the guard, and if the offender does not immediately fix his clothing, he is executed on the spot. The only currency that is exchanged, by order of the Profligate, are live fish. The larger the fish, the more it is worth. Money from outside the city must be exchanged at the gates for live fish if any visitor needs something from within (and before they'll be let in, they must wear half-black and half-white clothing). Spies are used extensively by the city guard to maintain order for the Profligate, and they are paid well (in fish) to report violations, even down to the ban on singing. 
    The only music allowed to be performed within the walls of Uzuldaroum must be played on a zither. Any melody can be chosen, but the zither must be used, and singing is outlawed under penalty of execution. Another more diabolical custom, which is followed each eve of the New Year in the city, is a time of complete anarchy. All crime is legal from midnight until dawn, and the city guard is given the night off and required not to enforce any laws. This leads to absolute pandemonium in the city as the populace runs wild, and the "celebration" is called Transgression. The only other major "holiday" within the city is held on the summer solstice, and involves the entire population staying inside their homes for 24 full hours, restricting themselves only to eating meals and reading the Profligate's book of laws called The Binding Book of Urging, which contains all the leader's strange laws. This holiday is known to citizens as Lecture.

Sunday, February 18, 2024

Antediluvia: The City-State of Ong, the Great Mirage (Overview)

    Deep within the deserts of Irem and cradled by the mountains called The Horns of Kalam lies a city called Ong. This strange city is home to a people with emerald green skin, hair, and eyes.  Their ruler, the Weirdmonger of Ong, keeps their rites and traditions and makes their laws.  Even the buildings and streets here are green, with bricks carved of emerald or green jade.  Within the great halls of the center city, the people of Ong meet and debate philosophical, scientific, and occult topics.  Their histories say the people themselves murdered the god of the city, whose name is now forgotten, and have never again adopted a religion.
    The people of Ong are cannibals, but not aggressively.  Only when animals and crops are scarce will cannibalism become the way the people fend off starvation.  Ongites also have no need of sleep, simply resting for an hour each day.  It has the same effect of refreshing and energizing them as a 7 or 8 hour night of sleep would have for us.  The call to rest goes out each night at the strike of midnight, the city criers stationed atop the tallest buildings singing an ancient haunting paean to the same nameless god the Ongites are said to have murdered in prehistory.

Tuesday, February 13, 2024

Antediluvia: The Necropolis of Voor (Overview)

    No one truly knows the extent of the Necropolis of Voor.  It has never been fully delved.  It began as a mountaintop cemetery for the ancient and now extinct Voori people.  As their civilization grew they eventually colonized the sides of the mountain and surrounding hillsides with their dead.  When that space ran out, they began to hollow out the mountain itself, creating the Necropolis of Voor, and even moving their living royalty to the very top level of the complex.  They dug deep and discovered forgotten things in the depths below, in the places light never touched.
    The Voori found beings in the dark that taught them new sorceries and technology.  They were corrupted by their newfound power, turning to the worship of forgotten gods in the blackness beneath the mountain.  The beings they uncovered soon became their new masters, and the Voori, over time, degenerated to a primitive state over the course of ages.  While at first existing as slaves for these new masters, they gradually also became their food source, save for an exceptional handful of individuals given the curse of everlasting life in the form of undeath.
    All accounts of recent exploration into the Necropolis have fallen far short of success.  It is a dangerous, deadly place, and the undead rule its depths.  No one has survived to investigate the deepest reaches or to bring back any proof of the continued existence of the unnamed beings that became the rulers of the Voori.  However, the upper levels, near the top of the mountain, are thoroughly carved with hieroglyphics depicting these awful creatures.  They appear to be humanoid, but with various strange features.  
    Some scholars believe that the creatures depicted in these hieroglyphics are not the masters of which the legend speaks.  Instead, they believe them to be demonic servitors summoned by the magics the Voori learned.  No one can truly know.  The place is inimical to natural life and studying the almost endless walls of glyphs was the very last worry of all the adventurers who have attempted to plumb the mountain's depths.
    One group that has had some limited success in Voor are the Necromancers of Naat.  They're searching specifically for the ancient knowledge of the Voori people, and of any single group of explorers, they have discovered the most about the secrets of the Necropolis and its former denizens, owing not least to their considerably powerful sorcery and almost endless supply of their own walking dead retinues as protection.  However, they've had no success in gaining control of any areas of the mountain complex.  As soon as they find a foothold, the Necropolis seems to come alive with activity, and these "colonist" groups are usually never heard from again.

Monday, February 12, 2024

HotA Campaign: Power Groups

In the Hunters of the Apocalypse campaign, factions will be important, adding an element to the struggles that occur in the campaign.  The remnants of the angelic and demonic armies had allies, as did the humans.  The outline below details just some of these groups.

Heaven-Aligned Groups
Rogue Angels, Shapeshifters & Doppelgangers, Humans, Light Fae, Exorcists, and the occasional supernatural creature.

Hell-Aligned Groups
Rogue Demons, some Vampires, Hell Hounds, the Walking Dead, Humans, Night Fae, Necromancers, and various supernatural monsters.

Neutral-Aligned Groups
Werewolves, Vampires, Revenants, Haunts & Ghosts, Humans, Nature Spirits, and some other supernatural creatures.

This outline also suggests a change to the Alignment system of BECMI that will be used for this campaign.  Instead of the Lawful-Neutral-Chaotic axis, there will be instead a Heaven-Neutral-Hell axis, denoting not an overarching philosophy or outlook on cosmology, but instead simply shows what allegiance each character has in the current situation on the ground on Earth.  Characters in any party of hunters/adventurers should have either Neutral alignment, or be dedicated to the same side of the fight, whether that be Heaven or Hell.  However, those allegiances are sometimes set aside for the greater good (think Crowley in the Supernatural series).

Campaign Sketch (Rough): Hunters of the Apocalypse

    I am constantly developing new campaign ideas, especially when it comes to the easily malleable BECMI rules.  I've decided to just start posting these, mainly to keep them organized for myself, and to share them with the few readers this blog actually sees.  This latest idea was born of the question:  How can I craft a supernatural hunting campaign setting without it being a mishmash of Palladium's Beyond the Supernatural, The X-Files television show, and Supernatural (one of my favorite shows of all time)?
    The easy answer is that I can't.  Beyond the Supernatural gets the credit as far as being one of the very first games to explore a supernatural and conspiracy-laden world, and it's going to have an obvious influence on me since I dearly love the game.  I don't want to just use the world within that game, however, since it's tied to the Megaversal System, and if I'm going to play BtS, I'll just play BtS.  Full stop.  The X-Files, Supernatural, and Buffy The Vampire Slayer will rear their well-respected heads from time to time also, since they covered just about every sort of paranormal/supernatural-hunting situation that can be dreamed up outside of Ghostbusters.
    So what can I really build here?
    Well, let's end the world, first of all.  The Apocalypse, presented within the book of Revelations in the Bible, has come to pass.  It was quite a bit more literal that many people had interpreted it.  The war between God and Satan happened just like the book foretold.  Many hunters tried to stop it from arriving to no avail.  The hunters that weren't immediately lined up on either side of the proverbial ball worked the middle ground to mitigate damage to the world when they could.  In the end, when the war was over, all the souls deemed worthy were taken to Heaven, and Hell was shattered, crushing the demonic forces and their allies.
    For some unknown reason, however, some humans, monsters, angels, and demons have been left behind.  No one is sure why, since it wasn't written this way, and God, being rather ineffable and inscrutable, isn't explaining it to them.  Returning with the Apocalypse had come miracles, as well as magic and psychic power, and the world is vastly different after the utter destruction of the war, with the weapons of the humans, angels, demons, and other minions creating a wasteland in their wake.  Humanity, what's left of it (and it's not much), is working on rebuilding the Earth with what they have to hand, and the fight against otherworldly forces continues, with skirmishes happening across the globe.  Making it worse, many of the relics of power brought with each army remain on the Earth, and can be found and utilized in the fights ahead.  Power unimaginable combined with a nuclear-magical wasteland environment, and plenty of strife for all.
    Are these survivors abandoned?  Were there no plans for them in the afterlife or the New Heaven?  With Heaven closed and Hell destroyed, is the Earth now Hell?  To what purpose was everyone that is still on Earth left?  These will be the overarching questions of the campaign itself, which may or may not be resolved.  They may well be unanswerable, but the characters will hear this question from both the angelic side and the demonic side, and often the humans caught in the middle.

Saturday, February 10, 2024

Buying Back My Youth

    I am always in the process of buying back my youth.  Just this past week I purchased the hardcover reprint version of the Dark Sun Boxed Set, something I've always wanted, but could not afford (we were poor farmers and my family couldn't afford food half the time, much less RPG stuff for me).  I grabbed The Will and The Way, also, so that I have all the psionics rules I'll need - I found a pristine original copy of the Complete Psionics book for 2E at a local game store here in Detroit.  
    I also just had the paperback reprint of the BECMI Dwarves of Rockhome Gazetteer and the AD&D 2nd Edition Sages & Specialists DMGR book delivered, two other titles I always wanted but never had the chance to buy.  Also, instead of re-buying used/falling apart copies of the AD&D 2nd Edition rules (including the PHB, DMG, and Tome of Magic), and since I hate the "revised" versions currently for sale in print on DriveThru, I chose instead to take old PDFs of these books with the classic blue, black & white layouts (the revised "red header text" versions are visually just not the same for me - I used to be able to tell you what illustrations featured on what page number in the old versions) and smash them into an omnibus and have them printed in a hardback for my own personal use (I do that a lot with old rules, like my BECMI boxed set omnibus book I made for myself).  I rationalize this in this way - I bought each of those books two or three times in my life, so Wizards made their money off me when it mattered.
    Why am I doing this end-run back to my youth? I own hundreds of rulebooks, supplements, and game rules sets. I'll never play them all.  Well, nostalgia, for one.  I like these older supplements, and the system that makes them function. I have just about as much love for AD&D 2nd Edition as I do BECMI - I played them at the same time from about 1990 onward.  I also want to own the things I wanted when I was young, and that includes certain d20 supplements from my 20s that have gone missing or sold to make rent after d20 was out of fashion.  They're like a warm blanket on a cold day.  I can read them and fall in love with the content inside all over again.  Life was simpler then, just me and my books, and none of the horsecrap I deal with on a day to day basis now.  Life has changed a lot since then, obviously, both personally for me, and in the world at large.  Not all for the worse, of course.  I make more scratch than my folks ever did, and can afford quite a bit more, so now is my time to sort of start over and collect the things I always wanted to have.  I hope I can make it to retirement (I have health problems that could make that difficult) so I can enjoy all the books I have yet to read and use, but I've prepared mightily for that.  My retirement fund is measured in unread pages.
    My adolescence and early 20s also was terrible, in general. Family upheaval, crap jobs, suicides, horribly active Crohn's disease, and just regular rust belt problems so to speak.  Life was hard to enjoy, especially since I didn't figure out my mental chemistry was all sorts of off until later (I mean, who had money for a doctor?), and I finally found a medication that keeps me on an even keel that I've been on for a decade.  With it, life is grand.  Without it, it's terrible and not fun at all and it's like a dark tunnel with only death at the end of it.  Now, my daughters are almost grown and my oldest graduates high school this year, my stepsons are both adults (even though with their autism they are still at home), my wife (my second wife) is who keeps me going every day, and my job is great and I'm doing what I'm good at other than writing.  But nothing, just nothing, is as comfortable as the roleplaying supplements that forged the way I think about game rules and what a game book should be.  The escape in those pages is magical.  Problems get forgotten.  A few bucks gets me a new dose every so often.  And I can build my collection of the one thing that made being younger me worth it.

Friday, February 9, 2024

Cryptid: Werewolf of Webster County, WV

WEREWOLF OF WEBSTER COUNTY, WV
Armor Class:  5
Hit Dice:  8 (L)
Move:  150' (50')
Attacks:  2 claws/1 bite
Damage:  1d8/1d8/3d6
No. Appearing:  0 (1d4)
Save As:  F4
Morale:  10
Treasure Type:  Nil
Intelligence:  7
Alignment:  Chaotic
XP Value:  650

    Monster Type:  Humanoid (Very Rare).
    Though called a werewolf by those who have seen it, for lack of a better term more befitting (for it does indeed appear much like a werewolf), this is really a roughly humanoid man-wolf hybrid creature that stands 7'-8' tall, weighs 400 lbs. or so, and is about 3' through the chest.  The Werewolf does indeed resemble its namesake in many habits, not the least of which is that it is only active during the full moon or just before - as the full moon gets closer, the more active the creature tends to be.
    The legend of its supposed creation is said to be of Shawnee origin.  In the 1770s, natives were massacred by white settlers along a game trail, and their chief was reincarnated into this beast.  He would go on to seek revenge down through the years.  No one knows if this story is true, but due to the fact that more than one of these Werewolves has been sighted together in the past, it's likely this lore is false, created by the settlers out of fear of something they could not explain.  Some people believe this legend regardless, because the Werewolves do actually seem to target poachers, killers of Native Americans, and desecrators of holy Native grounds or traditional hunting grounds.
    It is intelligent, sets traps for those it stalks in the forest, and is unafraid of human beings.  It can easily make 10'-20' jumps, and is very fast.  Its howl, if nearby, can actually be felt as well as heard, as the soundwaves beat the air.  The Werewolf has what's called a Howling Rock, a place upon a tall outcrop or standing stone it has picked for height, sound, and to help amplify its call.  There will be obvious trail signs on or near the Howling Rock, such as claw marks from climbing its surface, or the remains of meals scattered nearby.  It also has glowing eyes that can be seen hundreds of yards away in the dark woods.  It can bite bones in two as this as cattle femurs, and does horrible damage with its claws and teeth in combat.  Its bedding area in its lair (usually a cave near its Howling Rock) is about 8' long, 4' across, and reeks of animal.
    
    Terrain:  Woods.

Inspired by S1 E10 of Mountain Monsters.  Quotes of the episode:  "Rougher than my grandmother's belly."  "If the werewolf drops a fart in there, it'll go off."

AI Generated Art


Thursday, February 8, 2024

Cryptid: Yahoo of Nicholas County, WV

YAHOO OF NICHOLAS COUNTY, WV
Armor Class:  6
Hit Dice:  5 (L)
Move:  150' (50')
Attacks:  2 fists or 1 club
Damage:  2d4/2d4 or 2d8
No. Appearing:  0 (1d10)
Save As:  F5
Morale:  6
Treasure Type:  Nil
Intelligence:  6
Alignment:  Neutral
XP Value:  175

    Monster Type:  Humanoid (Very Rare)
    Often also called the West Virginia Bigfoot, the Yahoo is a 7-8' tall, black-hair-covered, ape-like humanoid that weighs between 800 and 1200 lbs.  It's quite aggressive, dangerous, and fast, but if pressed in combat, it tends to flee as often as it fights.  It's named for its call, a distinctive sound that resembles the word "yahoo."  It lairs in nests of branches that are 20' long, 6'-7' high, with a 3' tall sleeping cavity inside.  The branches are woven tightly and neatly together.
    In combat the Yahoo attacks with its fists, which are quite powerful weapons, but just as often comes after intruders in its territory with a great club, usually fashioned from a log or weighted branch, with knobs and bits of spiky broken smaller branches at the business end.
    Terrain:  Woods.

Inspired by S1 E9 of Mountain Monsters.

AI Generated Art


Cryptid: Grafton Monster of Taylor County, WV

GRAFTON MONSTER OF TAYLOR COUNTY, WV
Armor Class:  7
Hit Dice:  5+5 (L)
Move:  120' (40')
Attacks:  2 fists/1 bite
Damage:  1d8/1d8/2d6
No. Appearing:  0 (1)
Save As:  F5
Morale:  8
Treasure Type:  Nil
Intelligence:  6
Alignment:  Neutral
XP Value:  225

    Monster Type:  Giant Humanoid (Very Rare).
    The Grafton Monster is a huge humanoid, weighing in at 1,500 lbs., with 4' wide shoulders, and standing 9' tall.  Also called the headless horror for the way it stands, the creature's head is slung low toward the middle of its chest most time, although it can draw itself up to its full height.  Otherwise, it appears as a giant, slovenly, barbaric human.  It wears rags for clothes, or skins.
    For its size, it is incredibly quick, not slow like other giants.  It can move quickly in rough terrain, and is not slowed by difficult ground (ignore any penalties for terrain).  It's a predator, and is smart enough to stalk and hunt prey, but it is not intelligent enough to speak a language. It communicates with grunts and groans.  It can roar as well, and this roar reverberates through the hills, echoing almost sub-sonically it is so deep.  This roar can be heard over great distances and can be almost felt in the air when near.  It can leap up to 20' horizontally or veritically.
    Terrain:  Cavern, Mountain, Woods.

Inspired by S1 E8 of Mountain Monsters.  Quote of the episode:  "Slicker than socks on a rooster."

AI Generated Art


Tuesday, February 6, 2024

Cryptid: Kentucky Hellhound of Pike County, KY

KENTUCKY HELLHOUND OF PIKE COUNTY, KY
Armor Class:  4
Hit Dice:  7+3 (L)
Move:  240' (80')
Attacks:  1 bite
Damage:  1d12
No. Appearing:  0 (1d4)
Save As:  F4
Morale:  9
Treasure Type:  Nil
Intelligence:  4
Alignment:  Neutral
XP Value:  550

    Monster Type:  Giant Animal (Very Rare).
    The Kentucky Hellhound makes its supposed home in Pike County, KY.  This blue-furred, 6' long, 400 lbs. nocturnal canine creature is 4' tall at the shoulder, and has a long mane that extends down its back.  Early moonshiners were the first to sight the creature, and due to it eating mainly young calves, a $200 bounty is in effect for the beast.  When it eats the calves, it will remove all the skin from their backs, and no one is certain why.  The Kentucky Hellhound is as fast as a horse, and is primarily an ambush predator.
    The Hellhound surprises victims on a 1-4 on 1d6, as it has an uncanny ability to find perfect hiding spots, and is smart enough to use pack tactics.  If one (or more) is encountered, if the character encountering the beast flees, it will always give chase and attempt to kill the character. The only way to survive and encounter with one is to either kill it, or stand firm and try to intimidate the beast (this will prompt a morale check).  It will attack with a particularly nasty bite from a mouth full of razor sharp teeth.
    Terrain:  Woods.

Inspired by S1 E7 of Mountain Monsters.  Quote of the episode:  "Slicker than snot on a doorknob!"

AI Generated Art


Monday, February 5, 2024

Cryptid: Lizard Demon of Wood County, WV

LIZARD DEMON OF WOOD COUNTY, WV
Armor Class:  6
Hit Dice:  4+4 (L)
Move:  120' (40')
    Swim:  180' (60')
Attacks:  2 claws/1 bite
Damage:  1d6+1/1d6+1/1d8+1
No. Appearing:  0 (1d3)
Save As:  F4
Morale:  8
Treasure Type:  Nil
Intelligence:  3
Alignment:  Neutral
XP Value:  125

    Monster Type:  Humanoid (Very Rare).
    These creatures are sighted most often in and along the Ohio River in Wood County, WV, but have been seen in both KY and TN.  They have gills and are amphibious and glow-in-the-dark triple-lidded eyes. Lizard Demons are 7'-8' tall, 300 lbs., bipedal, with dark green scaly skin, a head like a lizard and a ribbed belly, and strong enough to tear apart a vehicle.
    In combat, if they're in a watery area where they can submerge themselves, they surprise on 1-3 on 1d6. They use their claws and bite to terrible effect in combat, and leave grievous wounds.  They're smarter than a normal animal, but not nearly smart enough to lay traps or use advanced tactics.
    Terrain:  Swamp, Woods.

Inspired by S1 E6 of Mountain Monsters

AI Generated Art