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tisdag 29 december 2020

On Diminutive Deserts, Red Planet Commerce & 1d12 Thin Desert Caravans

 


 

While scouring the internet for public domain pictures of Thin deserts I stumbled upon one of its sibling: The Petit désert, as imagined by dadaist Georges Ribemont-Dessaignes in 1920. A ready-made drop table if ever there was one, but one using domino bricks in lieu of dice. A great idea and, I soon discovered, one explored a decade ago at Telecanter's Receding Rules. 

Since the desert's length mirrors the Canals, to actually map it in its entirety would be quite a time sink. Perhaps better to make random tables for generating a particular road, its characteristics, the points of interest surrounding it, and the hazards peculiar to it.

Still, there is something to be said for the other route suggested by the painting. And that is taking it literally. A stretch of desert with the occasional, giant domino brick. Eroded by time, and half covered in sand. And through those remnants of who-knows-what game: A stream of poetics bubbling with the impossible reveries & dunemares of the Sleeping City further upstream. 

Edrick from Vaults & Van Goghs suggested it might correspond to a certain stretch of the desert: The Eight-and-Score Barrows of the Domino Princelings. Or shrines of discarded deities who lost out in one grand metaphysical game of chance or other. Obvious, when you think about it. Speaking of that blog: The author just posted a useful and beautifully illustrated text on ancient martian air rifles, and has been employing the AI at Talk to Transformer for remixing some of the random tables from this blog. I learned several things I didn't know about Red Planet histories. Check it out!

 One probably should refrain from posts without any at least semi-useful content, so here's some relating to


Commerce, that two-faced sycophant of the Canal

The intimate connection between trade and waterways once seemed a bottomless source of bon mots for gifted (and not-so-gifted) aphorists. ”A rising tide lifts all boats” etc. This is reflected in the vernacular, where foam remains a stand-in for a handful of copper pieces. 

As the weathers wane and the Great Vacuum grow always-closer, the close-but-not-quite identity between canal and commerce that allowed esprit just enough room to maneuver has turned into a literal, pedestrian truth: Trade routes seldom stray far from the crumbling quays of the canals. There, ancient climes still provide breathable air, and travel by ship is significantly faster than the land routes. 

However: The overlapping weathers of the Twin Canals does provide some opportunity for semi-regular intra-canal communications, passing through the stretched-out wilderness of the Thin Desert. As one approaches the desert, estates and villages grow further and further apart. A striking contrast to the wild Thothic gardens and ancient Nepenthian wineries. Then lonely farmsteads, in a futile struggle against dust and sand. 

Caravans cross the Thin Desert, but only armed and only where the Imperial roads still trace a just perceptible line. If you follow the roads, it only takes a couple of days to cross the wilderness. However, this has shown itself to be quite enough time for caravans to get eaten, waylaid, driven mad or simply disappear. So: 

1d12 Caravans braving the Thin Desert

  • 1 A train of porters, carrying amphoras of aged vinegar and baskets filled with thistles. The caravan is destined for the Flagellante Despondency of Athabasc
  • 2 The Tithe of Persb. According to an ancient treaty, every 30 years the League of Hitae is required to hand over the flower of its youth to ensure the league's thralldom to the Temple of Persb. The balance of power has changed since then: Seldom has such a choice collection of half-witted, sickly speciments been collected. 25% that one is carrying a contagious disease.
  • 3 A secretive band of cinnamon hunters. Bringing a great many oxen & armed with lead arrows. Will go off-road in their hunt for the fragrant nests of the voracious cinomolgus.
  • 4 Opportunistic purveyors of statues. Half withered statues are very much in vogue along this stretch of the Canal. The caravan is one of many under equipped, over enthusiastic attempts to get rich quick before the fad ends. Will go off road at some point in search of statues. 50% chance that a competing caravan is being rushed together.
  • 5 Pilgrims on their way to the pillar-sophists of the Spiralling Dialectic, where the sharpest minds of a generation show by example how fragile the balance of sanity, how fleeting the monuments of men and gods.
  • 6 A cache of recently unearthed genealogical records, in a bid to upset power structures in crumbling Jamuna. Well armed, with a 25% risk of being waylaid every day.
  • 7 Two competing porcelain merchants, forced to cooperate for safety. The mode du jour along the stretch of Canal they normally frequent is firmly in favour of organic dinnerware, making the prices on porcelain plummet. Hopefully fashions differ on the other side of the desert.
  • 8 Frankincense traders. The leader of the caravan is covered in scars from his many encounters with the winged serpents that guard it. One of the ox-drivers have hidden a number of snake eggs, intent on creating his own frankincense grove.
  • 9 Yeasts of many colors, collected for an exiled master cook trying to get into the good graces of the Emperor once more. A member of the court has vowed never to break bread made from the same yeast culture twice.
  • 10 A quite ordinary caravan, the majority of trade goods being: 1. Almond milk. 2 Nutmeg. 3. Molluscs in oil. 4. Saffron. 5. Antiques from the lost glassworks of Nili Fossae. 6. Perfumed salts.
  • 11 Covered carts, filled with rose bushes. The caravan is loaded with water, its members working in shifts to keep the roses well-watered and cared for. (Really a front for blue poppy smugglers. The flowers are illegal in most places along the Twin Canals, for fear of a second Sleeping City, but since they are a very potent stimulant for poets and mystics, there are always buyers.)
  • 12 Peaches from the Dellavolpe estate. The stone of each peach is biomantically marked with the orchard’s seal of quality, and will not grow outside of the estate.





söndag 27 december 2020

Thin Desert Travellers (2d8)

The unhappy fate of a lone pilgrim
Only the very foolish or very competent try to cross the Thin Desert alone. There are many things that would prey on the lone pilgrim, courier, graverobber. Better to wait for a caravan to join. Below a random table of travellers looking for travel companions. Some could be of use as hired help or as new pcs Some might rob you in your sleep. A majority might at the very least be slower than you when fleeing the spellridden pack of jackals pursuing your caravan.

 

 2d8 travellers

From Geschichte des Kostüms (1905).

2 Ancient urchin. Ever-Younger, disgraced viceroy of Lim. Spends his second youth as pickpocket and rumourmonger.
3 One-armed terracotta deserter, looking for blue clay to repair its cracked body.
4 Hopeful suitor with entourage, coffers filled with silk spiders busily weaving complicated apparel
5 Theatre troupe touring with new play. Beautiful animal masks, inane script. The actors know this, and wants a new play.
6 Fugitive from the Sleeping City. Has slept for centuries, now insomniac afraid of dreaming forth new horrors.
7 Jurist specializing in natural law. On the run after accidentally ruining a simple contract of dormancy with minor volcano.
8 Would-be settlers leaving dustbowled homestead
9 Landscape painter, with letters of recommendation to several prominent elementals
10 Sturgeonites, with carefully covered gills and webbed hands, moving a caviar nursery hidden among barrels of cider.
11 Pythagorean tutor. Belongs to sect practicing forbidden arithmetics. With complicated abacus, sack of chickpeas, two yawning pupils.
12 Imperial courier. The report she is carrying would bruise the fragile ego of the emperor, and spell her death. Splendid but impractical clothes. Sylph-in-a-bottle for one-way trip to Phobos.
13 Writer of travelogues, looking for exotic vistas and customs. Sack full of manuscripts, and a readership waiting for new book.
14 Connoisseur of drugs from the Microlevant-by-the-Thoth. Oscillates between obtrusive mania and oneiric reveries. Carries a traveller’s pharmacy with an impressive variety of stimulantia.
15 Astrologist, brooding over the movement of heavenly bodies, giving unasked-for interpretations of dreams and omens.
16 Retired mercenary, on her way to the Cutting Gardens to plant her scimitars for good. Too old, she says, for this shit.

 

söndag 13 september 2020

I Loot the Body, But Find No Coin

First attempt at cover for a possible d13 Tribes of Vacuum Nomads zine.


 I Loot the Body, But Find No Coin

Those who roam the Great Vacuum care little for conventional riches, but are by no means above the love of worldly possessions. Here's d13 things you might find on a fallen nomad:

  1. Gourd filled with (actual) moonshine
  2. Glass pearls in many different colours
  3. Chipped dagger carved out of solid amber
  4. Pet asp (Save or hp to zero and bed-ridden for 1d4 days)
  5. Jar of honey
  6. Illustrated bestiary of (mostly extinct) ocean fauna
  7. Three torches discreetly interspersed with incense
  8. Alligator boots, very well made.
  9. Deed to family crypt below the canal city of Adomdes
  10. Jade cup with motif of nursing tiger
  11. Hyena skin cloak and a Mehen board, doubling as shield
  12. Long-stemmed pipe and 7 doses of grinded bone. ­Imparts permanent appetite for Venusians as well as the one-time use of random lvl 1 spell (first and second smoke). After that, each use grants a lvl 2 spell but the smoker needs to save or suffer a debilitating stroke.
  13. Pouch of cinnamon and a jet black porcelain shell; If blown, sounds like the mating call of the cinomolgus. 25% chance of attracting that ferocious bird if in mountain areas.


Speaking of worldly possessions: Toad of Holding and Remnants of the Restless Republic as physical artefacts below.



onsdag 22 april 2020

The d13 Tribes of Vacuum Nomads

Reading the spell descriptions in Ben Laurence’s Through Ultan’s Door, I was impressed with how efficient a simple reskinning is for giving flavour to d&d staples. The Fleischguildsmen don't use cause light wounds but Cook Flesh, Shaltromo protects himself with a Shield of Memories instead of Sanctuary. Here's a riff on the ‘just use a bear’ notion (is Jack Guignol the originator? Google points in that direction, at least), using a bandit stat line instead.
 By dropping the vacuum prefix, these d13 tribes should be fairly easy to spirit away from their Red planet surroundings, either as nomads crisscrossing the wilderness around one Lost City or other, or as strange warrior-mystics/cultist.


EMPTY SKIES OF THE RED PLANET 

(introductory lore dump)
Shamash raised up against Humbaba mighty tempests’– Southwind, Northwind, Eastwind, Westwind, Whistling Wind, Piercing Wind, Blizzard, Bad Wind, Wind of Simurru, Demon Wind, Ice Wind, Storm, Sandstorm– thirteen winds rose up against him and covered Humbaba’s face.
The Epic of Gilgamesh, Maureen Gallery Kovacs’ translation

The major Winds of the Red Planet have all dissipated, the minor ones forming local climes and wandering trade winds, hermit breezes and dwindling whirlwinds in an ever-present Vacuum. A rare few flock around the Phobian court, vying for the privilege to fan the brow of the Imperial Throne, courtiers anthropomorphized beyond (and into) recognition.
Some, such as the Weather of Jokk and the indentured Breaths of the Canal cities, remain bound through brute force or ancient contracts.
A small number roam the empty plains of the planet, as poisonous ill-winds or sandstorms. Fewer still travel with bands of vacuum nomads.
The latter day civilizations of the Red Planet huddle around the Canals, attempting to hold the Great Vacuum at bay. Trade routes and war campaigns are made according to the concatenations of available climes. Only seldom is travel done in a straight line.
If the citizens of the Canal States do their best to ignore the emptiness next door, the vacuum nomads have embraced it. They form mysterious tribes traversing the silent landscape of a dying planet, bent on bizarre undertakings and moved by strange ethics.

VACUUM NOMADS AS ADDED COMPLICATIONS 

The tribes are, as implied by their name, seldom stationary for any longer period of time. Include them in your wilderness encounter table as a small scout force (1d8, without wind, 25% leader). When rolled, generate the tribe (3d10, with leader and wind) and place it in an adjacent hex. Stats as bandits.

Hieroglyphs as spoor of the nomads
The spoors of the nomads arefirst and foremost signs say­ing something about the hex or an adjacent hex. The vacuum nomads speak their own dialects of the lingua martia, understandable to any native of the Red planet. But in addition, the tribes use ancient hieroglyphs to mark out places of great danger, resting spots and hidden secrets among them­selves. They could be modelled on hobo signs or cuneiform.
A character with 13+ intelligence may use a spare language slot to decipher the meaning of the hieroglyphs. 


THE TRIBE 

The members of the tribe wear...
1 Layers of thin veils, moving as if under water
2 Crusts of glittering mud, made from rare earths and slowly dwindling supply of ancient wines
3 Practical, no-nonsense clothing
4 Elaborate, non-figurative glass masks. Heirlooms.
5 Amber-embroidered kaftans, ever rattling
6 Copper chainmail, covered in verdigris
7 Swarms of overbred hummingbirds in yellows and purples
8 Long hair manes that have never been cut
9 Religious symbols and signs of office from fallen enemies
10 Scales of hydra
11 Impractical but light mineralised tree frames covered with primitive wind chimes
12 Millstone collars of much too long finger bones
13Tight fitting acrobat's leotards
 
...and are currently...
1 Selling their services to local potentate
2 Robbing travellers dressed in red
3 Bartering for an abstract concept with bewildered locals
4 Protecting a canal caravan
5 Fleeing a battle
6 Preparing a ritual
7 Negotiating a marriage with another tribe
8 Excavating their presumed ancestral home
9 Their chief is arguing with the tribal wind. The children cries.
10 Playing for their tribal wind. Smoking, drinking age-old teas.
11 Starving and thirsty
12 On a pilgrimage
13 Finding and abducting a new avatar for their patron

They worship their patron...
1 The Empty Lady
2 The Mineral Mirth
3 The Hidden Constellation
4 The Torso of Evenus
5 The Lichen Covenant
6 The Bull of Six-And-Seven Horns
7 The Petitioned Drought
8 The Clay of Many Colours
9 The Tindalos Hound-Mother
10 The Palace of a Thousand Suites (The Anemochory Godhead)
11 The Deimosian Litter
12 The Mystery of the Burning Lungs
13 The Tiger-of-Three-Shades

...who demands...
1 That the tribal song never ends, even for a moment
2 The co-mingling of disparate bloods
3 The shrouding of all hands
4 The desecration of long-forgotten temples
5 The damming of canals
6 The protection of travellers and massacre of the sessile
7 The decoration of abandoned architecture
8 That the tribe breeds and multiplies
9 Impossible wagers
10 The excavation of Phaëton-from-the-Skies
11 Novel culinary sensations
12 That sun beams never touch members of their congregation
13 Expeditious assaults and retreats

THE WIND

It is impossible to cross the Great Vacuum without wind, and every tribe has bound its fate to one of those fickle elementals. Use djinni stats, but with the weakness Addicted to music: Will be mesmerized by any new song or music it encounters.  
 
d13 Tribal Winds
1 Lacks a tribal wind, wear masks with imprisoned sylphs.
2 A perfumed summer breeze, gentle and forgiving
3 (The still before) a thunderstorm
4 A sophisticated dilettant searching for its primeval roots; doesn’t want to expose itself as a poser to tribe
5 Plague wind. Careful not to infects its humans.
6 An addict of wind chimes, tormented by bad conscience
7 An autumn gale, memento mori incarnate
8 A storm in a tea cup, choleric
9 A whirlwind, moving everything within reach
10 A mordant mistral, making everyone ill at ease
11 A former sandstorm, arranging mandala like grain patterns
12 A whispering cross-wind, tearing your eyes
13 A major Clime, tricked into service. Looking for a way out.


THE TRIBE IS LED BY

A lvl 1d4+1 fighter (1-2), thief (3-4), cleric (5) or magic-user (6)
 
Name
1 Polypée
2 Tseresia
3 Aimo
4 Ceder
5 Twelfth
6 Vers
7 Önska
8 Tranĉilo
9 Kahle
10 Enterigita
11 Sonĝo
12 Ĉenataj
13 Elfosaĵo 

Title
1 Sparapet
2 Tribune
3 Reciter
4 ... the Anointed One
5 ...the Eunuch
6 -Speaks-Last
7 Sibyl of Kison
8 of Monochrome Visions
9 Shofet
10 Prytaneis
11 Nomarch
12 Marasi
13  ...the Mnemonic

Personality
1 Opportunist
2 Resentful
3 Erratic
4 Loyal
5 Stubborn
6 Amorous
7 Brutal
8 Melancholic
9 Vain
10 Extravagant
11 Ancient
12 Howling
13 Stoic

...who carries...
1 A complicated metal flute. Belonged to a virtuoso at the Continuous Opera of Ochus. Charms audience once/week.
2 A wig made of impossibly thin strands of copper. Shields the wearer’s thoughts, but imparts a more-than-human coquetry.
3 Beautiful polydactyl white leather gloves. Wearer gains extra thumbs (+2 thief skills, no disadvantage for using two weapons).
4 A tardigrade shaped golden censer. Incense of the Sea (sealed minor water elemental, produces a cup of salt/day).
5 A necklace with kernels and seeds in impractical ampoule. One from each plant in the botanical garden of the Sleeping City.
6 Tattoo needles and green ink. Infected: Any tattoo will spread over the body until stopped by scars or burned skin.
7 Sandals with tribal history in pictograms engraved into soles.
8 The Executioner’s axe of Niph-Below-The-Sand. Attacks those that abuse hospitality in its presence, wielded or not.
9 The Ark of Dybbuk. Carries 1d4-1 ancient souls, waiting for new bodies to inhabit (demands a ritual).
10 Unbound verse by The Poet in the Tower. ST or inflicts madness if heard by the uninitiated.
11 A sturgeonite copper scroll. Ciphered map to caviar cache.
12 The Key of Second Solomon (opens any mundane lock once)
13 A Mantle of sand. Minor sand spirit forms a stylish mantle around the wearer of the contract (+1 AC, can’t cross water, en­cumbering when wet). Signed contract in silver locket.