Showing posts with label slumbering ursine dunes. Show all posts
Showing posts with label slumbering ursine dunes. Show all posts

Monday, January 9, 2023

News from the Hill Cantons, Both Real and Fictional

A quick update on my personal Ahabic project, the Slumbering Ursine Dunes Omnibus, TLDR version: the alpha version is going to be released today exclusively for my long-suffering Patreon backers, Hill Cantons players, and the usual frauds/ne'er do wells/vagabonds I associate with.  (Never fear the print version and final PDF in its full Bilibin-ish, Lukaesque, Kalinite glory will be coming in a few months when Radegast permits the crowdsourcing to begin). 




It lacks some art in the design holes but this is essentially its final form content wise and will be more or less what one sees when the hardback edition (and it will be in glorious high quality because that's what I want for myself selfishly).  It's wild to think that the entire Slumbering Ursine Dunes series kicked off with a modest wee kickstarter in 2015 will finally be coming to an end point. I never expected to see a few, too easily promised stretch goals launch five books of material but here we are. 

And guess what? I am actually running the Hill Cantons campaign again after a few years of the players being lost in eternal slumber deep inside Revoca Canton's infamous mesa (ruled by of course The Wizard of the Mesa). I have a whole new notebook of material burning a hole in my bookshelf and in need of playtest so hmu if you are a long time reader and always wanted to play online in said campaign. 

And now the real news of the Hill Cantons...

Yesterday's bi-lunar eclipse has caused quite a commotion in the cantons. Vast shadowy winged metallic beings were seen by some winging their way along the porcelain dome of the heavens moments before, leaving some to wonder if the two disks had been stolen from their metal tracks. 

Boumila the Bountiless has returned from a far voyage on the stout if strangely-named caravel, the Flux of Doom. The crusty sea-lass spins wild tales of the land of Cockaigne where the plum brandy runs in streams, halushky grows on trees and where no dice are rolled for saves. She is hiring for her next voyage.

Friday, February 22, 2019

Slumbering Ursine Dunes: The Extended Dance Version (Series Omnibus)


[Before we get into today's matter at hand, if you find this blog helpful and most of all want to help me get a new Hill Cantons book out please consider backing my Patreon. I am about to drop the first chapter of the new Revoca Hill Cantons book next week so it's really the optimum time.]

Going on two years now 1-2 times a month I seem to field a variant of the question “are there plans for a compiled version of the Slumbering Ursine Dunes books?” With a whole damn reddit thread (that I was blissfully ignorant of for a fortnight) and What Ho off my plate I think I've reached a tipping point.

Yes, I want to do an omnibus of the first four SUD books.

And I want to do it sooner rather than later with an eye for actual value and increased playability for both existing and new readers.


Likely Going In:
  • All Four Books. All four SUD-kickstarter books back-to-back in sequence. So expect to see Slumbering Ursine Dunes, Marlinko, Misty Isles and What Ho under one cover with one unified, sharper, more user-friendly layout. Hell I want this for my own table.
  • Larger Format. Likely switching from digest size to full 8.5 x 11. While digest is my own personal jam, we need to let some of those cramped tables and illustrations breathe.
  • Hardcover. Preferably with stitching (better quality binding, easier to lay flat over time) and likely with a high-quality traditional print run rather than only Print on Demand.
  • Index. A traditional back of the book index to assist with play at the table.
  • Bookmarks for Digital. The PDF edition will have them for reasons above, a perennial ask for the books from readers and reviewers.
  • More Illustrations. Luka's generous and productive mind packed the last two SUD books with illustrations, looking back from the Dunes and Marlinko they could use some more interior illustrations to snaz them up.
  • Unified Appendices. All those new monsters, items, new classes, subsystems, and weirdo subsystems will be organized together for ease of use.
  • New Cover. Hell, we do judge books by their cover, don't we? Something big, something splashy and hitting the Hill Cantons aesthetic just so.

Maybe:
  • Supplementary and Cut Material. In the maybe category is pulling in wider material to give the books more context and usability. Why I say maybe is that I am laser focused right now on not only finishing the Revoca book but getting it out much quicker than the previous books (and at the same quality level) which means realistically my writing time is sparser. But with my recent move and crazy person level of organization I keep finding whole notebooks of campaign notes relevant to all four books (tons of monsters, items, and even some dungeons) and pinko DIY me loves throwing value at readers who support the Hydra.
  • Design Notes. How and why the sausage was made.
  • Largescale Aesthetic Makeover. Maybe even if we do crowdfunding really kicking it up some design chops (more than than the significant makeover I am imagining above even).
  • Strong Unaccounted Stuff that Readers Want. Seriously, here's your time to chime in. What do you want? Nagging questions from the text? New vistas? The sky is the limit.


Thursday, November 1, 2018

What Ho Frog Demons is Out, Here's its Origin Story


What Ho, Frog Demons is out (you can buy it here, print is still in the works).

One thing I can guarantee you about the entire four books of the Slumbering Ursine Dunes series is that while published details can and do vary to protect the wicked they all do represent years and years of actual at-the-table play (above and beyond the many hours of more straight playtesting that comes post-manuscript).

Michael aka Migellito (aka the player of Father Jack of Fever-Dreaming Marlinko fame) relayed a ritual that would happen each and every session of the Hill Cantons weekly game for two years regarding the Frog Demon Temple, which lays just a few miles out of town right on the road to the primetime adventure spots of the time in the Marlinko Canton:
“Chris, every week: "So, you want to go to the frog demon temple?" 
Us, every week: "NO!" 
After about two years of playing and probably more than 50 sessions, we finally say "you know what.. ok, lets go to the frog demon temple". 
We walk up the spooky dead tree aisle to the temple. We go inside the main door. We start down the.. HIRELING DIES. 
We immediately leave the frog demon temple.”


It took another 1-2 years and several levels more powerful before the Nefarious Nine, the Google Plus campaign group that never numbered nine, actually came back to loot and pillage the temple.

In emergent play places and things take on quickly a significance, dynamic, and meaning beyond the design origin. I had never intended the FDT to be anything more than a punctuation in the campaign. Much like the Manor of the Beet God (also presented in What Ho) had intentionally been designed as a “Saturday Night Special”, the kind of self-contained 1-3 session micro-site that MAR Barker threw at players to spice things up between longer explorations.

The original intention of What Ho as a stretch goal was to just throw these sites straight and unadorned at you in a 18-24 page adventure. But like the emergent play of the campaign proper the Hydra Cooperative's publishing mission seems to zig zag and explode out of proportion out of the sheer love of imagining the hell out of things. Untethered by worries about the bottom line we just wanted to make something that blossomed like the play it was based on.

So here we are. The book is out and its busting out of its britches at 114 pages. We threw everything we could at it (a whole Marlinko hexcrawl, tons of NPCs, an infection index, tons of Vanican monsters, etc). If you feel so inclined you should check it out, feel free to mangle it beyond repair. And drop me a line if you thoughts about it (good, bad, or critical I want to hear). 

Wednesday, November 16, 2016

The Salacious Salon of Sxiploi

An excerpt from the upcoming What Ho, Frog Demons (fourth book in the Slumbering Ursine Dunes series) for your amusement, a little stylish sub-level inside the Temple overlooking the Hot Hell in which you can employ the Top Ten Books of Hell list (along with some other guiding boxes in the text to help with the demonic repartee.

Room 10. Cloakroom. Blixr, a sickly thin frog-demonette with flaccid urine-yellow skin and a loose-fitting (but immaculate) white uniform fronted with golden braid sits on a tall stool here behind a counter. In a terse, heavily-accented croak she ask for cloaks or other outerwear, producing from a slit in her wane neck an obsidian token in exchange for the article of clothing. A delicate cape made from ocular-bat wing membrane (worth 150 gold pieces) and a heavy ermine coat with thick shoulder pads and inexplicable rows of cast iron barbs (worth 500 gold pieces) hang on a rack behind her. The demonette will only attack if the cloak rack is disturbed.

Blixr [AC: 5, HD: 2, Hp: 9, Attk: 2, claws 1d4]

Room 11. Moist Towelette Room. Two large white-steel covered buffet trays sit here on a gleaming, polished marble counter. Two cans of magic sterno (low open flame burns for 24 hours before running out) sit below the trays warming neatly-folded moist towelettes. A small sign scrawled in menstrual blood states “take one and only one and refresh.”

Taking more than one has no consequence.

Room 12. Salon. The salon is decorated in the clean, crisp lines of Late Hell Modernist style: bare, polished rock floor with light thin metal gas burners (mounted on the wall for illumination) and a long airy window on the southern wall emitting red light. Through the glass panel (which overlooks interdimensionally the Hot Hell), a massive pillar of fire can be seen arching up from a plain of volcanic glass littered with styrofoam cups. A low, black wood coffee table has three tiny artfully-arranged delicate bowls containing decorative ebon black, pale green and blood-red pearls (worth 2,000 gold pieces each) and a platter of giant fly thoraxes wrapped in lammasu bacon.

Lounging on three low, sleek hobbit-skin couches are three Type B frog demons, Kanvmp, Hilrtnoc and Vasescltz, debating and discussing the political dimensions of soul-juice derivative markets (they vary in the difference of regulation of said financial instruments) and Hot Hell literary trends with their host, Sxiploi, a severed donkey head resting on a velvet cushion. The demons will react to apparent sharp points by the mute and long deceased head. The debate is punctuated frequently by droll, cutting gossip about local Marlinko human notables.

The demons will not immediately attack but will demand that party member participate in their conversation. Failure to provide more than two real-time minutes of interesting conversation (or attempts to steal the table bowls or otherwise be a boor) will bore the demons enough to fight, otherwise they will let the party come and go with no fuss.



Monday, September 26, 2016

The Ten Hottest Books of the Hill Canton's Hot Hell

Excerpted from a sidebar helping GM's navigate a demon-driven literary conversation in the Salacious Salon of Sxiploi, a sublevel in What Ho, Frog Demons (the fourth and forthcoming installment in the Slumbering Ursine Dunes series). 

Bestsellers of the Hot Hell
1. Applied Hedonics: Are you Pleasuring Yourself Enough at the Cost of Others? Written by the Shade of Tizzard. A rising newcomer to the Hot Hell literary scene, the author rings the warning bell on creeping weal in the City Whose Brass Towers Stand Beyond.

2. The Paleo-Soul Diet: A Homecoming to Primal Demonic Gastronomy. The case for the return to simple Cave Dwarf spirit essence-cuisine. Channel your inner Zombastadon.

3. Capital in the XXIII Aeon. Everyone claims to have read this 2,358 page exploration of demonic political economy.

4. Three Word Title: A Guide to the Naming of Products Auteur and Ludic. A short, focused primer.

5. The Iron Doom Crawling Red Monolith of the Cursed Pod-God Maze. Controversial childhood memoir of bestselling Roohaznarf the Uncheckable Flame that Consumes All. Told entirely through random die-drop charts, the title and accounts of charming life events reset at the conclusion of the book.
6. The Five People You Meet in the Sun Lord's Orb. A horror novella exploring the terrors of cloying human religious sentimentality.

7. Black Hobbit Lives Matter Not. A dry, yet informative oral history of halfling agitators in the world of Zem.

8. My Turn Again. A political autobiography of Zzatz, the eternal tyrant of the Seamless Machine. Rumored to be written by shadowy wraith-writer Mo'laliik.

9. The Tome That Cannot Be Spoken Of.

10. The Penultimate Tome That Cannot Be Spoken Of. There is a rather slim volume – one that I am not specifically referencing in anyway either on my tongue or deep in my stolen soul, nor am I ideating as a physical object or as literary concept – that may or may not be the sequel of another book. Perfect as a gift for that special someone in your life of Unspeakable Evil.

Wednesday, May 18, 2016

The Misty Isles of the Eld Out Now

After much blood, sweat, and tears, Misty Isles of the Eld is now a real published thing. No really, go check it out (and if you are one of the OG backers of the Slumbering Ursine Dunes project go check your mailbox). Somehow over the last year, it shook itself out of my brain and refused to just be a 20-30 page wee stretch goal affair and instead became a 102-page monster (but a lovable Ozian one).

Here's a couple other related pieces of good news: the manuscripts for Antony Picaro's thoroughly re-skinned/re-imagined Coast of Grizzly Dreams and my What Ho, Frog Demons (the next two and final installments in the SUD series) are in and being worked on.

Also if you are going to North Texas RPG Con this year we will have a limited run of pre-Print-on-Demand hardcopies available--and I'm running this beast Friday morning. 
Click on me.
Anywho brass tacks:
Art, Art, and More Art. Seriously Luka Rejec drew like a fiend in this project, producing ultimately 56 illustrations inside the interior alongside designing that Bowie-rrific cover and gorgeous pointcrawl map. 

Four dungeons. The Vat Complex (with its menacing sealed off-west wing, body-horrific industrial process and pocket dimensions), the flying god-prison Monument Five, the meth-fruit Plantation House and Colonel Zogg's Pagoda Bunker.

Full “extra-planar” pointcrawl. The wilderness crawl spreads over one main isle and two smaller islets subdivided by massive, movable grubs.

An “Anti-Chaos Index.” Through their actions the players shape the very reality of the Isles. Sometimes for the better, sometimes for the worst, but always for the weird. You know a reverse kind of thing from the Chaos Index mechanic I love so much.

A slew of new otherwordly monsters (the best of which jumping straight from the fever-driven mind of Robert Parker with some Jason Sholtis inspiration).

A large collection of bizarre technological Eldish artifacts and treasure. Includes a random generator for miscellaneous artifacts picked up.


A new psionicist player class, the Psychonaut, with a soft scifi twist. Including its own powers and mutations.


Thursday, January 28, 2016

Misty Isles Sample Pages

Super quick update and some show and tell. Misty Isles of the Eld has gone through layout and is just waiting on some maps and proofing.

Slumbering Ursine Dunes Kickstarter backer, old-school blogger and all-around good guy Jeff Russell jumped in the on the last minute to finish layout for the project. Not only was he a life-saver but he did it on our tight deadline, not a mean task given that this product is a good 24 pages longer than the Dunes (you know the actual crowdfunded adventure).

In other last minute happy news old school cartographer Cecil Howe has jumped in to do some of the site maps. I have been digging his work especially some pieces from Ed Greenwood recently.

Just to give you a taste of what is to come, here are some of the first round pages. Naturally many of these pages will get cleaned up and changed around as we work through the last step. Seeing all of Luka Rejec's art in one place made my jaded heart flutter a-new (and the thing is just packed with it).

Click on each to enlarge. 






Friday, January 15, 2016

The What in What Ho, Frog Demons

Writing my final (yay) Slumbering Ursine Dunes-related adventure, What Ho, Frog Demons, is well underway. (I've also had a rather pleasurable turn designing an Orbital Habitat generation chapter for Trey Causey's upcoming Strange Stars OSR).

What Ho is going to be a little different from Fever-Dreaming Marlinko and Misty Isles in that it's going to be closer to the more modest 20-page small-adventure format we had intended the SUD bonus adventures (Marlinko was 72 pages and Misty Isles may end up around 92 whopping pages). That said it's still likely to jam in a lot of content and be something more like a mere 40-odd pages (ha).

Here's a little rundown of what I'm planning on throwing in.

The basic frame is that this is a “further adventures” style product that will either: a. give your players more things to do in the immediate region around the Dunes and/or Marlinko or b. give you small site stuff to drop in digestible chunks (basically what I do with most published adventures).

There are two small easily-portable, small-scale dungeons: the greatly-feared in-campaign deathtrap, Frog Demon Temple (a shout out to Jeff Reints's chaotic frog gods of Cinder and some strange bedfellow Wodehouse elements) and Beet-God Manor, a manorhouse that has been possessed by a massive sentient and quite demonic beet (you read that right, inspired by Clark Ashton Smith's Mandrake short story). As a bonus two other unpublished locales from Hill Cantons players will likely find their way in there: Robert Parker's delightful, hilarious Chaos Monastery and Mike Davison's Fane of Grooze mini-dungeon.

So basically you get four small sites to plunk down and play with.
Expect a number of likely related bits including:
1. a hex or pointcrawl map of Marlinko Canton. Points from SUD, Marlinko and Misty Isles are included as well as some brief rundowns of local adventure sites like the Tomb of the Great Deodand, Lumas (Tower of Bone), Mountain Hall of the Hyperboreans, Bad Rajetz, and Revoca Canton.

2. A Frog Demon random generation system. I got some strong feedback from two backers about wanting something like this and it's a great idea (thanks guys). The system is shaping up to be based on the bio-diverse and delightfully strange range of actual existing and extinct batrachian adaptions (naturally with some weird twists and mutations).

3. Bite-sized Chaos Indexes for the sites that throw in some dynamic shifts.

4. Some supplementary info (mostly NPCs and Things to Buy) for greater Marlinko Canton.

5. A new, revised, yet still sophomoric Chaos Monk player class.

6. A lovely, large array of Chaos Monk equipment, mostly impractical martial arts weapons by Robert Parker.

As always a full plate, but I'm hoping to return to more regular(ish) content updates here on the blog. This year. 

Thursday, December 10, 2015

Coming Soon Misty Isles of the Eld

The best of news, after seven tough love editorial iterations The Misty Isles of the Eld is in layout. I am proud as hell again that we decided to take what were supposed to be 16-20 page mini-adventures and hammer them into fully-realized adventures.

Like Fever-Dreaming Marlinko, the Isles is longer and more content heavy than the original Slumbering Ursine Dunes main adventure (clocking in at over 72 pages). It's a pleasure to create in itself (my main motivation in being involved with the Hydra Cooperative) and we wanted to make sure that those who took the risk of backing us feel that the good faith and support is being paid back in spades.
The Eld naval port

What you can expect in the Isles:
Tons of art. The ever-talented and prolific Luka Rejec has packed the thing with his superbly quirky art. Expect to see something like 4-5 times the amount of illustrations than in the Dunes and Marlinko (and what art too). The unfinished front and back cover that mirror the complicated dual nature of the Isles (a section of a horrible cold dimension transposed onto a pastoral mythic wilderness) you can see down below at the very bottom.

Four dungeons. One large one (the body horror-industrial Vat Complex) with its menacing sealed off-west wing, body-horrific industrial process and gates to pocket dimensions. The flying god-prison Monument Five, meth-fruit Plantation House and Colonel Zogg's Pagoda Bunker are all in there.

Full “extra-planar” pointcrawl. The wilderness crawl spreads over one main isle and two smaller islets subdivided by massive, movable grubs. Nearly each one of the sites has a corresponding Luka illustrations.

An “Anti-Chaos Index.” A backwards version of the dynamic sandbox tool I use in the campaign and in both previous adventures. Through their actions the players shape the very reality of the Isles. Sometimes for the better, sometimes for the worst, but always for the weird.

A slew of new otherwordly monsters (some truly wonderful examples by Robert Parker).

A large collection of bizarre technological Eldish artifacts and treasure. Includes a random generator for miscellaneous artifacts picked up.

A new psionicist player class, the Psychonaut, with a soft scifi twist. Including its own powers and mutations.

God-Torture Artist at Work
Grub-Ridge in motion
Front Cover (Pastoral). Work in Progress.
Back Cover (the Cold Hell). 


Friday, October 9, 2015

Building Dynamic RPG Sandboxes Part 1

[Part Two can be found here.]

Tabletop rpgs lord over other gaming forms in several key areas. One major area is in the ability to provide robustly reactive campaign worlds that can take players and GM alike into totally unexpected places.

I have my shortcomings as a GM (pacing in online sessions for one) but over the years that the Hill Cantons has been active I've worked like hell to make the campaign feel alive and ever changing—to make all the whirly bits whirl. I've tried to extend that dynamic feel to the published mini-sandboxes of the Slumbering Ursine Dunes and Fever-Dreaming Marlinko. (The upcoming Misty Isles of the Eld has several, some that radically transform the region through player's actions.)

Often providing dynamism is just a matter of thinking through after a session ends how the various pieces of your sandbox (the machinations/reactions of NPCs high and low, what an in-game activity like a massive treasure haul did to change a base settlement, etc) are organically pushed and pulled by players (and other actors), but it helps immensely to develop a range of tools and habits to give it depth and consistent motion. Here are a few of my own tricks of the trade (cut into two parts for length).
Campaign News Cycle. I've written about this before in depth, but an important glue in the Hill Cantons campaign is the weekly news.

Regular news updates serve a triple function: 1. they force you as a GM to have think about the moving parts of your world on a regular basis, 2. it provides players frequent active choices in interacting with these moving parts, and 3. they create the illusion (and to some degree the reality) that your campaign world is a real, living place.

Dynamic Encounter Tables. This is a new piece for me. While I am generally pretty good at developing unique encounter tables (it's an easy and eminently practical shortcut in providing an interesting feel to an area) they have been mostly static.

I've started making them more dynamic in two ways:
1. Adding a variable New Developments slot that is basically a place holder for a special encounter tied to either a recent news event or an action that the party takes. A concrete example is that there has been a recent invasion by horse-nomads (kozaks) just to the north. If that slot is hit on the chart the party will hit something that has to do with event, maybe it's a patrol by the local militia, foraging stragglers from the horde, deserters etc.

2. I have been using encounter pools for total numbers of certain creatures (especially important in the colony-building Feral Shore campaign phase). Kill 30 Grotmen total over the next month? Well their local population is exhausted and something else will fill that niche. It's a pain to track so I do limit this to certain factions or types of monsters. It plays out at the table well, often giving me ideas for what's happening when new creatures step in.

Sample chart:
Upper North Mythic Woods Encounters
1-2  Personality
3-4  Creature
5  Mishaps and Magic
6  New Development

Creature
  1. 1d6 War Bears pilgrims
  2. 1d3 Revocan Honeyback Bears
  3. 1d4 Infested Boars
  4. 1d10 Reverse Centaurs (20 total)
  5. 2d4 Dirt-Gnome Mushroom Hunters (30 total)
  6. 1d4 Lost Village Children
In the next part I will chatter on about using a Chaos Index (or other overarching dynamic model), Encounter/Event Notebooks, Faction Dynamics and more. (Quite a bit more is written about sandbox mechanics here.)

Undoubtedly many of you sandbox vet GMs out there have a host of your own, feel free to lay them on in the comments.

Tuesday, September 15, 2015

Fever-Dreaming Marlinko and Slumbering Ursine Dunes Review Round-Up

I have been remiss in posting blogside reviews of my full-length, broke-in-the-head adventures. Promotion—and most of all self-promotion—being one of those necessary bits for micro-publishers that I have never felt entirely comfortable with. 

I do think the reviews, all of them thoughtful, constructively critical and by people who I respect in their own right, have interesting, broader things to say besides what's in the product. 

(Appearing below are some wonderful unpublished concept sketches of war bears and cave dwarfs that came out of the Kickstarter by David Lewis Johnson.)
Fever-Dreaming Marlinko



Slumbering Ursine Dunes




Hill Cantons Compendium II

Friday, July 24, 2015

Suggested Readings for Running Fantasy Cities

Regrets weigh on my mind. I cut a few sections from the Fever-Dreaming Marlinko manuscript and one of them I am already rueful about is the Suggested Reading section.


The readings from the gaming product list (I will post the non-fictional and fictional suggestions if there is reader interest) are for the most part geared around the central design challenge that nagged the hell out of me during the writing and playtesting: how can we do a better job presenting gameable fantasy cities by minimizing the traditional layering of boring, not-useful mundanities (the whole “here's a hobbit bootmaker with 3 hp and two daughters” syndrome) and maximizing things that either give it more flavor or make for better adventures at the table?

The products in the list below are all things that helped me think that framing question through (though it's up to y'all to decide if Marlinko succeeds).

In-Print Gaming
There's been a good deal of digital ink spilled on this one and for good reason—it is a forceful, articulate partisan of the “can the mundane” way of running large, sprawling cities. Of particular utility at the table are the numerous generators for things such as random streets, neighborhoods, taverns, NPCs (and their quirks and motivations), etc.

In a recent social media exchange WA author Trey Causey (and for full disclosure, one of my fellow co-partners in the Hydra Collective) said:“ If you want a Lankhmar or New Crubozon, it means the city has to be almost a character. It needs to inhabit mostly a space of content in players' minds, not as much a place of spatial location."

This seems not only broadly true but something I found deeply inspiring about WA's centerpiece City (a 1930s-ish fantasy NYC). I found his general approach of imaging the hell out of the features of a city that make it unique and memorable coupled with a neighborhood focus (with sidebars and boxes for unique social features or gameable charts) to be worth reading for the how to bring out the flavor and life in a fantasy city. You get a strong whiff of it on his blog index.

Glorantha produced a wonderfully adventurable city in the Chaosium-era boxed sets (republished together with a huge expansion by Moon Design). While I found some of the building entries to be on the bland side in Pavis, the product makes up for it by having evocative and interesting factions, distinct neighborhoods (each with their own street gang), town god cult (Pavis), dwarven undercity and best of all a massive ruinscrawl in the next-door Big Rubble.

The city write-up section is a flavorful exploration of an Asian-inspired city (and thus a nice departure from the standard more Western-based city books). I love the variant equipment lists and neighborhood encounter charts.

Lesserton and Mor seems to be directly inspired by the Big Rubble or at least it's very similar (ruinscrawl next to small base town). I found Lessertown, as a good solid example of an interesting adventurer boomtown, to be surprisingly more interesting than the ruined Mor.

Out of Print Gaming
City adventures run as much or more on navigating humanity and information as they do on site exploration. As such Cities by Midkemia Press (and later Chaosium) with it's massive array of city encounter charts is a huge inspiration for its breadth and depth (covering everything from a table of accidental jostlings of and by NPCs to a sub-table for the rare appearance of gods). The back section of the booklet is an intriguing downtime system that lets players run a minigame for what happens to them between adventures. 

(Btw Jeremy Duncan's cover for Marlinko is a bit of an homage to the second edition cover by Richard Becker).

Lankhmar
First most on any list of suggested readings for fantasy cities just has to be Fritz Leiber's Lankhmar stories. TSR's first and second edition are uneven but have some highly useful urban geomorphs and a beautiful map (that allows space for said geomorphs).

City State of the Invincible Overlord
The granddaddy of all fantasy gameable cities has to make the list even for all its mundane aspects. I dig the weird little sub-systems such as the strange and vicious court system.

City State of the World Emperor
Much as above though I found much of the actual city detail to be weirder, more evocative and more interesting than its brother CSIO.

Jonril
Loaded down with a heap of mundane descriptions and some of the worst and blandest character names, Midkemia's Jonril makes the cut by having a really interesting expedition sub-system for generating missions in the nearby howling wilderness of the Sunken Lands.

Friday, July 17, 2015

A Quick Tour of Marlinko Canton

Despite being the geographically largest of the Hill Cantons, Marlinko Canton (affectionately known as “Bloody” or “Sun-Damned, Fucking Marlinko” by its neighbors) is far and away the least densely populated. Much of its cedar-covered, ferrous red-soiled hillscape lies wholly inside the Weird and its not uncommon to feel the sudden, palpable electric shockwall and instant cessation of bird song that marks entering the mythical wilds several times strolling along a country back road.

As such human settlement clusters tightly and nervously together in the Ostrod river basin. A fertile region with its rich soils bi-annually renewed by the super-nutrients of the Blood Rains brought on by Habeka the Celestial Lady's whipping of our dear Sun Lord with her silver chains.
But don't be fooled by the bucolic whitewashed and blackwood-sided villages with their smiling floral-embroidered-tuniced peasants and bluff  red-faced rural boyars, their superficial rural easiness masks a life as strange and dream-cast as their big city capital, Marlinko.

Indeed each village tries to out do the next in having numerically more and vastly more eccentric mini-contradas competitively aping the demigod-centered, ancient traditions of their urban neighbor--some tiny hamlets sporting as many as 6-7 even!

Who cannot marvel at an entire so-called “contrada” being made up of two rundown cottages and a barn dedicated to an entirely-fictitious godling called She Who Mothers a Donkey?

The tidy blood-apricot orchards and wide barley fields...but Hot Hell, I come not to bore you with such mundanities, let's get to the hexcrawl.
Clicking does the enlarging.
Scale is 2 cantonal miles/hex (3.2 of your Earth kilometers)
02.13-03.13 The Misty Isles. Deep never-lifting fog covers these isles said by many to be a pastoral paradise where cheese and apricot pastry-trees grow along gentle banks of plum-brandy rivers and rock-candy boulders. This is, of course, some bullshit, upended by the cold, hard pocket universe reality of the upcoming Misty Isles of the Eld.

03.05 Lumaš.  A tall free-standing bone-tower monument rises here in memory to the sweetest of joys: organized slaughter of co-religionists on the field of battle. A massive granite slab sits on rollers below the tower cutting off the chill tomb-warren haunts below. 

04.11-07.11 Slumbering Ursine Dunes. You've probably heard about this place.

06.08 Kugelberg. Jaromil the Old Smith's thriving little thorpe.

14.08 The Frog Demon Temple. A wide bowl in the surrounding rocky, cedar-sprinkled hills holds a fetid bog. A low causeway runs over the swamp toward a cypress-ringed mound. Beware the Batrachian Prince that Gnaws at the Soul of the World Turtle, bewarrrre. [This death-trap dungeon which my G+ group was (rightly) terrified of and refused to step into for almost three years (after losing a hireling to a stair trap in the first minute) is one of the star attractions in the upcoming What Ho, Frog Demons.]

15.10 Hrad Fraza. A fortified country estate of the villainous banking family (a redundant distinction), the Frazas. Currently displaying the fabulously-expensive, yet poorly-executed and gauche Tapestry of Xvikz (also see Fever-Dreaming Marlinko p.40).

The Inflexible Highway. An old Hyperborean stone highway stretches just over the ridge from Marlinko precisely north and south. Stubbornly its engineers refused to route it around ridges or cut notches to reduce the gradient and can be a grind to walk even with its magnificently un-shitty pavement.

16.00 Ancient Mountain Hall of the Hyperboreans. High on a flattened mountain top lies the campiest of Hyperborean faux-barbarian ruins-camp: an over-wrought meadhall raised in cold grey slate and supported by gleaming cyclopean pillars. Beneath it lies...well, a dungeon (seven whole levels to be precise).

17.07 Marlinko. Marlinko (or Marlank if you using the Nemec exonym) is a bustling, smallish, and deeply odd city of 7,000 and the council seat of the Marlinko Canton. Life there as such takes on a strange dream-logic cast even by the standards of the rest of the borderlands. It's all in Fever-Dreaming Marlinko, why are you even reading this?

17.12 Ctyri Ctvrt. A pleasant market town and port of white-washed and black-trimmed buildings saddled with a tongue-twisted name that opaquely translates to "The Quartered Fourth." A local boyar has unearthed a 500-stone beet from his tenant farmer's field in the hamlet. Most strange of all is the twisted face-like blemish near the giant beet's crown. A local shepherd claims to have heard a booming voice emanate from the storage hut where it is currently housed.

18.02 Here Be Deodands. Not terribly far from the best, most obvious and most comfortable place for unlikely travellers to camp is a series of small caves in the bank of a short creek. Living in tidy, glittering sequin-walled caves is a lair of 20-200 deodands (100% “in liar”). A wise traveler refuses their late night entreaties to “cut a sweet real estate deal with them.”

19.09 Stary Maso. This oddly-named village (“Old Meat” in the local Pahr dialect) has a remarkable tolerance for adventurers, especially given several incidents in which said itinerant ruffians sired illegitimate new local residents—and a rather inglorious and infamous incident in which the local peasantry were collectively tricked into believing into a cargo cult centered around a Golden Barge by an obese, pig-masked mountebank. Indeed the precociously-glib toddler-bastard “Lil Colonel” is a much beloved village center of attention at barnyard line dances.

21.08 Bad Rajetz. Inbred eastern hinterland town renowned for its leather goods (especially its fetishwear). Infested with diabolists, demon-lovers, crowdfunders and Old Pahr heretics. Vast caverns with great, swooping bats and fire-breathing lizards lurking in the shadowy depths are said to feed into a vast, sprawling and most improbable Undervillage. Beware of your sister-cousins.

Tuesday, July 7, 2015

Marlinko Easter Egg Contest

I do love my homages and in-jokes so. Whether it be a small backhills town, murderhole or weirdo nation, the Hill Cantons is sloppy with literary references, nods to current events, woots to favored creators, lampoons of dreadful real world trends, etc. And the published work is no exception, Slumbering Ursine Dunes containing a rather large (and seemingly not-caught) Big Lebowski reference, a wereshark and grotto ship hat-tip to John Eric Holmes, and a host of smaller little eggs.

Fever-Dreaming Marlinko is even worse, positively bursting at the seams with them. The inestimable Gus L even calls me out in a thoughtful review for it with the Catacombs section (and he's most likely correct about their jarring nature.)

So friends, having accidentally over-ordered some print copies of Marlinko, time for another dumb Hill Cantons contest.

Contest Goal
A very simple one this time, there are 12 literary and movie direct homages hidden in the text (there are actually 17, but five of them seem way too veiled to be anything but a chuckle-point for me and maybe the home group players). Whoever finds the most, wins! (Note: I am specifically ruling out campaign in-jokes and broader D&D homages, just sticking to books and movies.)

Contest Prize
The winner gets to choose from the following list:
1. a print copy of both Fever-Dreaming Marlinko and Slumbering Ursine Dunes.
2. a $10 gift certificate to Amazon (don't spend it all in one place, hoss).
3. a copy of a book or movie from the reference list (barring a runaway auto-pricing fiasco).

Contest Deadline
Given that you have to wade through 70-pages of my quirky-ass writing I am putting out a longer deadline than my usual contests, July 21.


To enter your submission, email me at kutalik at the gmail dot the com.

Friday, June 26, 2015

What Ho, Frog Demons

Holing up in a converted New Hampshire barn has me fiercly procrasti-tasking around finishing the manuscript for Misty Isles of the Eld (all the while with Luka Rejec working like a machine to produce an inspired round of self-directed illustrations) and skipping ahead to the last and final stretch adventure coming out of the Slumbering Ursine Dunes project, What Ho, Frog Demons, a sandbox that pulls together a number of smaller adventure sites around the Dunes and Marlinko into a tidy little (and slottable in a home campaign) package.

The dreaded Frog Demon Temple (an intensely deadly and traperrific smallish dungeon with an extradimensional backdoor), the manor of the Beet God, and an outline of the backhills dungeon-infested town of Bad Rajetz will all have a turn after having been game to the hilt in my own campaign.

But here's a Wodehousian teaser of the set-up for the first scenario.

Jevo and I
“Nasty business with the Lord-Surveyor, Jevo. What.”

“If you say, Pan Vostvr.”

“I mean look at the face of it, old chum. Man writes an apologia titled A Corelands Defense of The Absolute Necessity of Frog Demons. I mean that is just asking for it, isn't it? One doesn't just casually stroll into salon stating 'you know frog demons, there is a warty race worth putting on the show about' and not expect to get stuck in.”

“Quite right, sir.”

“Still disappearing outright on the first high official visit to the borderlands in 76 years, that's a rum show and in Marlinko of all places with a temple so near. A frog demon temple of all things. Perfectly dreadful. One must do something about that kind of msvavo [Pahr slang roughly meaning “outrage/tragedy/funny bit”]. Now, Jevo, I know you have a bit of a thing when it comes to my embossed half-plate but I must have it for this adventure, what.”

“The one with the leering satyr face and protruding man-breasts, Pan Vostvr?”

“You will come around to it, Jevo.”

“I don't believe I will, sir.”

---

Ropucha Rigygtzenacht, Surveyor-Lord of Canton Departments Both Hilly and Forested, has announced that he will be conducting an official inspection and tour of both Marlinko and Ostrovo cantons. In the Cantons he is, of course,  more famously known as “The Garrulous Grease Toad,” a nickname attributed to him due to both his bulbous oily countenance and the famous, eccentric apologia he penned “Feuerundflammen: A Corelands Defense of The Absolute Necessity of Frog Demons.” Locals are shocked at the news, it has after all been almost 76 years since an Overking-appointed cantonal high official has actually set foot in the borderlands.  Beyond his official duties the grandee is said to be offering “sizable bounties for items of magic” including 5,000 gold suns for a “certain staff” (details available upon inquiry).  

Tuesday, June 16, 2015

Fever-Dreaming Marlinko Free Map Download

Well Fever-Dreaming Marlinko, finally, finally wormed its way out of my own acid-dreams and hopefully into yours. Backers of the Slumbering Ursine Dunes will find copies sitting in their hot little inboxes and all others can find the 72-page city adventure supplement right here on Drive-Thru RPG.

To celebrate--and give you a taste and a tool at the table--we are making the ever-talented and delightfully-eccentric Luka Rejec's three isometric maps (city map and two dungeons) available as part of a free download map pack on DriveThru (look for it tomorrow when I am off my champagne bender).

Wednesday, June 3, 2015

Fever Dreaming Marlinko Going to Bed, North Texas

The last stretch of Fever-Dreaming Marlinko has been..well...a stretch. My natural impatience starts showing in this last part of the cycle, but another round of layout and proofing (disrupted by the fact that nearly all of the Hydra Collective is packing up and heading to North Texas for the week) is something readers will appreciate--so it's looking like we will go to press somewhere around June 12-13 (or later, such are things in our hobby).

(If you are going to North Texas RPG Con, track me down and say howdy, I am friendly-ish and likely to be running a pick-up Marlinko session or wargame.)

Inevitably I hate most everything I write with a reflexive hatred as soon as it clears my keyboard. It takes months, some times years for my own stuff to become rehabilitated in my own eyes. 

But I feel pretty good about Marlinko. Ironically I think this stretch adventure, which was supposed to be a relatively disposable 20-page Kickstarter supplement to Slumbering Ursine Dunes, is not only a thing in its own right but is stronger than the thing it supplements (and longer even).

Pulling in Luka Rejec to do maps at the 11th hour turned out to be better than I imagined. All three of his maps went beyond even what I imagined. I mean just check out this beauty, the backcover map. I'm also way happy with both Jeremy Duncan and Jason Sholtis's art in the final product.
click on me.


But one of the reasons why I am genuinely excited beyond the required “fake it to, make it” enthusiasm small DIY publishers are supposed to project is that you will find several urban adventure mini-systems stuffed into Marlinko that I am pleased as punch about:
  • A Chaos Index with escalating events/triggers scattered throughout the city. Meeting an NPC when things are stable might be a wholly different experience than when it's escalated into high weirdness later (and things in the city go from being a bit eccentric to hallucinatory as play progresses)
  • And because one cannot have enough whirly bits in a sandbox, I threw in a whole news generator with full news brief like the campaign news I have been writing for years for the eponymous Hill Cantons campaign.
  • A tiger-wresting mini-game,
  • A weird nickname generator,
  • A section on running scams, hoaxes and grifting activity in a city that loves the Mountebank (the player class is in there too).
  • A (often very funny) carousing system tied into the quirky city quarter (contrada) by Robert Parker,
  • A“fair play/pay” guild system for hirelings (solidarity!) also by Robert/ 



Friday, February 13, 2015

Dunes Stretch Adventures Rolling, Rolling, Rolling

The holiday period was naturally a bit of a bear (pun not intended) for the Slumbering Ursine Dunes production crew. While we got the main adventure out before deadline for the PDF and just on deadline for the print, I spent an ungodly amount of time troubleshooting Print-on-Demand issues with Lulu and DriveThru.

January was slower than anticipated but we made progress, so fortunately this isn't leading up to a slew of the usual Kickstarter excuses and nervous shuffling. In fact I feel rather proud of the fact that we have pushed the stretch adventures up from small 20-page mini-adventure affairs to four separate full-length adventures—Fever Dreaming Marlinko, The Misty Isles of the Eld, Anthony's California Dunes and What Ho, Frog Demons-- that will be close or as long as the main adventure. (All four will also be available in both PDF and print form on DriveThru.)

Which all leads up to the actual point of this post. Each adventure is developing a highly-distinct look with a single artist devoted to each. I've found myself getting caught in a “dialectic” in which I see these magnificent pieces and get inspired to do more writing—Luka's illustrations spawning several new additions to my weighty bestiary section in the Misty Isles already.


Similarly seeing some finished work by Jeremy Duncan (who as a player in the campaign made a number of character sketches that will forever be what I see in my mind's eye) for Marlinko. This grotty piece shows the sparagmos rite in the catacombs of the bizarre alien cult Church of the Blood Jesus. So lovely.