Tuesday, April 30, 2013

World of Samardan: The Ziggurat of Moradan...

Greetings, All:

Here is the final post in this year's A to Z Challenge series, which describes 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. (There will be other location posts, but this one is the last of the Challenge posts.) Z is for the Ziggurat of Moradan.

(hex) Ziggurat of Moradan

Ambiance: A stepped pyramid of weathered black stone rising up from the wastelands, this ancient structure feels even older than most sites of the Ancient Ones. It is a cold, desolate structure, with steps rising to the apex along the slant height. The casing stones at the top have been pulled aside to reveal a narrow stairwell that descends into the depths of the ziggurat.

History: Also known as Moradan's Folly, this ancient structure has been the site of many deaths in the name of greed. Pansanu Hiko Moradan, convinced that great wealth lay deep within this ancient ziggurat, led numerous expeditions within, only to emerge with a handful of survivors unwilling to speak of the untold horrors they witnessed. None have dared enter the structure after Pansanu Hiko Moradan failed to return from his last trip within, although other warlords occasionally jest at mounting an expedition themselves to go after the fabled treasure.

Encounters: The ziggurat is loaded with traps, as well as puzzle rooms that appear to be designed to perplex and torment all who enter into it. Synthetic men mutely provide general maintenance for the site, and will direct visitors to various puzzle chambers in a jovial manner. The synthetic men appear to be in a losing battle against desert vermin that have entered into the complex since the casing stones were removed several decades ago. Common encounters are vermin swarms, unusual traps and helpful synthetic men.

Treasure: Rumors of great treasures found within the Ziggurat of Moradan are not unfounded. There's a wealth of repair components and power crystals to be discovered within the complex. In addition, a semi-functional synthetic man production plant exists in the lower-most level of the complex, waiting to be discovered. Aside from the scientific knowledge that could be recovered, more conquest-oriented leaders might view this as a possible source for slaves and possibly soldiers.

Adventure Hooks: Adventure hooks for this site could include the following:
  • A mute synthetic man has been found wandering in the wastelands. The crystalline tool it carried caused a Rakrani scholar of the Ancient Ones to urgently solicit guides to track it back to its point of origin.
  • It is a rite of passage in some Husrani tribes that the youth coming of age must visit the Ziggurat of Moradan and return with a symbol of their visit. Recently, one Pansanu's heir did not return, and he seeks "volunteers" to explore the depths of the Ziggurat looking for his son.
  • Kudiso Moradan, grandson of the famous Pansanu Hiko Moradan, has a standing reward for any information related to locating his grandfather or revealing the mysteries of the Ziggurat of Moradan.
  • The Brotherhood of the Black Pyramid, a fanatically order of Rakrani scholars and cultists, believe that within the Ziggurat of Moradan lies a gateway to a heavenly afterlife. They are recruiting mercenaries to protect an expedition to find the Heavenly Gate.
  • The town drunkard claims to have found an ancient map, partially obliterated by the passage of time, which shows portions of the interior, and he's willing to sell it for an evening of wine and revelry. One of the chambers within appears to contain large golden idols.

My inspiration for this site was an amusement park. I tried to imagine what an amusement park might look like for the Ancient Ones, and then how that same image would look in the eyes of someone who had never lived in a culture that could conceive of an amusement park. Android staff, unable to speak, working diligently on maintaining the site, and directing visitors to rides, games and the usual attractions. If one wanted to make it more sinister, the GM could assume there's a deranged AI running things, and take the story from there.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

With Regards,
Flynn

Monday, April 29, 2013

World of Samardan: Yatdros, the Wandering Palace...

Greetings, All:

This is the twenty-fifth post in this year's A to Z Challenge series, which describes 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today's post is brought to you by the letter Y. Y is for Yatdros, the Wandering Palace.

(Hex) Yatdros, the Wandering Palace

Ambiance: Floating several hundred feet above the blighted wastelands of the Torafeldan, the building known as Yatdros, the Wandering Palace, travels where the winds take it. This great structure is a mix of crystalline and organic surfaces, and sections of the lower floors have fallen away after centuries of collisions and decay. The interior of the structure is a vast network of inter-connected corridors and unusual rooms, dimly lit by a slowly failing power system.

History: Constructed in the days of the Ancient Ones, Yatdros no longer serves its original purpose, whatever it once was. Now, it serves as a home for flying creatures, as well as three small competing tribes of Husrani and humans that have each claimed sections of the structure as their own.

Encounters: The upper reaches of the Wandering Palace are home to wild gorbani and flocks of smaller flying creatures. The middle and lower reaches of Yatdros are contested territory for the two Husrani tribes and one human tribe that have somehow managed to settle the structure after leaping aboard during an occasional flyby of a hill or ruined structure.

Treasure: Yatdros possesses a large semi-functioning anti-gravity system akin to those found in small airships. If the Palace could be controlled, the Wandering Palace could become the largest aerial warship known in the region. In addition, the ancient food production technology feeding the inhabitants is extremely valuable to those regions that cannot grow enough of their own and must depend on trade to feed some of their population.

Adventure Hooks: Adventure hooks for this site could include the following:
  • A mystic order of Rakrani scholars renowned for their knowledge of the Ancient Ones, the Siblings of the Sapphire Sphere seek mercenaries to retrieve a specific device intact from the interior of Yatdros.
  • Mudo Pekaran, a master avian trainer from Pordel, seeks adventurers to locate the Wandering Palace and retrieve some of the wild gorbani eggs from the floating building to augment his current breeding stock.
  • Raganu Pekadevi Rekatur, the Lord-Emperor of Torkobalem, dreams of making the Wandering Palace his own personal warship. The Raganu has promised the coveted title of Doganu to anyone who can locate, capture, and deliver Yatdros to him intact.
  • Tamo Torkan, a Husrani Pansanu, wants to board the Wandering Palace as it travels through a small ruin of the Ancient Ones. His proposed tactics are daring, to say the least.
  • The Order of the Amber Eye, a mystic order of Sarrani oracles, believe that Yatdros, the Wandering Palace, will have significant bearing on regional events in the months and years to come. They are seeking observers to watch the floating building and report back on any unusual activities.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

Enjoy,
Flynn

Saturday, April 27, 2013

World of Samardan: The Xenolith of Devapand...

Greetings, All:

This is the twenty-fourth post in the A to Z Challenge series, where I'm describing 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, X is for the Xenolith of Devapand.

(hex) Xenolith of Devapand

Ambiance: The woods grow rich and abundant in this area, surrounding a natural stone spire that juts up a hundred feet from the earth. The spire is of a noticably different composition from the surrounding stone, appearing almost black under the moss that has grown to cover most of its surface. The ground here is boggy, and the air is humid.

History: This unusual rock formation marks the location of a set of natural springs that provide fresh water to the creatures of the area. The small pond formed at the base of the dark spire of stone attracts many living creatures, including predators. Its isolated location is about the only reason, aside from the local predators, that this oasis has not been claimed by sentient beings.

Encounters: A giant bershun (a huge reptilian creature with a broad head, tapering snout, massive jaws, and a thick outer covering of bony plates) has recently made the springs its home. Grankani (large canine beasts with a virulent poisonous bite that hunt in packs) roam the region, frequenting the pond for water in the evening, when the bershun is most likely resting. Common encounters and hazards are quicksand, vermin and kaskmandi (large armored herbivores possessing bony, turtle-like shells, sharp claws, short spiky tails and are easily irritated and provoked when disturbed).

Treasure: In a dying world, fresh water is highly valuable, and the springs of the Xenolith have that in abundance. The hides of the various creatures that dwell here also have a high market value, for those who can successfully hunt the beasts down.

Adventure Hooks: Adventure hooks for this site could include the following:
  • A small group of nobles are seeking hunters and guides to escort them to the Xenolith of Devapand for a hunting expedition.
  • A young girl begs mercenaries on the street to save her father. All she knows is that he had departed for the Xenolith of Devapand in search of grankani pelts three weeks ago, and has not returned. Her mother is ill, and she is too young to care for her mother and three siblings on her own.
  • Master Fortan Rekadan, a big game hunter, seeks guides to escort him to the Xenolith of Devapand, so that he can bring home the skull of a bershun to add to his trophy room.
  • Pansanu Grankaso Kudisakeran is soliciting mercenaries for an extended expedition. Grankaso secretly plans to conquer the oasis surrounding the Xenolith of Devapand, so that he can erect a stronghold and found his own village.
  • The Order of the Raging Kaskmand, a mystical society in Mermak, will pay handsomely for a mated pair of kaskmandi from the Xenolith of Devapand. They need new mascots, as their previous kaskmand died of old age recently.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

Enjoy,
Flynn

Friday, April 26, 2013

World of Samardan: The Wild Woods of Loganka...

Greetings, All:

This is the twenty-third post in my A to Z Challenge series for 2013, in which I describe 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, W is for the Wild Woods of Loganka.

(hex) Wild Woods of Loganka

Ambiance: The forests in this area are worn with narrow trails, and the shrubbery appears well tended. The sounds of the local wildlife are fairly muted; it is obvious that the woods here are relatively devoid of fauna, save those that have wings. Bandraki (small winged serpentine creatures with acidic spittle and a high attraction to sparkling items) flit abundantly through the upper foilage, but rarely descend below the canopy. In a large clearing, a tall conical mound of soil reaches to heights slightly above that of the surrounding canopy.

History: This forested region contains a number of plants of great medicinal value, but it is also the home of a great hive of danrakkomi (dog-sized insectile creatures with an acidic bite and a telepathic hive-mind). Because danrakkomi are extremely territorial, any land-based fauna have been hunted out to feed and protect the hive. Herbalists from Pordel strongly desire these woods for the abundant healing herbs found within, but gathering them has proven almost lethal because of the danrakkomi presence.

Encounters: Colorful flying creatures are quite abundant here. The danrakkomi frequently patrols this region, protecting the hive from intruders. Common encounters and hazards are desperate herbalists seeking rare herbs, poisonous plants and occasionally falling trees.

Treasure: Rare medicinal herbs are the greatest treasure of the Wild Woods of Loganka. Some of them bear a strong resemblance to poisonous plants, so having a professional along will help harvesters choose wisely. While the bandraki collect shiny objects for their nests high up in the trees, it is the danrakkomi that gather fallen heroes and their equipment, and drag the bodies into the hive to feed the queen. Once their gear has entered the mound, only the truly mad or insane would be fool enough to follow.

Adventure Hooks: Adventure hooks for this site could include the following:
  • Muda Hanaminan, a Rakran herbalist studying at the Lorarasak, seeks mercenaries to protect her while she harvests rare herbs from the Wild Woods of Loganka.
  • Nago Balsanan, an animal trainer, seeks explorers willing to retrieve eggs from bandraki nests found within the Wild Woods of Loganka, as their plumage is particularly desirable.
  • The danrakkomi patrols have discovered several villages a day's travel from the hive, and have begun harvesting the local population and their livestock as a new food source. In response, the village elders are hiring mercenaries to extinguish the threat, once and for all.
  • The Order of the Healing Hand requires a large supply of a particular herb in order to create a remedy for a new contagion that is starting to spread through the smaller communities of the upper valley. The only known source large enough to meet the immediate needs of the Order lies within the Wild Woods of Loganka.
  • Viro Minankan, an agent of the Raganu Podluso Banasam, Emperor of Pordel, is soliciting hunters and guides to join him on a trek to the Wild Woods of Loganka. One of the Raganu's personal messengers fell into the woods when his gorbani was attacked, and the Raganu wants the contents of the messenger's saddle bags recovered immediately.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

Hope This Helps,
Flynn

Thursday, April 25, 2013

World of Samardan: Valdren, City-State of Staves...

Greetings, All:

Herein lies the twenty-second post in this year's A to Z Challenge series, which describes 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today's post is brought to you by the letter V, and we probably all know by now that V is for Valdren, City-State of Staves.

1028 Valdren, City-State of Staves

Population: 22,000 (65% Human, 30% Sarrani, 5% Other). Ruler: Raganu Kusano Ragayaran, the Emperor of Valdren (10th Level Human Expert[Diplomat]). Resources: Exotic Wood, Paper.

Ambiance: In a dying world, Valdren is the beacon of civilization's last hope. The people of Valdren are dedicated to peaceful trade and higher learning. The campus of the Grand Library of Valdren, also known as the Yaranrasak, is perhaps the largest active academy or collegium within the territory known as the Granbalem. The people of Valdren are proud of their city, and their high morale is infectious.

History: From its humble beginnings as a lumber-camp on the edge of the dangerou Dulamader, Valdren has grown into a thriving metropolis. Although known for its exotic woods, Valdren also markets high quality paper, by the ream or bound in books. Freedom, knowledge and diplomacy are highly valued in Valdren; indeed, slavery was abolished early on, and Valdren has remained a city of free men throughout its history.

Encounters: Located on the edge of the Dulamader, the lands beyond the walls of Valdren are frequently visited by strange and unusual creatures from the depths of the dark jungle. Within the walls of Valdren, craftsmen and scholars are common occurrences. Common hazards and encounters include foresters, guides, librarians and diplomats.

Treasure: Valdren possesses a great many artistic treasures. The wooden statues displayed in the Royal Gardens are particularly valuable, for both artistic and political reasons. A great volume of ancient lore exists in private collections within the halls of the Yaranrasak, which are valuable to scholars of the Ancient Ones, as well as those who would use their technology for nefarious purposes.

Adventure Hooks: Adventure hooks for this site could include the following:
  • A local scholar believes he has located the source of the mysterious effect that is causing airships to crash in the Dulamader with far greater than average frequency, and is soliciting hunters and guides to escort him to a location deep in the jungle.
  • Raganu Kusano Ragayaran, the Emperor of Valdren, recognizes the needs for a strong and reliable airship armada. He maintains an open reward on any technical information that will dramatically improve the quality of the fragile airships he is forced to acquire from Torkobalem.
  • Recently, the Raganu's eldest daughter, Devaloba, has vanished, and the Raganu fears she has been kidnapped. The reward for her return can only be described as obscenely huge, and many free mercenaries are considering undertaking quests of their own in search of the missing princess.
  • Sada Mudasanan, a librarian of the Grand Library of Valdren, is an avid seeker of tomes created by the Ancient Ones. She is open to petitions for library-supported expeditions into ancient ruins, so long as the chances of success seem realistic.
  • The Captain of the City Guard seeks mercenaries to investigate the recent raids on merchant caravans heading to Valdren. He suspects that Torkobalem is involved on some level, and desires proof, one way or the other.

The City-State of Valdren is essential Samardan's version of Barsoom's Helium or Kregen's Vallia. A campaign will not likely start in Valdren, but it will likely become the adopted homeland of the players as they explore the region. I definitely want a city that feels like a home for "True Heroes," and thus it should serve as the eventual home base for campaigns built on that particularly style of Planetary Romance protagonists.

Enjoy,
Flynn

Wednesday, April 24, 2013

World of Samardan: Umadasag, Prison of the Unwise...

Greetings, All:

I present this, the twenty-first post in this year's A to Z Challenge series. This series describes 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, U is for Umadasag, Prison of the Unwise.

(hex) Umadasag, Prison of the Unwise

Ambiance: Now overgrown and forgotten, Umadasag, Prison of the Unwise, is a secluded complex lost in the hills far from civilization. The few roads and paths that lead to the site are marked with skulls mounted on spears, and tattered banners once declared the asylum's quarantine status. By day, it is a silent place; by night, the howls and cries of unseen tormented souls echo from within.

History: Originally, Umadasag was an asylum used by a forgotten mystical society to treat members who had suffered mental anguish in the pursuit of their psychic powers. However, once a virulent disease known as the Rusamoro Plague appeared among the population of the site, this institution quickly fell. The region has been quarantined ever since, although bandits have recently visited the site.

Encounters: Astral entities, the disembodied remains of ancient psychics, are still tied to this site. Psychic creatures have also been attracted to the location by the high level of psychic activity still present within the walls of this abandoned insane asylum. Common encounters and hazards are Rusamoro-infested berserkers, psychic creatures and unusual mental phenomena.

Treasure: Several devices of the Ancient Ones remain within the asylum, heightening the psychic powers of all within their broadcast range. This has even allowed astral entities to remain after the death of their physical bodies. In addition, a small body of psychic lore, perhaps the best collection of works on the subject by the Ancient Ones, is hidden in a small library deep within the complex.

Adventure Hooks: Adventure hooks for this site could include the following:
  • A "ghost" within Umadasag reaches psychically into the dreams of sensitive people in the region, begging for release from his eternal imprisonment at the Prison of the Unwise.
  • Nago Balsanan, an animal trainer, seeks explorers willing to retrieve eggs from the nests of rahanani (child-sized flying carnivores resembling a darkly feathered bird with a scaled, serpentine torso and tail, and possessing the psychic ability to stun its prey) that have been reported in the Umadasag area.
  • Sada Mudasanan, a librarian of the Grand Library of Valdren, seeks tomes of the Ancient Ones to add to the collection found in the vaults of the library itself. Other recovered tomes hint as to the existence of a library on psychic lore in the lower levels of the Umadasag, so she is hiring adventurers to seek them out and retrieve them in the name of the Grand Library.
  • Sen Lobalogana of the Healing Hands believes that a new Rusamoro Plague epidemic may be on the brink of devastating civilization once again, after treating a mercenary that had returned from Umadasag with symptoms of the disease. For the greater good of civilized lands, Sena Lobalogana seeks to cleanse the asylum once and for all, and needs men-at-arms to accompany her on the journey.
  • The Order of the Amber Eye, a mystic order of Sarrani oracles, is hiring mercenaries to retrieve one or more specific devices from within the Prison of the Unwise.

Here's a site for stories that involve ghosts and/or blood-raging zombies. Umadasag still bears the stigma of its origins as an asylum for insane psychics. Given its name, I could even play on some Chtulhu-esque stories using Umadasag, Prison of the Unwise, and give them a planetary romance twist. Fun, fun, fun!

Enjoy,
Flynn

Tuesday, April 23, 2013

World of Samardan: Torkobalem, City-State of Crystals...

Greetings, All:

Here is the twentieth post in this year's A to Z Challenge series, which describes 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Only six more posts in this series to go, followed by a few additional posts beyond the A to Z Challenge to cover more locales in the setting. Today, T is for Torkobalem, City-State of Crystals.

1114 Torkobalem, City-State of Crystals

Population: 24,000 (80% Human, 15% Rakran, 5% Other). Ruler: Raganu Pekadevi Rekatur, the Lord-Emperor of Torkobalem (10th Level Human Warrior[Tactician]). Resources: Airships, Crystals.

Ambiance: Torkobalem is a city at war with the rest of the world, ruled by an imperial tyrant with dreams of conquest, and it shows. Personal freedom is only given to the elite who provide the Raganu Pekadevi Rekatur with soldiers and resources; the rest of the populace are oppressed, and struggle to avoid indentured service to the Raganu. Vigilant guards and militia constantly patrol the streets, looking for those without the proper travel papers or trade permits. Only in the gladiatorial games of the Great Arena does the public find entertainment and limited freedom.

History: Torkobalem began as a mining town, and quickly grew as mines rich in power crystals drew the attention of the wealthy and powerful. Always a stern city-state under strict rule, Torkobalem began an aggressive campaign of imperialistic conquest when the Raganu Pekadevi Rekatur ascended the throne after his father's fatal hunting accident. Since then, Torkobalem has launched both land and aerial assaults on several cities, who have been weakened considerably by Torkobalem's stranglehold on power crystals.

Encounters: Mercenaries, militia and technicians are commonly encountered on the streets of the City-State of Crystals. Recently, a secret society of silver-masked cultists have taken over the shadows of Torkobalem's back alleys, displacing more established criminal organizations as their members flock to this mysterious cult. Common hazards and encounters include city militia, gunslinging duelists, slaver gangs and corrupt forgers.

Treasure: Power crystals are the primary source of power for the military machinery of Samardan, and Torkobalem has a stranglehold of them. Great vaults hold a surplus that has been mined locally or gained through battle or theft. Guns are a common weapon here, and other mercenaries would pay dearly for high-quality Torkobaleman guns, pistols and especially cannons. Torkobaleman airships are an even greater prize, as the ones that Torkobalem sells to the rest of the world are far inferior in quality and function than the ones they keep for themselves.

Adventure Hooks: Adventure hooks for this site could include the following:
  • Forto Podasanan, a noble from Pordel, will reward a pilot handsomely if he can "acquire" a small, swift airship from the Raganu's personal fleet.
  • Hiko Sumarano, a slave-trainer of House Sanadasan, wants to hire investigators to locate who has been stealing slaves from the slave pens and discreetly bring the perpetrators to the House for punishment.
  • Reko Devalogan, a timid Rakran herbalist, needs the services of a master forger to prepare travel papers for him, so that he can leave the city with his family and be free of the oppression. Sadly, he's pretty bad as asking for such things clandestinely.
  • Several nobles out of Gorsal are discretely soliciting the services of "agents experienced in procurement" to "liberate" several crates of power crystals from the Raganu's storehouses.
  • Viro Dilayatan, a leader of an organization of "acquisition specialists," seeks foreign mercenaries to infiltrate a secret society of silver-masked cultists, and report back on what they discover.

The City-State of Torkobalem is one of the biggest threats of the region. They are envisioned as the kind of government most players would love to challenge, irritate and eventually destroy. Nothing irritates a player-character like being told they can't go where they want, when they want, and Torkobalem is all about restricting the freedom of its people. The silver-masked cultists are the Mind Masters of Orkelium, although I prefer to see that secret become revealed and developed more extensively through game play. The fact that the Farleni and Torkobalem are at odds with one another makes for an interesting political environment, should the players (or the characters in a story) decide to pursue that route.

Enjoy,
Flynn

Monday, April 22, 2013

World of Samardan: Suknat, City of Markets...

Greetings, All:

Welcome to my nineteenth post in this year's A to Z Challenge series, which describes 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, S is for Suknat, City of Markets.

(Hex) Suknat, City of Markets

Population: 11,000 (65% Human, 20% Rakrani, 10% Sarrani, 5% Other). Ruler: Raganuba Bamaloba Semaminan (in name only; the Council of Guilds is the true power of Suknat). Resources: Grains, Market.

Ambiance: The streets of Suknat are a loud and chaotic place, with numerous markets and bazaars selling a wide range of goods. In a city of merchants and markets, haggling has become an artform, and it is considered impolite not to participate in the back-and-forth banter. Guilds are ubiquitous throughout Suknat, and their tensions and rivalries influence almost all aspects of Suknatan life.

History: Suknat was originally a small marketplace that sprang up to serve a "heavy" agrarian locale. Early on, the markets of the township attracted many craftsmen, and as a result, Suknat has since grown into a renowned trade city. Almost a century ago, the merchants and the nobility fell into a civil war. The nobility officially won in the end, but not without making sufficient concessions that the true seat of political power lies in the wealth represented by the "advisory" Council of Guilds.

Encounters: Servants, slaves, craftsmen and merchants are all frequently encountered on the streets of Suknat. Like the Raganuba Bamaloba Semamanin, the city guard are tax-hungry and corrupt, leaving many guilds to protect their own members and clientele. Common hazards and encounters include con artists, unscrupulous merchants and corrupt city guards.

Treasure: Despite the heavy taxation imposed by the Raganuba Bamaloba Semamanin, her spending habits have resulted in nearly empty coffers for the City of Markets. However, the most affluent guilds have sizable treasuries, as recipients of the Raganuba's largesse. Suknat is widely known for the quality of its beers and ales, given the close proximity of agrarian lands.

Adventure Hooks: Adventure hooks for this site could include the following:
  • Bano Tamasumaran, a mercenary captain, is seeking men-at-arms to protect a caravan travelling from Suknat to Valdren. The last three caravans have been attacked, so Bano is not taking any chances.
  • Doganu Reko Kudisamur, an elder noble of Suknat, needs "acquisition specialists" to recover his family blade, which had been lost in the civil war. The noble has recently learned that it lies within the treasury of the Bladmadan Guild, who creates swords and other edged weapons.
  • Drako Sanakusan, a merchant from Valdren, is hiring mercenaries to locate a missing member of his retinue. The merchant fears that his aide may have been ambushed to be sold into slavery in one of Suknat's slave auctions.
  • Kaso Hurakan, a local guildmaster, seeks a party to secretly negotiate with the city guard for the release of his son from jail, before the Raganuba learns of the incident and uses it against him to leverage more money from his guild.
  • Sema Bladakan, a vintner of Garsol clandestinely seeks accomplished thieves to steal the secrets to the preparation of Sorataves, a highly prized golden ale only manufactured in Suknat.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

Enjoy,
Flynn

Saturday, April 20, 2013

World of Samardan: Ramgrat, the Holy City...

Greetings, All:

This post is the eighteenth in year's A to Z Challenge series describing 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, R is for Ramgrat, the Holy City.

(Hex) Ramgrat, the Holy City

Population: 10,000 (65% Rakran, 30% Human, 5% Other). Ruler: The Deva-Raganu of Ramgrat (unique 15HD artificially intelligent construct). Resources: Metal, Weapons.

Ambiance: The architecture of this strange city is a bizarre mix of clockwork gears and crystalline mechanism. Automatons, both active and inactive, are a fairly regular sight on the streets; inactive automatons are often covered in flowers, small gifts and other tokens of admiration and devotion. The most ancient building of Ramgrat are actually ruins of an ancient city, and there is a marked difference between elements of new and old construction.

History: Ramgrat has been a holy city, devout in its worship of the Ancient Ones and their war machines, since its foundation. Holy days are frequent; rarely does a week go by between days of celebration or remembrance. The Deva-Raganu does not speak often, but when it does, the Voice of the God-Emperor must be obeyed, even when the actions may not at first appear to be rational. Often, the preparations made under these prophetic commands bear surprising fruit in the future.

Encounters: A number of Ancient automatons walk the streets of Ramgrat, operating under the direction of the Deva-Raganu. Speakers for the God-Emperor, a sect of priests that interpret the Divine Words of the Deva-Raganu, rule the city fervently in the name of their god. Speakers for the God-Emperor are not known for their tolerance, even among believers. Common hazards and encounters include processionals, fanatical zealots and Rakran scholars.

Treasure: There is an abundance of Ancient technology in Ramgrat, guarded by the functioning and semi-functioning automatons serving the Deva-Raganu. In addition, a considerable stockpile of power crystals exists to support the constructs in times of siege by external sources.

Adventure Hooks: Adventure hooks for this site could include the following:
  • An automaton malfunctions and goes berserk in the main market area, threatening the lives of many people unless it is somehow stopped. Of course, wanton destruction of a Ramgrat automaton is considered a High Crime against the God-Emperor, and is punishable by death.
  • Kudiso Moradan, grandson of the famous Pansanu Hiko Moradan, desires an entourage to travel with him to Ramgrat, where he will beseech the Deva-Raganu for an audience. Kudiso hopes that the God-Emperor will be willing to part with divine knowledge of his grandfather's fate, or at least some insight into the mysteries of the Ziggurat of Moradan.
  • Sanana Lusadan, a mercenary from Grasol, is soliciting investigators to locate a colleague of hers that was last seen in Ramgrat. Unfortunately, she fears that her friend Kad Kanagan may have been arrested for violating local laws. He's always been a curious sort about Ancient technology, with not one ounce of common sense...
  • Sen Logomit, a master scholar of Mermak, needs mercenaries to deliver a gift to the Deva-Raganu, along with a request for a private audience related to the gift. Sadly, the Speakers for the God-Emperor are not in the habit of granting private audiences with the Deva-Raganu.
  • Viro Ragaharan, a rather shady local merchant, clandestinely seeks adventurers to smuggle stolen power crystals out of the Holy City and deliver their cargo to a band of mercenaries, who will take the crystals to their final destination.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

Enjoy,
Flynn

Friday, April 19, 2013

World of Samardan: Quartz Fields of Kreggar...

Greetings, All:

Welcome to the seventeenth post for this year's A to Z Challenge series. I am describing 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, Q is for Quartz Fields of Kreggar.

(Hex) Quartz Fields of Kreggar

Ambiance: High up in a mountain pass, this small vale, filled with skree and rubble, glistens with an abundance of power crystal and non-charged quartz. Rough winds howl through the narrow chasm, a bitter reminder of a dying world. Small niches, carved sporadically high up the valley walls, bear wind-worn statues of squatting figures that watch silently over this barren site.

History: A long-lost cult once considered the Quartz Fields of Kreggar to be a sacred place, and carved niches for the statues of guardian spirits to watch over this place of power. After a terrible earthquake cut off access to this valley, the site fell into disuse, and was eventually abandoned. Today, tales of the Quartz Fields of Kreggar have taken on a near-legendary status, attributing oasis-like qualities to this desolate site.

Encounters: Serpentine and insectoid creatures are common in the Quartz Fields of Kreggar, while flying creatures are virtually unknown. The top-level predator in this locale are the dansarkkati (huge heavily-scaled carnivorous creatures that burrow through the earth and attacks unsuspecting victims from below). Grandanraki (large subterranean predators with iron-like claws and the psychic ability to mentally stun and confuse other creatures) inhabit caves and caverns located near this valley, but do not intrude on the territory inhabited by the dansarkkati, who appear immune to the mental stunning effects of the grandanraki. Common hazards and encounters include landslides, dansarkkati warrens and extremely high winds.

Treasure: The power crystals found on this site are an incredible treasure for those using technology based on that of the Ancient Ones. Indeed, the City-State of Torkobalem has risen to its state of military and political power through its control of more easily accessible veins. Some of the statues that stand as sentinels over this valley are adorned with gold and silver inlay, with valuable gems set into them to represent eyes.

Adventure Hooks: Adventure hooks for this site could include the following:
  • A mystic order of Mermak will pay handsomely for a clutch of grandanraki eggs from the Quartz Fields of Kreggar.
  • A scholar from Ramgrat, Malhiko Balsanan, seeks strong men to travel with him to the Quartz Fields of Kreggar in an effort to locate an alternate source of power crystals, at the behest of the Deva-Raganu of Ramgrat.
  • Doganu Drako Haranshand, an elderly noble of Valdren, is soliciting adventurers to explore the pass leading to the Quartz Fields of Kreggar in hopes of finding the wreckage of his daughter's airship, and possibly locating her if she is still alive.
  • Pansanu Forto Kudisyaran, a young noble from Deval, desires to track and kill a dansarkkat in the Quartz Fields of Kreggar so that he can place its skull on display in his manor, and he needs bait... er, guards, yes, guards to travel with him on his journey.
  • Sen Huramal Naganhen, a Sarran scholar, seeks the legendary Quartz Fields of Kreggar, hoping to find a spiritual oasis at the end of his journey, and is hiring guides to assist him on his journey.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

Enjoy,
Flynn

Thursday, April 18, 2013

World of Samardan: Pordel, City of the Gorbani Roosts...

Greetings, All:

This is the sixteenth post for this year's A to Z Challenge series. This year, I am describing 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, P is for Pordel, City of the Gorbani Roosts.

(Hex) Pordel, City of the Gorbani Roosts

Population: 12,000 (65% Human, 30% Rakran, 5% Other). Ruler: Raganu Podluso Banasam (8th Level Human Warrior[Equestrian]). Resources: Gorbani, Herbs.

Ambiance: A great number gorbani (huge avian creatures with razor-sharp talons that are easily domesticated to serve as flying mounts) roost in nests along the steep mountainous walls above the city of Pordel. Built into and up the cliffside, Pordel is a city of various levels and tiers. This discourages travel by foot simply through the nature of the steep trails leading from one section of the city to another. Herbalists and healers hold Pordel in high regard for the Logarasak, a prestigious academy of medicine.

History: The original settlement of Pordel sprang up around a single aerie, and grew as knowledge of Pordel's superior gorbani stock spread throughout the region. Small mountain valleys provided well-protected sites best suited for certain medicinal herbs. As the needs for veterinary healers grew, the Logarasak emerged as a prominent institution of higher learning. The healing of humanoids was originally only a secondary course of study at the academy, but has since blossomed into its own field.

Encounters: Flyers of all types, both airship and gorbani, can be found in Pordel, as well as a wide variety of Rakrani drawn to study at the Logarasak. Attacks by wild gorbani are rare these days, although it can happen occasionally beyond the city walls. Occasionally, volburi (large winged ursinoid creatures with the ability to psychically stun its prey and a hatred of other creatures with mystical ability) come down from the higher reaches to attack gorbani roosts and the upper tiers of Pordel. Common hazards and encounters include herb addicts, gorbani droppings and the occasional landslide.

Treasure: Sen Sema Loganu, the headmistress of the Logarasak, is rumored to be in possession of lost lore of the Ancient Ones, and even has the ability to restore life to the recently deceased. The eggs of the Sorato breed of gorbani are held in particularly high esteem, for the gorbani of that particular breed fly faster and more fiercely. As such, they make fantastic war-mounts. These eggs are protected within the hatcheries of the Soratopor Aerie, and only sold to the highest nobles and most affluent merchants.

Adventure Hooks: Adventure hooks for this site could include the following:
  • A frantic woman wants to hire thugs to kidnap Sen Sema Loganu to raise her recently deceased husband, the crime lord Rapo Dilablad, from the dead before others hear of his demise.
  • A Rakran youth named Mal Buraban needs help climbing to a gorbani nest to recover a jeweled collar from the body of his pet, which the mother gorbani had snagged from the pasture to feed to her baby hatchlings. The collar was a gift from his father, a mercenary who died in battle last year.
  • Koranu Keran Podganan, a noble from Torkobalem, clandestinely seeks "acquisition specialists" to steal two gorbani eggs from the Soratopor Aerie for him.
  • Muda Hanaminan, a Rakran herbalist studying at the Lorarasak, wants to hire men-at-arms to protect her from possible volburi attacks while she harvests some rare herbs in an upper valley.
  • Pansanu Hiko Devikasuna is looking for guides to help him hunt down and slay a great black volbur called "Ol' Death".

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

Enjoy,
Flynn

Wednesday, April 17, 2013

World of Samardan: Orkelium, the Forked Tower...

Greetings, All:

I present the fifteenth of my A to Z Challenge series of posts this year, which describes 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, O is for Orkelium, the Forked Tower.

(Hex) Orkelium, the Forked Tower

Ambiance: This unusual tower of the Ancient Ones has almost impossible angles and unusual extensions, resembling a dead tree more than a true spire. Portions of the Orkelium appear to retain residual power, based on lit windows seen at night in certain sections.

History: Orkelium was likely a marvel of engineering, even in the time of the Ancient Ones. Unbeknownst to the world at large, a race of psychic alien parasites known as the Farleni now inhabit the structure, having been released from containment by unwitting explorers. Hordes of creatures under the mental influence of the Farleni have begun to attack nearby settlements and ancient sites, as more sinister plots have secretly been set in motion.

Encounters: Mind-controlled creatures and humanoids are the first wave of defense for the Farleni of Orkelium. Deeper in the complex, the Farleni themselves work on their master plan to conquer this dying world and make contact with their homeworld, using whatever technology of the Ancient Ones they can locate in their quest. Common hazards and encounters include automated defenses, psychic traps and unusually intelligent beasts.

Treasure: The Farleni possess the world's most advanced collection of lost technology of the Ancient Ones. With the addition to power crystals that the Mind Masters of Orkelium are smuggling in from Torkobalem, the wealth of artifacts is almost beyond imagination. (Of course, if too much power goes away, the structure will collapse, because anti-gravity modules are no longer supporting the unusual structure, but that's beside the point.) In addition, the Orkelium possesses records that detail the lost history of Samardan, including the origins of the Farleni and what happened to the Ancient Ones.

Adventure Hooks: Adventure hooks for this site could include the following:
  • Pansanu Buramadan of Garsol is hiring an expeditionary force to confront the Hordes of Orkelium. He believes that the beasts are being controlled by exceptional trainers, given their extreme coordination during assaults and the systematic capture of various resources, and Pansanu Buramadan does not like what this portends.
  • Sen Logano Semaviran, a Rakran sage of Pordel, wants to explore the Orkelium in search of functional technology, based on reports of well-lit windows on the Forked Tower.
  • The daughter of a farmer tearfully seeks hunters to track down her father, find out why he has abandoned his family, and even bring him back if his mind has become broken. The farmer, Minan Sadanat, was last seen after the last raid of the Hordes, travelling peaceably with the creatures that slew her mother and eldest brother.
  • The Order of the Amber Eye, a mystic order of Sarrani oracles, is concerned by visions of dark forces at work in the Orkelium, and are soliciting adventurers to investigate the ruins and report back.
  • The small village of Sandros has been destroyed by the Hordes of Orkelium, and other villages are hiring hunters and mercenaries to exterminate the hordes before their own lands are attacked.

These are the ruins I've elected to use as the home base for the Supreme Big Bad Guys of the World of Samardan setting. The Farleni are creatures from another planet, and were sealed away into containment shortly after their arrival. Millennia later, a foolish band of adventurers has finally released them, and their mission of conquest and contact has been their main drive ever since. They obviously desire communication with their homeworld, and possibly even transportation home, but given the state of affairs on this dying world, this appears to be a very difficult task to undertake.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

Enjoy,
Flynn

Tuesday, April 16, 2013

World of Samardan: Nobium, Tower of the Ancient Ones...

Greetings, All:

Welcome to my fourteenth post for this year's A to Z Challenge series. This year, I am describing 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today's post was brought to you by the letter N, and N is for Nobium, Tower of the Ancient Ones.

(Hex) Nobium, Tower of the Ancient Ones

Population: 7,000 (65% Husrani, 30% Human, 5% Other). Ruler: Raganu Sumataro Mudakusan (7th Level Human Warrior[Mercenary]). Resources: Gorkeshi, Water.

Ambiance: Lying on the edge of ancient ruins, the settlement of Nobium inhabits the lower levels of the only major structure to have survived from ages long past, that of a tall arcology. The exterior is cracked, and many of its wide windows and terraces are broken. While humans and Husrani occupy the lower levels, the upper reaches of the tower serve as nests for wild flying creatures.

History: The purpose of the tower and the adjacent ruins have been lost in antiquity. Several decades ago, a human warlord united several Husrani tribes under him, and conquered these ruins. Gathering his newfound wealth and his people together, he made the tower of Nobium his base of operations. The elderly warrior is near death, and his eldest son has yet to return from a mercenary's life to inherit the society his father had built. The gorkeshi (large six-legged herbivorous mounts with a single horn upon their foreheads for goring predators) raised by Nobium herders are considered the finest in the region, given their better nourishment and regular access to water.

Encounters: Vigilant patrols monitor the ruins and the outlying wastes surrounding the tower. Within Nobium, one is likely to encounter warriors, hunters and raiders, as well as a handful of experts and mystics. Common hazards and encounters include flying creatures, collapsing stonework and combat challenges from young warriors seeking to prove their worth and increase their wealth.

Treasure: The Raganu Sumataro Mudakusan possesses a number of artifacts from the ruins that function only when he has power crystals for them. One of these relics is said to be an airship of the Ancient Ones. In addition, the Raganu has the accumulated wealth of his raids on non-aligned tribes and even a few civilized settlements along the walls fo the Granbalem.

Adventure Hooks: Adventure hooks for this site could include the following:
  • Devo Sumaranhen, a brash and uncouth young warrior, has taken to challenging new arrivals to Nobium who appear weak, claiming that their possessions become his under the ancient laws of conquest.
  • Hiko Balganan, a human mercenary in the Raganu's entourage, is soliciting hunters to clear an upper level of the tower in preparations for the construction of a new aerie. His last two attempts failed, but the man has not given up hope.
  • Refugees, mostly the children and the crippled of tribes shattered by forces under the command of Raganu Mudakasan, have constructed a small "shanty-town" not far from the tower, and now act disgracefully by begging for food and water. They claim that the ancient laws of conquest make the Raganu responsible for their lives, as he defeated their warriors in combat.
  • Sano Devaloban, a gorkeshi herdsman, cannot find his daughter and fears she may have wandered off into the ruins on her own.
  • The Raganu Sumataro Mudakusan of Nobium seeks a band of mercenaries to retrieve his eldest son, who was captured by a Husrani tribe. The Raganu feels that it is likely that his son, Semahen, has been sentenced to the Justiciar's Vault for "crimes" the Nobium army has performed against the tribesmen.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

Enjoy,
Flynn

Monday, April 15, 2013

World of Samardan: Mermak, City on the Moors...

Greetings, All:

Happy Tax Day! This is my thirteenth post for this year's A to Z Challenge series, which means we're halfway through. This year, I am describing 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, M is for Mermak, City on the Moors.

1233 Mermak, City on the Moors

Population: 7,000 (65% Sarrani, 30% Human, 5% Other). Ruler: Raganu Kaso Mudayaran (8th Level Sarran Mystic[Oracle]). Resources: Smokeleaf, Spices.

Ambiance: Surrounded by large spiked palisades to keep out the largest of the saurian marsh dwellers, Mermak is a thriving market city on the edge of the Granmer Swamp. Sarrani culture pervades Mermak: non-Sarrani locals wear togas or robes, sumarkafas ("contest of honorable war", a competitive game of strategy similar to Earthly chess) is a popular pastime, and membership in mystic orders is commonplace.

History: From its humble beginnings as a single trading post on the edge of the Granmer swamp, Mermak has grown into a small city-state serving the needs of loners and tribes living out in the swamp. Several large plantations contribute to the regional economy through the harvesting of both dimvar ("smoke+leaf") and various spices. Despite the Sarrani's sense of spiritual enlightenment, slavery is commonplace, particularly on the great plantations in the surrounding countryside. Mystics of any nature, however, cannot be made into slaves per the laws of Mermak. Instead, psychic prisoners are often sentenced to serve as test subjects for various mystic orders in cases where others might be sentenced to slavery.

Encounters: Beyond the palisade, dinosaurs and giant reptiles are a common occurrence in the swamps. Within the gates, however, mystics and mentalists are common, as are sumarkafas masters and their entourages, slaves, slavers and merchants. Common hazards and encounters include quicksand, swamp creatures, diseases and unusual mystical phenomena.

Treasure: The Raganu Kaso Mudayaran keeps the city treasury in a vault beneath his palatial estates, where it is guarded by a number of trained creatures and unusual traps. Gossips are unsure if this is because of a vision the Raganu has had, or if he's simply paranoid. In addition, several mystic orders maintain reliquaries and archives of unusual devices and lost lore.

Adventure Hooks: Adventure hooks for this site could include the following:
  • A slave, formerly Forto Sumaran of Deval, clandestinely seeks adventurers to rescue the love of his life, Loba Logasanan, a mystic who has been sentenced to become a test subject for a mystic order. He claims that they are both innocent of the crimes of which they were accused.
  • In the back alleys of Mermak, a shadowy figure desires information that can only be found in the library of the Crimson Watchers, a mystic order shrouded in secrecy.
  • Rago Viraloban, an unscrupulous spice-farmer, clandestinely seeks vagabonds to sow the seedlings of carnivorous plant creatures into the fields of a competing farmstead.
  • Sen Murdan Granfasan, a sumarkafas master, seeks to hire protectors so that he may attend a secret tournament located in a secluded valley a few hours walk from Mermak. At the tournament, warriors play the role of sumarkafas pieces and the outcome of a move is determined by the result of the fight, not the rules of the usual game.
  • Several merchants of Kolgrat are soliciting mercenaries to raid a caravan out of Mermak and retrieve its cargo of dimvar.

In some ways, Mermak is influenced by the plantations of the southern United States prior to its Civil War. An entire campaign could be spent on freeing slaves and ultimately ending slavery in this city-state. In addition, I wanted a city where I could introduce the classic "Chess Variant" trope that is so common in Planetary Romance series. Mermak gives me the chance to have "battle chess" scenarios, as well as using a high-stakes game of sumarkafas as the lead-in to a final climactic scene. The mystic orders of Mermak also give me a chance to integrate mystery cults into the setting, so that the presence of the Supreme Big Bad Guy doesn't stand out like a sore thumb. Mermak may become one of my favorite places in the setting, after Valdren, the City-State of Staves, of course.

Enjoy,
Flynn

Saturday, April 13, 2013

World of Samardan: Lusagar, the Shining Mountain...

Good Afternoon, All:

It is the end of Week Two of this year's A to Z Challenge series, and today I present my twelfth post. This year, I am describing 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, we learn that L is for Lusagar, the Shining Mountain.

(Hex) Lusagar, the Shining Mountain

Ambiance: A mountain rich with yellow clay, Lusagar shines brightly under the dying sun, and can easily be seen from a great distance away. Several exposed veins of gold draw the attention of prospectors, despite numerous nests of lasirshuni (large three-headed winged reptile that breathes an acidic spray and is highly territorial) that infest this area.

History: For generations, Lusagar has been used as a navigation marker. Before the lasirshuni infested the mountain, prospectors had started a number of lucrative gold mines. Those have since been abandoned as the winged creatures took roost on the cliffs and crags of Lusagar.

Encounters: The lasirshuni frequently attack larger creatures entering into their territory, and prey on smaller ones. Few predators remain in the region, which has allowed common prey creatures to proliferate, as the only true hunters are the lasirshuni. Common hazards and encounters include landslides, sheer cliffs, packs of kandori (child-sized six-legged herbivores with powerful incisors and a pack mentality) and yurlathi (large saurian livestock animals with sharp, thick beaks and bony frill-plates to protect their necks).

Treasure: The most obvious treasure to be found at the Lusagar is raw gold ore. The mines would be a valuable resource to any individual, group or city that could control them. One of the older mines contains a burrowing device retrieved from ruins of a city of the Ancient Ones. It had been transferred to the mine shortly before the lasirshuni began to appear, and the area quickly became too dangerous to extract the device.

Adventure Hooks: Adventure hooks for this site could include the following:
  • A young vagabond named Logano Morakan claims to have a map to a small gold mine within sight of Lusagar, whose owner presumably died in a cave-in. He doubts the lasirshuni will bother anyone working it, as it is not on the mountain itself, so he is seeking miners to locate and begin working the mine.
  • Bana Hikonakan, a Rakran scholar, has found mentions of an old mining device of the Ancient Ones left stranded in an abandoned mine on Lusagar. She is willing to pay handsomely for its recovery.
  • Koranu Viro Sanadasan of Pordel seeks mercenaries to retrieve the cargo from an airship that had been attacked by lasirshuni and subsequently crashed into Lusagar.
  • Raganu Pekadevi Rekatur, the Lord-Emperor of Torkobalem, is soliciting wardens to retrieve living lasirshuni eggs that have not yet hatched from the Shining Mountain.
  • Semahen Podraga wants to reclaim his father's abandoned mine near the base of Lusagar, and needs adventurers to clear it of lasirshuni.

Some resources do not inspire a variety of adventure ideas. While I really like this site from a flavor perspective, there was originally not a lot there in terms of adventuring potential. So I decided to add the ancient drilling device, and I can later devise its fate. Maybe it's buried in a cave-in. Perhaps the device emits vibrations on a frequency that attracts the lasirshuni. It could be a mining robot now on self-defense mode, or it could be a burrowing vehicle like the one described by Edgar Rice Burroughs in his novel, At The Earth's Core. I'm leaving it open for now, but I like that I suddenly have options.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

Enjoy,
Flynn

Friday, April 12, 2013

World of Samardan: Kolgrat, City of Marble...

Greetings, All:

This is my eleventh post of this year's A to Z Challenge series, in which I describe 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, the letter K is for Kolgrat, City of Marble.

(Hex) Kolgrat, City of Marble

Population: 8,000 (65% Human, 30% Rakran, 5% Other). Ruler: Raganu Buro Ranaminan (7th Level Human Expert[Diplomat]). Resources: Marble, Ore.

Ambiance: A walled city built into the mountainside, Kolgrat is every bit a frontier mining town. Statues and other works of art crafted in Kolgratan marble are quite common, as are establishments designed to take money from miners in the more enjoyable manners possible. By day, the Raganu maintains peace through diplomacy and persuasion; at night, organized crime controls the city, protecting its interests through more forceful methods.

History: Kolgrat began as a walled mining town, providing a protective base of operations for various mining concerns in a predator-rich environment. When a rich vein of Kolgratan marble (a deep emerald stone with golden striations) was discovered in the nearby mountains, Kolgrat's economy boomed. Although Kolgrat has been raided on occasion by sky-pirates, it is very rarely the target of armies or aerial navies of other cities or tribes.

Encounters: Organized crime is highly prevalent in Kolgrat, and criminals of all kinds can be found in the dark alleys of the lower districts. Beyond the walls, great mountainous predators hunt their prey, particularly the top-level predator of the region, the nengarsari (huge nine-headed saurian creatures with virulent poison spittle and an extreme fear of fire). Common hazards and encounters include landslides, sahani, hatagati and kandori beyond the walls, and thugs, assassins and miners inside the walls of Kolgrat.

Treasure: A number of artists living in Kolgrat have crafted exquisite masterpieces in the local marble. Of particular note is the statue of the Gran Sumaran, a legendary warrior of the past famous for his honor and skill at arms, which resides in the courtyard of the Raganu's palatial estate. Yaranu Moro, Master of Assassins for the court of Kolgrat and the representative of the Crime Lords of the city in the Raganu's courtly affairs, is said to possess the Heart of Blood, the largest ruby in the world. According to rumor, he keeps it locked away in a trapped vault deep in the earth beneath his villa.

Adventure Hooks: Adventure hooks for this site could include the following:
  • Bamo Sadaloban, a young rogue with high aspirations, clandestinely seeks experiences thieves to assist him in retrieving the Heart of Blood from under the protection of Yaranu Moro, Master of Assassins.
  • Kudiso Sanayatan, a local artist, is soliciting bounty hunters for a special mission. Sky-pirates have recently raided the city and made off with his most prized piece of art, a statuette of the Raganu carved from Kolgratan marble and inlaid with gold, and Kudiso wants it back.
  • Local merchants are hiring mercenaries to defend caravans bearing Kolgratan marble out of the mountains. Nengarsari have been seen in greater numbers recently.
  • Mudo Pekaran, a master avian trainer from Pordel, seeks adventurers to locate and retrieve the gorbani eggs stolen from his airship after he arrived in Kolgrat.
  • Tamo Gonsanan, a mountain-warden, seeks experienced hunters to accompany him on a hunt for a wounded nengarsar. The poison of the beast sells for high prices in the black markets of Kolgrat.

Every setting needs a city of rogues and vagabonds, where the worst elements of criminal society thrive openly. In the World of Samardan, Kolgrat is that place. Ultimately, if someone wants something that can't be found anywhere else, Kolgrat is likely the place to at least find information about its location, if not purchase the item outright. I imagine a great number of adventures of an illicit nature can be found, if one chooses to look in the right places.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

Enjoy,
Flynn

Thursday, April 11, 2013

World of Samardan: The Justiciar's Vault...

Greetings, All:

Behold, for I present unto thee my tenth post for my A to Z Challenge series, in which I describe 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today is brought to you by the letter J. J is for the Justiciar's Vault.

(Hex) Justiciar's Vault

Ambiance: Standing alone on the wastelands of the Torafeldan, the Darmangumbad, or Justiciar's Vault, resembles a great stone dome with numerous slanted shafts about its base leading into the depths of the ruins. Many of the shaft openings are decorated by the symbols of various tribes, as well as the skulls of numerous creatures. Very little grows within an hour's walk of the structure, making it feel very desolate, indeed.

History: The Justiciar's Vault, so the stories have been passed from generation to generation, been used as a site where Husrani tribes would dispense judgment on those who have performed great offenses against their people. Offenders are dropped down the shafts into the depths of the Vault, where the accused generally met their doom. Should they survive and escape, however, the accused were considered innocent by virtue of Trial by Ordeal. Sadly, very few have ever been found innocent by the ordeals of the Darmangumbad.

Encounters: Convict-gangs made up of sentenced offenders can be found in the desolate halls of the Vault, each struggling to control various regions of the underground complex where water can be found. On the lower levels of this ancient medical complex, cyborgs, little more than animated corpses powered by crystalline technology, protect and serve an artificially intelligent medical hologram. Common encounters and hazards include man-traps, security systems and vermin.

Treasure: If one can make a bargain with the holographic healer, one could receive any of a number of mostly-functional cybernetic enhancements. However, given the computer's lack of compassion for its test subjects, the moral and ethical costs of meeting its needs may be too high. Ancient lore on biotechnology can be found in the depths of the complex, as well.

Adventure Hooks: Adventure hooks for this site could include the following:
  • A dying man stumbles through the wastelands toward the Granbalem. His strange mumblings speak of the ghost of an Ancient One, and a treasure trove of power crystals under an Ancient dome.
  • Pansanu Damo Damkara, Husran chieftain of the Damkara Tribe, will cast all humans he captures into the Justiciar's Vault unless they can provide him with a warbird or an airship of his own.
  • Sen Kada Balsanan, a Rakran healer, is curious about the depths of the Justiciar's Vault, after she performed an autopsy on an escapee with a number of cybernetic modifications. Of course, she's willing to pay for protection.
  • The Raganu Sumataro Mudakusan of Nobium seeks a band of mercenaries to retrieve his eldest son, who was captured by a Husrani tribe. The Raganu feels that it is likely that his son, Semahen, has been sentenced to the Justiciar's Vault for "crimes" the Nobium army has performed against the tribesmen.
  • The renowned mystic Sen Nadano Devika seeks to enter the Justiciar's Vault, claiming to seek a spiritual secret bound within the Justiciar's Vault. His friends, however, feel he's actually seeking death, and are hiring bodyguards to protect him as much from himself as from the dangers of the Darmangumbad.

While you generally can't have undead in a Planetary Romance setting, you can certainly come up with alternatives that do fit. Zombies can be replaced with cyborgs, and ghosts become holograms. I'm sure that, by the time I get to run this site for players, I'll have even more surprises inspired by classic fantasy creatures of that particular ilk. Thus, the Darmangumbad has become my not-so-subtle homage to the classic dungeon of undead.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

Enjoy,
Flynn

Wednesday, April 10, 2013

World of Samardan: Isle of Shattered Temples...

Greetings, All:

Here is the ninth post of my A to Z Challenge series describing 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, I is for the Isle of Shattered Temples.

1536 Isle of Shattered Temples

Ambiance: Many crumbling temples rise from the jungle on this large island in the middle of the Milapand lake, each more grandiose than the next. Many of the interior temples are slowly being dismantled for resources to construct the newer temples closer to the shore. Great paths in the jungle, carved by the passage of stone blocks and laboring slaves, often lead from interior ruins to the temple currently under construction.

History: The Cult of Days, a sect of Rakrani doxologists, have been constructing shrines and temples on Tutarami Island for many generations, all in the hope of staving off the death of the world. Many of the original temples were constructed of stone brought in by boat or airship, but as the Cult lost their vessels to war or neglect, they have become forced to scavenge building supplies from old temples, supplemented by wood gathered from the jungles of the island. For this reason, Tutarami Island has become known as the Isle of Shattered Temples.

Encounters: Rakrani cultists live and worship here, isolated from the mainland and the rest of the world. In the depths of the ruins, a nest of nethdrakkomi (large, winged, feathered serpents with great intelligence and incredible psychic powers) dwell in relative safety, antagonistic to the presence of the Cult of Days. Common encounters and hazards include deadly molds, virulent diseases and poisonous creatures.

Treasure: While the Cult of Days does not possess any functioning technology of the Ancient Ones, the cultists have gathered a great number of parts and non-working examples that they move from temple to temple. The eggs of the nethdrakkomi are highly valuable to certain breeders, who train these psychic creatures from hatchlings to become dedicated guardians of vaults and other locations.

Adventure Hooks: Adventure hooks for this site could include the following:
  • Burabamo Neranhen, a scholar of Ancient lore, requires a specific part to repair a device of the Ancient Ones, and believes that the Cult of Days on Tutarami Island possesses what he needs.
  • Nago Balsanan, an animal trainer, seeks nethdrakkomi eggs to raise as guardians of the treasure vault of the Raganu of Mermak, City on the Moors.
  • Suma Viraminan, a Sarran mystic, desires a valuable marble statue that once belonged to her clan, until it was stolen. Through her psychic powers, she has determined that it now resides on the Isle of Shattered Temples, and now seeks adventurers willing to undertake the recovery of the statue from within the nest of the nethdrakkomi.
  • Tormadan Yarantor, a noted collector of molds and spores, is willing to pay for samples of three unique breeds of mold that he believes only grows in the collapsing temples of Tutarami Island.
  • Yaranu Moro, Master of Assassins for the court of Kolgrat, will pay handsomely for viddrakkat venom collected from the Isle of Shattered Temples, for the poison of the local breed is purportedly highly virulent.

Planetary Romance series often have one or more isolated areas where unusual sentient races exist. I used that concept to design this particular site, inspired by the Couatl. Picturing a large serpent with rainbow-hued wings and psychic powers in an ancient temple, combined with the compulsive cultists, just seemed to tap into some visceral imagery for me. I look forward to exploring this site within a game or a story.

With Regards,
Flynn

Tuesday, April 09, 2013

World of Samardan: The Hurashand Woods, Haven of the Free...

Good Afternoon, All:

I present the eighth post of my A to Z Challenge series, where I describe 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, H is for the Hurashand Woods, Haven of the Free.

(Hex) Hurashand Woods

Ambiance: One of the most fertile sites in the region, the Hurashand Woods are particularly lush; adventurers should have little trouble foraging for food here. Death lurks in the shadows of this great prosperity, for predators and bandits could be hiding in the dense foliage and canopy, waiting to strike. Even in luxury, one should never drop their guard...

History: Over the last three generations, the Hurashand Woods has taken on a reputation as being a safe haven for escaped slaves. A small band of escapees known as the Hurankaplem ("Freeman's Tribe") claims this site as their own, jealously guarding it as a symbol of their restored freedom. While nomadic, the Hurankaplem rarely travel more than half a day's walk from the heart of these woods, except to raid nearby villages or strike at caravans.

Encounters: Escaped slaves fiercely patrol this area, and are particularly violent in dealing with slavers and slave-owners. "Morkapada" ("Death's Mother"), a great hatagat (large felinoid pouncer with elongated dagger-like teeth and a preference for feasting on mounts and other large creatures), also dwells in these woods with her brood. Common encounters and hazards include insect swarms, carnivorous plants and pit traps.

Treasure: The Hurankaplem have accumulated a large amount of wealth from their raids on villages and caravans, which they use to purchase that which they cannot steal, as well as to fund their clandestine operations to free more slaves. The Hura-Pansanuba Ganana Safakeran possesses a crystal-powered harness of the Ancient Ones that grants her flight, similar in performance to that of airships.

Adventure Hooks: Adventure hooks for this site could include the following:
  • A group of local merchants seek diplomats to negotiate a tribute arrangement with the Hurankaplem, so that they can trade in peace. If their competitors end up being attacked more often, creating a market for their goods, so much the better.
  • House Sanadasan, a merchant house of slavers based in Torkabalem, has put a bounty on the head of the Hura-Pansanuba Ganana Safakeran, but will only pay when proof of her death is delivered to them.
  • Koranu Drako Rapaban hates Hura-Pansanuba Ganana Safakeran with a passion, particularly because the flying harness she wears once belonged to him. The Koranu is soliciting the assistance of "procurement specialists" to retrieve the harness and leave behind a signature item so that she is aware of who stole the harness from her.
  • Master Fortan Rekadan, a big game hunter, seeks guides to escort him into the Hurashand Woods in search of hatagati, preferably Morkapada.
  • Muda Hanaminan, a Rakran herbalist from Pordel, is hiring adventurers to retrieve seedlings from a variety of carnivorous plants that grow in abundance in the Hurashand Woods.

Reader Notes: I've been getting some great comments from other A to Z Challengers who are discovering Samardan through these posts. For those who are curious and just started following, Samardan is a fictional world of the Planetary Romance genre. These notes are intended to help others run roleplaying games based in this setting. In addition, I will eventually turn my hand to writing fiction in this world, so having an established background to draw on will help me should I suffer writer's block. I appreciate all of your supportive comments, and I hope you continue to enjoy the series as it unfolds.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

With Regards,
Flynn

Monday, April 08, 2013

World of Samardan: Garsol, Citadel of the Mountains...

Good Afternoon, All:

Welcome to the seventh post in my A to Z Challenge series, in which I describe 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, G is for Garsol, Citadel of the Mountains.

(Hex) Garsol, Citadel of the Mountains

Population: 11,000 (Human). Ruler: Gan-Pansanu Sumaro Gataragan (8th Level Human Warrior[Tactician]). Resources: Weapons, Wine.

Ambiance: Garsol feels like a large military base; the city militia train frequently in public squares, and mercenaries spar in the many training halls that dominate the cultural scene. The white cylinder of the Great Citadel towers over the city from its position high up on the cliffs overlooking the settlement below. The second greatest feature of Garsol is the campus of the Ganrasak, the most respected war academy of the region.

History: Originally constructed to serve as the base of operations for an aspiring warlord, the Great Citadel quickly became a symbol of protection and safety within the region. In order to maintain its position as a strong military power, the first Gan-Pansanu of Garsol sought out talented tacticians, warriors and knights, giving them land in exchange for their services as defenders and later instructors. Although the city is now large enough for its leader to be considered a Raganu ("emperor"), the title of its leader remains Gan-Pansanu ("war-lord") out of tradition.

Encounters: Warriors, mercenaries and military students are all prominent encounters in Garsol. Dueling is a way of life among the people of Garsol and, when combined with the intoxicating wines from Garsolan vineyards, can make evening excursions occasionally dangerous. Common encounters and hazards include overly-enthusiastic city guard, unruly mercenaries, gamblers and street harlots.

Treasure: Some of the finest weapons ever crafted by modern techniques can be found in the Great Citadel of Garsol, given as tribute and a symbol of respect to the man that protects this region. Gan-Pansanu Sumaro Gataragan's pride and joy, however, is a great airship galleon of war, which he has dubbed the Devikaloba ("Beloved of the Gods"), a prize captured in a skirmish with Torkabalem. Prize wines of a quality surpassing anything found elsewhere in the region are also kept in the cellars of vineyards under Garsol's protection.

Adventure Hooks: Adventure hooks for this site could include the following:
  • Blad Kanagan, a weapon-master of some slight renown, seeks a diplomatic individual to request an audience with the Gan-Pansanu. Blad would like to apologize for running off with the Gan-Pansanu's daughter, who is now a prisoner of kelshrani rather than blissfully married, much to Blad's chagrine.
  • Raganu Pekadevi Rekatur, the Lord-Emperor of Torkobalem, secretly desires the return of the captured airship, the Devikaloba. He would pay any pilot and his crew handsomely for its return.
  • Sen Lusadan of the Healing Hands is a frightened man seeking help because he's been challenged to a duel to the death by an arrogant nobleman's son, and Sen Lusadan is a pacifistic healer with no knowledge of combat to speak of.
  • Several nobles out of Torkabalem are discretely soliciting the services of "agents experienced in procurement" to "liberate" several casks of fine wine from the elite of the Garsolan vineyards.
  • Vira Mudashand is a promising young tactician eager to attend the Ganrasak academy, but she is without letters of reference or tuition. She seeks a band to adventure with, in the hopes of earning her admission, and she happens to have a map to treasure, left to her by her aunt.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

With Regards,
Flynn

Saturday, April 06, 2013

World of Samardan: The Fallen Freehold of the Damraganu...

Good Afternoon, All:

Here is the sixth post in my A to Z Challenge series describing 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, F is for the Fallen Freehold of the Damraganu.

(Hex) Fallen Freehold of the Damraganu

Ambiance: Constructed of stone blocks, this freehold bears damage from a massive assault, but little wear and tear from the passage of time. The second floor of the structure has collapsed on the remains of an airship that crashed into it, leaving only the lower floor and most of the walls of the courtyard intact. Local fauna has laid claim to portions of the structure, and the rest appears to have been cleared by the attackers decades ago.

History: Constructed by slaves under the direction of the warlord Damraganu, this fortified complex served as his base of operations as the tyrannical conqueror led numerous assaults on local villages and settlements. Eventually, several city-states raised an army against this growing threat, and attacked the Damraganu, destroying his fortress. With his dying breath, the warlord cursed all who dared to trespass within the walls of his citadel. Due to strange occurrences that supported superstitious beliefs in the Damraganu's mystical powers, these ruins have remained abandoned due to the "Blood Curse" of the Damraganu.

Encounters: Dinosaurs and other saurian creatures are commonly encountered in this region. A nest of viddrakkati (man-sized serpentine creatures with a poisonous bite that prefer to ambush their prey) and a rivrakkat lair in different portions of the first floor of the stronghold. In the underground complex constructed under the freehold, a band of kelshrani (man-sized humanoids with a demonic appearance known for their sadistic nature) have established a foothold. Common hazards and encounters include vermin, unstable construction (above ground) and kelshrani patrols (below ground). Also, crystal weapons and machinery spend twice as much power while within six miles of this site, a product attributed to the Blood Curse. (For example, crystal-powered weapons expend twice as many charges per use.)

Treasure: The true origin of the Blood Curse is a large device that drains energy from the surrounding region, storing it into discharged crystals, recharging them. The device is mobile, but not without special equipment and transport (such as by wagon or airship). A few expensive pieces of artwork, collected by the Damraganu during his reign of terror, are hidden within a secret chamber in the underground complex.

Adventure Hooks: Adventure hooks for this site could include the following:
  • Henlat Mudakan, a elderly veteran of the Battle of the Damraganu's Fall near death, wants to see the remains of his airship (the one that destroyed the top floor of the stronghold) one last time before his death. Henlat is soliciting adventurers to escort him safely there and back.
  • Koranuba Devikasuna Morakan of Pordel is soliciting reputable adventuring bands to undertake the task of recovering some exquisite artwork stolen from her family by the Damraganu five decades ago, as a gift for her ailing mother.
  • Logo Diksanan, a human doxologist, desires to cleanse the Freehold of the Damraganu of its unholy taint, and then claim the territory for his sacred order. Of course, he needs strong men and women to help him with that...
  • Peko Ragashand, a human scholar, seeks the secret to the Blood Curse, and is hiring mercenaries who can assist him in his pursuit of knowledge.
  • Recently, Kelshrani slavers have started attacking outlying farms and taking prisoners for slaves. The local villagers are offering a reward to anyone who will track them down and deal with this threat!

Here's where I introduce the race of humanoids that will be the ubiquitous "orc" role of being the bad guys of the setting. The Kelshrani are simply my Kelshani with a slight name upgrade to match the naming conventions I've been using for the other races.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

With Regards,
Flynn

Friday, April 05, 2013

World of Samardan: The Estate of the Four Winds...

Good Afternoon, All:

This is the fifth post in my A to Z Challenge series, which describes 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, E is for the Estate of the Four Winds.

(Hex) Estate of the Four Winds

Ambiance: An unusual mixture of crystalline and organic shapes, this still-functioning air purification plant is a fantastic remnant of ancient technology. The site and the surrounding area are maintained and protected by still-functioning automatons. The surrounding land is quite fertile, and life is abundant, even with high winds blowing from numerous ports on and near the plant.

History: The Estate of the Four Winds still serves the purpose for which it was constructed: to terraform a dying world so that the planet can continue to sustain life. However, as more and more of these plants cease operations around the world, this has become a losing battle. Many warlords would love to possess this oasis of fertility, but the automated defenses have thus far prevented its conquest.

Encounters: This area is rich with life, and wild creatures are plentiful. Flocks of volsarkati (large winged saurian creatures with a long serrated beak that prefer to dive on their prey from high above) patrol the air about the site, taking advantage of the wind currents to gain lift in flight. Closer to the plant itself, visitors will encounter both defensive and service automatons. Common hazards in this area include windy conditions (which get stronger as one gets closer to the air purification plant) and automated defenses.

Treasure: Many consider the bounty of the land surrounding the Estate of the Four Winds to be its greatest treasure. Additionally, scholars of the Ancient Ones feel that the functioning equipment provide opportunities to learn more about lost technologies. Less erudite individuals treasure the technology itself, particularly the military applications of it, and do not care to understand who it works or how to maintain it.

Adventure Hooks: Adventure hooks for this site could include the following:
  • An expeditionary force under the command of Pansanu Dankaheno Kasadan is marching on the Estate, conscripting able-bodied youths into his growing band in order to better defeat the automatons and claim the Estate of the Four Winds as his own.
  • Far-ranging flocks of volsarkati have attacked some distant villages. Several bands of hunters have been sent to cleanse the nests, but none have been successful.
  • Ganan Sanator, a Sarran wanderer, is camping on the outskirts of the fertile zone, foraging within the zone for rare fruits and vegetables to sell in a market back home. He could definitely use some help, and some company, for he is a lonely man.
  • In recent weeks, intermittent smoke has occasionally been seen rising from the area of the plant. At least one town elder is curious as to what might be causing it, and whether that means that the Estate of the Four Winds might soon stop producing fresh air.
  • Sen Gataloban, a Rakran mystic, seeks adventurers with diverse talents to help him penetrate the defenses of the Estate of the Four Winds, so that he may gain access to its interior.

This is the first resource site that I've detailed using this template. Several of my adventure hooks do not start in this hex itself, but rather are initiated by settlements outside of this hex. I hope to change that when dealing with future resource sites, but admittedly, that will have to come with inspiration.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

With Regards,
Flynn

Thursday, April 04, 2013

World of Samardan: Deval, Guardian of the Gate...

Good Afternoon, All:

I now present my fourth post in my A to Z Challenge series describing 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, D is for Deval, Guardian of the Gate.

1523 Deval, Guardian of the Gate

Population: 9,000 (Human). Ruler: Raganu Sano Podatur (7th Level Human Warrior[Tactician]). Resources: Fish, Oil.

Ambiance: A multi-walled city broken into districts, Deval overlooks the southern end of the mountain pass separating the northern Barbalemdan and the southern Malbalemdan regions. Each district "stairsteps" up the side of the pass, built on stone terraces that have been cut into the steep mountainside. At the very top, a highly fortified citadel stands vigil overlooking the city and the river beyond.

History: Originally a small fishing village, Deval grew in local importance when Torkobalem began sending mercenaries down the Tratagak River in an effort to expand its empire. Other cities, particular Valdren, have provided some support to the growing city of Deval, recognizing its role as their first defense against non-aerial assault from the imperialistic City-State of Crystals.

Encounters: Fishermen and craftsmen rub shoulders with mercenaries and merchants on the streets of Deval. The Gaksanani ("River Guard"), a military order devoted to the defense of the lower valley region, are recognizable by their emblem of the white krisabil ("crystal lance"), the Order's weapon of preference.

Treasure: Deval is home to few unique treasures, but two are worthy of note. First, the Crown of Deval, worn as a symbol of state by the Raganu Sano Podatur, is obviously an artifact of the Ancient Ones. It is said that the Crown grants heightened insight and awareness to its wearer. Second, the original krisabil, carried by the Gransen of the Gaksanani Order, is far more powerful than those of the rest of the order. According to rumors, the Gransen's Krisabil has the destructive power of ten standard krisabili, and is one of the main weapons the Order has to bear on any force that would attack through the mountain pass.

Adventure Hooks: Adventure hooks for this site could include the following:
  • Criers in the street announce that the Raganu has posted a reward for the identify of several Husrani mercenaries that have been investigating the defenses of the city. Rumors abound that this news means an attack from the Barbalemdan may be immanent.
  • Pansanu Danlobo Kasakan, a young lord with a penchant for dueling, has posted a notice soliciting sparring partners. The posted salary appears generous.
  • Reko Peshmadan, a ruthless fish-merchant, seeks to clandestinely hire adventurers to sabotage the productivity of his main rival, Hadapor Yatanu.
  • Smaran of Deval, a young thief, seeks some muscle to help him acquire a krisabil for an unknown patron, as the weapon is not commonly available to the general public.
  • The Oilmakers' Guild is seeking guards for this month's caravan of fish oil destined for Valdren, due to recent attacks on other caravans.

This is the first city that I've detailed using this template. In general, I like the results, although I feel one of my adventure hooks is a little weak, because it doesn't emphasize an element of local flavor. I'll have to work on that with my next one.

With Regards,
Flynn

Wednesday, April 03, 2013

World of Samardan: The Cursed Caverns of Morasorat...

Good Afternoon, All:

Here's the third post for my A to Z Challenge series describing 26 different locations in the World of Samardan campaign setting, one for each letter of the alphabet. Today, C is for the Cursed Caverns of Morasorat.

(Hex) Cursed Caverns of Morasorat

Ambiance: The fairly extensive Caverns of Morasorat are adorned with common cave formations such as flowstones, stalactites, stalagmites, helictites, soda straws and columns. Remnants of old campsites and a small military settlement, such as rope bridges and makeshift ladders, are common in the upper reaches of the cave system. Occasionally, explorers will encounter veins of a strangely glowing ore that cast a dim yellow light into the darkness.

History: Carved by the passage of time and water, the Cursed Caverns of Morasorat has long used as infrequent shelter for wanderers, and more than one attempt has been made to establish a settlement. Most long-term inhabitants die of a plague brought on by the curse of the "deadly gold", the hidden treasure referred to in legend as the Morasorat. Purportedly the treasure trove of an ancient mercenary, the caverns became cursed when the mercenary died of starvation for refusing to leave his wealth behind.

Encounters: Twisted abominations are all that seem to thrive here for long, mutations brought about by exposure to the radiation of the glowing ore found in the depths of the caves. Lawless brigands occupy some of the upper levels, using the caverns as a base of operations, while dudathulkati (gargantuan vermicular predators that can swallow man-sized creatures whole and are perpetually hungry) lair in the lower reaches. Other common encounters and hazards include other cave creatures that have survived the predations of the dudathulkati and small mutant vermin.

Treasure: The morasorat is a highly radioactive isotope useful for powering certain larger mechanisms of the Ancient Ones, although only the most knowledgable of scholars is likely to recognize that without a physical sample to examine. For characters looking for additional power in the form of mutations, this site provides Referees with an excuse to allow such elements into their campaign.

Adventure Hooks: Adventure hooks for this site could include the following:
  • Merchants of Valdren have posted a reward for the head of the Morasorat brigands' leader, Ganan Bulusavir.
  • Sen Logomit, a master scholar of Mermak, seeks adventurers to recover a sample of the morasorat, as he suspects its radioactive nature.
  • The brigands of the Cursed Caverns of Morasorat have captured Ragahena Virakan, the eldest daughter of a Doganu (high noble) from Deval. Doganu Virakan would pay mightily for her return.
  • The latest get-rich-quick venture for Virasanan Haran, a ne'er-do-well from Pordel, is to recover the lost treasure of the Cursed Caverns of Morasorat. He's looking for "partners" willing to travel with him to explore the site in search of "deadly gold".
  • Word on the street is that the Cultists of Grandud (the Great Worm) seek a healthy dudathulkat egg to raise in their shrine as an avatar of their god.

The inspiration for this particular site came from a desire to provide a "curse" that fit within the context of a Planetary Romance setting, particularly since magic is not prominent. With the adventure hooks, I tried to lean toward some of the classic tropes for the genre, but I couldn't resist introducing a cult dedicated to a worm god. Snake cults are a classic element of Sword and Sorcery stories, and this was intended to be a rather subtle homage to that related genre.

Standard Disclaimer: As I have not yet decided where to set this particular location on the map as yet, I've left a placeholder to remind me to come back to this in the future. Later on, I'll replace (Hex) with the actual hex location, when I put all of this together into a single document.

With Regards,
Flynn