DRAFT: Material from That Ancient Serpent

DRAFT: Material from That Ancient Serpent

DRAFT: Material from That Ancient Serpent

VULNERABILITY TO CONTAGION

When you are exposed to the draconic plague, roll+Con. On a 10+, you manage to avoid infection. On a 7-9, your immune system manages to fight it off, but you don’t feel great; take -1 Con until you get 3-5 days rest, plenty of water, and some decent food. On a miss, it’s taken solid hold; start an INFECTION countdown and fill in the first box.

Not all species or individuals have the same susceptibility to the plague. To determine your vulnerability, roll+species modifier as follows:

– mostly human (-2) – part human (-1) – human-ish (+0)

– not particularly human (+1)

– fairly inhuman (+2)

– completely inhuman (+3)

On a 12+, you’re completely immune. On a 10-11, you have a natural immunity, but it will degrade with repeated exposure; start a countdown with five boxes: every time you get a 7-9 or 6- on an exposure roll, fill in half a box or a full box, respectively. On a 7-9, as above, but you only get two boxes of immunity. On a miss, no boxes.

The Church of the Font of the Hippocrene has the power to restore boxes of immunity as well as the power to delay (but not stop) the infection and transformation process.

DRAFT: Material for That Ancient Serpent

DRAFT: Material for That Ancient Serpent

DRAFT: Material for That Ancient Serpent

TOMBS OF THE FORGOTTEN ONES

Several months back, Dis broke through the barrier between planes and established a beachhead on a nameless desert world that freebooters have begun calling the Dead Expanse. This new planar connection was not immediately discovered because (1) the Dead Expanse has been uninhibited for at least 1,000 years, it’s former inhabitants having perished or emigrated elsewhere, and (2) Dis invaded through the immense underground tombs that remain, but these endless foul-smelling corridors are not obviously distinguishable from the bowels of the ravenous city.

The tomb complex is described below, but note especially the presence of a mummified dragon corpse, one whose flesh is preserved enough to carry the draconic plague. Both PCs and adventurous NPCs are prime carriers of the disease. Indeed, the plague may be beginning to spread through Dis before the PCs ever accept or concoct a job to plunder the tombs of their secrets.

THREATS

– dragon corpse

– infected freebooters

– undead (infected?)

– ancient traps and machines

– tomb guardians

– partially exposed to surface elements

– risk of partial collapse

– more loot than you can easily carry

VISUAL INSPIRATION

– first temple area of Metroid Prime

This is the most obscure thing I’ve ever written for the Planarch Codex, but I though it would be fun to reshare it…

This is the most obscure thing I’ve ever written for the Planarch Codex, but I though it would be fun to reshare it…

This is the most obscure thing I’ve ever written for the Planarch Codex, but I though it would be fun to reshare it here. It was originally posted in a group about hip-hop and RPGs.

Dear Sucka MCs,

Hip-hop is introduced to the city of Dis 1,500 years in the future. You, however, have decided you can’t wait that long. As members of the gifted-but-inexperienced crew, An Immortal Ruckus [or insert your crew’s name here], you got tired of being straight-up destroyed by every mediocre MC in the year 4268 of the Sultana’s reign, so you’ve magically time-traveled 3,000 years in the past to “invent” hip-hop and become the undisputed Lordz of Dis.

Have your best MC roll+CHA to see how this has gone so far:

On a 10+, you have successfully cultivated a small but vibrant scene. Sure, the music isn’t quite what you had in mind, since it’s often a couple of fiddle players doing ragtime in the background while one of you beats out a rhythm on a cast-iron kettle, and your crowds are mostly ratmen and spiderfolk so far, but it’s a start, right? And this one spider, who calls herself The Most Loquacious Widow, would honestly be quite sick on the mic, if there were actual mics, and if you could prevent her from stopping to feed on audience members in the middle of her set.

On a 7-9, there’s not a scene exactly, but it hasn’t been a complete catastrophe. You’ve gotten a regular gig at a small, slime-covered bar near the old river and there’s a crowd of folks who you suspect are necromancers and diabolists who show up every Sultanasday to hear you spit. Afterwards, they come up and converse with you about “where the rhymes come from” and their connection with the dark arts, which is cool but also a bit creepy. Let me know if you’ve hooked up with any of the more attractive sorcerers yet.

On a 6-, come on, you think you were the only crew who’d thought of this idea? There’s a well-established cross-temporal guild known as the Elemental Guardians who make it their business to protect the “proper” (that is to say, temporally linear) development of hip-hop in the known planes. History and context, they claim, matter a lot in preserving the authenticity of the medium and its natural spread. While you appreciate their theoretical position, it’s hard to have a conversation when they’re hunting your asses down. Can you escape, or defeat them in an epic, magical rap battle across time, space, and the 63 boroughs of Dis?

Hugs and kisses,

Your GM

Planarch Codex Setting Guide, Part 1: Species & Race

Planarch Codex Setting Guide, Part 1: Species & Race

Planarch Codex Setting Guide, Part 1: Species & Race

I’ve been thinking about writing a series of posts on how I think about setting when writing materials for the Planarch Codex. This is my attempt to start! I welcome conversation with other folks who are also thinking about these issues.

SPECIES seems like an interesting theme to start with. First of all, modern humans really have no idea what it’s like to share a society (or even multiple linked societies) with other species with which they can communicate in mutual and highly sophisticated ways. For all our knowledge and science, our ability to share ideas with highly intelligent animals like dolphins and gorillas is pretty rudimentary. Our relationships with domesticated animals can be strong and meaningful, but are inherently unequal and limited. I personally hold little hope, therefore, that we would be any better at communicating with intelligent extraterrestrial life, if we ever discover it. Such communication would require a pretty radical transformation on both sides that humans would find difficult.

Note, however, that species (similar to race and culture) is not a clearly defined thing. Species diverge from common ancestors over long periods of time due to social/physical isolation or other things that prevent interbreeding. However, significantly diverged groups can often intermix or reunite. Fairly distinct species of ancient hominids did coexist and interbreed with one another, according to most recent understandings. Modern humans are, in fact, the result of such interbreeding. Likewise, other cross-species breeding, from very subtle crossbreeding in plants to more dramatic things like ligers and zebroids, also exists. Indeed, it seems possible (however horrific we find the idea) that modern humans could still successfully crossbreed with other closely related species, perhaps even producing fertile offspring and blurring what we consider to be the clear line between humans and other animals.

All of which is to set up a larger point about different species in fantastical settings. It’s noteworthy actually that RPGs have traditionally chosen to refer to playable species as “races,” since RACE is a phenomenon that modern humans do have more direct experience with. And it seems clear that different fantastical species are often stand-ins for non-White peoples (also one of the reasons humans are often overwhelmingly depicted as White in RPG settings). However, interracial relationships and multiracial children are not very common in RPGs, but instead portrayed as exotic and unusual (half-elves) or monstrous (half-orks). Most likely this comes from common social resistance to racial diversity and interaction, not just in the West but elsewhere (how many parents in China are okay with their kid dating someone who is African or even Tibetan?), but such resistance has never been successful at fully preventing such interactions.

Consequently, when I write for the Planarch Codex, I assume that:

1. I don’t know how to portray equal and mutual relationships between humans and non-humans, even if they happened in the ancient past and are theoretically possible. Consequently, all relations have to be modeled on modern human-human or human-animal relations. This led me to the principle that “Everyone is people; all people are monsters,” blurring traditional divisions in fantastical settings.

2. All intelligent beings should be modeled primarily on real humans and their societies, because there’s no other viable model. Hence, they should all be able to intermix, communicate, love, war, have children together, etc. and their boundaries are complex, socially enforced things similar to race in modern/ancient human societies.

3. These choices are especially critical in an urban game, since the interaction of diverse peoples in dense cities is crucial, I think, to creating that feel.

Anyway, those are my thoughts this morning.

FAIR WARNING: I will shut down any racist bullshit in the comments without mercy. There’s way too much of that in roleplaying already. Criticizing my own limited understanding of racial dynamics (or species stuff) is fine, though. I don’t claim to be an expert on any of this, though let’s try to avoid having a conversation where a bunch of White folks assert their deep understandings of race. Be cognizant of your own limitations and I’ll try to be cognizant of mine!

Glorious Burden: Child of Destiny

Glorious Burden: Child of Destiny

Glorious Burden: Child of Destiny

(Totally inspired by the comic book series Saga, which is essentially just the Planarch Codex in space)

Some jobs aren’t tasks that you perform and then are done with. Take, for example, parenthood. By some means — whether of your own doing, the mechanations of others, or a happenstance of fate — you have come into possession of a (the?) child of destiny. Or, really, they have come into possession of you.

Their Destiny Awaits: Create a countdown! For a one-shot it probably has three boxes. For a campaign or long arc it might have 5 or 6 to start. Whenever the child demonstrates their specialness, fulfills some minor prophecy, or manifests strange powers, mark a box in their countdown. When all their boxes are full, their true destiny manifests, in whole or in part. If you continue to play afterwards, keep creating new countdowns until the child’s destiny has fully come into being. (Maybe the child also ages 1 year every time they complete a countdown? See if that makes sense in your fiction, but they should slowly grow up. Or consider skipping ahead a few years every once in a while.)

I Won’t Allow That to Happen: Anyone — you, other people in your group, total strangers, enemies — can, at any time, no matter the situation, choose to place themselves in protection of the child. In such an instance, say what harm or circumstances you want to prevent the child from suffering, and the GM makes a move against you or those around you instead. Consequently, while the child may bring misfortune and difficulties, it is rarely in any true danger. Such simple suffering is not the fate that destiny has in store for it.

The Child is the Key: There are many forces after the child that wish to use or manipulate it for their own purposes. Heck, maybe you should be counted among them. To determine the others, the GM can just roll jobs as normal, but always have the child be the target. Unlike normal jobs, the GM doesn’t necessarily have to ask if you accept the forces arrayed against you (unless you’re totally squicked out by some of them, in which case, the GM should just roll up some different ones, since it’s super simple). You’ve kind of accepted a load of trouble when you got involved with the child of destiny. From now on, you don’t really have to go looking for trouble; trouble will find you. Good luck!

Fabio Succi Cimentini created tons of realy cool, surreal jobs for our game!

Fabio Succi Cimentini created tons of realy cool, surreal jobs for our game!

Fabio Succi Cimentini created tons of realy cool, surreal jobs for our game!  

Fabio, step out of the shade and shine!

I’d like to have the planarch codex pdf in A5 format (booklet), is it possible, Jonathan Walton?

I’d like to have the planarch codex pdf in A5 format (booklet), is it possible, Jonathan Walton?

I’d like to have the planarch codex pdf in A5 format (booklet), is it possible, Jonathan Walton?

Trying to gradually post links to Planarch materials that are in-progress.

Trying to gradually post links to Planarch materials that are in-progress.

Trying to gradually post links to Planarch materials that are in-progress. Here’s what That Ancient Serpent looked like in March. I’ve written about 8 more pages since then, but they haven’t been typed up yet. Hopefully I get to those soon and there might be enough to start playing through the mini-campaign (especially since a lot of the jobs and events are optional or contingent anyway). https://docs.google.com/file/d/0B97yCSbV-HGiTGM0am93YUpJYWc/edit?usp=sharing

The original draft outline of this booklet looked like this:

1. Dragonblood heritage/patron

2. Slayer Family heritage/patron

3. Blood Cults heritage/patron

4. Properties of Dragon blood/parts

5. Record of St. Jessarine

6. Church of the Font heritage/patron

7. JOB: The Blood Bank (for Slayers/random)

8. Diagram of relations between Dragonblood/Slayers/Cult/Church

9. JOB: Desert Tomb

10. JOB: Initial Outbreak

11. Using Jobs in this Campaign

12. PC Becomes Infected; Cure?

13. NPC Becomes Infected

14. Transformation (body horror)

15-16. Dragons: rules, behavior, habits

17. Tracking the Contagion’s Spread

18. JOB: Quarantine Part of the City (wardens, etc.)

19. JOB: Hunt Down the Infected Before They Turn

20. JOB: Dragonslaying (defense, offense, capture for parts, clean out an area)

21. JOB: Dragon Has Been Slain (aftermath, cleanup)

22. JOB: Recovery of Goods/People/Etc. Taken by Dragons

23. How Jobs Change in the Infected City (huge refugee flow)

24. If You Don’t Take This Job

25. Vulnerability to Plague

26-27. Dragonslaying Gear

28. JOB: Draconic Races Need Protection

29. JOB: This Never Happened (time travel)

30. JOB: Find the Sultana

31. JOB: Dis (or some crazy entity) is Infected

32. Dragon Ritual Magics

Here’s a super early draft of some material for one of the upcoming Planarch booklets that is sloooooowly being…

Here’s a super early draft of some material for one of the upcoming Planarch booklets that is sloooooowly being…

Here’s a super early draft of some material for one of the upcoming Planarch booklets that is sloooooowly being developed. The vibe I’m going for with this supplement, in contrast to Dark Heart’s grim-and-harsh tone, is strongly inspired by the more cartoony Zelda games (Wind Waker, Minish Cap, Spirit Tracks, Skyward Sword).

Originally shared by J. Walton

Psalter of the Wild Planes: Origins

At the center of everything lies the monstrous city of Dis, a living metropolis that is gradually expanding to consume all the planes of existence. For you, however, as young people growing up in the Wild Planes – remote realms of fanciful, celestial, and strange wonders, far from the tendrils of the ravenous city – Dis is a vague and distant threat.

Instead, your life is mostly full of mundane troubles: family, friends and rivals, teachers and mentors, chores and responsibilities, being included and excluded, eating and sleeping and playing, the first hints of romance, and your dreams of traveling the Wild Planes and partaking in grand adventures.

You are not a kid anymore, but definitely not yet an adult. Soon it will be your time, but when and how? It doesn’t seem like respect and independence will simply be bestowed upon you at the proper moment, since most adults are living in the past and persist in treating you like you don’t know anything. Should you earn, seize, or demand control of your own life? Does it even matter what anybody else thinks?

Your Look

Roll or pick from the table below for your Eyes, Hair, Skin, and Wear. Before you choose your look, you may want to decide if any of the PCs are from the same place. Generally speaking, those from the same plane will share 1 of these traits, those of the same culture or ethnicity will share 2, and those from the same family or community will share 3. Nobody will share all of your traits, unless they are a magical duplicate! Be wary!

11. Night Sky

12. Luminous

13. Ghostly

14. Shadowy

15. Bloody

16. [add a new one to the table]

21. Fiery

22. Watery

23. Snowy

24. Earthy

25. Tempestuous

26. [add a new one to the table]

31. Golden

32. Copper

33. Mirrored

34. Jeweled

35. Mechanical

36. [add a new one to the table]

41. Bewitching

42. Encrusted

43. Impossibly Soft

44. Harsh

45. Translucent

46. [add a new one to the table]

51. Thorny

52. Bark

53. Evergreen

54. Jaguar

55. Giraffe

56. [add a new one to the table]

61. Butterfly

62. Buffalo

63. Shark

64. Plain

65. Dead

66. [add a new one to the table]

What Draws You Home?

Pick as many as apply:

– people

– things undone

– the desire to make things right

– responsibilities

– something that’s yours alone

– safety and security

– a source of strength

What Pulls You Away?

Pick as many as apply:

– people

– wanderlust

– curiosity

– the search for something or someone

– getting what people need

– solving a problem

– a critical mission

– deliveries

– finding yourself

– getting away from something or someone

THE SONG AT THE EDGE

THE SONG AT THE EDGE

THE SONG AT THE EDGE

(Cult, Temple, Acquisition, Distant Plane)

Tyramese, androgyne humanoid from the Cult of Sensation, seeks advancement by presenting the rest of the Sensates with a truly unique experience.

The research of Tyramese’s assitant, Lendara, revealed a possible location for Fair Ecthellium, a city built on the edge of a splintered reality, constructed to capture the song of the great void itself. 

Lenadra set off to find Fair Ecthellium, but never returned.  Now Tyramese seeks to send some hardy freebooters instead, to return with the song of the boid captured in a magickal recording stone.

Rumours:

-Fair Ecthellium is fabled and cursed.  Many have sought it’s song and none have returned.

-Lendara was last seen entering a gate to the Astral Plane, believing Ecthellium lodged somewhere in its vastness.

-Guides and trackers familiar with the Astral Plane are around, but they’re a strange lot, even for Dis.

Dangers:

-The Cult is not without its internal divisions, and one of Tyramese’s rivals might make a counter-offer, or worse, to ensure they get the song first.

-If Ecthellium is indeed on the Astral Plane, that could be bad.  Patrols of ruthless githyanki marines are still dealing with the last decades-long spawning of slaad that boiled onto the Astral Plane from the wilds of Limbo.

-Ecthellium, amphitheatre city on the edge of nowhere, could indeed be cursed.  What has centuries of exposure to voidsong done to its citizens?

-Lendara