Showing posts with label City. Show all posts
Showing posts with label City. Show all posts

Thursday, 6 August 2015

Styro City Map (FREE DOWNLOAD).

Styro City - Corey Ryan Walden

Today, I've been thinking about cities, and doing them slightly differently in a fantasy game. I doodled the above map today. I like the idea of sci-fi meeting fantasy. The premise being a melding of ancient pyramidical and domed architecture, meeting modern conventions. Think elevator shafts, electronic "magic" equipment, etc. Clearly, there is a visible level above ground, and an undercity rife for exploration.

DOWNLOAD MAP


Points of Interest

Styro can be either an inhabited city, or a seemingly deserted locale. A large building can be located in the wilderness. Leading away from this building, and towards Styro are tall, stone-like creatures (of at least 20 feet in height). These creatures stand erect with arms straight against their sides. Fused to their either side of their heads are two silky cords which act to connect them all in a line extending miles, into the tip of Shaft II's antenna. The creatures do not speak, and may even appear as statues.

In actuality the creatures are psychic conductors. The two cords are known as psychic silk, which can be used to power buildings and technologies. Those endowed with psionic ability can tap into the "silk" and communicate with the connected buildings. 

Styro has a few large buildings, and the rest are fairly humble domiciles. Of note is the Ramid, Babel, the Silo, and the dual shafts.

The lower levels and monsters are not detailed. I may run my group through this adventure site (if they find it!), and do not wish to ruin any surprises. Depending on my ongoing enthusiasm I may release this as a proper adventure. Enjoy. 


1. Shaft I

  • 120 feet deep, 6 feet wide.
  • After 60 feet an entry into Gamma (Level 3) may be visible.
  • A winch-wound shaft and basket enables descent.
  • Service entries can be found on either side of shaft, for maintenance or surprising foes.
  • The building housing the shaft has strange blinking lights within, and a perpetual rumbling noise.
  • Opening the rumbling cages reveals sluggish creatures sitting in pits of putrid goo. The goo glows with a phosphorescence, and seems to power the infrastructure. 


2. Silo

  • 40 feet high.
  • Appears as an administration office — various abacus', merchants' scales, astronomical tools, and so forth can be found within.


3. Ramid (Temple)

  • 80 feet high. Can be ascended by climbing its stepped sides.
  • Has an unusual pole atop. 
  • Inside is a catacomb of worship avenues, shrines, sacrificial altars, mission quarters, and channels of cut recesses within the floors. 
  • The temple interior is divided into 3 levels, each 20 feet high.
  • A crypt of monkey-sarcophagi.
  • A shaft descends into Alpha (Level 1).


4. Shaft II
  • 120 feet deep, 6 feet wide.
  • At the bottom an entry into Zeta (Level 6) can be discovered, though the portal is locked. 
  • Alternatively another descent into Shaft III can be discovered. Though descending this requires manipulation of an ensorcelled device. 

5. Babel
  • A tower — 60 feet high at its pinnacle, 20 feet wide.
  • Murals on most walls depicting a slave-people toiling to erect this structure. The exterior resembles the Empire State building somewhat. 
  • The appointments within suggest a matriarchy society, led by Queen lineage. 

6. Domiciles
  • Simple structures of varying sizes and shapes. Most are single or double-roomed, while others are rather palatial.
  • Squarish or domed.
  • A few will have treasure. 

7. Shaft III
  • 70 feet deep, 6 feet wide.
  • Getting up or down requires manipulation of an ensorcelled device (powered by the slugs or the Giant Rockdweller psychic silks). 

8. Alpha (Level 1)
  • Vaulted ceilings 20 feet high. 
9. Beta (Level 2)
  • Vaulted ceilings 20 feet high. 
10. Gamma (Level 3)
  • Vaulted ceilings 20 feet high. 
11. Delta (Level 4)
  • Vaulted ceilings 20 feet high. 
12. Epsilon (Level 5)
  • Vaulted ceilings 20 feet high. 
13. Zeta (Level 6)
  • Vaulted ceilings 20 feet high. 
14. Eta (Level 7)
  • Vaulted ceilings 20 feet high. 
15. Theta (Level 8)
  • This level is 60 feet high.
16. Iota (Level 9)
  • This level is 40 feet high.


Sunday, 19 July 2015

Hoard of Zĕmian Goodness - Hydra Cooperative

Not very long ago I wrote two reviews, appraising the work of +Chris Kutalik. The first was of the sprawling and chaotic Slumbering Ursine Dunes. The second review was of the excellent Fever-Dreaming Marlinko; a city supplement.

Since reviewing both works I have had the utmost pleasure of playing in one of Chris' "Misty Isles" playtests, as well as receiving an at-cost physical copy of both FDM and SUD.

Firstly, Chris' games are awesome. In the last year or so I have become quite bored of being a player. I get far more pleasure from creating and running games. The short game I had with Chris gave me faith in the simple pleasures of creating a character, and exploring crazy spheres. It was zany, it was imaginative, it was all the things I aspire to in my own games. Moreover, the experience gave me additional insights and contexts to Chris' works. On their own I initially found them to be disorientating at times — primarily due to a lack of geographic map within the work, and some in-jokes within the work itself. Since playing in one of this games, however, I understand the world and the references a lot more.

Likewise, I enjoyed the PDF copies of FDM and SUD, but having the physical products is another level. Both are around A5 size, with FDM being slightly bigger (as you can see in the photo above). They are attractively presented, and a joy to flick through. I have just started a city adventure with my current players, so I imagine FDM will be a constant at-the-table guide. In my opinion, the merits of this work are in its toolkit applicability rather than being a highly detailed and self-contained setting. It is the latter of course, but I find the work to be a great source of inspiration, rather a biblical dictum.

Do yourself a huge favour and pick up a copy of both. If I had to recommend only one, I would still go with Fever-Dreaming Marlinko. It is psychedelic and odd, but very versatile. And did I mention it was fun to flick through? 

Thursday, 4 June 2015

Fever-Dreaming Marlinko: A City Adventure Supplement For Labyrinth Lord


Author: Chris Kutalik
Price: Unreleased

Format: PDF/Print

Page count: 69
System: Hydra Cooperative (Labyrinth Lord)
Year: 2015


NOTE: This review is based upon a pre-release PDF copy Chris sent me. It is without the maps, and I imagine is still subject to some change. 

Fever-Dreaming Marlinko - Chris Kutalik Review Corey Ryan Walden

With vibrancy, imagination and healthy dose of all things phantasmagorical, Chris Kutalik presents Fever-Dreaming Marlinko. Marlinko takes the idea of a traditional city-setting to pseudo-psychedlic realms, while maintaining the common sense and cognition of a living, breathing city.

Having reviewed Slumbering Ursine Dunes only recently, +Chris Kutalik's work has been fresh on my mind of late. And as I mentioned in the SUD review, I really do feel like he brings something pretty unique to the collective OSR feasting hall.

Like its predecessor, prior to reading a single word of Fever-Dreaming Marlinko I knew I needed it. The cover artwork had me wishing I was the one publishing a work with such a poignant cover. It reminds me of a pocket plane where myriad portions of the world's cultures have been vomited into one hazy, kaleidoscopic, psychotropic medley. The flamboyant purloiner bedecked in Shakespearean attire, with one hand grasping voraciously for whatever he can steal, while his fat conniving master 'welcomes' a newbie to Marlinko is perfect. The one-eyed, mutilated, hooded man who has just happened to squeeze his head into the picture reminds me of some sort of medieval photo-bomb: "Aha!" he exclaims, "Here I am! In your picture!" The moustachioed and mohawked gentleman is probably the city's high-priest of the Sun Lord who was just wanting a "nice picture for the Marlinko newsletter, before this goober got in my way."

 Okay...I'm getting a bit carried away here...

Beyond the cover, things continue to provoke one's imagination and shake off the cobwebs of lethargy. The city supplement begins with a tale of one seeking knowledge at the  "Serene Guild of Seers, Augurs, Runescasters and Wainwrights", a guild who, as the tale progresses, appear to be the real-deal albeit prone to rites of asterism, spectacle and a good dash of charlatanism. I found this tale easier to follow than the Slumbering Ursine Dunes equivalent, and like Kutalik's usual tales, this one had me snorting with amusement. It's the sort of thing I inflict on my players as tomfoolery and exaggeration make the best stories. 

Marlinko, a city of 7000 souls, is divided into four quarters or 'contradas', all with their own unique systems of beliefs, mythologies and symbolisms. One event certain to bring the otherwise disparate quarters together is "The Black Race" an annual chariot race of convicts. All four quarters are described within the supplement, and honestly, there is some really useful stuff here. Think of Gary's harlot table, or the more eccentric elements of the AD&D DMG and you're on the right track. It's kind of like a city version of Hommlet but if Gary had been chowing on magic mushies. This particular gem had me literally aghast, before succumbing to an elongated period of laughter...


Fever-Dreaming Marlinko - Chris Kutalik Review Corey Ryan Walden

...and let's be honest: as soon as I read the word "Bathhouses" I knew where this thing was headed.


Alongside the lewd and camp, are some interesting NPCs with varying agendas. Often the random encounters are meaningful, with real consequences should certain people or creatures become affronted or killed. This inclusion should make any party consider their actions, before destroying the 'random encounter' in a blaze of self-righteous murderhoboism - as my players are prone to doing. This is a city where you should probably behave - and indeed it plays out more like an "adventure" than a featureless respite from adventure. In other words, it's a continuation of whatever adventure the party is already engaged with. This is my preference with a town or setting of any description, it should be memorable and actions should mean something.

Important NPCs are described, usually accompanied by an illustration, while a hearty rumour table is provided.


Fever-Dreaming Marlinko - Chris Kutalik Review Corey Ryan Walden


There are two main adventure sites within this supplement: "Lady Szara's Town Manse" and "Catacombs of the Church of the Blood Jesus". Both provide a good source of adventure, and of course the Labyrinth Lord/DM can inject their own adventures within this setting too. Deities and religious organisations are described herein, as is "Crime and Punishment", reminiscent somewhat of the Judges Guild Ready Ref Sheets, though with less complexity involved. An assortment of hooks and further adventure ideas are presented, and finally like Slumbering Ursine Dunes, the Chaos Index is featured. The Chaos Index is basically a cumulative eco-ambience that is effected by party actions and events - used for generating "the ebb and the flow of the Weird".

There is a tidy guide to buying and selling within Marlinko, which includes animals, mundane items, hired help, special drinks, or eliciting the services of spell casters. Speaking of hiring people, there is an excellent mechanic - modified depending on how a party treats their hirelings. Parties who mistreat or abuse those they hire can expect a bad reputation or a shakedown by a "Wobby Giant"! This system, in my opinion, is much more logical than the redshirt mentality sometimes accompanying hirelings*. 

And what city supplement would be complete without a bit of carousing? Luckily Fever-Dreaming Marlinko provides options for all types of revelry, though there can be some very dire consequence when "Losing Your Shit" occurs. "Losing Your Shit" is a clever mechanic that may be used after a night of debauchery. A saving throw is required lest some deleterious event occur - and oh boy, will they occur. Party with caution!

Finally, included within the Fever-Dreaming Marlinko appendix is a Bestiary, a "Tiger Wresting Mini-game", two new classes, common names within Marlinko, and a pronunciation guide.

Final Thoughts
If a wealthy NPC owning an "all-weather tiger pit" appeals to you, and you generally like your games to be loud and chaotic, Fever-Dreaming Marlinko is a must-have. Compelling city supplements are rare like mind flayer's teeth. They're either mundane, or overly lurid in execution - filling the same genre-weary bucket that inevitably gets tossed overboard (I'm looking at you Pathfinder) - or they're just not pragmatic for actual use. 

Fever-Dreaming Marlinko is a very refined piece of Kutalik's, maintaining a level of sophistication and polish that the earlier works lacked. My usual caveat of "it was good, but sometimes hard to digest" need not apply here. Even the Labyrinth Lord/DM possessing no desire to run a game in Marlinko specifically, will unearth ample ideas portable to any town or city. I found it immediately useful. Frequently a published setting holds little interest for me. I typically feel I can do better. In this case however, a full blown Marlinko adventure is concretely appealing. This supplement is a commendable departure from the typical fantasy-city I find so mind-numbingly boring.

My pre-release copy does not have the final maps, though seeing +Luka Rejec's previews, I imagine we're in for a treat. It is preemptive and unsubstantiated to suggest Marlinko will receive the acclaim Vornheim did, though I will confidently say it should at least be a contender. Yes, I found Fever-Dreaming Marlinko to be that interesting. I'm dying for a hardcopy. 

For those of you frowning at your screen, distasteful for my apparent subjectivity I will say this: put simply I enjoyed it immensely, and would certainly recommend it. 


*By that I mean, a hireling should be more than a redshirt or a disposable no-one to be mistreated or abused by the PCs. Well I guess they can be, but like any action, there should be consequences.