Showing posts with label Sandbox. Show all posts
Showing posts with label Sandbox. Show all posts

Wednesday, 28 October 2015

Campaign Languages


Since beginning my OD&D sandbox it became apparent that I needed to define the languages used within my world. The reason for this was twofold. First, a reasonable intelligence grants a shit-ton of known languages using the OD&D rules. Second, it was an excuse for me to better define the various races and creatures within my milieu. Superficially this was an easy task. Creating a list took 10 minutes or so. But deciding to go beyond that beginning point, and go into a bit more detail took much longer. The following text contains my current languages list, with a description for each one. With something like Majick Script or Runic, I would probably offer an intelligence roll based on the character's % to know spells. If the percentage chance was too high (considering the obscurity of the text), I would reduce this to half or one quarter.

Languages

Avakin: The written and spoken Avakin language is eponymous with the southern folk who conquered Suthræm[1] some centuries past. Avakin is now the primary language of the south, in addition to being the antecedent language from which the Trade Cant was derived. Fluency in Avakin enables a speaker to accurately converse with the Avakin people. Those fluent in the Trade Cant will also be able to communicate with Avakins, albeit inexactly.

Chaos [Darkling]: Devotees of malignance, anarchy, and ruin may learn the darkling language. Many fell creatures know this forbidden tongue, passed on through the aeons. Beings who share a similar ethical paradigm can use this “language” to crudely communicate with one another. Opponents of chaos will find its utterance wholly repulsive.

Common [Trade Cant]: A trade language spoke throughout the continent. Its linguistic foundations are mostly derived from Avakin. Although the Trade Cant has become bastardised, those able to speak it can commune in approximate terms with Avakins, as the language still holds much similarity.

Druidic [Secret]: Once the spiritual tongue of the continent, the language of the druids has now become rare and secretive. Those “chosen” by the old gods may learn Druidic; it is useful for learning and enacting hidden rites. Isolated or cultic sects of Wæld and Væya still speak Druidic, but most will speak an offshoot.

Ecclesia [Priestly]: Devout and educated followers of Avagæd[2] study and speak the dialect of Ecclesia: namely priests, friars, monks, and knightly Templars. The most sacred texts of Avagæd are written in Ecclesia, therefore serfs are unlikely to speak or understand it, though the elite of Avakin society might.

Exterst: Save for some rare artefacts inscribed with alien symbolism, the “language” of Exterst would be all but a myth. For over a half-millennia, remnants of unknowable apparatus have been unearthed in south-western Nozræm[3]. It is dubious whether anyone actually speaks an Exterst language, but at one point in history it is almost certain that such a people and language existed.

Frog-Man: Consisting mainly of croaks and groans, the tongue of the Frog-Man is primordial and hardly the subject of worthwhile scholarly pursuit. Those in or near swamp-like environments might learn this language, mostly borne from necessity, for to ignore a Frog-Man is to invite death. Some depraved human hunters yearn for the taste of Frog-Man flesh, learning the language in order to eavesdrop and discern when the ripest younglings will be born.

Grekon: This is the chief language spoken by the people of Nozræm. Spoken Grekon is still prolific in the North, though centuries of Avakin conquest has caused this language to ebb; the Trade Cant has become prominent as the standard mode of communication.

Hillfolk: Dwelling within crags, mountains, badlands, and desert locales, the stunted Hillfolk speak their own language. Disparate from the flatter (and arguably tamer) areas of the continent, the Hillfolk language has drastically evolved from other spoken tongues. Interestingly, there are hundreds of divergent sub-dialects based on one’s tribe and location.

Law: Guardians of order, establishment, and munificence can use a variety of shared conventions to interact, broadly conveying a sense of commonality and intuited meaning. Opponents of law will find such utterances platitudinous and vapid, filled with tiresome clichés and moralistic inanities.

Majick Script [Secret]: Some advanced scholars have gained a cursory knowledge of the mind-bending symbolism of Majick. However, thorough knowledge of this language is reserved for true practitioners of Majick, enabling them to decipher unknown scripts. Dabblers with lesser knowledge may glean an overall notion of what a text contains, but they will remain unable to release the latent Majick unless their skillset somehow allows them.

Neutrality: Those possessing neither the unbridled whim of chaos, nor the considered gravity of a lawful society, may share a common sense of neutrality. Two beings of a neutral paradigm can broadly converse with one another, using certain words or non-verbal patterns. Extremists of law or chaos will experience this communication to either radical on the one hand, or insipid on the other.

Runic: Anyone learned in runic scripting will be able to roughly discern abstracted visual messages contained on the surfaces of carven rocks, tombs, road markers, parchments, and so on. Runic writing is derived from Druidic, which in turn was derived from Wæld and Væya. Although a derivative, unless a reader has taken care to learn the nuances of this written language, the original intent will be nigh indiscernible. 

Swamp-Tongue: The Swamp-Tongue developed as bog denizens deigned value in trading, staking boundaries, and engaging in parlay. While primitive, it is the primary language of the bizarre Quagkings. Some evolved Aquatic Apes have finally grasped the basest rudiments of this simple language. Even Frog-Men have seen the necessity for communicating in this language. Swamp-Tongue is mainly comprised of clicks, grunts, animalistic noises, hoots, belches, and the crudest elements of old Druidic. There is no written form of Swamp-Tongue besides a handful of symbols, most of which signify dangerous sinkholes or food-traps.

Thieves Cant [Secret]: Thieves and assassins congregate in their guilds, meeting halls, and in the subterfuge of dark places. Their secret cant, useful for enacting chicanery, is comprised of hand signals, passwords, double-entendres, pitched whistles, odd noises, curious symbols, and a political doublespeak capable of conveying multitudinous messages. Some non-thieves may learn a few aspects of this “language”, but the cant is heavily guarded and secretive, with passwords prone to regular change.

Væya: Perhaps the most ancient language, Væya is undoubtedly the most pleasant to behold. Although akin to the Wæld language, it is much less harsh and guttural. In written form, Væya is striking and complex, forming the basis from which Majick and Runic scripting developed, and from which the spoken language of Druidic eventually evolved.

Wæld: The spoken language of Wæld is harsh and guttural. Wæld forsakes the elongated and softer vowel sounds of Væya, dropping certain words from its dialect entirely. It would be incorrect to suggest Wæld is an unintelligent language. Instead, like the culture it represents, two words are avoided when one will suffice.




[1] The Southern Realm
[2] The goddess
[3] The Northern Realm

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.


Saturday, 1 August 2015

Sandboxing (A Work In Progress)

Sandboxing - Corey Ryan Walden

I've decided to compile a growing collection of tables into one booklet. The purpose: to assist with an upcoming hexcrawl/megadungeon/sandbox campaign I'm working on. Maybe other people will enjoy them too. I've already published three of these to my blog, but I've attempted to tidy them up somewhat in a slightly more professional manner. 

The booklet is aptly entitled "Sandboxing". I will continue to add new tables to the booklet, as I create them. It will be available exclusively (for the moment) from my downloads page. If it grows to a publishable size, I may look at making a print-on-demand version available. If you like it, keep checking back. This is a long-term project, and I have two other projects of much higher priority, but I do hope to keep plugging away at it over the next year or two. 

Get it directly from HERE or check out my downloads page. 

Saturday, 27 June 2015

NPC Toolkit Tables

Over the next few months I'll be working on a booklet (that may turn into a book) of NPC-related tables. Of course, this may even expand into something bigger. I already have some ideas of where this whole project could progress, but I am fundamentally interested in creating a set of useful tools that can be used in-game to quickly generate ideas.

My tables follow a d100 design thus far - because the more ideas the merrier right? Other tables may not follow this progression, but for now they will. I released my "Dispositions" table earlier this week, but I have added another two to the complement:

1. NPC Appearance Table


Corey Ryan Walden - D&D Random Table




















2. NPC Professions Table


Corey Ryan Walden - D&D Random Table




















Both can be found under the "Downloads" tab on my blog. I will hopefully make time to update and add to these tables over the coming weeks and months, eventually providing a whole package of tables. 

Happy gaming!