#Lore24 – Entry #62 – Fantasy Month #2 – Draconis Magna, Capital of the Empire

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

It seems Felaria has addressed my complaints about specificity and given me a simpler prompt for today:  Draconis Magna, the Imperial capitol.  Surely, I could voice complaint about specificity once again, as discussing the capital is no simple task for the fountain of knowledge overflows with the broadness of the subject, but since Mother has narrowed focus, then I shall obediently oblige.

The seat of the Great Dragon Emperor, blessed and chosen of the gods to reign over the great Imperium Draconis, the throne currently held by Luxus Drakon Raikos the Fourth; for the sake of brevity I shall not list his many, MANY titles, otherwise I would be here far longer than is required of this entry.  I feel that I must pause here in my discussion of the capital and note the insistence upon draconic imagery and naming conventions throughout the empire when true dragons have been gone from this world since times predating the Great Cataclysm two thousand years ago; it is truly astounding to me that their legends have continued to persist for so long, especially in the minds of humans, and that their nature can evoke such thoughts of power and dominance amongst the populace.  I would have thought that demonic iconography would have found greater prominence given their pervading influences since the Cataclysm and higher than average population of demon-blooded throughout the Empire than other parts of the world, but that is a mystery to discuss at another time, perhaps when Felaria feels the need to prompt me to do so.

Draconis Magna lies upon the shores of Gulf Draconum, upon the Dragon’s Breath delta at the mouth of the Great Goldenscale River, a country unto itself, really, a metropolis spanning some five-hundred square miles, the very heart of the Empire from which all power flows.  The city is well defended, housing a significant army and naval forces, as well as the Tower of the Grand Arcanum, the most powerful of arcanist orders.  All culture would seem to flow from here as well, as the city is known to be the center of the arts, filled with bards and artists of all kinds, chasing fame and fortune at the hands of the nobility, though by the time great works reach the ends of the Empire, they have long been out of fashion within the city itself.

The most powerful of the nobility reside here, vying for power and the ear of the Emperor, and perhaps, uncoincidentally, the variety of pleasures to be found is nigh unfathomable.  Supposedly if one seeks a particular form of entertainment, it can be found in Draconis Magna, no matter how vile it may be.  Having only visited the capital a handful of times myself, I have never experienced the darker side of the city’s pleasures, but the tales are too prevalent not to hold some truth.  It is the kerryn slaves I feel for the most in this regard, for they are the ones suffering the worst the city has to offer, and of course it is by the Emperor’s decree, dating back many centuries, so who would possibly argue against what happens to them?  There have been attempts to overturn the decree of course, but such protests have not lasted long, and quite often those involved have vanished under not-at-all mysterious circumstances.

There does seem to be growing unrest within the high walls of Draconis Magna by many accounts from visitors to the library.  Rumors of rebellion in the outlying regions continue to grow, and some wonder if the Emperor’s power is on the decline after the family has held power for so many generations.  Supposedly even the slaves, kerryn and otherwise, are growing discontent and starting trouble, but as yet, I have no actual proof of this.  Perhaps this is why the Emperor has begun efforts to expand the empire further, and has been seeking lost relics in the many ruins found in the wildlands, and is even looking across the seas to other lands to plunder?  It seems a time of unrest may not be far off, if history is to be repeated.  Perhaps it is even time for a new age to be born, however violently, into existence?

#Lore24 – Entry #61 – Fantasy Month #1 – Andyllion

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

Felaria continues to insist upon testing my knowledge, and so I will write, once more, upon the topic she has chosen for this day.  I am not entirely certain as to why she insists upon me keeping such a personal record recalled from my own mind when we have access to the entirety of the Imperial Archives, but so be it; I am but the apprentice and she the wizened Head Archivist, after all.  Mother knows best, as they say.

For today she has chosen…Andyllion, the world upon which we all live.  I’m not exactly sure where to start with the topic, considering it’s literally a world of possibility.  The entirety of it surely hasn’t been explored, and more of it has been lost to time and calamity than we can possibly know.  As far as known facts…the world hosts a pair of moons, Mika and Elara, a yearly length of three-hundred-seventy-five days, and a daily length of twenty-five hours.  There are at least seven known continents, Ashun, Emoris, Mizunko, Saenaphia, and Yastryka, plus the frozen north and south polar regions that have been almost entirely unexplored. Dozens of smaller island groups serve as a loose connecting tissue between them, and vast uncharted seas lie beyond those.

Should I begin detailing the flora and fauna found amongst the various continents?  Or perhaps some details of the kingdoms as well as their people?  Shall I describe the civilized races, or perhaps the more savage ones inhabiting the wildlands?  Or perhaps the civilizations we know to be long collapsed and their ruins left to crumble, forgotten and inhabited by monsters and abominations?  Or perhaps I should detail the cataclysm that nearly destroyed it some two-thousand years ago?  Simply naming the world as a topic!  Surely, she could have made it something more specific!  One could literally write volumes on Andyllion; volumes have been written on Andyllion in fact, and I’ve read most of them!

Oh, praise the gods and the Great Dragon Emperor himself!  An arcanist seeks knowledge, and the other archivists are otherwise occupied!  Felaria’s pages will have to wait until they have been served; I shall hope that they are particularly unskilled at performing their own research and require the rest of the day digging through the archives, for I must serve the people, after all!

 

 

LORE24 ENTRY #7 – Sentinel Prime

Category – Place

Sentinel Prime was once a massive space-defense fortification built during the war-filled waning decades of the Great Elvish Dominion.  Through the use of a combination of wondrous and long-lost magic and then cutting edge technology, the Dominion was able to make an entire planetary body into a moveable battle station, even allowing it to travel through hyperspace.  Meant as a final deterrent (for who could conceivably conquer a planet-sized weapon platform with full support facilities for the elvish fleets and troops that were carried aboard this behemoth?) against the growing number of systems who were fighting against elvish rule, the station, for a time, served as the Emperor’s personal stronghold.

Unable to foresee his own demise through an act of betrayal from within, the Emperor’s overthrow was likewise the beginning of the end for Sentinel Prime.  During the final battle of this period, the remaining defenders of the Great Elvish Dominion fled with the station to the furthest reaches of known space at the time, a small system on the edge of the great, mysterious region of space known as the Demon Sector.  Here they would mount their last stand, and much of Sentinel Prime would be devastated during the ensuing battles.

Over the centuries since, Sentinel Prime was scavenged by countless spacers, and was eventually rebuilt in some form and colonized, growing up from small spacer communities into a massive planet-spanning city which, in the modern era, serves as rather infamous port of call, known for the local government bucking the influence of the controlling megacorps, allowing its citizens to live a mostly free, if dangerous, existence.  As such, Sentinel is known as a place one goes to find illicit goods, perform shady dealings, and to disappear should one be on the wrong side of the law; just be sure to pack your rubber rain gear during the rainy season, though, because that acid rain is a real pain.

Since the Demon Barrier was pierced, and travel into the Demon Sector has become commonplace, Sentinel has seen a rise in population and headache, trying to remain as neutral as possible to the powers that be in the galaxy while reaping all the profits they can for those explorers diving into the unknown regions beyond the Barrier. 

 

LORE24 ENTRY #4 – Doppelgangers

Category – Creature

Doppelgangers are a species of shapechanging monsters that have been present to some extent since ancient times.  Their ability to blend in and assume practically any identity have led them to be considered absolutely abhorrent in most societies, yet they are often employed by those of questionable morals to cause chaos in those same societies, usually by replacing important individuals with a (mostly) loyal minion who can perfectly mimic them.

In their natural state, doppelgangers are unsettling for most to gaze upon.  Their skin is a very neutral gray color, their bodies and limbs are lean and gangly, seeming very alien in appearance.  Their facial features are very smooth and undefined, their eyes black and multifaceted, large, and often unblinking, their mouths thin slits.

In ancient times, most doppelgangers could mirror a target for a limited amount of time to a fair degree of accuracy, mimicking their voices and behaviors with an uncanny instinct after only a short time of observation.  Should a more long-term replacement be necessary, the doppelganger must do more than simple observation; it must actually consume its target, draining its vital fluids and consuming its flesh, including its brain.  Through this almost ritualistic method, the doppelganger becomes its victim almost completely, typically gaining most of its memories and skills, while retaining its own consciousness deep within.  This makes them exceptionally hard to detect without specialized methods.

By the time of galactic expansion, doppelgangers have evolved, or at least, some of them have; rumors persist that these advanced doppelgangers were created by DSM’s AR&D division.  The most exceptional doppelgangers are often employed by corporations for spying, and have further refined their methods of infiltration and deception.  These advanced doppelgangers no longer need to consume their targets to assume their identities; instead they rely on forging a psychic link with their victim and consuming some of their blood to sample their DNA, and thus become a perfect duplicate with access to all knowledge of the original, which would remain in a hidden, secure location until the job is done, after which the original can be disposed of.  In some cases, these advanced doppelgangers have been known to behave as body doubles, working with the original.

 

A New Start for 2024:  #Lore24

Well, after some setbacks on the later half of 2023, mostly due to ongoing issues with my eyes, I had to step away from writing and limit my screen time to a couple hours or so a day for a while there.  Though I’m still experiencing some issues, I think the worst of it has passed now that I’ve figured out what was causing the problems the last couple months.  I’ve still been making handwritten notes and such using good old #2 pencils, so there’s been something rather pleasing about that experience in and of itself, but with the new year officially underway, I’ve decided to begin a new TTRPG year-long challenge, namely Lore24.

 

You can find the details of this challenge here.

 

I’ve had all kinds of lore entries floating around in my head for years that I’ve never written down, and plenty of others that I’ve never fleshed out in detail.  I figure since I’m not getting any younger, I should probably start getting these recorded somewhere before they’re gone, and this seems like a much more enjoyable kind of challenge for me personally.  I’ve always enjoyed writing, and this will just help build up my world even more.

 

Now, unlike the suggested focus on building up one world, I’m probably going to be recording various details about the entirety of my “UrbanVerse” overarching setting, which is something of an entire galaxy and its history through different time periods, which would encompass both fantasy and science fiction gaming, along with more niche settings found on other planets, like post-apocalyptic and western areas.  So, my entries should be rather varied through the course of this project.

 

And, should I find myself at a loss for a particular entry on a given day, I’m going to have this handy random chart to get me started:

 

Random Lore Entry Chart

Roll 1d8

1 – Place
2 – Person
3 – Creature
4 – Organization
5 – Spell / Magic
6 – Event
7 – Technology
8 – Custom (culturally speaking)

 

Stay tuned for the first entry, coming later today!

The Time, where does it go?

I swear, this year is just flying by.  It’s been an eventful year, with a slant toward the frustrating rather than the good or bad.  Have had a lot of weather-related damage to the house and have had to have the roof and front porch replaced entirely, have been fighting the lawn mower pretty much all summer to figure out why it keeps breaking belts, and have had various other things come up to fill in the gaps, but I won’t go into details here.

I’d rather focus on how my RPG projects are faring since it’s been four or five months since I last updated here.  I’ve not been idle, though my focuses have changed and evolved…or my brain has just jumped around like a cat chasing a laser pointer, take your pick.

01

The I-89 Megadungeon Project

I had to put this project on hold back in June.  I still like the idea, but I kept running into the same problem:  lack of excitement.  By this time, I was making progress into the sixth level of the dungeon, but my excitement began to wane.  I realized this was due to lack of development for the setting and a lack of inspiration for the design of the level itself.  

For the setting, I had never really delved too deep into it, my focus being more on my science-fantasy setting at the time, along with my actual tabletop gameplay being fantasy-focused.  So, the post-apocalyptic vibes just weren’t flowing.  I began to lose interest in the level as I’d had it originally planned, because things just started to seem far too similar to previous levels.

Basically, I was working on a secret underground military base, but it felt a lot more like the hidden government facility I’d just finished the month before, basically more office-like and less top-secret military project.  This was during the height of the Great Lawnmower Saga of 2023, so I had been feeling a little drained in general, and just decided to shelve the project for the time being and focus elsewhere, and pick it back up later once the ideas started flowing that way again, and likely with a complete redesign of that level.

02

My TTRGP Games, and A PF2e Rant

I’ve kept up with my actual tabletop games pretty consistently thus far.  The Abomination Vaults game I’ve been running is still moving along at a steady pace.  The players just finished level 4 during the last session, and are beginning some additional content relating to the town’s Founder’s Day festival, which is tying in with the need to retrieve four items that once belonged to the founders.  I’ve been keeping track of the players’ progress daily in game, and it has proven very useful in providing additional ideas for new encounters and enemies outside what the AP itself offers.

For example, just last session, the players came across a message scrawled on the door of their home talking about the “New Blood awakening”.  I’m making things a little more exciting by not having the denizens of the dungeon be entirely cut off from the outside world with new allies that share their goals.

As far as my playing experiences, I’ve been in an Age of Ashes game for a while now as well, and have been having fun with that, though it is proving to be quite the challenge since we’ve only got three players.  Even though we’re dual-classed characters with a free archetype, it’s not enough to make up for the lack of a fourth person and those three extra actions in each combat.  We just hit level 11, and after scouting out the dungeon we have to tackle next, I’ve got doubts about our chances at success.  There are some encounters in there that will be rough for us on their own, and it’s very easy to have encounters multiply there from what I’ve heard (it’s the Quarry dungeon for anyone familiar with the AP).  Thus far, we’re considering our options for a commando-style strike, teleporting into the room with a particular boss and taking them down hopefully without alerting the rest of the dungeon, grabbing the artifact we need to progress the story, and then getting out again; since we’re using milestone experience for that game, it’s really the smartest play.  However…due to one character having a very strict anti-slavery stance, and there being quite a few slaves being held captive in the first chamber of the dungeon…our plan has been complicated immensely.  Likely we will have to try two strikes, but we’ll see how it goes next session.  TPK is always an option, lol.

The two games mentioned here have both been Pathfinder 2e games, and since we started with the system earlier in the year, I’ve had my opinions shift a bit on the system.  While initially it seemed pretty fun, I’d heard repeatedly from one particular player that being a caster was just not fun in the game; he’d played multiple casters in these games and others I’m not part of, and had nothing good to say about them.  I thought he was just bitching to be bitching, as he’s been known to do that before.  Having seen casters in action from both sides of the GM Screen, however, I’m leaning toward the camp of “casters suck” in PF2e. 

To put it simply…it’s not a lot of fun if you’re expecting your magic to be effective against enemies.  If you’re playing mostly a support caster buffing the party, yeah, you’re probably going to be having a blast, but the way these APs are setup, don’t expect to feel the same if you’re trying to damage or debuff enemies.  The way the numbers work, you’ll be lucky if most enemies only Succeed on their saves against your spells and debuff attempts.  For example, in the upcoming dungeon, most of the encounters are on the high side of the difficulty scale, and thanks to the numbers, most of the monsters will be able to get a Success on their saves by rolling 5 or better, and most of the time, that means half damage, or they get no effect from the spell at all.  If they Critically Succeed, well, it’s just no fun at all.  I feel like my spells succeed maybe 1/3 of the time at best, whereas the martial characters are hitting enemies successfully at least half the time, if not more.  I’ve dove into the debate and researched what I’m “doing wrong”, but no matter what explanations I’ve seen to the contrary, it just isn’t fun when a system that is so tight in the math, where every +1 modifier can make a difference, is so geared against me as a caster.  My numbers are behind the martials on my spell attack rolls, and I have no way of increasing those numbers through item bonuses like they do.  I can try to debuff monsters through skills, sure, but it’s usually not enough to matter in my experience (true, I guess the dice rolls are just against me most of the time), and trying to affect them with magical debuffs is just an exercise in futility most of the time.

Take a fight against a golem during one of the earlier games in the Age of Ashes for example:  all of us failed our Recall Knowledge checks on the golem, so we had no idea what spells would affect it at all.  This led to me hitting the martials with a buff or two, the cleric/champion trying desperately to keep himself and the fighter alive while they were getting pounded, and my summoner pet doing everything it could just to keep the golem knocked down and flank, because it could barely hurt the thing.  To put it mildly, the fight was a slog.  The second golem fight not so much, since we made our checks, but then the last golem fight was another slog, because we failed our checks again and had no idea of its weaknesses, and nothing I did affected them until I hit them with a cold spell.  This didn’t damage them at all, but did slow them, so I just spammed Ray of Frost the majority of the fight while knocking them over with my pet, until I had to pull the pet back, because, even though all summoners are masochists, they have limits, namely their shared HP pools.

I’m enjoying the game, but I’m growing very frustrated at how my experience as a spellcaster has been going, and everyone I’ve spoken to in my circle who has played the game feels the same way, and has similar experiences to share.  And yet I keep hearing that I’m doing casters wrong because I’m not supporting enough or debuffing enough, and that casters are super fun to play.  Well, I’m not seeing it.  Maybe it wouldn’t be so noticeable if we’d actually encounter some lower-level threats from time to time, but pretty much everything we encounter is close enough to our level that at best it’s 50-50 on my success rate or worse.  But even that isn’t a guarantee; one of the fights last game had a group of enemies using stats from another enemy we’d encountered 4-5 levels earlier fighting alongside a pair of golems we’d failed our knowledge checks on…these supposed “mooks” either got Successes on their saves or Critical Success when I tossed out a big AoE spell to start that fight, so across five or six enemies, I got a total of about 12 damage.  Yeah, really not feeling too great about that…  

03

NEW TTRPG Developments

Though I’ve been playing mostly Pathfinder 2e (and one lingering D&D 5e game which is…meh; I don’t care for 5e), my developments on my own TTRPG projects continue in other directions.  I’ve renewed my interest in a custom version of the Star Wars Saga Edition system.  I feel like this is a great option for a more cinematic-action styled sci-fantasy game, and after having played PF2e for several months now, I have changed my course a bit on revamping the system for my own needs.  Basically, I’m implementing PF2e’s Three Action Economy.  Since both PF2e and Saga Edition are rooted in D&D 4e mechanics, they mesh really well.  I’ll be reworking the SE Force powers into spell effects, and removing the condition track, replacing them with PF2e-styled conditions.  Overall, I don’t think it’ll be too difficult to do at the core level, but will take a bit more work to tweak spells and certain abilities to replace mentions of the condition track.  I’m hoping to try a play test in the next few weeks to see how it performs at an early stage.

I’ve also been developing with an eye to the Old School as well.  With my apathy toward D&D 5e already high when the Great OGL Kerfuffle of 2023 happened back in January, and my faith in PF2e as a viable replacement waning based on my experience as a caster, I’ve been looking hungrily toward trying an OSR campaign using Castles & Crusades.  The more I read into the system, the more I like what I’m seeing.  Things are just so simple.  It really does feel like an evolution of AD&D 2e (which is where my group started way back in the late 90s, though it was only a year or two before we jumped to 3e and stayed there for ages).  After seeing how PF2e has so many rules dictating exactly what you can do, it’s refreshing to see a minimal character sheet that isn’t filled with practically no restrictions.  You can try anything you want, and might even succeed if you describe it well enough or roll high enough; that simplicity is what really sells the OSR games to me.

As such, I’ve taken a renewed interest in evolving my fantasy setting over the last few months.  I’m working on some new characters and ideas to try some solo hexploration gameplay to help develop the actual campaign setting areas for the players, and have been working on renewing some old characters from my previous games and stories to work them into the newly evolving setting, while putting my own flavor into the classic fantasy staples (elves are more like vampires from the classic Vampire: The Masquerade setting, for example, in which they tend toward grand, long-running schemes to control everything behind the scenes the older they get).  Thus far, I’ve got the groundwork in place for the Curse of Cypress Isle (a hex-crawl island exploration adventure in the style of the classic Isle of Dread adventure, flavored with aspects of the real-world Oak Island treasure mythology), the Muckenmyre (a new area of the world, a massive swamp area with some interesting characters in the costal town of Grimbridge), a newly started northern area with some flavor of Skyrim (I’m using my Skyrim gameplay to try out building up an adventure using inspiration from various sidequests and moments in my current playthrough), and of course, the city of Arcavarlon, which I will continue development on as I further expand my campaign setting.

I’ve got a lot of ideas, and I just have to get them out of my head and onto the screen!

04

Onward to the Future

Well, I think I’ve gone on long enough for now.  That covers the major updates on my gaming projects.  From here, I’ll say that I’m going to attempt to get back to posting updates here more often as I go, detailing the various settings and locations within them, as well as my continued experiences as a player and GM.  

The best of luck to you on your adventures!  Thanks for reading, and keep your eyes peel for more soon!