Tuesday 21 May 2013

Brave the Labyrinth Fanzine Accepting Submissions

Just spreading the word that Pete Spahn's new fanzine for Labyrinth Lord, "Brave the Labyrinth", is looking for submissions by the end of May.

See here for the details.

I've submitted a description of an arch-mage, his henchmen, a special magic item he owns, and some unique spells in his repertoire.

Monday 20 May 2013

Tear, City of God -- Finished Hex Map

Here is the (initial) finished version of the hex map of the City of Tear -- Seat of the Empire. The city will form the foundation of the Dying Sun campaign.

As you can see, there are still many many empty hexes. So far I've only marked on the most important features of the city, the landmarks which are known to anyone who lives there. As the campaign progresses I'll no doubt add lesser known features that the PCs come across.


Places of Note in the City of Tear

The Plateau of Radiance
The Great Hayyem Tree (1006) – The mighty tree which shades the imperial city and brings forth life from the barrenness of the desert. The holy waters of lake Jzan well around the base of the Hayyem.
The Floating Palace of Radiance (1007) – Built upon the pristine waters welling at the Hayyem's base. Here dwells Zyklor, God Emperor.
The Arch-Hierophant's Palace (0909) – On the west bank of the River of Tears, upon the imperial plateau.
The High Temple of Zyklor (1109) – Administrative centre of the Templars, on east bank of the river upon the imperial plateau.
Cliff Fortresses (0805, 1004, 1205) – An army of countless strength is maintained in these three fortresses dug into the cliffs at the north edge of the plateau of radiance.

The Military Quarter
Here lie the training centres, garrisons and military academies of the Templars.
The Garrison (1310) – This vast and forbidding fortress stands on a hill at the base of the Plateau of Radiance, looming over the city.
City Grain Stores (1211) – For use in times of famine or strife, the Templars keep a stockpile of grain in these large sandstone buildings.

The Silent Quarter
This district of Templar necropolises and libraries lies nestled between the western wall and the cliffs of the Plateau of Radiance. A few residences are also found here, of a few selected upper-class citizens who are close to the Templar administration.
The Tomb of the Faithful (0707) – A private temple where the remains of Templars for many generations past are interred.
The Inner Temple (0708) – The fortified library and records bureau of the Templars. It is rumoured that records on every citizen of Tear are kept here.

The Break
A semi-derelict city district, where the lowest of the low dwell in abject poverty.
The Chasm of Skulls (0508) – In the midst of a ruined plaza yawns a wide pit lined with skulls. The chasm is of unknown antiquity and origin, and most sane folk avoid it entirely. A spiral stairway descends into the depths, and rumours speak of a cult dwelling in these ancient catacombs who can revive the dead.

The Floating World
A district dedicated to the whims and fancies of the richest inhabitants of the city.
House of the Serpent (1608) – A walled palace where the city's elite indulge in unknown pleasures in the exotic glades, gardens, spires and halls of the mysterious Serpent Mistress.

The Flak District
Populated mostly by workers in the city's steel mines, this grim and crumbling district also has a strong military and Templar presence.
The Jade Asylum (1808) – In addition to the “treatment” of the critically insane, this forbidding, monolithic fortress is rumoured to also be used as a prison for political dissidents. The name of this awful place is presumed to be ironic.

Shale
A city quarter with wide thoroughfares and a profusion of inns, taverns and entertainments. The long desert road from the Gardens of Zinn enters the city here.
The Plaza of Silks (1912) – A busy and vibrant square, surrounded by inns on all sides, and filled with musicians, entertainers and spectacles of all sorts. A wide road leads from the plaza to the East Gate, leading into the merchants' district.

The Imperial District
The River of Tears (1008 to 1117) – The holy river cascades from the Plateau of Radiance into the upper city, eventually flowing to meet the Water Ziggurat. Hundreds of streams and canals branch off from the river, and flow into the city's subterranean water system.
The Chapel of Pristine Mercy (0912) – Located at the base of the Plateau of Radiance. Primary temple and convent of the Sisters of Mercy.
Imperial Arena (1313) – Hosts gladiatorial battles – the city's most popular form of entertainment, frequented by poor and rich alike.
The Water Ziggurat (1117) – Holiest temple in the city, central barracks of the Templars. Great prison complexes lie beneath the pyramid.
The Watching Tower (1216) – A tall windowless monolith which stands close to the Water Ziggurat (1117). Psionicists sense a strange watching presence in its impenetrable interior.
The Bridge of Thieves (1113) – An ancient, elaborate and crumbling bridge crossing the River of Tears. Condemned prisoners are hung from high pylons here to die in the scorching sun.
The Prophets' Bridge (1015) – A wide bridge on which sermons are held by zealous templars. It is said that the mortar of the bridge was made from the bones of those who died in the service of Zyklor.

The District of Sighs
A middle-class residential and entertainment quarter.
The House of Om-Li (0610) – The most famed inn of the city. Well-to-do travellers and merchants favour this sprawling complex above all others.

The Gardens District
The Sedant Glades (0812) – A large meditative garden and woodland maintained by the Sisters of Mercy.
The Pools of Pandarme (0813) – A meandering series of pools, canals, tea houses and inns, owned by a conglomerate of merchants.

The District of Wells
East of the River of Tears and the imperial district, an old quarter of the city filled with wells and fountains. This is primarily a middle-class residential district.
Emerald Baths (1415) – Public bath houses with natural hot springs.

The District of Flame
So-called because of the traditional profusion of candle and incense makers in this part of the city, as well as a large number of votary shrines. The shrines here lack the ecstatic fervour of those found in the Shrines District proper, catering instead to the refined tastes of the middle-classes.
House Amber (1614) – The headquarters of this noble house, whose main interest is in the trade of jewellery, precious stones and fabrics. The complex is extravagantly decorative, with spires, domes and high bridges around a central garden.
The Palace of Oord the Magnificent (1515) – Arguably the city's most famed sorcerer (though, as many who are in the know claim, far from its most learned), Oord the Magnificent makes his home in this opulent palace of white marble. The arch-sorcerer specialises in the breeding of new animals for their beauty, and finds custom with many upper-class individuals who desire to purchase his wondrous creations.

The Merchants' District
Headquarters of the Slavers' Guild (1511) – The slavers' fortress, formed of black basalt and carved with cathedralesque intricacy, bewildering spires and turrets.
The Slave Markets (1513) – East of the arena, and south of the slavers' guild headquarters. Slaves of all races and specialities can be bought here.

The Forge District
Where specialists in metalworking and glass-blowing live and work.
House Pharm (0514) – Seat of the powerful guild house which operates metal refineries and the steel mines to the north-east of the city.

The Guild District
The Hall of Records (0715) – An opulent building constructed of ancient violet marble. Houses the libraries and administrative offices of the Templars and the guild houses.
Guild Hall Prime (0815) – Contains the meeting space where the most powerful guild houses (called the “noble” houses) meet with the Templars to decide matters of city management.

The Enclave
Draagij's Emporium (0718) – Sells genetically tailored plants and animals to the rich for exorbitant prices. The laboratories of Draagij are staffed by the sorcerers of House Mexc.
House Mexc (0818) – Base of this powerful noble house which governs much of the agriculture surrounding the city. Many sorcerers are known to be in their employ. It is rumoured that the sorcerers of House Mexc may be dabbling in the forbidden arts of the genetic manipulation of humans.

The Oil District
A strange mixture of the rich and the destitute, this district is where the product of the oil fields to the north-west of the city comes for processing and sale.
House Merlock (0311) – The oil barons' fortified home.
Hades (0312) – Smoking towers full of oil, soot, and flame. The refineries are powered by the slave labour of House Merlock.

The Ash District
Where the filth of the oil refineries to the north and the forges to the east congeals. A highly undesirable residential area where crime is high and life is short.
The Worm Vats (0412) – A hive of tall towers and deep pits where various insects, worms and maggots are bred.

The Lanterns Quarter
This lower class district is a dangerous maze of streets, filled with taverns and entertainment of a seedy nature.
Red Square (0316) – All tastes are catered for in the brothels and pleasure taverns surrounding this notorious square.

The Mud District
Home to a variety of industrial activities, the streets and air of this quarter are filled with red dust. Many lower-class workers also live in this district.
The Dag-Orm Brickyards (0219) – Principle brick manufactury of the city.

The Silk District
A quarter dominated by luxurious trade establishments, artisanal workshops and especially silk-workers.
The Worm Glades (1616) – Gardens owned by the silk merchants. The trees here are grown as fodder for the silk worms.
The Towers of Haam-Om (1517) – Principle silk manufactury of the city, these tall towers, decorated with fluttering banners, house the worms and their precious cocoons.

The Artisans' District
The Spice Markets (1619) – Spices, exotic plants, incense, perfumes and drugs are all found here.

The Stable District
A working-class residential district interspersed with stabling facilities for a variety of beasts of burden. The stables are used primarily for the care of merchants' beasts, after their long treks through the desert.
The Ixilot Yards (1919) – A fenced series of large yards and enclosures where the greatest of domesticated animals are tended. The bellowing calls of the ixilots can be heard throughout the district.

The Bards' Quarter
One of the busiest quarters of the city, this riot of tall, archaic mud-brick buildings houses a multitude of taverns and inns. They are renowned for the quality of the musicians and story-tellers who frequent them.
The House of Scribes (1915) – A tall building of many galleries surrounding a central plaza. A small fee allows entrance to the building, where poets, sages, prophets and story-tellers gather to speak to the crowds.

The Canals District
The Walled Gardens of Phantalme (0518) – Luxurious retreat for the moneyed. The gardens are said to contain plants and animals of fabulous exoticness.
The Pagoda of Masks (0619) – Infamous and exclusive pleasure palace. Guests are required to remain masked at all times.

The Scholars' District
The Manse of Lazd the Abstruse (0419) – The streets around the great sage and sorcerer's abode have taken on something of his silent and mysterious character. Lazd's birds, arrayed with rainbow hued feathers fly freely here.

The Lizard District
On the edge of the city, this district specialises in the breeding, taming and slaughter of lizards of all kinds.
The Race Arena (0521) – Screaming crowds gather here daily to watch semi-combative races of moik and ork riders.

The Blood Quarter
The Blood Ziggurat (0522) – Where sacrifices of animals and slaves are made to the great God Zyklor.
Slaughter Square (0423) – Blood runs through the gutters of this square, where stalls sell the carcasses of freshly slaughtered animals. The establishments in the streets around the square specialise in salting, curing and smoking meats.
The Beast Markets (0524) – Located just south of the Ziggurat of Blood. In addition to sacrificial goats, a wide range of domesticated and wild lizards can be found for sale here.

The Pyre District
The Towers of Ash (0820) – The oil fires of this crematorium spew streams of smoke and ash into the sky 24 hours a day. This is the lowest-class form of death rite. Run by the mysterious Brotherhood of Ash – a sub-sect of the Templars.
The House of Ash (0721) – Alms house and hospital also run by the Brotherhood of Ash.

The Sorcerers' District
The Black Plaza (1022) – The desert road passes through the gate of the sphinxes and leads directly into this wide flag-stoned square. An unnatural shade hangs over the plaza, making it a pleasant spot for relaxation, despite its slightly unnerving atmosphere. At night the plaza is shunned by all sensible folk. Rumours tell of abductions and dark cults.
The Catacombs (1122) – This eerily named residential district contains a jumble of decaying houses built atop one another. Some do indeed dwell here in a level of subterranean habitation.
The Imperial Academy of Sorcerers (0923 & 1123) – Twin towers of staggering height and forbidding aspect, standing aside the ancient Lunar Stair.
The Lunar Stair and the Gate of the Sphinxes (1023) – The gargantuan ancient southern gate of the city. Carved from dark red stone, and weathered by millennia of sand and wind.

The Commerce District
The Grain Markets (1121) – Just north of the Gate of the Sphinxes.

The Old City
Square of the Ooms (1421) – Five ancient 30' tall stone statues of humanoids with animal heads stand in this square. They are known as the Ooms and are regarded as overseers of the city district. It is said that one day the Ooms will fall, and this will prophecy the final destruction of Tear.

The Shrines District
A run-down quarter of the city, where a proliferation of shamanistic cults, religious sects, seers and prophets gather.
The Nectar Ziggurat (1521) – Place of worship and training complex for the legendary Concubines of God.
Chal-Ni Oasis (1522) – Ecstatic cult based around a series of healing pools and springs. Run by the “Baron”Bagwan Abramah.
The Houses of Bone (1722) – Tall, twin buildings with an arched alley between them. Houses the remains of the city's wealthier dead in its crypts and vaults.
The Wall of Shadows (1423 to 1922) – Partly ringing the city's south-eastern edge, this ancient wall is made of the same stone as the Lunar Stair. Upon its surface can be seen blasted outlines of giant, spined monstrosities.

Tuesday 14 May 2013

Psychedelic Fantasies: The Fungus that Came to Blackeswell -- Review

From the moment I heard  about Geoffrey McKinney's Psychedelic Fantasies line, before the first module had been released, I knew it was a good thing, and my kind of thing.

Cheap but solidly produced modules. A short format for ease of digestion and use at the table. A focus on unrestrained imagination, as opposed to "the standard D&D tropes".

Now we have the third module in the series: THE FUNGUS THAT CAME TO BLACKESWELL.

Full disclosure: the module is written by my friend and Berlin RPG cohort Yves Geens. I guess that makes me totally biased. I do feel though that if the module was crap I'd say so. It's not. And of course Geoffrey wouldn't have published it if it was :)

Now to the reviewing part.

I received the module in the post last night, and read through it in one sitting (the advantage of the short format). I've not run it yet, but am very much inspired to do so, having read it.

The short overview of what's going on in this module is: a subterranean village famed for its odd inhabitants (a wizard and an inventor) and its unusual riches (Blackeswell pearls) is overrun by a hostile fungal infestation from the nearby Fungal Jungle. The village and its inhabitants are decimated.

(Note that, although Blackeswell is described as being a subterranean settlement, this has little impact on the adventure. It could be easily placed in an above-ground setting such as a forest, swamp or mountains.)


The main theme of the module, from my reading, is one of despair. There's an almost Raggiesque atmosphere present. Although there are none of the player-screwing-over moments or twists which we know and love(?) from the pen of Mr JER the 4th, the fate of the villagers of Blackeswell is unremittingly tragic and gruesome. I seem to recall there is one single house in the village whose inhabitants have survived with their lives and sanity (seemingly) intact. As for the rest, a twisted variety of fates has met them. Many are simply reduced to pools of gore, their only memorial being the now-futile shop signs advertising their now-ruined wares.

Good stuff. This could be the kind of module where PCs come in hoping to make a quick buck, but end up getting embroiled in trying to work out what on earth befell the village, and what can be done to stop it spreading or happening again elsewhere.

This is one interesting point about the module -- the reason why what has happened has happened is not (unless I've missed something) explicitly revealed. There are hints, and a locus or point of emanation can be discovered, but from my reading it was not clear what exactly caused the fungal infestation in Blackeswell. I'm not totally sure if this is intended or not, but it's something to bear in mind. Referees wanting to work this module into a campaign would be advised to give this topic some preparatory thought, as players will inevitably begin to wonder about what's happened in the village and try to find out what caused it.

In terms of the encounters in the module, each house contains something different. There are plenty of weird fungal horrors to fight or (in many cases more wisely) avoid, some nice treasures to be dug out from the clutches of the ever-present mycelial growths, and some interesting NPC encounters (a few villagers are still alive, and another adventuring party is holed up).

The main theme is (obviously) fungal monsters, which appear in pleasing variety. There are also elements of dimensional magic and sci-fi robotics, which lend a gonzo sub-tone to the module. Personally I'm a big fan of fantasy / sci-fi mash-ups, but strangely I felt that I would actually tone down the gonzo elements when running this adventure. I felt like I would place the focus more on this being a horror adventure, which the wackier elements could detract from. This isn't meant as a criticism -- the sci-fi elements are really well done -- just an aspect of taste as to how I would imagine running this module myself.


All in all, an excellent adventure with a deliciously weird and creepy tone. I am very much looking forward to running it! Highly recommended.

Saturday 11 May 2013

Vivimancer -- Scent Spells

In my Ix / Dying Sun campaign, there are two types of magic-user: defilers and preservers. Anyone who's familiar with Dark Sun knows the score, although I have altered the exact effects of defiling magic in my setting (as obliquely mentioned here).

Initially when conceiving the campaign, I had the idea that it'd be great to use completely non-standard spell lists, in order to further increase the originality (as compared to "standard D&D") of the setting. My mind immediately jumped to Theorems & Thaumaturgy, and the idea that defilers are necromancers and preservers are vivimancers. Further development led me gradually away from this idea -- now shamans (a class of cleric) possess some necromantic abilities, and magic-users of both types are vivimancers, unearthing the ancient genetic magic of the long-dead sorcerer kings.

Inevitably, I decided that there also needs to be some setting-specific spells added to the standard vivimancer list. I'm doing these in the "tomes" tradition of Theorems & Thaumaturgy, on the basis of sets of spells created by high-level sorcerers over the course of their careers.

The PC magic-users' master is a character called Ohl Deezu, whom I have determined is a specialist in magic involving scent. Here are a few low level spells in his repertoire, which are open to PCs.

Hyperolfaction
Level: 1
Range: Touch
Duration: 1 turn per level

The target's senses of smell and taste are enhanced by an order of magnitude, enabling the detection of subtle scents beyond the normal human range of perception. While under the spell's effects, the target is able to perform various feats of perception similar to those which highly trained dogs are capable of in the real world:
  • The target can follow fresh scent tracks unfailingly. Tracks which are older than an hour require a successful WIS roll on 1d20, with a -1 penalty per hour since the tracks were made.
  • If the target is familiar with the scent of an individual, its presence in rooms or on objects can be identified unmistakably. Scents older than one hour require a WIS roll, as above.
  • If the target has knowledge of poisons, botanical extracts or the like, his chance to identify the presence of unusual compounds is doubled.
The spell has a single downside: the target's sense of smell is so enhanced that he automatically fails any saving throws against scent-based attacks (such as a troglodyte's stench).

Pheromone Surge
Level: 1
Range: 30'
Duration: 1d6 hours + 1 per level

Targeted against a single creature within range, this spell causes a wave of magically produced pheromones to assail the target, provoking an overwhelming sexual attraction. The target may make a saving throw versus poison to avoid the effects. If the save fails, the attraction lasts for the duration of the spell. Essentially, for this period, the caster becomes irresistibly attractive in the eyes of the target, who will do anything they can to get up close and intimate with the caster.

The spell is ineffective against targets who would not normally regard the caster as a potential mate. It thus has no effect on creatures of inappropriate species or sexual orientation.

Scentlessness
Level: 1
Range: Touch
Duration: 1 turn per level

The target's body and all items on its person are shielded by a magical anti-scent mask, making the target completely undetectable to the olfactory senses of others. As the target is rendered completely scentless, even creatures with incredibly powerful olfactory capability (such as those under the effects of hyperolfaction) cannot detect the target.

Monday 6 May 2013

Domesticated Animals of Ix

I've written before that cats, goats and rats are the only mammals on Ix, apart from humans. All other animals are of the reptile, bird or insect families. It thus makes sense that humans would have domesticated some of these creatures for various purposes. Here are a few such beasts.


Ixilots
Gargantuan 25' long tortoise-like reptiles bred for their might and stubbornness. Ixilots are commonly found at the head of large caravans, as they can pull tremendous loads. Their shells are ringed with barbed tusks, and they bear two curved horns on their foreheads -- Ixilots are a formidable force in battle, despite their slowness.

Ixilots are a purely domesticated animal, without any extant wild relatives. The downside of the use of Ixilots as beasts of burden is their appetite for huge quantities of plant matter and water -- caravans using them have to be well stocked.


Like other animals of the tortoise family, Ixilots have the unusual capacity to enter a deep hibernation sleep. If placed in cool and complete darkness they enter this dormant state after several days, and can thence remain asleep for a span of some years without food or water.


Skanks
The domesticated lizards are bred from wild relatives which hunt the desert in packs. They have been bred into many forms, and are used for many purposes, from guards to pets. Typically skanks are in the region of 4' long, but larger and smaller species exist. They are intelligent and can be trained easily to perform a variety of tricks or functions.

The wild skank possesses a musk gland which can exude a stench sickening to other creatures. The skanks use this gland defensively if cornered. Most domesticated breeds have had the musk gland selectively bred out over millennia.


Scarabs
Giant burrowing beetles 20' long with iridescent black shells, these insects are sometimes used for pulling caravans. They are almost as strong as ixilots, and require less food and water, but are more difficult to train, being especially unintelligent and single-minded. The only way to control scarabs is by the use of certain special scents.

The raising of scarabs is a specialised and complicated art, as their maggot form is so large and voracious, and requires darkness and large quantities of dung and ash to gestate in.


Orks
Domesticated from a species of predatory flightless desert bird, these creatures are used as mounts. They are renowned for their running speed and their resilience to dehydration. Orks have a heavy, horny beak which can inflict vicious wounds. They are aggressive by nature, and have to be well trained in order to be safely used by humans.


Gajji Grubs
Gajji are a vicious species of giant beetle with horrible slicing mandibles. In captivity only very few are allowed to reach the mature form -- and those purely for the purpose of breeding. The 2' long grubs are valued for their succulent pink flesh.

Moiks
These 9' tall lizards are bred for their running speed and endurance. They stand on two legs, with small clawed fore-limbs. Their necks are long and flexible, with a sleek head.

Thursday 2 May 2013

Tear, City of God -- Hex Map

In preparation for my Dying Sun campaign, I wanted to create a map of the capital city which the PCs will be based in. In the past, when creating city maps, I've always gone for plain paper and free-hand drawing. This time, however, I got the urge to do it as a hex map. I feel like this is a good level of scale for a city. There's no way I'm ever going to get down to the level of mapping out every single street and building, but it's nice to be able to mark on different types of district or specific landmarks. This can be achieved nicely with different hex symbols -- some representing individual important/large buildings, and some representing the general type of building or function in an area.

Another nice thing about doing it as a hex map is that, potentially, the way is open to run some sessions using the standard hex-crawl rules as PCs explore the city, with random encounter tables for the different districts. I don't intend the campaign to be focussed on this type of play, but it's certainly nice to have the option, and it sounds like it'd be fun.

I also very much enjoy drawing hex maps and love the hex-crawl format. I especially find it fun coming up with the little symbols, which is a totally fresh challenge with a city hex map, as none of the standard "mountains / plains / swamp" symbols really apply.

Here are the hex descriptions for the places which are marked on the map so far. It's pretty sparse at the moment, but enough to give some flavour.

Places of note in the City of Tear, seat of the Empire.
Listed by district.

The Plateau of Radiance
The Great Hayyem Tree (1006) – The mighty tree which shades the imperial city and brings forth life from the barrenness of the desert. The holy waters of lake Jzan well around the base of the Hayyem.
The Floating Palace of Radiance (1007) – Built upon the pristine waters welling at the Hayyem's base. Here dwells Zyklor, God Emperor.
The Arch-Hierophant's Palace (0909) – On the west bank of the River of Tears, upon the imperial plateau.
The High Temple of Zyklor (1109) – Administrative centre of the Templars, on east bank of the river upon the imperial plateau.
Cliff Fortresses (0805, 1004, 1205) – An army of countless strength is maintained in these three fortresses dug into the cliffs at the north edge of the plateau of radiance.

The Imperial District
The River of Tears (1008 to 1117) – The holy river cascades from the Plateau of Radiance into the upper city, eventually flowing to meet the Water Ziggurat. Hundreds of streams and canals branch off from the river, and flow into the city's subterranean water system.
The Chapel of Pristine Mercy (0912) – Located at the base of the Plateau of Radiance. Primary temple and convent of the Sisters of Mercy.
Imperial Arena (1313) – Hosts gladiatorial battles – the city's most popular form of entertainment, frequented by poor and rich alike.
The Water Ziggurat (1117) – Holiest temple in the city, central barracks of the Templars. Great prison complexes lie beneath the pyramid.
The Watching Tower (1216) – A tall windowless monolith which stands close to the Water Ziggurat (1117). Psionicists sense a strange watching presence in its impenetrable interior.
The Bridge of Thieves (1113) – An ancient, elaborate and crumbling bridge crossing the River of Tears. Condemned prisoners are hung from high pylons here to die in the scorching sun.
The Prophets' Bridge (1015) – A wide bridge on which sermons are held by zealous templars. It is said that the mortar of the bridge was made from the bones of those who died in the service of Zyklor.

The Gardens District
The Sedant Glades (0812) – A large meditative garden and woodland maintained by the Sisters of Mercy.
The Pools of Pandarme (0813) – A meandering series of pools, canals, tea houses and inns, owned by a conglomerate of merchants.

The District of Wells
East of the River of Tears and the imperial district, an old quarter of the city filled with wells and fountains.

The Merchants' District
Headquarters of the Slavers' Guild (1511) – The slavers' fortress, formed of black basalt and carved with cathedralesque intricacy, bewildering spires and turrets.
The Slave Markets (1513) – East of the arena, and south of the slavers' guild headquarters. Slaves of all races and specialities can be bought here.

The Forge District
Where specialists in metalworking and glass-blowing live and work.

The Ash District
Where the filth of the oil refineries to the north and the forges to the east congeals. A highly undesirable residential area where crime is high and life is short.
The Worm Vats (0412) – A hive of tall towers and deep pits where various insects, worms and maggots are bred.

The Artisans' District
The Spice Markets (1619) – Spices, exotic plants, incense, perfumes and drugs are all found here.

The Canals District
The Walled Gardens of Phantalme (0518) – Luxurious retreat for the moneyed. The gardens are said to contain plants and animals of fabulous exoticness.
The Pagoda of Masks (0619) – Infamous and exclusive pleasure palace. Guests are required to remain masked at all times.

The Scholars' District
The Manse of Lazd the Abstruse (0419) – The streets around the great sage and sorcerer's abode have taken on something of his silent and mysterious character. Lazd's birds, arrayed with rainbow hued feathers fly freely here.

The Blood District
The Blood Ziggurat (0522) – Where sacrifices of animals and slaves are made to the great God Zyklor.
The Beast Markets (0524) – Located just south of the Ziggurat of Blood. In addition to sacrificial goats, a wide range of domesticated and wild lizards can be found for sale here.

The Sorcerers' District
The Black Plaza (1022) – The desert road passes through the gate of the sphinxes (1023) and leads directly into this wide flag-stoned square. An unnatural shade hangs over the plaza, making it a pleasant spot for relaxation, despite its slightly unnerving atmosphere. At night the plaza is shunned by all sensible folk. Rumours tell of abductions and dark cults.
The Catacombs (1122) – This eerily named residential district contains a jumble of decaying houses built atop one another. Some do indeed dwell here in a level of subterranean habitation.
The Imperial Academy of Sorcerers (0923 & 1123) – Twin towers of staggering height and forbidding aspect, standing aside the ancient Lunar Stair.
The Lunar Stair and the Gate of the Sphinxes (1023) – The gargantuan ancient southern gate of the city. Carved from dark red stone, and weathered by millennia of sand and wind.

The Commerce District
The Grain Markets (1121) – Just north of the Gate of the Sphinxes.

The Shrines District
A run-down quarter of the city, where a proliferation of shamanistic cults, religious sects, seers and prophets gather.
The Nectar Ziggurat (1521) – Place of worship and training complex for the legendary Concubines of God.
The Houses of Bone (1722) – Tall, twin buildings with an arched alley between them. Houses the remains of the city's wealthier dead in its crypts and vaults.
The Wall of Shadows (1423 to 1922) – Partly ringing the city's south-eastern edge, this ancient wall is made of the same stone as the Lunar Stair. Upon its surface can be seen blasted outlines of giant, spined monstrosities.

Wednesday 1 May 2013

Laybrinths of Madness -- Free PDF

Over the last month I've been working on a little side project which I have named Labyrinths of Madness. The name gives a hint as to what it is: a set of guidelines / house rules for running Lovecraftian games of horror and investigation using the familiar and well-loved Labyrinth Lord or B/X rules foundation.

As I say, it's only guidelines, and doesn't form a complete game or campaign setting. I reckon it's enough to get going with though, if anyone finds the idea of running such a game interesting.

Get it here FREE!