Forward Garden is the closest Jezoflorid
planet to human space. The Jezoflorid capital is on the other side of the
galaxy, virtually inaccessible. Thus, forward garden serves as the most
convenient location to do business with Mother Corp. The whole planet is
covered in a tangled grid of vegetation to the depth of 2 kilometers. In its
forested depths, there are locations of great natural beauty and splendor,
making it a premier resort for galactic aristos. The planet also hosts massive
farms and processing facilities that grow luxury food items for galactic
consumption, as well as farms where Jezoflorids are grown and trained.
Jezoflorid servants are a major export, as they are renowned for their loyalty
and dedication. The planet has a criminal underworld, literally, as the
deep reaches of the tangle are free of any sort of legal oversight. There is a
thriving drug trade, as well as an effective network of assassins who call this
planet home. At the bottom of the forest there is an "acid ocean" a
double misnomer, as it is actually composed of powerful enzymes, and it is a
more like a network of swamps and lakes than an ocean.
Forward
Garden can be roughly divided into upper, middle, and lower reaches. The Upper
Reaches are light and airy. The plants here are wide and delicate, to catch as
much precious sunlight as possible. Flowers and fruits of every conceivable
shade give the air a sweet, swirling scent. Insects in the billions dance on
wind currents.
The
Middle Reaches are defined by twilight. The vegetation is denser here, forming
chaotic knots and tangles. The smell is sweet but with hints of rot. The air is
still and resounds with the calls of unseen creatures.
The Lower Reaches begin at the midnight zone and end at
the acid ocean. The darkness is pierced with bioluminescent life of all kinds, including algae blooms that can light
the ever present fog with emerald or aqua luminesces. The water here boils and
smokes with caustic fury, dissolving the detritus that falls from above. The
air stinks of decay and chemicals. The surface of the planet is doted with
ancient concrete structures festooned with moss and vines. Crude stone and wood
paths mark the tracks of the few brave explorers of this distant and hostile
realm
Law: There is little "official"
law. The official settlements have Jezoflorid militias to respond to most
crimes. They spend most of their time chasing pickpockets and catching sloppy
criminals. It's an open secret that Mother Corp employs assassins to eliminate
threats to their power base. Beyond the borders of "civilization",
the biosphere itself protects the planet. Any threat or disturbance is met by
hostile fauna. It should be noted that this does not eliminate all "illegal"
behavior, but instead keeps the criminal underworld in check. The best
way to think about it is as a tax on criminals. The tax is every year a certain
number of them are eaten by hornets.
Ecology. The tangle is one massive floral
superorganism that covers the entire planet. There is a plethora of symbiotic
flora that live on it. The fauna are mostly invertebrates, and mostly flying
ones. A staggering variety are pollinators . Many more are parasites and
parasitoids. Almost all are subject to the subtle influences of Mother Corp.
Police Hornet (lv. 5) Man sized and
aggressive. Can shoot a bolus of acid further than you would expect.
Tax Collectors (lv. 2) Tiny bloodsuckers that
travel in swarms. When killed, release tiny amounts of attack pheromone. Kill
enough of them and you become a target.
Night apes (lv. 4) Pink, rubbery and
incredibly stealthy. They carry off their prey in the middle of the night.
Tangle Dragon (lv. 4) A flying mollusk. It
floats by means of hydrogen filled balloons. This also lets it breathe fire.
Feral ferry spider (lv 6) A barge sized
spider, related to the domesticated variety. Will grab victims and throw them
into its passenger compartment, then make off for parts unknown.
Cystpillar (Lv. 2) These caterpillars make
large cysts in animal hosts. After several painful weeks, a butterfly will
emerge.
Many
of the floral species here are
related to the Jezoflorids, and are motile.
Spongeway. A massive tunnel filled growth.
Pockets of sweet smelling nectar lure in animals. Most are tagged with pollen.
Some are eaten.
Moss wave (lv. 4) A rolling carpet of plant
life, migrates from spot to spot, chasing the sun. Will drown you if it can.
Grass star (lv. 2) A crawling plant. Some
species have a parasitic stage, where the adults implant flowers into their
hosts.
Grass Drake (lv 4) A serpentine plant with
leaf wings. A slow, graceful glider. Is a popular steed.
Catapult trees (lv 5) Fling cannonball sized
seed pods long distances. You're unlikely to be hit by a lone pod, but groves
will fire together in volleys
Travel: Every official township has a
spiderport, where large domesticated arachnids are kept. Silk lines connect
destinations, and the spiders effortlessly carry goods and passengers between
them. Some of the more remote tourist destinations lack a spider route, and
instead are connected by "roads" built through the tangle. These
pathways are rarely flat, and can consist of only a set of handholds and a
safety rope. Somehow, the Jezoflorids can control the planet's fauna and keep
the more dangerous animals away from these roads. There exist "under"
roads, unsanctioned paths that lead to unofficial settlements and hidden
locations. These illegitimate routes do not enjoy the protection of Mother Corp
Drugs. As a premier vip destination, Froward
Garden has a thriving drug culture. Drugs are nominally illegal, though this is
mostly a gambit to drive up the prices.
Evolo: Temporarily gives the user
biokinesis. They trip out as they become aware of their metabolic functions on
a deep level. It is possible to irreparably alter yourself if you choose to do
so. Long term users become increasingly mutated.
Master plan: An upper that gives the user
an obsessive eye for detail. Any plan that is made while on under the influence
will have a higher chance of succeeding. Long term use causes megalomania,
delusions, and eccentric fashion choices.
Revelation!: Causes the imbiber to
experience contact with some sort of divine entity. Hated by most religions,
embraced by a few. Long term users began to receive mandates and holy
teachings, becoming prophets. Most people experience a deity they are familiar with
culturally, some do not. Junkies tell each other that some people see long
forgotten gods that they could never have known about, or that two people have
seen the same unknown god. These are probably just rumors.
Weapons. The local Fauna will eventually check
out any major disturbances. Explosives, supersonic projectiles and loud engines
will draw their ire, making quite weapons a must for anyone planning on
fighting. Automatic crossbows and dart throwers are popular, as are chain and
whip weapons, as they can also be used as climbing aids
Moss Thrower. A blunderbuss shaped weapon
with a back mounted fuel tank. Shots wads of nutrients laced with a quick
growing moss. Targets hit are tangled in vegetation and rendered immobile. The
planetary militia also uses these weapons to do spot repairs on the tangle's
superstructure.
Forrest curse. A liquid pheromone that marks a
target for consumption by the local fauna. Typically used in grenades, but can
also be sprayed in close range, which risks the attacker accidently hitting
themselves
Sapling whip. A motile plant, related to
the Jezoflorids but not sapient. When it strikes a target, it comes alive and
wraps itself around it, inflecting continuous damage.
Wasp bomb. Unleashes a swarm of angry
wasps. They see Jezoflorids as flora, and ignore them.
Wasp gun. Same principle, but shots a
single deadly wasp a long distance. Air powered.
Fungal darts. Laced with dangerous spores.
Deadly to organics, and will also damage the superstructure, making it highly
destructive.
Blister stick. A wood that produces
noxious oils that cause painful lesions. Used by the local militia for crowd
control.
Assassin's guilds. There are three related but
rival guilds that have their bases here. The Guild of Creeping death, which
specializes in assassination through faunal agents, the Guild of verdant Death,
who's members kill with flora and the guild of moldering death, who use fungus.
All three are mystery cults, with inanition rites available to any who seek
them out, though they are notoriously deadly to non-Jezoflorids. These
guilds exist to not to kill, but to strike fear into the enemies of Mother
Corp. The killings are really a byproduct of that mission. To that end, they
are very theatrical, and will often warn their victims beforehand. Every kill
is a production, designed to leave a strong impression. (Some analysts believe
they are capable of subtly, though it is hard to tell on a planet with as many
accidental deaths as Forward Garden.)
Soft Rain (lv. 5) First comes a small
horde of caterpillars, to let the target know they're coming. Then comes the
large horde. Most targets are eaten, some have been found crushed or
suffocated.
True loyalty (lv. 6) Uses fungus to subvert
the target's allies. Tries to arrange ironic deaths, but a plant's conception
of irony is a bit loose.
Path in the woods (lv. 7) A master
martial artist who uses living whips. Sends a whip to discreetly kill a target,
then makes a show of beating up underlings. Heavily fictionalized accounts of
their exploits are popular in local culture.
Industry. Mechanical manufacturing attracts
unwanted attention from the local Fauna, limiting the scope of traditional
industry. The Jezoflorids compensate with bio technology, growing most of what
they need in specialized farms. These are some of the more common facilities
that can be found on the planet
Drug lab Apiary. Here, aliens in thick suits
tend irregularly shaped hives. The many bee species kept here have one thing in
common; narcotic honey. These places are sometimes raided by police hornets.
Soil Farm. These farms are where
Jezoflorids turn organic matter into soil for their consumption.
The
compost. A hidden soil farm, staffed by heavily indoctrinate Mother Corp
employees. Those Jezoflorids Mother Corp deems defective are dosed with a
parasitic fungus. They are compelled to travel on secret paths to the compost,
where they through themselves onto a giant pile of their dead kin. The compost
is a one of the more productive soil farms, and if its dark nature was
revealed, wide spread revolts against Mother Corp would spring up.
Notable locations. These are major tourist
destinations, Mother Corp holdings or other sites of note. All have spider
ports unless stated otherwise.
Falling petals. A vertical settlement lined with tiny
blossoms that periodically shed in great clouds, giving it its name. This
resort town is known for its gambling games, where players can place bets on
all sorts of strange diversions. Bets are placed using the house
currency, tokens known as bulbs and petals. (there 24 petals in a bulb). Bulbs
can be used to buy a random Jezoflorid bulb from a bubble shaped displacer.
Some of the possible cultivars are sold nowhere else, making them quite
valuable to a collector.
Stump: Players take turns sticking their
hands into holes on a stump. They receive payout based on how painful the sting
was. 1 in 20 chance of a fatal sting, if you live through it you get the
jackpot.
Garden: Players take turns issuing orders
to insect servitors, trying to grow the best garden. Fast growing plants are
used, so the games only take about a day.
Alms: Beggars are given signs with point
values and are released into a gallery. Each player has a different color fruit
to throw at the targets.
There
are vending machines throughout
this settlement that take bulbs and dispense seed packets. Roll 2d6
2.Brain
baby. This cultivar can read surface level thoughts of any being within 50
feet..
3.syzygy.
This one is two bulbs fused together. When it grows, it will have two minds.
The upshot is it can learn two specialties as a juvenile. Requires periodic
relationship consoling to remain whole
4.Big
Sib. A plant of unusual size.
5.Dank.
Its leaves have a potent psychoactive effect. Sometimes can be found smoking
itself.
6.Tasty
boy. Even as a juvenile, it grows sterile but juicy fruits.
7.Forward
garden regular. The basic local cultivar
8.wise
one. Even as a juvenile it grows bitter fruits that have nootropic properties
9.Eye
flower. Has working eyespots on its flowers, giving it exceptional eyesight.
10.Liquid
color. Has chromatophores in its flowers, allowing to change its color.
11.Pallid
devourer. Lacks pigment, but can digest almost anything
12.Push
boy. Can move things with its mind. If you want it to be good at it, it needs
to be trained, taking up its specialty slot
The Celestial Orphanage. In
the gloom of the under forest a spear of bright light stabs down onto a
majestic giant tree. Mirrors at the tree top level create this dramatic vista
whenever the sun shines. The old tree is full of polished tunnels and massive
cathedral caverns lined with thousands of icons and idols. This temple
complex hosts idols and avatars of gods that have been displaced by wars and
disasters. This place sees brisk business from pilgrims. The library here is
one of kind, as it’s the only place to view the unexpunged blog of the being
that would be come to known as the atomic messiah. The complex is
overseen by a high priest known as Elder
Careful Care (lv 6), a venerable and large Jezoflorid. They are
soft-spoken but subtly menacing. They keep the disparate priesthoods in check
through quite blackmail and intimidation.
Flesh 7 Village. An unofficial settlement, the Flesh 7
here are reserved and secretive. They favor arachnid bioforms, and are
continuously exploring the tangle. A guide from this village is invaluable for
anyone that wants to plumb the dark reaches of the planet. Their leader is Klarg (lv 4), an impetuous young warrior
who was the daughter of the previous leader. She wants to find a way to get her
people off planet, but something is keeping them there. She will only divulge
their secret mission to find an ancient crashed spaceship to those she trusts.
There is no spiderport here.
Garden of commerce. An
open air market where the stalls are built into flowers. Guide hives dot the
walk ways. If you tell the hive what you're looking for, a bee will guide you
to it.
The Spawn Flower. A massive
bromeliad-like flower full of water. Home to race of frog-like aliens who have
been living here for generations. They stage pirate raids all over the tangle.
The bottom of the lake is full of ill gotten gains. They have some secret
method of placating the police hornets. There is no spiderport here.
Honey Springs. An
exceptionally productive apiary. Rivers of honey flow out of the hives and into
intricate channels. A must visit for any sapient with a sweet tooth. This
place is a haven for candymen cultists. As long as they don't plot against
Forward Garden, Mother Corp leaves them alone.
Data Hive. Here, the bees function as one vast
super computer. It is from here that Mother Corp manages the running of the
planet. Here is the best place to find Elder
Long Term Plans (lv 6), the planetary governor. While not rude to
outsiders, they are enigmatic and reserved. They give off the impression that
they don't need outside help for anything.
Leviathan Pond. Another
bromeliad lake. A resort village is built on the flowers that float on its
surface. Sapients dreaming here have vast, incomprehensible dreams that
are said to come from the creature that lives in the lake. Some find these
dreams inspiring, some just want to see something fucked up. No one is ever
exactly the same after a leviathan dream, but it's hard to tell what changes
about them.
Wave Grove. This
settlement is inside a massive crack in a rotting support tree. Inside is a
fungal microcosm of waving stalks and shifting rugose matts. The air is cool
and still and fragrant with strange rot. A host of shady gurus run trip huts in
the depths, using drugs to convert curious aristos to their strange creeds.
The soup pits. Deep in the forest, massive
vines carry water and nutrients between the titanic trees. This town is built
into an intersection of these vines, thatched huts hanging on the undersides
supported by thick ropes. The air is full of steam and smoke from hundreds of
cook fires heating the famous cauldrons. Each cauldron hosts a different soup
or stew, some of which have been in continuous use for hundreds of years. These
are soups with personality, with histories as complex as some nations. The
Militia regiment here is known as the Chef's Guard. They are exceptionally well
armed and exist to protect the soup pits from foreign contamination, as well
destroy any illegal soups. They have their work cut out for them, as candy
cultists are always trying to horn in with their own sweet stews. At any given
time, there is at least one candy speakeasy in operation. Elder Virtuous Flavor is the head chief
and ecologist, a position that has more power than the local mayor. He is
responsible for directing the evolution of the stews, and as such is his very
interested in any culinary innovations.
Noted
soup pits:
- Iridescence. Has a bright, oily sheen. It has an ever-shifting kaleidoscope of flavor
- Heartache. Emits a thick, clinging fog. Tastes of forgotten nostalgia
- Hunter. Filled with assorted creepy crawlies and slimy things, all still alive. Not favored by many humans, but popular with those that eat live prey.
- Victor and Vanquished. A half a day's hike from the center of town there is a fighting pit. The Arena is a catwalk above Vanquished. Losers are thrown in. The winners get a substantial purse, in exchange for a portion of biomass to be added to Victor. Vanquished is a murky, rowdy stew, while Victor is clear and refined. Of the two, Victor is the more expensive, served in the VIP booth, while the hoi pollio guzzle mugs of vanquished in the stands.
- Dragon's Bowl. Full of cooked "noodlings" a starchy and savory motile plant creature thought to be a close relative of the Jezoflorid. Every day huge baskets of them are caught and sorted, with only the most perfect specimens added to the soup. They bud off of the "eel dragon", an enormous serpent that lairs somewhere below the pits. Every year it ascends and is given Dragon's Bowl as tribute. It is said the without this sacrifice it would destroy the town. A small kaiju cult has arisen. Currently they are try to feed one of their number to the dragon. So far, they have been unsuccessful.
The Flitter Circuit. The name is a bit of
misnomer. This small city contains lodgings, stables, guest accommodations and
smaller race tracks as well as the famous Flitter Circuit, a race track for
flying insets and grass drakes. A treacherous text of dexterity, the Flitter
circuit winds through the tangle, following a path of tight turns and frequent
obstacles. The racers in the circuit are employed by Mother Corp and live at
the Circuit full time. They are mostly retired galactic prix racers, with a
couple eccentric oddballs thrown in to make it more entertaining. The Circuit
has a reputation as an elephant graveyard of racers. The most famous racer here
is Blag Soner (lv 4), a Pertanguan
who was a second place finisher in the Galactic Prix. He is still a competent
racer, but otherwise he is the very image of a washed up superstar. When he's
not racing he is drunk, and even more scandalous for a Pertanguan, he is
frequently stationary.
Flutter meadows. This tranquil area right below
the canopy is formed by a horizontal weave of branches, upon which a thick
layer of soil has formed. It is famed for its wild flowers, as well as its
beautiful flying insects, who have intricate and colorful patterns on their
wings. This is a peaceful resort town, home to an order of shape changing
escorts known as the Mercury Flowers. Their origins are obscure, but they are
currently in the employ of Mother Corp. Their power to assume any shape has
given them a sinister reputation, but they've never been linked to any shady
business. Their leader is Red Templar
(lv 6), who isn't an individual but a persona. It is only channeled by a flower
when a customer needs to be reprimanded.
The
Stump. The lowest settlement in the tangle, built into a decaying tree right
above the acid ocean. This is where most of the heavy industry of Forward
Garden takes places. Scavenger Teams recover metal and other precious scrap
that has fallen from above, and catalytic forges use the caustic water to
produce needed goods. The Spider's Dinner is a tavern and guildhall for the
adventures who venture out into the acid ocean. It is run by Gunver Hublr (lv. 3), an acid scared human
male.
Fruiting Station. An organic space station in
geosynchronous orbit with the planet below, which it is connected to by a space
elevator made of super strong vines. This is the only official entrance
to the planet, and it has the heaviest militia presence. There is a small
community of foreigners here, doing the sort of shady business you would expect
in a major spaceport. This is the safest place to be a criminal on forward
garden, and most major crime lords have at least a safe house here. The station
master is Adult Diligence (lv. 3),
a mid level Mother Corp functionary who is quick to accept a bribe. What most
don't know is he is still loyal to Mother Corp, and he gives his ill-gotten
gains back to the company.
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