- The universe begins and the bastards arrive.
- The bastards schism into countless factions as the universe expands. Multiple factions stake claim to each of the dust and gas super structures that will form into galaxies. Our galaxy is claimed by 3 groups that will come to be known as the floozies, the Obelisk Dreamers, and the gnomics
- The early period is a time of cold warfare with occasional nova flashes. The factions hide in the cosmic dust and search for their rivals while keeping themselves concealed.
- As suns begin to form, they break cover and claim as many stars as they can.
- After the first generation of stars dies, the heavy elements they leave behind begin to form planets.
- The bastards unleash von neumann probes to claim and colonize these planets
- After hundreds of thousands of years of slow burning territorial disputes, most planets have been claimed by at least one faction. Many are disputed. The conflict heats up
- Bastard civilization reaches its peak as the galaxy devolves into warfare. This period is sometimes referred to as the golden age of bastards
- The war reaches its highest pitch. Automated war machines and ontological weapons proliferate. The highest bastard sciences are harnessed to terrible effect.
- At some point the bastards die out, leaving their war machines behind. The war will continue on for several thousand years after the first combatants disappear.
- The war gutters out as the combatants destroy each other. The planets of the galaxy are mostly home to ash and low, vicious battles. This last desperate stage marks the start of the first galactic dark age.
- After thousands of years, various civilizations arise. They use scavenged bastard tech to build galactic empires. This period is known as the first crop.
- The Ger creators start seeding their planets with the Ger, the carbon based self replicating infra-structure.
- A galaxy spanning human polity is formed. Its name is lost to history, but modern human supremacists call it the First Empire. More moderate historians call it the Terran Dominion
- As the successor civilizations expand, conflicts arise. The horrors of the bastard war are still apparent, so alternative solutions are sought, leading to the establishment of the Galactic counsel.
- Trade and cultural exchange lead to a golden age. The first crop attains a level of technology that rivals that of the original bastards, but they still fall short.
- Multiple pathogenic memeplexes arise. It is believed at the time that they were released deliberately by an unknown party, leading to paranoia and blind reprisals.
- The memeplexes spread as open warfare breaks out. New memeplexes evolve or are created. They are joined by bioweapons and reactivated bastard war machines.
- Galactic civilization collapses, leading to the second galactic dark age, also known as the plague aeon
- Suborned elements from various civilizations build fusion candles into gas giants and set them on escape trajectories out of the bottom of the galactic plane. This splinter formation will become known as the under sphere.
- The Ger creators die out, but not before sending out a shut down code. Most Ger growths enter into hibernation.
- The Psychic Storm ignites. A loose coalition of powerful psychics driven mad by infectious memes, they rampaged through space towards galactic west.
- The Terran Dominion is sundered by a rebellion of the canineforms, a genetically engineered servant race. They were previously kept in check by an inbred loyalty instinct, but a religion centered around an abstract god "the Voice of Authority" allowed them independence.
- In many ways, the societies of the first crop are more obscure than the bastards. Large sections of history and culture are infected by dangerous memes and have to be forgotten.
- Once again civilization begins to rebuild itself, beginning the second crop.
- The history of the Republic of Sea Serpents begins. They existed before this point but destroyed all previous records for unknown reasons, possibly related to memetic pathogens
- The galactic counsel once again rose to prominence, and implemented a new conflict resolution system.
- The Second Human Empire arises, otherwise known as the Empire of Dirt, named after the human homeworld of Dirt.
- The Canineforms start their own empire, the theocratic Domain of the Voice.
- Far off in the Galactic West the Psychic Storm suffers a coup and is rebranded as the Empire of Friends
- Disputes would be settled by fights between champions, with no weight classes. This system spurred the development of weaponized kaiju.
- Some kaiju escape into wild space and go feral. Loose kaiju begin to pose a threat to galactic civilization.
- Most societies react by increasing funding for kaiju programs to create counter-kaiju kaiju.
- Secret societies and cults dedicated to kaiju grow in power.
- An important kaiju duel between the Domain of the Voice and the Empire of Dirt is interrupted by feral kaiju supported by armed fanatics. Both sides blame the other, and resort to conventional warfare while also using their kaiju.
- The war quickly grows in scope as the two combatants release wild space born kaiju. Soon, most of the galaxy is pulled into the kaiju war.
- Angels of the Last Machine being to appear. These strange beings claim to have arrived from the far future. They empower certain machine intelligences, turning them into saints. This is the bringing of the Sophonic Advent.
- The devastation of the war ends the second crop and begins the third galactic dark age. Kaiju continue to rampage throughout the galaxy.
- The age of the Technocratic Kings begins on the Planet Dirt. These tyrants keep technical knowledge to themselves to rule over the hidden arcologies.
- Only in the past hundred years have powers arisen that can face the feral kaiju. This is the beginning of the third crop, and the modern period.
- Twenty years ago the great prophet Apple overthrew the Technocratic kings and began the Seeder Initiative, an attempt to rebuild the human Empire
Friday, July 12, 2019
Timeline of Galactic History
Tuesday, July 2, 2019
C R A W L
If you seek to earn riches while you Slumber, Venture forth to C R A W L.
C R A W L is a billion twisted dreams from the plague Aeon. At its boiling heart it is said there is an obelisk corrupted with strange astral life. Where once the obelisk dreamed of a lost paradise, now it dreams its own diseased hell. Everything in C R A W L dreams, and those dreams teem with their own dreamers. All these dreamers and dreams form a twisted knot of loops and spirals, an infinite closed expanse of parasitism.
The dreams of C R A W L are slick fluid and flesh scapes, endless expanses of astral life swirling and melting forever. Each dream is home to millions of crawling and squirming things, and each one dreams one of the dreams of C R A W L. When a creature in a dream dreams, its astral body becomes a luminous portal. Any creature touching it is sucked into the new dream. No one knows how many dreams there are in C R A W L
The closer to the lost obelisk, the denser the dreams become. At the center, the cancerous energies bleed out into real space. Though it looks like a real sun, it is a hole in space through which dread energies can enter the world. They call it the Crawl Star.
Around the Crawl Star, there are five celestial bodies. It is thought that they were once dead planets but through the unwholesome green light of that cursed star they were transfigured into living beings. They are the Children of C R A W L .
The first child is Olhambve, the Mournful Ooze. It is a desolate world of stone and lichen, dotted with temples to dead gods. In the gutters and cisterns lurks the ooze, a single predatory ocean. Those devoured by it find themselves in a pocket of C R A W L where they are dissolved for a subjective eternity. Somewhere on this forsaken world there is the hidden lair of the Lune-man pirate Ax Feber. With his ship, the corvette Darkshine he preys on those that come to C R A W L. Exposure to the light of the Crawl Star has warped his mind. He seeks to marry Olhambve and birth a new race of monsters. In his lair he has a thousand precious jewels, and he is always looking for more, so that he may win the favor of his beloved.
The second child is Frantolous, The Soft Expanse. It is a world of soft pink flesh, a perfect globe marred by city sized ticks. On the back of one of these titian parasites that Father Corp has made their outpost. Father Corp is a voracious corporate god that feeds on Dreams though out the galaxy. They have come to C R A W L to harvest its diseased riches. Here is where you can earn your fortune. Those who sleep in the light of the Crawl Star find themselves pulled into C R A W L itself. As they wander its recursive dreamscapes they become infested by all manner of dream creatures. If they can survive and return to the material universe, they can sell their unwelcome passengers to Father Corp. On their outpost on they have extraction jars that create tremendous negative psychic pressure to suck out any errant dream creatures. Most of these poor creatures are doomed to be ground into their component emotions and sensations, but the most symbiotic are instead given to Father Corps breeding programs. The servants of Father Corp, the Prime Strain, use shiny beetles to adorn their pallid bodies. The most prized adornments come from C R A W L. There is a fortune to made by one who finds a new fashion.
Here also is the only place where Father Corp may brew one of its drugs, paracosm. Those who imbibe this pale orange ichor have visions of their own private universe where they are the demiurge. There are many who use this to escape their lives as they sleep. However, do not use it while you sleep near the Crawl Star. This new dream will merge with C R A W L and you will be subsumed into the cycle. It is derived from the venom of the dream giver beetle. They use it to create living astral nests for their larva.
The third child is Xyzxy, the Cryptic Garden. It is a tangled orchard of vines and dark swollen fruit. Within each pome is a writhing mass of worms and beetles and strange plastic things. The woods are deep and trackless and haunted by the masked ones, terrible and strange primitives. Each one is a walking hive of parasitic minions. They are hostile to all who trespass on C R A W L and the children.
The Fourth child is Olark the Writhing World. It is a ball of worms and beetles the size of a planet. Father Corp has laid its covetous eyes upon it, and has created a fleet of fishing ships that trawl the living ocean for cheap and easy protein, though they may soon abandon the venture. The squirming catch is often treacherous, and something is eating the boats. They say Father Corp is really searching for some lost bastard relic lost beneath the wriggling tide.
The Fifth and finale child is Peivlard the Watchful Myriad. It is a cluster of eyes of all different shapes and colors, always focused on the same point. It can view any point in C R A W L and the children. It is a sick voyeur that wishes to see violence and depravity. It speaks in a voice like ocular jelly dripping from a corpse. It speaks poisonous truths it has seen, so that it may reveal in the chaos it causes. When its eyes are upon you, you can feel ten thousands cold stares boring into you. It is said that Peivlard knows where every treasure of C R A W L is buried and it will tell you, but for a terrible cost.
Editor's note
Here we have another delightful entry from my friend the cloaked figure. It's a nice account of
C R A W L, though its clearly not a first hand one. That's okay, even preferable. All the first hand accounts tend to be … unhinged, for some strange reason.
First, a quick note about biology. Spooky-pants here describes the dream flora and fauna in terms of strict parasitism, and while there's a lot of that going around, parasitism exists on a gradient with mutualism. Not every symbiont in C R A W L has a parasitic relationship with its host. This is clear from the number of dream pet linages that have come from there. One of my aunts has a blue spiraled sivganzer, a type of astral serpent native to C R A W L bred to protect its hosts from nightmares. It begs food qualia from strangers and is afraid of loud noises.
Moving on, I can't believe I have to say this, but don't try to rob pirates that live on the outskirts of gross dimensional rifts. I don't even know how creepo knows all this junk, so acting on this information is not recommended. On a similar note, while collecting dream bugs for a soulless all-devouring corporation probably pays well, there are easier ways to make money. Saner ways, in any case.
And finally, a note on those "terrible and strange primitives", they are referring to the Maskforms. They are a human subspecies adapted to living in dreamscapes, and they are closely related to Riddleforms. As a Riddleform myself I most object to this characterization. While Maskforms lack the sophistication of digital lifeforms such as myself, I wouldn't say they're primitive. Also, they are only sort of strange and occasionally terrible. Neither the less, their crusade against the predations of Father Corp can only be seen as noble. After Father Corp is preying on Maskform colonies across the galaxy. Its only fair that they take out the occasional Father Corp freelancer.
As always, we at the Galactic Gazetteer can not be held liable for any fool thing you do after reading our fine publication. The legal department has been sharpening its claws against the side of its cage, so please, feel free to occupy its attention.
C R A W L is a billion twisted dreams from the plague Aeon. At its boiling heart it is said there is an obelisk corrupted with strange astral life. Where once the obelisk dreamed of a lost paradise, now it dreams its own diseased hell. Everything in C R A W L dreams, and those dreams teem with their own dreamers. All these dreamers and dreams form a twisted knot of loops and spirals, an infinite closed expanse of parasitism.
The dreams of C R A W L are slick fluid and flesh scapes, endless expanses of astral life swirling and melting forever. Each dream is home to millions of crawling and squirming things, and each one dreams one of the dreams of C R A W L. When a creature in a dream dreams, its astral body becomes a luminous portal. Any creature touching it is sucked into the new dream. No one knows how many dreams there are in C R A W L
The closer to the lost obelisk, the denser the dreams become. At the center, the cancerous energies bleed out into real space. Though it looks like a real sun, it is a hole in space through which dread energies can enter the world. They call it the Crawl Star.
Around the Crawl Star, there are five celestial bodies. It is thought that they were once dead planets but through the unwholesome green light of that cursed star they were transfigured into living beings. They are the Children of C R A W L .
The first child is Olhambve, the Mournful Ooze. It is a desolate world of stone and lichen, dotted with temples to dead gods. In the gutters and cisterns lurks the ooze, a single predatory ocean. Those devoured by it find themselves in a pocket of C R A W L where they are dissolved for a subjective eternity. Somewhere on this forsaken world there is the hidden lair of the Lune-man pirate Ax Feber. With his ship, the corvette Darkshine he preys on those that come to C R A W L. Exposure to the light of the Crawl Star has warped his mind. He seeks to marry Olhambve and birth a new race of monsters. In his lair he has a thousand precious jewels, and he is always looking for more, so that he may win the favor of his beloved.
The second child is Frantolous, The Soft Expanse. It is a world of soft pink flesh, a perfect globe marred by city sized ticks. On the back of one of these titian parasites that Father Corp has made their outpost. Father Corp is a voracious corporate god that feeds on Dreams though out the galaxy. They have come to C R A W L to harvest its diseased riches. Here is where you can earn your fortune. Those who sleep in the light of the Crawl Star find themselves pulled into C R A W L itself. As they wander its recursive dreamscapes they become infested by all manner of dream creatures. If they can survive and return to the material universe, they can sell their unwelcome passengers to Father Corp. On their outpost on they have extraction jars that create tremendous negative psychic pressure to suck out any errant dream creatures. Most of these poor creatures are doomed to be ground into their component emotions and sensations, but the most symbiotic are instead given to Father Corps breeding programs. The servants of Father Corp, the Prime Strain, use shiny beetles to adorn their pallid bodies. The most prized adornments come from C R A W L. There is a fortune to made by one who finds a new fashion.
Here also is the only place where Father Corp may brew one of its drugs, paracosm. Those who imbibe this pale orange ichor have visions of their own private universe where they are the demiurge. There are many who use this to escape their lives as they sleep. However, do not use it while you sleep near the Crawl Star. This new dream will merge with C R A W L and you will be subsumed into the cycle. It is derived from the venom of the dream giver beetle. They use it to create living astral nests for their larva.
The third child is Xyzxy, the Cryptic Garden. It is a tangled orchard of vines and dark swollen fruit. Within each pome is a writhing mass of worms and beetles and strange plastic things. The woods are deep and trackless and haunted by the masked ones, terrible and strange primitives. Each one is a walking hive of parasitic minions. They are hostile to all who trespass on C R A W L and the children.
The Fourth child is Olark the Writhing World. It is a ball of worms and beetles the size of a planet. Father Corp has laid its covetous eyes upon it, and has created a fleet of fishing ships that trawl the living ocean for cheap and easy protein, though they may soon abandon the venture. The squirming catch is often treacherous, and something is eating the boats. They say Father Corp is really searching for some lost bastard relic lost beneath the wriggling tide.
The Fifth and finale child is Peivlard the Watchful Myriad. It is a cluster of eyes of all different shapes and colors, always focused on the same point. It can view any point in C R A W L and the children. It is a sick voyeur that wishes to see violence and depravity. It speaks in a voice like ocular jelly dripping from a corpse. It speaks poisonous truths it has seen, so that it may reveal in the chaos it causes. When its eyes are upon you, you can feel ten thousands cold stares boring into you. It is said that Peivlard knows where every treasure of C R A W L is buried and it will tell you, but for a terrible cost.
Editor's note
Here we have another delightful entry from my friend the cloaked figure. It's a nice account of
C R A W L, though its clearly not a first hand one. That's okay, even preferable. All the first hand accounts tend to be … unhinged, for some strange reason.
First, a quick note about biology. Spooky-pants here describes the dream flora and fauna in terms of strict parasitism, and while there's a lot of that going around, parasitism exists on a gradient with mutualism. Not every symbiont in C R A W L has a parasitic relationship with its host. This is clear from the number of dream pet linages that have come from there. One of my aunts has a blue spiraled sivganzer, a type of astral serpent native to C R A W L bred to protect its hosts from nightmares. It begs food qualia from strangers and is afraid of loud noises.
Moving on, I can't believe I have to say this, but don't try to rob pirates that live on the outskirts of gross dimensional rifts. I don't even know how creepo knows all this junk, so acting on this information is not recommended. On a similar note, while collecting dream bugs for a soulless all-devouring corporation probably pays well, there are easier ways to make money. Saner ways, in any case.
And finally, a note on those "terrible and strange primitives", they are referring to the Maskforms. They are a human subspecies adapted to living in dreamscapes, and they are closely related to Riddleforms. As a Riddleform myself I most object to this characterization. While Maskforms lack the sophistication of digital lifeforms such as myself, I wouldn't say they're primitive. Also, they are only sort of strange and occasionally terrible. Neither the less, their crusade against the predations of Father Corp can only be seen as noble. After Father Corp is preying on Maskform colonies across the galaxy. Its only fair that they take out the occasional Father Corp freelancer.
As always, we at the Galactic Gazetteer can not be held liable for any fool thing you do after reading our fine publication. The legal department has been sharpening its claws against the side of its cage, so please, feel free to occupy its attention.
Sunday, June 9, 2019
Expedition to Krangor
Krangor smells of
skin, of sweet yeast and sour sweat. Krangor lives and breathes as an incarnate
god but unlike other proud and boastful deities it whispers with a silent voice. We heard its enigmatic call,
and its unspoken promise. It spoke to us of the Molecular Fire. After all, what
else could have catalyzed the birth of such a titian?
We arrived in the
space-port of Rump Town ten strong. Rump Town is a benighted place, smelling of
waste and desperation. The town is built over a deep upwelling from the bowels
of Krangor. The foul odor is compounded by the tube forests that grow from spores
carried by incautious astro-travelers.
The foul boutique
reeks of alien pollution and the heavings of a great beast. An Overwhelming
cocktail to be sure, but I was able to sniff out some unusual essences. There
was a tall and proud tube tree with an uncharacteristic noble odor, and a small
vermin the smelled of incredible violence. When I had finished with my
gatherings, Ise had arranged us travel on a caravan, so we set out.
The skin plains are
a lonesome place, an empty eternity under a bruise purple sky. Our guides were
sullen and watchful humans, obscured under heavy robes. Even my companions
could smell their unease and paranoia and soon we learned of its source. Ise
was taken in the night, skewered by a horrible mourn that had crept unseen into
our encampment. Too late the alarm was sounded as it skittered away into the
darkness. Our guides fired a desultory volley but the beast was long gone. In
the mourning we once again ventured forth into the flatness, our minds dark
with visions of spear -like limbs. At night we would hear their sad bellows,
and in the light we would see their looming forms. We were not attacked again,
though I do not know why.
After a week of
numbing travel we arrived at the Theatre of the Center, a monastery city. It
resembled a jeweled adornment pierced through the skin. Here at last we met the
Magocytes. These strange creatures are massive cells that guard and heal
Krangor. I could smell the power rolling of them, the creamy burnt smell of
psionic metabolisms. As expected, they were reluctant to give me a sample of
their cytoplasm, but one unusually gregarious individual accepted Gve as
payment. I thanked Gve for his service and took my prize.
Ise had most of our
coin when he was taken, so I sold Til and Fal for more funds. At one of the
bars they had a most potent brew called ich that would crawl up the sides of
the glass under its own power. I added it to my collection, and went to find
its source.
This lead me to the
nearby scab fields. Here the skin is broken and cracked and thick rivers of red
ichor flow to the surface. The blood of Krangor has a will of its own and Dak
was grabbed and pulled under during a moment of inattention. Unfortunate, but I
was able to collect a sample of the raw ichor.
We were lucky enough
to witness the cause of the scablands when a plastic angel burst forth in a
shower of gore. These creatures infect Krangor and emerge from its depths
according to their own alien whims. From accounts I had heard their forms vary
but this one was composed of three orbs orbiting around a central blade. After
its violent birth it took notice of us and pointed its body at Vil, who soon
collapsed shaking and bleeding. The rest of my party was able to take the
creature down with concentrated small arms fire. It's flesh was smooth and
smelled of ancient malice. I placed the sample in my most secure jar. Vil body
began to swell and contort with the creature's offspring so we burned it and
returned it to the theater.
I retired to my
rented study to examine my samples. The tube tree's nobility proved false, an
ancient forgery. The tree used this ruse to
parasitize true kings. A monarch parasite could be adapted into a weapon
easily enough, but it is useless to my art. the vermin was another weapon, a
seeker. It's ordained prey was long dead, almost certainly by its fangs. I have
no need for genocide .
The cytoplasm, to my
resignation decayed quickly. The resulting slurry had a paradoxical flavor. It
tasted of great victory and bitter defeat at the same time. I have added it to
my spice collection.
I breed out the yeast from the liquor. It was a
vile and aggressive beast that fought the ichor to ferment it. It is powerful
with a bellicose flavor. The ichor was the most tantalizing but the most
obscure. It hid its scent from me. It used its powers to keep me from its
secrets. Its will can only come from the planet itself. For a few precious
hours a fragment of a god was dying on
my workbench. In death it catalyzed itself to oblivion in a final blaze of
glory. This tiny God corpse will not be long in my possession. I will give it
to the order so that they may ponder its
Glory.
While I was
conducting my studies, the rest of my party was exploring the city. In a sunken
bar beneath the skin Vre heard a curious Tidbit; beyond the subterranean
latrines there was a passage to the depths of Krangor. Vre lead is to the sewer pits where an unknown hand had
made a path out of plastic sheets and cast off wood. Within the expected
foulness I sensed death. I sent Tan to collect a sample but she slipped and
drowned in the foulness before we could rescue her. We pushed on.
I expected the
interior of Krangor to be a realm of
blood and Tissue. while such a place may exist deeper still, what I found was
more skin; caverns of folds and wrinkles, deep pores and hidden crypts. The air
was poor and stale with a curious vital odor.
We had only just
stopped catch our breath when Ove cried
out. A noxious yellow ooze crawled up his leg . I held back Vre as I dug
through my pack looking for gloves. As I pulled them out, the smell of a powerful catalyst filled the air. I tore
great handfuls of slime off of him as he wailed in pain. I saw his naked bones
under the slime, as my gloves begin to smoke. I ripped them off and come
quickly cleansed my hands. Vre passed soon after. We retraced our steps not without a great
deal of terror.
Our manpower
depleted and our funds dwindling, we
made our way off-world. Krangor is an old and quarrelsome God and it holds its
secrets deep, but our quest is unabated. I or my successor will venture once
more into the skin may find the molecular fire.
Editor's Note
Here we have the
latest dispatch for Arch Magi Hervin Voss of the order of the Molecular Fire.
For those keeping track at home, we're up to 38 assorted casualties among his
allies and hirelings. I don't know where he keeps finding these people, and I
don't understand how he's still alive.
Some notes: There is
a rumor the caravans of Krangor deliberately allow some of their charges to be
taken by the horrible mourns, in return for a measure of safety. Now, I can not
speak with authority but the events Hervin describes are at least in line with
such a thing. I'm not saying it is true but it is certainly suggestive.
Now it might seem
like our pal Hervin sold some of his friends into slavery, but that’s not quite
the case. Magocytes only accept those who come into their service willingly.
These servants are then modified through bio-kinesis into creatures known as skin
servitors. By all reports they have a high degree of autonomy and a comfortable
standard of living. It is not the best life but it beats following Hervin into
the dank corners of the galaxy.
And for the thickos
out there, the Galactic Gazetteer only publishes these accounts for
informational purposes. We can't be held liable for any expeditions to any of
the locations we describe. If you read
the same account I did, I can't imagine any of you wanting to go to Krangor,
but you mouth breathers always surprise me.
Wednesday, May 29, 2019
Journey to the Temple of Red Waters
If you seek allies
for desperate deeds, set out for ShrangGa, the misty jewel of the Reclaimers.
From the void dock with the massive hive called the Needle Spines, shrine city
of the holy vermin. It's sloping tunnels are filled with scuttling scolependrites,
feeding and scheming in the dark.
Travel east from the
Needle Spines along the ancient high road. Follow the worn stone path just
above the swirling miasma, taking care not to breathe in the spores when they
rise and shroud the road like rainbow mist. Travel past the temples of Ego,
where the will of Orn issues forth. Travel past the catalytic pits, where the
power of Orn churns deep underground. Travel past the hidden villages, where
masked and robed humans hide from the corrosive mind of Orn.
Past all that the
road finally climbs down to a dismal and rain soak village known as the Lash.
This is the edge of the eye of Not Orn, a lawless swamp basin where Orn does
not reach. Lash is a benighted place. The constant rains keep the spores away
but also keep the villagers inside their insect carapace hovels. The iridescent
sheen of chitin is universally marred by creeping brown slime. At the foot of
the village where the slope of buildings meets the water is the rotting dark,
where silent fishermen trudge through the downpours. Talk to the one eyed woman
named Grather, or the 3 meter tall mute enigma know to the locals as Lom. They
know the path through the swamp. Be quiet on the ride, for the eye of Orn is
stalked by ravenous insects.
You will know you are close when the waters turn from brown and green to
clear sanguine red. Out of the swamp mute sentinels of stone rise, statues worn
down through the ages into abstract figures. This is the shrine of Red Waters,
and soon you will meet Gilthain who is not Orn, the high priest of this strange
temple. His pale fungal flesh weeps red ichor. He greets all visitors by name
and offers them his hospitality.
The Temple is a
jumble of stone rising out of the marsh, its ancient purpose lost to rain and
water. Now the interiors are furnished with soft wood and paper walls and plush
pillows. To swim in the water is to have your weaknesses melted away by subtle
acids, to lose your imperfections to a hungry mire. Naked, mute and dirty
humans serve in the temple, making food and tending to the massive hookahs.
Everywhere is the smiling face of Gilthain, keeping peace and hospitably. Do
not challenge him, or his true bulk will rise from the swamp.
There are many
guests at the temple, many outcasts and pirates all enjoying the rough
pleasures of this deep and overlooked land. Gilthain is well informed about
many things he could not know, and during private dinners of roasted insect and
alien fruits he will let you into his confidence. He offers opportunity, and
the chance to from convenient fellowships among those who do not trust easy. Many thefts, murders
and dark conspiracies in the wider galaxy had there origin, here on the edge of
civilization. The nights here are filled with hunting calls, rain and smoke,
cruel laughter and crueler schemes.
Editor's note
Hoy boy, another
account from our mystery contributor. I'd stop publishing them but last time I
tried they kept leaving bigger and bigger dead animals on our door stop. At
least we don't have to pay them.
A couple of notes;
As always our spooky friend is vague about the very concrete dangers. The
"spores" of ShrangGa are an information exchange medium used by the
Orn to facilitate their gestalt mind. When breathed in by non Orn it causes
disjointed hallucinations. Long term exposure leads to a condition known as
Orn-craze, or more informally, the craze. It is characterized by a general
mental decline and a suggestive state. Those afflicted by the Orn craze are
compelled to follow the orders of the Orn and other fungal beings. Presumably
this is what's up with the naked human servants. So yeah, wear a breathing mask
when you're on the surface.
Now a brief word on
the giant insects they mention off handily. Surprisingly, they're right to be
vague. I could find no respectable monograph on the fauna of Erstvale.
Presumably there's a vermin engine somewhere on the planet but the church
doesn't advertise it, which makes sense after the recent Neo Floozy invasions
of Reclaimer worlds. Still, it’s a bit strange. I can find older pamphlets on
the various Vermin engines, but nothing about one on ShrangGa. Something to
look into, I guess.
Lastly, and I wish
this could go without saying, but if you follow the advice of some creep who
doesn't show up on security cams, the Galactic Gazetteer can't be held liable
for anything that happens to you. Seriously, this person is a major weirdo and
we don't know where they get this stuff, so just don't. Please don't test our
legal department, we don't feed it very often
Monday, April 29, 2019
the Empire of Friends
The
Empire of Friends is a nomadic state, an empire on the move. The five sacred
space stations that form the core of the empire are on an ancient pilgrimage,
making a slow sweeping circuit of the galaxy. This is because the way of
friendship, the philosophy that rules the empire. By forcing the empire to keep
moving, it is pushed into constant conflict which is supposed to hone the
social ties that bind society together.
The
Friendly Emperor is, by ancient tradition, the scariest psychic in the Empire.
While in most endeavors the way of Friendship prizes collective effort, the
Emperor must fight alone to keep the title. Those that best the Emperor's
chamberlain, even non-citizens earn the right to challenge the Emperor for the
throne.
The
Empire does not have a formal military. This is not the same as having no
military. In their post scarcity, post capitalism society the upper class are
those skilled enough to survive in the wider universe. These adventurers form
an ad-hoc armed force, responding to crises according to their whims and
availability. There is a reputation economy here, with more dire
crises rewarding more notoriety. The most famous adventurers can
waltz into any imperial holding and be treated like royalty. The less famous
can be expected to be treated like dirt.
The
Empire can be divided into three regions, the core worlds, the frontier and the
waning Empire. The frontier is a wild place, home to the empire's outcasts.
This means the first envoys from the empire are heretics, pirates
and down on their luck adventurers.
The
core worlds are where the bulk of the Imperialism happens. The space around the
path of the scared stations and needs to be safe, stable and prosperous. Any
instability or poverty in independent systems is therefore a matter of state
security, and the system will soon find its independence compromised.
The
waning empire are those planets left behind by the pilgrimage, and its home to
the scum too cowardly to be pirates. The Imperials here are a loose coalition
of colonialists and carpet baggers. This region sees more than
its fair share of revolt and rebellion, which suits the core empire
just fine.
Races
Neon Punks were originally servitors of
the Obelisk Dreamers, and as such they have a built in desire to be servile.
The Way of Friendship acts as a hack on their submissive programing; the higher
power they serve being their group of friends and the society they are a part
of. Neon Punks live in vast social groups, linked together by their empathic
sense. They have individual personalities but in times of stress those are
subsumed into the groupmind.
They
vary widely in phenotype; they all have humanoid body plans an black skin, but
have different builds. Some have wings, tails or horns. Each has vivid markings
in a particular color, like hot pink, lime green or safety orange. A select
few, known as Alpha Punks are born with strong psychic powers and reduced
servile instincts. Their markings are ultraviolet, making them appear black to
human eyes.
Power Fetuses were created by the Obelisk
Dreamers to be psychic weapons. They have overdeveloped heads and neonatal
bodies. They are born with strong psychic powers, which only strengthen with
use, the cost of their powers, in addition to their physical underdevelopment,
is a sort of progressive monomania. Each Power Fetus develops a psychic
specialty, which begins to consume all their mental bandwidth. Old power
Fetuses have all their mental faculties atrophy except for their obsession.
They
can no reproduce on their own, having to rely on biokinetic specialists to
grow new Power Fetuses. Fine molecular control is required to
release the epigenetic locks on their genome .
"Worm Pile" is the name of one of the core
races and an apt description of them. An "individual" Worm Pile is a
colony of several hundred small worms that move together as a single unit.
Psychic linkages between the component creatures make it so that the whole pile
functions like one big brain. Worm Pile personalities aren't fixed, rather they
travel freely from colony to colony. Worm Piles can have a variety of powerful
psychic abilities, including invasive telepathy and biokinesis
Synth Heads are machine Sapients first
conceived of by the Obelisk Dreamers. They are geometric shapes made of a
translucent glass like material. They can float with telekinesis, or they can
control mechanical bodies with techno-kinesis, the ability to psychically
manipulate electronic and mechanical systems. It is believed that they were
intended to be a counter to the machine ecologies of the Gnomics. They are not
manufactured in this dimension, rather they are harvested from a plane known as
the Liquid Machine.
Locations
Ular station is the homeland of the Neon
Punks. It is the most improvised of the five sacred stations. This is because
there are so many Neon Punks. It is a flotilla of scavenged and ad-hoc habits,
with many sections open to the vacuum, as the Punks can survive in space. In
the Center of the swarm there is the original* cloning machine that makes new
Neon Punks. Defending and maintaining this machine is Ular's primary industry,
as it is irreplaceable. The center of the city is also where the bubble engine
is located. This device generates a massive warp field, allowing the city to
move as a single unit. The middle region is home to the station's one tourist
attraction; a district of dojos and arenas known as the Whet Stone. Here,
visitors can take classes in psychic combat, spectate a wide variety of
contests and get their asses kicked in a constructive fashion.
Akraton Station was originally some sort
of giant living starship. Long ago, it died and was colonized by Worm Piles.
Now it is a floating hunk of Rot and Fungus; its interior a dark, dank maze.
The station is home to the Worm Pile afterlives, three gargantuan Worm Piles
that host the emulated minds of dead aliens in a simulated reality.
"Life" inside these squirming bardos is pleasant enough; the tenants
see it as a sort of retirement as their personalities are slowly digested**.
The resulting psychic flotsam then congeals into new Worm Pile personalities.
There
is an afterlife for celebrities and adventurers, one for normal citizens and
one for criminals and enemies of the state. This last one is the most
unpleasant, entirely because of the attitude of the inmates. The
"geography" of the dreamscape consists of several villages of
cooperative prisoners surrounded by outlands haunted by the antisocial.
Lekitar Station is
actually an ice covered moon with an internal ocean. This is the home world of
the Power Fetuses. Deep in the ocean there is the gestation chamber, where
unborn Power Fetuses are grown by ancient biokinetic specialists. The planet is
home to many old and powerful Fetuses, silent guardians totally focused on
their tasks. It is also home to the Eggs Recursive, an alternate
dimension young Power Fetuses are sent to minimize the damage they could cause.
Getarch Station is the smallest of the
five stations. It consists of a chamber containing the Liquid
Obelisk and a shrine city around it. The Obelisk is the source of the Liquid
Machine, the dimension the Synth Heads are from. Most inhabitants make their
living harvesting new Synth Heads. Ironically, Synth Heads are ill equipped to
explore their home dimension.
The Liquid Machine is accessible from a
bubble twenty four light-minutes across, centered on the obelisk. Various
psychic powers and dimensional technology can transport people and objects
inside. Being in the machine is like being in an infinite sunset sky; vast pastel
clouds whorl and scud in fractal patterns. The clouds are not water, but a
strange self-willed fluid. Where the currents meet there are chaotic confluxes,
nodes that are sort of like factories and sort of like storms. It is here new
Synth Heads are formed. Harvesters need to beware as these places crackle with
energy and have no recognizable safety standards. The Liquid Machine is also
haunted by the Crystal Signal, a continuous transmission that causes machines
to go berserk and "mutate" into bizarre crystal
entities. Synth Heads are vulnerable to this virus, meaning newborn
Synth Heads must be hustled out of the Machine before they wake up for the
first time.
Personalities
The
current Emperor is Glarion of the
Unpredicted Force, a heavily built Alpha Punk with a muscular tail. His
throne room is in the fifth station, Telgravt and
it doubles as a combat arena. This is where he defends his title and
adjudicates high level disputes. He does little actual governing, as he prefers
to spend his time honing his telekinetic abilities. The other member of the
Unpredictable Force make up his cabinet, and handle much of the running of the
empire. He only becomes personally involved in the most dire of conflicts. In
war and single combat he prefers decapitation strikes.
Reddish Blue Three*** is the Emperor's
Chamberlain. It is their job to screen all challengers to the Emperor, a chore
they prosecute with great cruelty as a preemptive measure to discourage the
riffraff. They pilot a four armed humanoid combat mech with 2 automatic slug throwers
and a built in shield generator. They also has the ability to project decoy
images into her opponents mind. When they are not playing with fools they are
handling the Emperors personal affairs, which include handing out imperial
commissions, special high priority tasks vital to Imperial security.
Rantz looks like one of the many indignant
hordes of Neon Punks that crowd Ular station. She spends her time loitering in
back alleys, watching from the shadows. If she sees a fight, she joins in on
whatever side catches her interest. She is not the useless bag woman she
appears to be. Her orange markings are just paint; below them are ultraviolet
lines and swirls. She is an alpha punk, the Emperors old mentor, and this is
her retirement. Her hobby is well known, giving the local ne'er-do-wells a
phobia of daft old women.
Abbot Ilt Is the leader of the Perdition
Monks, a Worm Pile order that keeps order in the criminal afterlife. They
protect the villages from the outlanders, but egos can only spend so much time
in an afterlife before they suffer degradation. This places a hard limit on how
much force the Monks can project. To make up the short fall Ilt hires outsiders
for bounty hunting and patrol missions in the outlands. He runs a semisecret
deadpool where the monks bet on the life spans of both the inmates and the
hired mercenaries.
*For
certain philosophical values of "original" There isn't a single part
that hasn't been replaced at least once.
**this
is less painful than it sounds.
***
They are named after the colors of the factory storm they were harvested from.
The numeral means they were the third such Synth Head found in that batch
Monday, April 22, 2019
Farm Gamma and the Heap
Farm Gamma is a
world where biology meets industry.
Mothercorp's vast farms are a far cry away from pastoral life. They use
engineered flora first designed by the Floozies to replicate the fruits of
machine civilization. Clothing, weapons,
computers, even spaceships are grown here. The landscape here is an exercise in
managed chaos. Fields of widget plants checker the vista out to the horizon.
Indentured workers swarm like the domesticated insects they work with. Thick
tangles of vine cabling climb towering stalks, feeding titanic construction
pods.
Farm Gamma is hungry
for resources, as huge amounts of chon are taken off planet in the form of
finished products.
Around Gamma orbits
the Heap, a planet sized compost pile. The surface is covered by dead bio mass
dumped here from Farm Gamma and from many other worlds. It has mountains of
rotten fruit and vast fields of soggy woodchips. Amid the rotting bones and moldering
paper there is a riotous tangle of plant life. Millions of species grow wild
and strange, and odd things crawl though the garbage. Mother Corp has armed camps where enslaved
criminals mine rich soil. Escapees and rebels live out in the wilderness in
hidden camps beneath the surface. They speak of a hidden way out, an unknowable
salvation deep within the Heap. It is not a simple journey however. The crust
of the world throngs with hives of clever giant insects and vermin. Uncountable
kingdoms of beasts live and war beneath the surface. Beneath the swarming
baronies there are the moist and crumbling worm tunnels, home to strange fungi
and strange cults. Below that there is the anaerobic ocean, a lightless and
airless expanse of tainted water. And below that, salvation.
Monday, April 15, 2019
Forward Garden
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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