Showing posts with label Location. Show all posts
Showing posts with label Location. Show all posts

Sunday, June 21, 2020

Shalilas, city of the genie

The trader Veklen knows the route, but will guard this secret. They need help though, taking brightglass through the desert. Kajhar is a dusty land, but not a dead one. Great scorpions and lizards lie under the sand. Afield is the cactus desert, a beautiful but deadly place.


Near the tail of the Great Dune lies the city of genie, Shalilas. The human trader keeps it a secret, but the genie care little if they are found. The gates are living, possessed by sometimes lackadaisical genie. In times of need however, those gate genie respond instantly and resolutely.


The most need for traders lie in the small human population. They all know each other, and most are Wishmakers, paid to request simple wishes. Wishmaking is not lucrative; they each have other reasons for being here, and make a living in other crafts.


Desert City by Sam Denmark

At the outskirts of the city lie mounds of shattered clay and slag metal, the cast-off remnants of genie who moved up in the city or died trying. Living in the refuse are the lowest of genie, poor souls wearing broken scraps as their body. Even those unfortunate denizens know they can rely on Mother Neres, long-standing guardian with an unusually sturdy body of charred oak. She speaks rarely, and spends her time protecting the slums rather than leading the city.


Most genie in the city will inhabit bodies like human-sized dolls of clay or ceramic, or metals such as steel or iron, or even zinc when possible. Very rare bodies will be made from even lighter materials, like glass or rare metals. Heavier bodies are also uncommon, but more as a matter of practicality than expense. It is more common to see a genie in a body that cannot move, such as a pot, lamp, or other artisanal item, with an attendant or companion to carry them.


Fashion covers an eclectic and varied range, as one might expect from the wide variety of possible bodies. The most important traits for genie clothes are convenience and versatility, as the vessel can always be changed for more long-term appearances. In that vein, there's also something of a trend for genies to alter their vessels, bolting on additional parts or carving away small portions. The right shops can offer strange and unique piercings or other strange changes to the bodies of mortal visitors.


From anywhere in the city, and some ways beyond, one can see its metaphorical center. It is the Green Palace, a gleaming tower of glass holding the city’s greatest elders. Perhaps the most powerful, though not the oldest, is Prinim Veshisk, a massive genie in fine glass. He enjoys his unwieldy, fragile vessel, and forcing slaves to maneuver him. The newest councilor is Toril Syaran, who suspects Prinim may have destroyed a rival on the council, and wishes to expand trade with the mortal world.


The city also relies on the Incense Mines, an ancient buried forest from which all manner of aromas have been gleaned. These scents and the colored flame they produce give the genie incredible sensations, be they euphoric, inflaming, or subduing. At the markets, one can buy such things as stonesmoke cones, fire-dripping sticks, and spiritwalk powder. A hopeless addict to the stonesmoke, Dalifer has spent much time wandering the desert looking for anything to pawn, and if given incense will tell visitors of some of the stranger things out there.


Main Image
Incense Knight by Hwa Min Jung

Most genie outside the city have been lost for ages, found buried in ancient ruins with little memory of where they originated. Only a few have left the city or been kidnapped, and most end up finding their way to Shalilas eventually. There are only two ways for a genie to truly die, without arcane intervention. Either by the decay of the vessel, to a point of complete incoherence, or by failing to transfer to a new vessel when they may leave their present place. The worst wrongdoers are imprisoned by building a pit like a well, lined with stone and filled with sand to bury the criminal.


Perhaps the largest gathering of genie outside the city are at the sandstone fortress of the Smoke-fist Warriors, an order of veshkin mercenaries who ritualistically burn one of their arms to let a genie inhabit it, granting increased strength and an uncanny ability to fight with two weapons at once. The genie Ryula lives secretly within their order, inhabiting a burnt corpse of unknown origin.


Walking the streets of Shalilas

  1. A young genie approaches carrying shards of pottery, looking frightened. He says his master’s vessel has been shattered, and he needs you to buy him a new one quickly.

  2. A commotion from the gates as a genie rushes into the city, asking for aid in rescuing their fellow’s vessel, a vase which has been captured by bandits in the desert.

  3. Prinim’s procession (or another vainglorious councilor) fills the street, forcing commoners and visitors aside at risk of violence.

  4. A player’s finest weapon catches the eye of a Talmar Fineshadow, a genie adventurer who just returned from the Labyrinth of Glass with plenty of gold and a new obsidian vessel. Talmar wants to buy the weapon, and seemingly won’t take no for an answer.

  5. The group is approached by a genie carrying an empty vessel, handing them a few coins and telling them to make a wish.

  6. A human notices the group and rushes over, offering to sell them snacks. Fruit on a stick, peeled and covered in spicy powder, they are more expensive since human food is uncommon here.


Incense

  1. Stonesmoke cone: a strangely vivid grey incense that produces deep black smoke, and a rich, salty scent. The namesake smoke is rigid, flowing upward regardless of wind or touch, and feels like shifting stone.

  2. Dripfire stick: particularly long sticks of incense that produce a dim orange flame that does not rise or flicker, rather dribbling down from the end. The scent is sweet and spicy, sharp but fading quickly. The flames are not mere liquid, as indeed they weigh nothing

  3. Astral powder: incense dust that creates a strange, misty smoke, wafting and waving in unfelt winds. The scent is slightly minty and makes one feel energized but calm. The sensation is like being outside of one’s body, and it is said that an excessive amount can draw out the soul.

  4. Harmony coil: usually sold in a spiral shape along with instructions on how to light it. The smell is woody with a floral note, and can vary slightly depending on the type, usually enhancing introspection and self-discovery. It is unique for being ignited by sounds, of particular tone and patterns based on the shape of the incense, despite always being the same material. The common spiral is lit with a low whistle.

  5. Midnight pellets: small beads of blue incense that smell tangy and a bit sour when lit, giving mild feelings of energy and preventing all sleep as long as it burns. On a moonless night, the pellets will burn like tiny stars.

  6. Iris oil: debatable as incense, this fluid always seems to be watching, and when burning releases colorful smoke that leaves afterimages and increases sensitivity of body, mind, and spirit. Some say it simply makes people more suggestible.


Insense Burner
Gold pot by Sandesh Tuladhar

Dalifer’s trade

  1. A giant made of flame, unnaturally tall and gaunt, striding the desert a short distance to the south. It’s been seen twice, each time at midweek, heading the same direction and leaving a trail of glass footprints.
  2. In the cactus jungle, full of prickling trees and scorpion monkeys, a spiralling pit of carved stone that leads to unknown depths.
  3. A gigantic carapaced serpent, coiled and gleaming in the sun. Dalifer ran before realizing that it hadn’t been moving.
  4. Black sand amid the desert, laid out in a perfectly symmetrical pattern with no one around to have done it. The wind hasn’t picked up since it was spotted, so it may still be there.
  5. Bandits lost in reverie at night, singing and dancing around a fire. They were burning stolen incense, but there were simply too many.
  6. Flipped upside down, a huge statue of a head. Very detailed face and square structure that wouldn't roll on its own. No other parts in view.

Directly connected to the previous post, and also part of the GLOG community city challenge! Other participants include:

Thursday, June 11, 2020

Captured in brass, hidden among sand

Travelers from far off lands, wealthy Veshkin traders sometimes carry vessels that contain only a wise and ancient spirit. These spirits are called Genie, born untold aeons ago and living in forms crafted by flame. Many of them hold long-forgotten secrets and can share this information, and they must grant one wish to a mortal before they may leave whatever body they inhabit. Of course, they can only grant a wish within their power, and if they have found a comfortable vessel they have little need to grant wishes.

Magic Crystal Lamp by Yulia Matveeva

No human knows how new Genie are born, or even if they are. The gollo scholar Myerish claims definitively that there are precisely 888 Genie and that is all that have ever or ever will exist. Others claim that they were created by ancient masters as a precursor to golems, and still others claim that they were an ancient precursor to liches, perhaps even that a lich could become one given the right expertise. A chilling theory, to say the least.



Desire - Ceramics Sculpture by Olja Sofronijevic

The possessed armor Naril has famously guarded Leyler manor for generations. They consider him part of the family, and have even drafted a writ of nobility for him should tragedy befall their house. Travellers in Kajhar sometimes tell of meeting the Smelted Knight, known as Ayan Varim, and sometimes being saved from bandits by the clay warrior. Most veshkin could tell you about Maladesh Shattermouth, the eater, often spoken of in folk tales and nighttime stories to frighten unruly children. Any Genie would caution against such tales, as they know that Maladesh yet remains free.



Guardian Puppet by Raymond Chen

Sunday, August 11, 2019

Ortish colony

Garren Styn is a colony town with high walls of stone brick, embellished with gleaming reinforcements of steel and patrolled by numerous guards with firearms and crossbows. The makeshift streets are likewise patrolled, and many of the foreign residents have armed themselves as well. Near the edge of town lies the Bitemark Tower, where Falarth, who is both the town's ruler and captain of the guard, lives.

The Orts are pale, mottled people with long sharp teeth and small round eyes. Their clothing usually leaves the arms bare, especially the upper arms, and fine Ortish dress often comes with elaborate armbands or gloves that go no further than the wrist.

They have come seeking a mythical city of silver, and Falarth currently holds 2d6 Tula captive to interrogate. He secretly harbors a deep fascination with native weapons and battle tactics, but otherwise holds little respect for locals or the land. They will offer a blunderbuss and abundant ammo to anyone who can offer a usable (or convincing enough) map to the mythic city, or a gun can be purchased for around 100 gold.

Besides the soldiers there are a group of merchants led by Sacruul, who do not support Falarth, but hope to profit from the natives being driven away. They plan to build farms in the nearby lands for valuable crops, namely an Ortish drug called blueheart. It is a cactus with heart shaped leaves and a mild numbing toxin which is highly addictive and turns the skin blue. Usually the leaves are cut in half and placed on the upper arm, near the shoulder. Sacruul will usually offer a leaf to newcomers who seem like they could make for reliable customers, but is highly allergic themselves.

Visitors are most welcome at the Red Sails inn, run by a former priest named Millimen. The priests generally have a good grasp of the common languages, unlike the rest of the colonists, but desire to bring converts back to Roaz, the Temple City. Millimen is also a skilled tooth-sharpener.

Encounters

  1. A lone Ortish thief tries to knock down the strongest-looking member of the party, then grab something valuable and run off.
  2. Guards demand the party's purposes in town. Their grasp of common is sorely lacking, but they are well armed.
  3. A foreign priest demands the group 'purify' themselves through either humiliating rituals, hefty donations, or flagellation.
  4. Blueheart addicts offer to sell some of the foreign drug for a high price.
  5. A richly dressed, noble-looking Ort presents the party with a sealed package and tries to hire them to deliver it somewhere, but is impossible to understand without speaking fluent Ortish.
  6. Some soldiers drag a young villager from the local area through the streets. The captive is shouting for help, but none of the Orts respond more than to glance at the noise.

Wednesday, May 8, 2019

Slime Saviors

Late in the night, a small but finely-specialized slime creature slips into the mouth of a party member. It is a mild parasite, which causes compulsions. It carries the knowledge of the slime queen's eggs that were stolen and are in the town of Vergum, and a request that the party recover them.

The target makes a will save when they awake. If they fail, life feels pointless and dreary unless they are actively working toward saving the eggs, and they will gain no exp until the eggs are back in the queen's care. On a success, the target knows of the eggs and the slime's plight, and will know of the desperation of the queen.

Vergum is a minor town most notable for its beekeepers and honey exports. Lately the town has had a growing problem of monstrous slime, attacking a few beehives and consuming the honey. Luckily for them, very recently a lazy baker named Dentch returned to town with a sack of delicious slime eggs, after setting out in the night. He claimed to have journeyed into the lair of the slime and slayed them all, capturing the eggs for a feast. When the party arrives in town, preparations for the feast are underway.

If Dentch is interrogated, he will admit that he snuck into the slime nest wearing a cloak soaked in vinegar to mask his scent, and stole the eggs while the slime were resting. He will insist that they should be dead, because he threw powdered lye and fled as soon as they begun to stir.

When the party brings the eggs back to the slime queen, she can grant them one of two specialized slime organisms. One can replace a missing limb, acting in that limb's place with the additional ability of being able to stretch up to five meters outside of combat. The other can restore one wound each week, so long as it is fed at least one ration per day or about a rabbit's worth of living flesh.

The eggs are actually tiny slime creatures, too small to even move. If they are fed enough, they can quite quickly grow large enough to make their own way back to the nest, which will cause quite a commotion in the small town.

Thursday, January 18, 2018

Three Empty Cities

Tliuklef is sometimes called the City of Glass Thorns or the Growling City, and some bards are trying to coin it as the Swamp King’s Castle, although anyone can see that it lacks a castle entirely. Each day it grows a little more out of the swamp, as if it sunk long ago and is now rising back up. But surely it has changed, as now it is impossible to enter without hearing a constant scratching, clicking, and buzzing from every direction. No source of this noise can be seen, and in fact the city has an eerily complete lack of any life whatsoever.


Those who explore soon leave, finding nothing of use, and food brought into the city is always stolen overnight, leaving only the faintest remnants. Only a few people have run screaming from the place, covered in cuts and punctures. Some have been lost to the city, and those who survive these mysterious attacks claim that they saw nothing, but were suddenly attacked from all directions as if by tiny invisible knives. This has earned it a fearsome reputation of being cursed, or full of unseen hazards, though some survivors claim that it was no idle thorns that threatened them, but rather a ubiquitous and malicious force.

The Growling City is inhabited by a hive of giant, invisible insects. Each one is about the size of two fists put together, and they have barbed mandibles that rip apart flesh. They are generally peaceful, but those who have died within were simply unlucky enough to step on one, angering the swarm. These insects are not the reason for the city’s return to the surface, they merely took up residence there.

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The Coward’s Peak is a small city built on a mountain pass, presumably once a great trade route. Now it is called cursed, a place of eternal darkness and nightmares. The city looks shaded from afar, a dark space nestled between two mountains, in a way that seems almost natural. But even when the sun shines on it, no light reaches those towers or streets.

From within it is even worse; the sun and moon disappear, the sky becomes black, and the stars open up into gaping, soulless eyes. None can walk the streets without feeling death at their heels, and sleep only yields endless nightmares of ripping oneself apart using nails and spikes. The city is also filthy, filled with the stench of rot and obvious signs of decay.

The only group to have stayed longer and returned said that they could see eyes in every shadow, and always when they turned there would be something poking out from the corner that quickly ducked back out of view. After their return they have proved to be mad, one killing their spouse and children, while another ran into the wilderness and disappeared. Any who die within the city are found dead beyond its walls the next morning, even if there were no survivors to carry the bodies.

The only thing living there is a powerful monster and the aura of fear it exudes. It doesn’t want to kill, or even to be known. But when people enter its city, it fears them. And with this fear it creates nightmares, showing people what they fear most and attempting to chase them from the city. If they still linger, then it will attack, shrouding itself in their greatest fear. It weeps tears of terror as it attacks, killing the trespassers and dumping their bodies safely out of its city, its sanctuary, the only place where it can be safe.

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The Wild City appears to be a great metropolis, but like Tliuklef there is not a single thing living within. What makes this even stranger verging on impossible, the city lies in the middle of a forest, near a well travelled road. Anyone who enters beyond view disappears quickly and quietly, leaving no traces. Many travellers have disappeared along that road, and are thought to have been taken in by the city, devoured.

It looks beautiful, with elegant archways and clean, seemingly polished surfaces. The gates are open and inviting, and a faint smell of baking bread surrounds the place. This city is in fact a mimic. Possibly one gigantic mimic, possibly a colony of them (like algae), or perhaps even the god of all mimics.

Saturday, November 19, 2016

The City of Masks


The city of masks lies secluded in the midst of a dense forest, and can only be found through a few paths, somewhat hidden amongst the trees and undergrowth. But what is remarkable about this place is that the people wear mask whenever in public, because exposing one’s face in public is seen as vulgar and uncouth. In the city, one’s mask is a symbol of status and position, and there are a wide variety of masks for every profession. Masks produced here are obviously quite advanced, some of the more expensive masks are said to be able to stay on without straps or holsters of any kind, perhaps kept in place by some sort of magic. Interestingly, the city is also home to many of the world’s greatest singers, despite an otherwise lack of musical culture, with no instruments known to have their origins there, though some of the greatest singers in the entire world were born and even remain there.