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Thursday, June 18, 2020

Tellus: Starting Again

I've been seriously thinking about Tellus, especially the crunch. Truth be told I've been far too nice to Dungeons & Dragons Fifth Edition. Its still the best edition of 'modern D&D' (3e, Pathfinder' 4e and 5e) but in all honesty it just doesn't suit me all too well and to be honest a lot of recent events have made me dislike the modern face and presentation of D&D to a so-called 'modern' audience. Time to start again, redoing Tellus with some Oldschool-associated core system. More importantly, this will make the game completely self-contained, further tying the setting and game mechanics together in a way which mesh with my tastes rather than relying on the work of some faceless company in the mainstream of tabletop.

Tellus is (mechanically) dead. Long live Tellus!

Tuesday, June 16, 2020

The Glorious Insanity of Xianxia (And how it accidentally relate to D&D)

EDIT: The following is reposted from my comments off Deathblade's video response:
"Hey, that IS my post and the last damn place I ever expected to see it referenced. You have to understand that these were my thoughts as a newcomer to Xianxia and finding it interesting where it did relate to the experience and worldbuilding of modern Dungeons & Dragons. This is in NO WAY an in depth thought process, for one thing I am not that smart secondly these were just my thoughts following a binge of a few novels early chapters and reading up on what would happen later, as I wasn't feeling ready to fully binge a 1000+ chapter novel. That's why I ended up reading your novel, Legends of Ogre Gate, because it was shorter and seemed more approachable. The 'murder hobo' thing relate to some, not all characters.

This was not an in depth analysis, more of an odd moment of realization that the two had more similarities to it than I initially thought. It was not, in any way, shape or form an assessment that D&D or basic western fantasy is Wuxia/Xianxia and never was. Simply some thoughts that D&D's more absurd end game power level of recent editions is somewhat closer to it than other works of western fantasy, such as LOTR or Conan."

And the other comment:

"Look man, in all honestly I did not even remotely expect this to fall under your radar.
My blog is a very small blog that primarily post things related to the indie RPG scenes of the so-called 'Old School Renaissance' meaning generally I'm posting things in circles which involve people older than me. These people are generally more into older western fantasy, such as Conan, Elric or the work of Jack Vance. Anything from Asia is, often to them, completely alien or called 'anime' because these are people who are really not into anything else. I'm a bit of an outlier, being not even in my thirties yet but quite the fan of that RPG style and scene. This was basically a nobody making a small post of 'Hey, this genre I'm getting into is kind of neat' and talking about that subject to a very small audience. In fact, barring a few good posts, I barely can reach 40+ views on minor posts. I am an absolute nobody and never expected this minor post I did for shit and/or giggles to get noticed by a major translator of Chinese web novels."

Artist unknown.
The concept of Wuxia and Xianxia (two overlapping genre of 'Chinese Fantasy') is one which I've mentioned here and there in some shape or for on this blog. Generally speaking, all this stuff has always existed at the periphery of Western pop culture: always present enough to leave an influence but never enough to ever hit big in the mainstream. For example, its no surprise if I mention how the entire Monk class is pure Wuxia and martial art concepts. It's been a genre which is slowly creeping to my headspace as I turn into more and more of a hipster every day.

Oh did I mention how fucking insane this Chinese stuff is?

What, you thought 'wire fu' and revenge tales of kung fu and swordplay was all there was to it? I thought that to too, but going into Xianxia more than Wuxia. This stuff is completely and utterly absurd and even more so its completely shameless in how insane it is. Interestingly, a lot of the core ideas found in D&D, especially more modern editions, seem more out of Xianxia than any Western fantasy:

  • Xianxia Protagonists aren't 'heroes' in the traditional sense and, in many ways, are the archetypal 'murder hobo' given a in universe justification. The world of Cultivation is an absolute banana dog-eat-dog world where every power source exist in a limited amount and every fights over whatever scrap of magic bullshit which can be used to boost their kung fu and magical powers. It is a world with a lot of stratification of power, rule of might and limited resources making it the logical, if slightly demented, conclusion to the adventurer paradigm. This is the ultimate power-driven sandboxing experience where every other antagonist could arguably the main character in their own right, carving up their own kingdoms or grinding away all the XP and hoarding magical treasures for themselves.
  • In many ways, the higher end of the 'power level' of Dungeons & Dragons especially the more one goes into later editions the more it resemble something out of Xianxia. In modern D&D editions, a high level Fighter has so many HP, such a high attack and such good saves that he is basically superhuman to some truly bullshit level which fly under the radar due to everyone focusing on spellcasters. Yet compare a high level Fighter to the average human and you can see he has long utterly surpassed any kind of realistic human limitation. In Xianxia, this is not an accident of mechanics or an afterthought, it is the entire basis of the world.
  • In many ways, the D&D concept of a Wizard is a lot closer to a Cultivator than any historical and folkloric perception of magic. The D&D Wizard, at least when presented out of the box, is a being who can learn to bend reality to his will through sheer perseverance, training, learning and acquisition of magical artifacts and secret techniques. They are basically Cultivators without the Daoist and Buddhist bent and without the martial and physical prowess.
  • It was generally expected that D&D characters would one day 'tire' of the Material Plane and that higher level play was truly intended to take place in other dimensions. Xianxia is full of different 'tiers' of reality, different Heavens and Hells...which are basically more of the same when you boil it down but with bigger numbers. Doesn't that sound familiar?
Of course there are even more stupid and/or crazy things in Xianxia, especially in the Chinese web novel scene which is basically the equivalent to 'Chinese Pulp fantasy' with the same intended demographics. I've barely scratched the surface and only just gotten into this insanity.

Sunday, June 14, 2020

Urban Fantasy: To Not Shy Away From Vice

This is a more unusual post, as it pertain to society and politics but also how it relates to my ongoing work on my Urban Fantasy setting. This isn't exactly a pleasant post and I'm sure that, of all ten people who actually read this blog most will find offense in my rambles. So be it, then. Much of this is going to come as a bit of ramble and incoherent but generally I'm poor at structuring my own words and ideas anyway.

To Not Shy Away From Vice

Let's not beat around the bush here: we are currently living through a mass hysteria, where everything can and must be 'cancelled', erased, destroyed and/or repurposed. In the name of supposedly good ideals we are destroying ourselves and our past. This is what is deemed to be 'Virtue' and to oppose such mindless self-destruction is considered to be 'Vice'. Therefore, this post is me Vice Signalling where others would signal their Virtue. It is what it is, but nonetheless I will explain my position.

There are many times, when writing about or GMing my Urban Fantasy game that I have to address the darker parts of human nature because it is what it is. So why do I call this to 'To Not Shy Away', then? Simple: because self censorship in the name of a certain good is not good, but evil. The cosmos of my Urban Fantasy setting is very human-centric, with the very nature, existence and expression of what makes us human at its very core unlike other worlds where humanity is insignificant. As such a  fundamental value expressed within that world is that the potential for Good and Evil exist in us all. It is a view where pessimism and optimism exist in equal amount. 'Evil' within that world is limited to a type of person or to a certain group, civilization, culture or religion. 'Evil' is what is born from the absence of good and, most importantly, the void created when our very humanity is something we reject and let me tell you: this is no greater embrace of inhumanity than self-destruction. This can take many form, including deliberately shying away from the darker side of humanity to coddle oneself and wrap oneself into an echo chamber.

There are no guidelines at my table (be it a real tabletop or online). There are no rules and no oath anyone will ever force me to take. Do note I wrote force, as obviously trying to be a responsible adult (haha as if!) and adapting to avoid what would truly, seriously disgust my players and friends is fine however that would be something done willingly out of respect for an individual, not to some faceless collective. Unless something is of an issue which someone I trust and respect goes "Well, I don't really like that topic" then I will never shy away from the darker sides of humanity. We are not children. Lastly, to deny the existence of human vices and warts is fundamentally wrong, as is coddling ourselves in believing that only certain individuals are capable of good or evil.

Or, to be crass: Fuck your puritan mindset, I do what I want when I want and you won't stop me from going into horror and disturbing topics. If I am a demon, so are you.

Tuesday, June 9, 2020

Grimdark Future: 'Fluffy' Machine Cult Defilers Lists, Part 2

The last post barely scratched the surface of the potential horrors which the Dark Mechanicum could unleash should it be fielded as an army in Grimdark Future. Fire up the dark synthwave mixes because, once more, we will delve into technological terrors as the Machine Cult Defilers list is combined with a second list to forge monstrosities of mad science and warp-fueled abominations. Without the limitations of religious dogma, the Mechanicum is free to explore the darkest areas of knowledge and can push their engineering of machinery, flesh and mind to untold heights further corrupted by the powers of Chaos.

Dark Mechanicum: Heirs to Mars

Art by the legendary John Blanche.
Armies: Machine Cult Defilers+Machine Cult
This was a fairly obvious choice, to combine the two Machine Cults list into one, enabling the Dark Mechanicum to be restored to its former glory as it wield artifice to rival, nay, surpass these dogmatic fools on Mars who believe themselves to be the 'True Mechanicum'. The Dark Mechanicum, after all, call itself the 'New Mechanicum' as well and see themselves as both the true heirs to the Martian quest for knowledge and its superior replacement, unshackled by restrictive dogma and fully enlightened to the dark powers of the Warp and what gifts it can offer.

Defiler Lord [1] x2 (410pts)
Combustion Blaster
Hover Throne with Combustion Blaster

Sect Chief [1] x2 (230pts)
2x Sonic Blades
Metal Spikes
Canticles

Sect Infiltrators [10] x2 (1000pts)

Tripod Walker [1] x6 (1320pts)
Twin Autocannon
Taser Lance

Tactics: Unlike the more 'shooty' Mechanicus list, this one has a lot of potential for some serious melee damage despite packing some serious guns. This is in reference to how Chaos Space Marines tend to be a bit more melee-focused than their Loyalist counterparts. Assign each Sect Chief to a matching squad and use the Canticle buffs, primarily +3" movement and +1AP in melee to further buff these already deadly units. Tripod Walkers, meanwhile, will harass the enemy at both range and in melee thanks to Impact and Fear.

Khorne Adepts: Cyberdaemons, Rip & Tear!

More John Blanche, damn it!
Armies: Machine Cult Defilers+Wormhole Daemons (War)
Obvious Doom reference aside, this list represent a Khornate sect of Dark Adepts who have summoned and bound ranks upon ranks of Khornate Daemons, binding them to servitors or using rituals to summon them into the material world. Even the base troops of these Dark Mechanicum are equipped primarily for melee combat. Forget the 'art' of war. This is bloodshed. This is mayhem. This is what war truly is, with industry and knowledge turn to the art of mass butchery. Go forth. Go forth and build the ultimate weapon. And kill. And kill. Khorne cares not from where or how the blood flows, only that it does.

Defiler Priest Blood Priest [1] x2 (160pts)
2x Heavy Halberd
Techno-Horror

Defiler Stalkers [10] x2 (660pts)
10x Twin Sonic Blades
Brain-Tendrils

Brutalizer Secutors [6] x2 (880pts)
6x Single Combustion Blaster

Blood Warriors [10] x2 (580pts)
Heavy CCW

Cannon Chariot [1] (250pts)

Carcinax Walker Daemon Engine of Khorne [1] (330pts)
4x Heavy Claws

Tactics: Get into melee and kill, kill and kill some more! This list is very melee-focused, as one would expect a Khornate list to be. In particular most melee weapons in this list are high AP meaning they are quite well equipped at ripping apart even the toughest of Space Marines. The Daemon units all have Ambush so all they have to do is pop right where they are needed. The Dark Priests are each assigned to a squad of Stalkers to grant them Fear and help inflict further mayhem in melee. Finally the Brutalizer Secutors help provide a tiny bit more firepower but, obviously, they too are monsters in melee.

Tzeentch Adepts: Techno-Sorcery

Artist unknown.
Armies: Machine Cult Defilers+Wormhole Daemons (Change)
Opposite to Dark Adepts dedicated to Khorne's craft of war and destruction would be adepts dedicated to Tzeentch. Presumably these mad adepts would see the world very differently than most, even possibly other Dark Mechanicum, as the domains of Tzeentch are those of madness, change and sorcery. In their hands the knowledge of the Mechanicum become ever more twisted, confusing, baroque and tinged with a level of mysticism which would make even the basic cargo cult antics of the regular Mechanicus blush.

Champion of Change Techno-Sorcerer [1] (415pts)
Great Magic Bolt
Psychic(3)

Defiler Lord [1] x3 (720pts)
Hover Throne with Laser Cannon
Psychic (1)

Defiler Priest [1] x3 (810pts)
2x Combustion Blaster Fiery Blasts and Heavy Staff
Psychic(1)

Defiler Vigils [10] x3 (570pts)
8x R-Carbines
2x Flamethrower

Flame Chariot [1] x3 (435pts)

Tactics: This list is, unsurprisingly, very heavy on Psychics, boasting a staggering seven psychic heroes. However, it is assumed the Dark Priest Lords, on their Hove Thrones, are not joined to any squad given the size of their model. They are quite powerful but also priority target from the enemies and should be kept away from masses of enemy infantry. Unsurprisingly for a Tzeentch list, its also quite heavy on the flame weapons so expect to roll a lot of dice as the enemy gets torched. Just pop those big chariots near enemy lines and set the whole world on fire.

Friday, June 5, 2020

Godbound: The Bleak Reaches

The Bleak Reaches clearly exist as a convenient 'clusterfuck' for GM to use as an adventure and trouble-heavy region. Well, at least on a meta-level of the worldbuilding which went into Arcem as a setting for Godbound. In universe, it isn't as simple as that but looking at the general design and outline of the place its clearly meant to be this adventurers-friendly area full of monsters, ruins, intrigues and political instability much like how Exalted had the Scavenger Lands. That and I haven't written about Arcem in quite a while as I haven't really gotten to use the setting and as such haven't really found any desire to write about it.

Well, It's Bleak All Right...

Concept art from S.T.A.L.K.E.R.
As with the rest of Arcem, the Bleak Reaches are a mess full of monsters, with technology which has degraded from extremely advanced to late Medieval. While everyone (except the Bright Republic) has degraded technologically, the Bleack Reaches (or whatever the hell it was called before) got hit quite bad as it used to be a so-called 'sister civilization' to the Bright Republic. When the Shattering came, the place got screwed beyond repair and was functionally nearly completely abandoned by any stable or structured society. It basically turned into a post apocalyptic wasteland filled with advanced technology now reduced to nothing but junk metal and plastic, unable to be activated. Given it's temperate to temperate-cold climate and the high level of technology, the image it conjures in my head (at least in the wake of the Sundering and the devastation that followed) is that of Metro 2033 or S.T.A.L.K.E.R: Shadow of Chernobyl combined with the so-called Original D&D setting.

This is the general image I get from the area: post apocalyptic ruins mixed with all the classic wilderness of Dungeons & Dragons, where small guarded towns exist as a 'point of light' within the monster infested wilds. To a certain extent, even the more 'dungeon punk' look of more modern D&D, especially the more silly art of Wayne Reynolds, could at least partially make sense and exist as people fashion armor from the recycled modern clothes, weapons and armors, cobbling together these bizarre armors and weapons out of whatever degraded material exist. Combine this with most settlers in the area being a later addition, exiles from other lands, and you get a rather eclectic place. It is a place where skeleton-haunted mines, swords & sorcery, old broken concrete roads and moss-encrusted crashed planes coexist.

Art by Jim Ling.
From what the stories of the Atheocracy tells, however, what became the Bleak Reaches was no utopia, not even remotely close to more 'relatable' Bright Republic. According to what we know of the Atheocracy's origins, these people fled the 'cold synthetic gods of a techno-theocracy'. What exactly this means is a bit unclear until one dig into now lost notes by Kevin Crawford back on Google+ where he describes the gods of that place as 'Geiger-esque AI-human god-hybrids'. Therefore whatever veneer of normality we would recognize in that ancient civilization would be but surface level, as their society was cruelly ruled and organized by man-machine hybrids who likely oversaw their society with nothing but cold efficiency or alien cruelty in mind. Kind of like Google but with more flesh-machine fusion and tentacles. Where did these creatures go? It is likely they died when the Sundering destroyed that civilization, these complex entities first to die when the laws of reality broke down, leaving behind only made mutated AI and decrepit mindless machines to wander the Bleak Reaches.

Generating A Village

Vaulters from Endless Legends.
The only any of these communities have in common is that A) life is hard and B) they live in the ruins of an advanced civilization. The only people who live in the Bleak Reaches are people with nowhere else to go and this heavily shapes what kind of village they are. Many of them will have a more 'sinister' side to them, as the region is full of monstrous abominations such as Parasite Gods (who are very common in the area) who will often set themselves up as a protector or God of a local community. To outsiders from calmer, gentler lands these people can come off as obviously in the wrong but one must understand that it is generally a mixture of desperation and pragmatism which drives them. For those who manage to establish a (mostly) stable society in those lands, away from their enemies, then it doesn't seem all that bad. Better a harsh, cruel but free life rather than death at the point of a sword.

The results on these tables should help inform what Features and Problems a village would have should the GM need to stat it as a Faction. For example: if the Ancalian Nobles In Exile result is rolled, it is likely the ruling caste of the community will have leftover transhuman enhancements while a Scavenger village, whose entire society is built on recovering, repairing and even reselling lost technology is going to have a technological edge over its neighbors no matter what.


D10
Origin of its People (Roll Each Column)
1-3
Mixed Origin: This community has come together from disparate origins. Roll 1d3 times on this table.
Political Exiles: These people have fled the authorities of their homeland (or another, nearby community) and created their own village.
Religious Oddities: These people have particularly odd/foul religious beliefs and have settled the land from a mixture of religious reasons and simply fleeing.
Cultural Deviants: Be it Ulstanger pacifists or Bright Republic Anarcho Primitivists these don’t belong back home anymore.
4
Din Survivors: These people are direct descendants of the original inhabitants of what are now the Bleak Reaches who have returned.
Escaped Slaves: This group was oppressed and enslaved, possibly by a nearby community and have since built their own society.
5
Bright Republic Exiles: For one reason or another these people have left or been exiled/cut off from the Bright Republic. Their life sucks, now.
Mutant Outcasts: These people have been cursed/mutated in some way, possibly even before arriving in the Reaches. They are feared, perhaps unfairly. Roll on the Mutations Table.
6
Lomites Returnee: These people have decided that it's better to flee the Atheocracy and go back to these lands than live another day there.
Scavengers: This community, whatever its roots or origins has evolved into a society heavily invested in scavenging and reselling technology. Roll on the Scavenged Technology Table.
7
Ulstanger Exiles: These people are from the Ulstang skerries, or at least their ancestors were. They now live within the Reaches.
Warriors: Whatever its roots or origins, this society has evolved into a hardy and spartan people; part mercenaries, part monster hunters. Roll on the Warrior Ethos table.
8
Ancalian Nobles in Exile: These people descend from some far off branch of Ancalian nobility, now fallen from grace and living a simpler existence.
Parasite God Cult: This community is wholly dedicated to its patron deity, which is a dangerous Parasite God. Roll on the Parasite God table.
9
Faraway Travellers: The inhabitants of this community are from another region which is quite far away and have travelled an absurd distance.
Arcane Research: This community was originally funded by seekers of forbidden knowledge, mages and the likes. This has heavily shaped their society. Roll on the Arcane Secrets table.
10
Night Road Immigrants: This group is not originally from Arcem and has arrived post-Sundering through a Night Road. These people bring with them stranger culture, magic or artifact.
Nanotech Corruption: This community has built its village in an area infested with still functioning nanotechnology, either imbuing and/or cursing the inhabitants in some shape or form while also making them unable to leave without their health failing. Roll on the Nanotech Corruption Table.


1d6
Mutations
1-2
Mutant Outcast Colony: There is no particular origin to these people’s deformities, they are simply united in their misery, welcoming any and all who have been shunned due to mutation and sickness.
3
Night People: Whatever has caused these people’s mutation (disease, magics or else) they cannot tolerate bright lights and have a nocturnal society. The sun either blinds them or burns their skin or they could all be albino.
4
Diseased Outcasts: These people are deformed by a particular metaphysical sickness which can be transmitted to others. They have created this colony to live out the rest of their lives. The sickness is carried in their blood and their children are born with it.
5
Miasma Tainted: These people were normal when they arrived in the Bleak Reaches but quickly became mutated by unseen forces. One side effect of these mutations is they can live in the most toxic/unstable areas of the Reaches without dying.
6
Devolution: These people are, for lack of a better term, ‘devolving’ as each generation is increasingly more beast-like both in appearance and mannerism. They are strong, hardy and well suited for survival but find higher concepts harder and harder.



1d6
Scavenged Technology
1-2
Ancient Firearms: The community has access to a few firearms which are mechanically equivalent to a Bright Republic magnetic gun with the ‘Hardened Tech’ upgrade. Every year more and more guns cease to function permanently.
3
Regalia Armor: The community has scavenged some Regalia Armor from the Bleak Reaches, which looks like high tech suits of armor crossed with an H.R. Giger painting. Malfunctioning suits have a bad habit of trying to merge with the wearer.
4
Unstable Automatons: The community has repaired and reactivated a few mechanical creatures which they can use to defend themselves. These half-broken robots have a chance of breaking down and going berserk.
5
Nanotech Medicine: Extremely limited in supply, these devices can be used to extend life and repair damaged organs...at a cost. The wealthy and powerful who use them are haunted by visions of synthetic gods trying to connect with their minds in vain.
6
Godwalker: The community has repaired and reactivated a fully functional Godwalker which now has a trained pilot.


1d6
Warrior Ethos
1-3
Discipline: When one lives in a monster and mutants-infested land, discipline is paramount. Hard discipline, punishment, stoicism and enforcement of rank and protocol is how this community operates.
4
Berserkers: These guys are crazy. The only way for them to have a fighting chance is through chemicals, fungus or Low Magic-infused battle rages where they feel nothing; not fear, not pain.
5
Warrior Code: There is a complex, philosophical code to these warriors on what they can and cannot do. It could be philosophical, religious or something with a bit of both. This mentality is derived from their origin.
6
Ruthless: The only ethos they follow is ‘we will survive, the enemy will not’. These people are ruthless pragmatics to the very end. While disciplined, they will cheat, fight dirty and do whatever is needed to win.



1d6
Parasite God
1-3
Cruel Overlord: The Parasite God is the typical demanding and very likely insane God, who must be constantly appeased less he or she destroys those under its ‘protection’. As long as it is pleased it will destroy the community’s enemies.
4
Formerly Benevolent: The Parasite God, when it was mortal, was already some heroic champion of its community. The transformation was seen as a blessing but as with all Parasite Gods it is now losing its mind.
5
Appeasement: The Parasite God does not directly interact with its community but rather simply claim the area they inhabit. As long as the locals appease it by giving offerings it will kill any enemies in their lands.
6
Complex Religion: This Parasite God has gone the extra mile to create a complex and compelling religion and mythology around itself to appear to not be yet another dime a dozen despotic monster. It has holy symbols, sacred texts, priests and everything.


1d6
Arcane Research
1-3
Low Magic Traditions: These people have maintained a form of Low Magic, which is stable and reliable enough to be used to enhance and sustain their society. It can be a pre-existing one from the book or a new one.
4
Theurgy: The community has one, maybe two true Theurge who are the inheritors to years upon years of research and experimentation. They could be enlightened or they could be some cruel overlord.
5
Transmuted Slaves: Through a mixture of theurgy, low magic and/or scavenge technology this community has an underclass of mutated slaves who are kept in line. They form the backbone of their workforce or military.
6
Alternative Energy: Through some complex and slightly dangerous magic process, this community is able to generate power for more advanced technologies on a limited scale. It is reliant on specific materials which are limited or human energy in some capacity.


1d6
Nanotech Corruption
1-2
Mutation: Roll on the Mutation table instead but refluff taking into account that it involves rampant nanotechnology.
3-4
Connected: The individuals are partially connected by the nanite colonies, able to sense the intent of others. It also carries a mental impulse to conform and obey.
5
Cyber Husks: The nanite colonies are damaged life support and/or enslavement technology. Those members of the community who die come back to life as biomechanical husks.
6
Assimilators: The members of this community are corrupted by the nanites and use it as a tool of growth and control. They can implant their will in the nanites and infect others with memetic control.