Stealing the Sundered Lands - Introduction & Index
I want a science-fantasy, post-apocalyptic setting to fit the implied setting that comes along the Maze Rats tables. As it turns out, I've always had one in the back of my mind, but never really took the time to flesh it out. That would be Vincent Baker's The Sundered Lands
I don't care for the storygame rules, as it is, but I do want to make use of the implied setting as additional color. Plus, nobody knows or plays this anymore, so why leave it to die in the dark?
Here's all the stuff I compiled. Now, all I have to do is write an entry for every interesting bit of lore in there to make it my own, and tie it to some game-able thing. I'll probably need to draw a map too.
Also, everything is a table, because OSR. My meager additions are in italics.
D8 PLACES
1 • the Desert of Spires
2 • the Gray Hills
3 • the Jaggedlands
4 • the Ragged Forest
5 • the Ghost Sea
6 • the Jungle of Bones
7 • the Longmoor
8 • the Broken Reaches
D10 ENEMIES
1 • predatory
bandit-ghouls
2 • the sworn enemies of
my people
3 • the murder-cult of
the ungod of spiders
4 • supernatural
creatures hungry for human flesh
5 • the encamped army of
a king who has sworn vengeance upon me
6 • the singing hyenas
of the waste
7 • warring cannibal
clans
8 • followers of a grim
torturer-devil
9 • monsters who dress
in human skins
0 • a hunter of men,
feared by many, bested by none
D20 THINGS YOU OWN
01 • wealth hidden in my
clothing
02 • a long knife under
my shirt
03 • the summoning-name
of a ghost burned into my memory
04 • very long hair,
uncut, unbound
05 • a crossing and crisscrossing
of scars
06 • vast and deadly
patience
07 • instincts honed by a
life of violence
08 • a lead half-groat
and scrip for one night’s least-grade bunk & board
09 • 4 groats in mixed
coin
10 • scrip for a night’s
bunk, board & bath, second-grade
11 • invitation to a
certain great house for reception & dinner
12 • a tile admitting 2
to the menagerie of sins
13 • a letter of
introduction
14 • scrip, fraudulently
drawn, for bunk, board, bath, & upkeep
15 • new clothing, clean
and fashionable
16 • new shoes, sturdy
and whole
17 • a rod of stuttering light leaking green poison
18 • an old horse, loyal but tired
19 • a floating skull with a voice and mind
20 • a severed hand infected with the moonrot
D10 DANGEROUS PEOPLE
1 • Master of sword and
staff.
2 • Wielder of ancient
weapons.
3 • Reincarnated
blood-champion.
4 • Veteran of war,
battle scarred.
5 • Former slave and
revenant.
6 • Dedicated to
fallen gods.
7 • Outranger and
scout.
8 • Child of
blasphemy.
9 • Scholar of
the six arts.
0 • Disturbing half-man poisoner.
"A caravan on the Burnt Road. Riders on fleet horses, tireless irritable buffalo heaped with goods, silver, spices, drugs, bales and bolts of silk."
D10 DANGERS ON THE BURNT ROAD
1 • Gigantic man-eater, halfway between a turtle and a lizard
2 • Ravenous bone-birds, in flocks that obscure the sky.
3 • Serpentine coils of the great desert worms.
4 • The band of the Rattlesnake, mercenaries with Armor, swords and spears.
5 • Fangs, gaping maw,
rows of teeth. A pack of howling hyenas.
6 • Silent. A ghost-stalker, its eyes set upon your youngest.
7 •
Dripping gore. The bloodied corpses of revenants, hungry for revenge.
8 • In a horde. Soldiers of the desert-king Warhol.
9 •
Spikes, horns, spurs. The trappings of the outriders of House Nemeja.
0 • Exposed
bone. The war-beast Aelosaurus.
D10 PROSPECTS & CIRCUMSTANCES
1 • My mother’s name
accords me honor and duties here that I do not want.
2 • I have blood enemies
here.
3 • I’m seeking a
forbidden love, kept by a person beyond my direct challenge.
4 • I know a wealthy
house I might be able to rob.
5 • I’m seeking only
honest labor and wage.
6 • I’m seeking a
certain master of my arts.
7 • I’m seeking for my
lost blood.
8 • I’m seeking a
certain place of ceremonial import.
9 • I have debts
outstanding which I cannot repay.
0 • I'm seeking the man who has murdered me.
D10 QUARTERS OF THE CITY OF GULLS
1 • the Dockyards
2 • the Temple to No
Gods
3 • the Diggers’ Common
4 • the Scornview
5 • the Stockyards
6 • the Market Quarter
7 • the Sovereign Course
8 • the Outwalls
9 • Bustside
0 • the Everfall
D6 IMPORTANT PEOPLE & PLACES
1 The House Alije
A High House in the City of Gulls. The prince Jaret
Alije. His harem and eunuchs.
The captain of his guard, a fearless half-human
woman called Kalo.
His acquisitions and assertions of power.
His sister, the Sororiarch
Alije, whose good fate is enslaved to the fortunes of the House.
2 The Bufrolla Clan of the Gray Hills
Cannibals, whose symbol is the
walking white lizard.
Their incarnate goddess, who demands sacrifices of fire,
shame, flesh, and filth.
Their hunting courses, set with baffles, snares, and
blinds.
The singing hounds who hunt alongside them. Their long-honed spears.
3 The Temple to No Gods
Its priestesses and priests, either devotee or penitent,
in service, alike in rank and stature.
The three visible and one concealed
pillars of its study. Rella, a supplicant.
The broken path connecting each
temple to the others, no matter the earthly distance between.
4 The Charnel Halls of the dead
The necromancer Tulia Din, of
unhesitating discipline.
Her books. A living person chained in the Charnel
Halls, bound for a crime, sin, or misfortune.
A tyrant ghost, ruler of hosts of
the dead, bloated with the power it has consumed.
Its summoning-name. Its
living descendants.
5 The Museum of the Upturned Past
The scholars and students who walk among
its pillars.
The texts and diagrams of power they study, and the relics of the
ancient world.
A burglar in gray silk, unknowing. Something huge and silent.
Words of inhuman power, enslavers of heart, thought, will.
6 The raiding-hosts of the Turtwk, with their bloody-beaked ships and warrior
songs.
Their queen Axkutke. Her seers, three boys whose antics prefigure future
events.
Their trains of battle-taken.
Their agent, a guard of the city who has
sold its security to them for promised wealth.
D12 ARMS
01 • improvised arms
02 • a beam-cutter
03 • a pulse lance
04 • bow & arrows
05 • a sword
05 • a sword
06 • daggers
07 • a staff
08 • blast armor
09 • a
long spear
10 •
chestplate & helmet
11 •
a concussive bolter
12 • a chainsword
D4 AMBITIONS OF A NECROMANCER
1 • to summon and
enslave a powerful ghost
2 • to confront a
revenant ghost and chain it in the Charnel Halls
3 • to restore one
beloved to you to life
4 • to find a certain
ghost and interrogate it
D10 CIRCUMSTANCES OF A GHOST'S DEATH
1 • thwarted vengeance
2 • unfulfilled ambition
3 • betrayal
4 • hatred
5 • ceremonial sacrifice
6 • bloodthirst
7 • a death-curse
8 • despair
9 •
sorcery
0 • duty
D6 HOW HAS THE GHOST FARED IN THE CHARNEL HALLS
1 • it has thrived,
devouring many of its kind
2 • it has purified its
hatred into a black and bloody will
3 • it has indulged its
appetites and enacted its fears
4 • it has hunted the
living, shattering mortal minds
5 • it has dallied with
necromancers before this
6 • it has walked in the corner of eyes and the meekest shadows
D12 TRUE APPEARANCES OF THE GHOST
01 • hulking
02 • leather-winged
03 • wreathed in fire
04 • bloodsoaked
05 • venemous
06 •
howling
07 • faceless
08 •
arachnic
09 • unblinking
10 •
slithering
11 • void
12 • many-faced
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