Showing posts with label Golden Lands. Show all posts
Showing posts with label Golden Lands. Show all posts

Friday, 4 September 2015

Mausolossus - A Far Land

Sail away from Bastion and Deep Country and things start to break down. You'll long for those homelands where the sun's touch was warm, and the rain was cool. Where the stars were still and sunrise came every day. Where things made sense.

The farthest-roaming sailors talk of Mausolossus as both a creature, an island, and a time. They say that every creature that dies adds to the mass of this entity, and when it grows large enough it will dive beneath the ocean to create a paradise for the dead.

From the distance it looks like a long island, a sawtooth mountain range cropping out of black foaming sea.



If you watch you'll see that it's dotted with iron walkways and domed structures, and it's moving very slowly like a half-submerged eel.

It has no head but there's a majestic prow, like some impossible galleon.

The tail of the thing is cracked, blistered and oozing a pale blue lava, burning hot even without touch.

If you approach the isle you're drawn onto the rocks, narrow stairs leading up the grey rock to the cliff-side settlements.



The residents claim they are the first dead. The ancient souls that were first aboard Mausolossus. The rest are trapped within the rock.

Mad men seek out Mausolossus for this reason, hoping to find a lost loved one and take them back home.

They're gaunt, desiccated humans, not rotting corpses. They only inhale, and talk in screeches. They feed on salt that they can draw out of the ocean at will. They're mostly defeated, knowing that all life will die and return to Mausoloussus at some point anyway. In spite of this, they do have different attitudes.

Roll d6
1: Kill the living to feed our host.
2: Stay with us forever to serve as amusement.
3: In utter despair and too hopelessly broken to have any drive at all.
4: So desensitised they don't even react to you.
5: Take me with you so that I might kill more living things.
6: Get me off this thing and back to wherever you came from.

Physically they vary as much as humans, but they all do something unusual when they touch a living creature. Roll once for each little community of souls.

Roll d6
1: Draw the water from their bodies, for d6 STR loss.
2: Trap them in a timeless state. Both unaware of passage of time unless someone breaks them up.
3: Show them visions of a dead world after all life has perished.
4: Let them see with the "eyes" of Mausolossus, where everything is dark except a glow from living things. The glow fades if they're close to death.
5: They can't handle the surge of life, and lose d8 STR themselves, exploding in light on death.
6: Suck out enough life force to transform into a glowing murder-wraith for an hour (immune to physical attacks, STR 18, DEX 18, d10 Black-Helix-Ray, hostile until someone has died, other stats the same).

Tuesday, 1 September 2015

Back to the Golden Lands

Due to their very nature, the two regions of the Odd World that I've written least about are the Golden Lands and the Polar Ocean

They're the place you go when you want to get really far from civilisation. When you have a place so weird you can't just put it in the Underground, or out in the furthest part of Deep Country. This place needs an ocean between it and the relative normality of Bastion. 

It would be impossible not to draw a parallel to our own world. I've been guilty of simplifying it to being the New World of this setting. But just as Bastion isn't London or Paris, the Golden Lands aren't the Americas or Africa. The name certainly doesn't help with that association, and in the supplement it might get a new name. The previous name of the Far Lands almost feels more suitable as I explore ideas. 

If you want a desert or jungle, you can put that in Deep Country. Same if you want to go down the route of having distant human cultures. Deep Country is big and the people at the far ends don't know about Bastion any more than you know about them.  

The Golden Lands are less like going to another continent, and more like going to another world. Maybe a dash of the magic of planar exploration. 

While I've previously spoken about them separately, the principles of the Golden Lands and Polar Ocean were always the same. 

Distant place where you throw whatever crazy thing you like. 

So the Polar Ocean is just a piece of the bigger canvas. Yes, there's an ocean where you sale into mist until everything gets weird, but all of the Golden Lands have an element of that. 

As you may have noticed I've been writing about other worlds a fair bit lately, so I don't know why I hadn't thought that some of these might have a better home the Golden Lands. 

With that in mind, here are the revised key principles.  

Key Principles of the Golden Lands
1. They draw you in.
2. They feel like an alien design.
3. The laws of nature don't apply. 

If you entered the Odd World and arrived in Bastion you'd think it was a crazy metropolis.
If you then went out to Deep Country you'd look back on Bastion fondly and say "At least they were sort of modern!"
If you then went to the Golden Lands you'd look back on Deep Country fondly and say "At least that felt like a real place!"


d12 Rumoured Golden Lands

1: The Breathing Marshes


2: The Desert Under The Low Sun

 3: The Blasted Giants

 4: The Hell of Emerald Lights

 5: The Poisoned Walk

 6: Parasite's Landing

 7: The Sealed Cities

 8: Diamond Range

9: Pillar of Injustice

 10: Incineration

 11: White Hole

12: Dropped-Space