Apr. 9th, 2014 10:30 am
kingtycoon: (Default)

Tonight we set about our Journey to the Fabulous Unknown City!

When they arrive they'll be confronted with the strange new place which is... still largely undocumented by me.  The plan here is that I am creating a series of randomized cards, and once they leave one area they'll go through some confusing trouble and arrive in another - each is a map like the one above, randomly populated and created on-the-fly.  It's going to be a pretty special amount of improvising on my part but I think I'm ready.

I should really come up with their opening scene though.  They come out of the cable-car in the mists, they find themselves in a strange, broad plaza, the cables of the cars overhead spiderwebbing around a great pylon.  The cars open, the guards toss out several crates, hurriedly, militarily, then, they start tossing out the captives/prisoners/pilgrims/adventurers.  And then the cars go back, into the mist, down and away, down and away.  The players have only moments to look through the crates before the hexagon-plaza comes alive!  Bandits and madmen converge on the scene in a rush.  Ape-like men with huge arms brachiate along the cables, they carry great mallets with heads in the shape of bronze fists in their feet.  Masked men and women, dressed in ragged tatters and others still, stranger still, all emerge on the great, cracked glass hexagon and all do battle over the crates - they are terrifying and their calls and howls shake everyone to the bone.

From here I hope they can scatter to the empty buildings and look for or find things & people in the strange ruins.  I'm going to come ready with some descriptive turns of phrase to set the tone...
Dirty street with dust & trash windblown to one side, drifting up against doors & walls

  • Bricks from the road pulled up & repurposed for some unwholesome alter - still standing - but abandoned and stained with gore

  • A street of leaning buildings, stories high, braced at the peak by a squashed cable-car that looms overhead

  • A street of many shrines, elaborate and simple alike all with untouched cult statues of unknown monstrous gods.  The incense and candles tell that some still pray here

  • A carpeted street, rugs lying in layers - feet thick over cobbles - mouldering & lovely with some unseemly & damp writhing below

  • A street full of hanged bones, decayed and eaten by birds, the remnants of ten thousands of ancient executions or suicides

  • A viaduct looming over a road covered in crawling, climbing things - legions of ants & armadas of roaches, spiders, crabs and every other scuttling thing, the noise is incredible

  • A street full of broken minarets and lined on the sides with stacked bells of every imaginable size, broken from their mounts & precariously positioned

  • Streets covered in broken blades & axeheads a sound of metal striking metal over and over emanates from somewhere deep below

  • Structures pierced by great fruiting trees, giants of their species, the sky is cielinged by a long procession of every-type of bird.  They are uncannily silent

  • Seats, chairs, pews and sofas are arrayed out in the street, as if a great performance was given, long-long ago on the roof of the building at the end of the lane.

  • A gushing fountain gives a horrible, poisonous smell, what pours from its many spouts is white and caustic. There are many bodies

  • A series of animate statues that bow & move & genuflect - their mouths working mutely.  From elsewhere there is a long stream of sound - some barking, doglike language

  • The roads are ripped up & the underworks are exposed below - layers of huge tunnels, pipes & whole encampments in successive layers

  • A series of signs is marked throughout - they each lead from one location to another in a series of halfhearted riddles - at the end of the puzzle there is a dead man, the body has been used as a toilet

  • The doors & windows are all just cracked & fading facades - painted over disconcerting steel structures - steel cables & platonic shapes all solid and rusting

  • A series of collapsed bridges & viaducts have squashed the buildings, they are functional ramps- easy to climb as they are overrun by thick green vines

  • Several pendulums swing from a spiderweb of cables overhead, some are huge, some small, fist sized - they gyrate endlessly & never seem to touch

  • A gigantic bonfire unlit.  It stands many dozens of feet high, looming terribly, shaky & unsteady

  • Beads of glass - some burned, many colorful. They cling to all surfaces as if sprayed out or exploded.  There is almost a pattern to be found in there.

  • The persistent smell of woodfires but no smoke, no ash, no charred remnants.  The long palm fronds scuttle across the ground dried and fallen.

Exposition beyond this will be spotty and unclear.  They'll have to find their way out.

Still - I think I need something pleasing for them to have or get, some handy place to hide and find a way to 'safety'. 
kingtycoon: (Default)
So I'm getting ready to run a new game come April! It's exciting. I found a bunch of players all champing at the bit and I'm going to run the Fabulous Unknown City.

I always start with the people, places and things - try to come up with static locales and people to inhabit them - and then from there - evolve motivations and plan interactions. So this is the main design document for this game. To be manipulated and referenced in an ongoing way. Fun.

The Zeros - (AKA - NPCs and PC draw-pool)
The unaffiliated, shipwrecked & exiled.
The Lost & Never Found
- New arrivals in the F.U.C. They're possibly available to join the PCs - Not sure if they'll be made up - depending on my desire to put together pathfinder characters they'll be statted and created.

Unorganized pockets of contemporaries- those who've been sent to the Fabulous Unknown City in recent memory

Main Locale – The Botanic Gardens & Bazaars – greenhouses & the abandoned easy to access places, easy to enter simple to maintain, porous and impossible to defend. And as well all the places in between, the unclaimed nothing-places. - I guess that the Botanic Garden, one of them, will be the 'spawn point' where the players appear for the first time in the F.U.C.

Notables -
3W – The Iron Tree Proficient – Man on the Mission (Expert/Rogue? Some devised class)
2C – The Mission-Man – the Rescue operator – here for his lady-love & lost (Paladin/Crusader?)
10C – Perfect Hero – the Kingtycoon – who's come to see for himself (Barbarian/?)
2W – Cartographer – The one who tries to measure the bounds (probably another Iron Tree guy)
PW – The Revolutionary in Exile – trying to organize (Three Family Village Represent)
AS – The Summoner of Birds and Lightning – the Singer of Best Songs (Trudo? Can I bring back old NPCs? He's pretty swell)

Alchemists of Execution
Experiementers – Mad Physicians, Capturers & Surgeons of Terrifying Surgeries
alchemy crows

Remnant Inheritors of some forsaken science mission. They hunt those who are here to experiment upon – hideously. Renniasance physician masks – crows & ravens (HUGS!)

Main Locale – The Hanging Plaza, the Meathook Forest, the flaying grounds. Abbattoirs – impromptu & dedicated as well.

Notables -
QC – The Gentle Lady, The Nurse With the Wound, the Anaesthetic Angel
Alchemy nurse
2S – The Healer of the Mind's Torments – the Lobotomist
3S – The Weeping Man, the Ceaseless crying scalpel man
AC – The Master of Blood – the Bleeding King
AW – The Man on Fire
8W – The Nerve-Man, the synaptic ninja, the quickest snicker-snack man

Cemetery Queens
Mistresses of Corpses, Ghoul Mothers, Flesh-eaters **
The carrion-eaters of the anthive cannibal mother, descendents of the most hopeless and outcaste – the real remnants of the foundational proles. Tribunicians of the Dead.

Main Locales – The Boneyard, the quiet grove, the still-still cemetery – the Necropolis or the family tomb.
Notables -
KC – Houseboat of the Feaster on the drowned
HS – The Sleeping King's Valet
5S – The Defeated Man, Crucified and wailing, the failure messiah
KW – The One Who Refashions the Ancient World. My Avatar, the Pradeheharadim
KP – The Subway Captain

The Faerie Titans
The old-guard, the elementals and the spirits, the kings and queens of prehistory, the remannt djinni summoned once and trapped forever
Leonora Carrington - Tutt'Art@ - (19)
They were brought by the will of ancient people and moulder here still, governed by ideas and ideals, they guard the ancient notions

Main Locales – The field of honor, the old courthouses & arenas, the places of high ideals and judgment, the police station.

Notables -
PC – The lady in the lake
8S – The man with no arms
5S – The chaotic man who attempts
KS – The wild huntsman
4W – the great architect – the Urban Planner

Sons of the Kannyltines

Descendants of the ancient crusades, the lost company, the brigadooners

Weird orthodoxy of the ancient imperial schools, they are obsessed with the soldier's vice of gambling.
Main Locales – The casino, the gambling lands, the houses of chance & folly. The brokedown log fort

Notables -
QS – The kite-flyer
10S – The Desolater, the Breaker, the old campaigner & destroyer
9S – The Defeater – the Conqueror, the brutal, angry warrior
4P – The Winner, the Winner of the Games, the Contender
KS – The Blimp Commander
SW – The Champion, The ruler of the Games of Chance, the old Champ

Torture Priests

The Haters of Gods, the Temple defilers, the madman god-kings of a lost and fallen age.

Whatever ruling classes once governed the city are now the most degenerate of the powers of the city, the most wicked and hateful.

Main Locales – Dungeons. The underworks, the basement, under your bed.
Notables -
PS – The Howling Wind Woman, the Screaming Lady in the tunnel
2P – The Rebuilder, the helpful hand, the house-elf
AP – The God in the Basement, the dusty man, the Earth Elemental

10W – The capturer, the enslaver, the Tyrant God
KS – The Howling Commander – the lightning striker, the Thunder
9P – The Dragon, the man in the vault

Homesteaders in the Ruins
The Hopeful, the escapees, the hopeful ones, the wishers of humble wishes

Castoffs of the more extreme sects, they just want to get by, they just want to make the city live again. They are devotees of the city, their loyalty lies with it.

Main Locales – The fallen palaces, the broken towers, the shattered remains. They huddle in once grand places.

Notables -
QP – The Kindly mother, the plow mistress
6P – The Successful Man
3P – The Hard Working Man
3C – The Cornucopia lady
KC – The man who controls the Dam
7C – The faker – the one who pretends to have all of the success but has none

Cable-Car Riders
They ride the cables, they govern the city as raiders and ruiners, they're the madman berserkers that ride the cars and spread the ruin of the city.

Madmen who've grown the most dysfunctional and have lost all sense of sense, they're ruthless barbarians with no agenda beyond destruction, no ideology beyond the brotherhood of ruckus

Main Locales – the transit stations, the power-house, the radiant center-of-the-plex. The energy & cables, the transmission of all force through the city.

Notables -
PP – The Warrior of the Echoing Hills Station
8P – The Wise Warrior, the Sage tactician
5P – The brokedown rider, the cable-cutter
5C – The dissolute addict, the drug-fueled maniac
KW – The rider on the burning destroyed cable-car
9W – The Ogre Goliath

Warriors of the Seasons
The Hermetic Warrior Gangs, Earth, Wind, Water & Fire – the abundant turf-seekers. The bile-armies

Gangsters and go-betweens, they rule the streets, and master over the coming and going between the wards, they boss and bully the others they rule and protect & wreck.

Main Locales – The 4 Gates, the 4 Seasonal Centers, the Sundials

Notables -
10P – The Miner King, the Moleman Dragon
7P – The one who has it all and nothing
8C – The dam breaker, the acid rainer
6C – The Happy man, the cackling madman
7W – The Fireman

The Secret King
The Unknown Ancient Master The One who lost it all who ruined everything and remains as punishment

He and his cohort linger at the pleasure palaces, they swing on the abandoned swingsets, they go down the slides. They care nothing for anything, their dreams were crazed and their realizations have stunned them.

Main Locales – The playgrounds, the abandoned disneyland, the holodeck

Notables -
QW – The Burning City Queen
6S – The one who made it happen, the great mind
9C – The Glad, Rich Man
4C – The Video-Game Player
5W – The shit-stirrer


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