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Flying Skins Block



So named because the former leadership has been skinned alive & their hides now fly like kites in the breeze. The recent conquerors are the
Rust-Mothers - an unbound coven of Ghoul-Witches who follow the Faith of Ox Xo - the Chained Ape a god of liberation & slavery.



Fancy Dancy Nancy
is the leader of the locals & is considered a terrible murderous queen who is not disobeyed. She is supposedly the mot pious of all the Rust
Mothers, having escaped bondage of the Ham Geyser by will alone. The Rust-Mothers dress only in elaborate ball-gowns.



There are many abandoned squatter havens throughout & the roads are overgrown with thickets, standing water & Narrow Corridors.



As people arrive they come upon a weeklong festival in which the Masters - have been flayed & are flying high like kits on the high winds.



The squatter denizens (200-300) are intensely smelly, unwashed vagrants. They fear the Rust-Mothers but are not ruled by them - they attack anyone they
can, for loot & plunder and reasons of cannibalism. They feared the old masters - who were a simple gang of toughs known as Gloomy Malice. With GM
dead, they've descended into a kind of hobo-anarchy which is promoted by the Rust-Mothers who are inveterate anti-establishmentarians.



Places:



Climbing Vine to the Rooftop kite-festival - a rooftop party of the Rust-Mothers & their friends



Tumbledown Mire of collapsed buildings with the Moss-Grown Elder Sign - a cratered building in which the moss & lichen have been trained to make a
psychedelic image.



Abandoned Cauldrons stacked in a huge pyramid, like cannonballs, but 40 feet high.



Man-Candle - a collection of human fat that is being mashed into a huge candle by the Rust Mothers on an inaccessible rooftop



Punkin-Pies - a three story bar / hobo jungle that's been made out of an apartment complex. Disgusting acts of debauchery are carried out by the
stinking denizens. Entertainment is in high demand. Painted outside with jack-o-lanterns



Encounters:



1 - Hobos & their filth (20 Troglodytes & 3 Black Puddings)



2 - Necro-Maiden Rust-Mothers (10 Ghouls & 2 Ghasts)



3 - Fancy Dancy Nancy (Assassin & 10 Cult Fanatics)



4 - Gisinda, Roge, Peguts & Mile (4 Gladiators)



5 - Ghosts of the Dead Kings (3 Revenants)



6 - White Cross Cable-Riders (9 Ogres)





Fearless Streets of Golden Yellow



Named for the Hero, Golden Yellow, an enlightened genius who has learned the secrets of the innate spirits that knock inside matter. As an initiate of
the doctrines of the Machine Elves, Golden Yellow has managed to nearly transcend his mortality - almost but not quite. For a long time the area has
been a gathering place & a haven for easy-living, but now Golden Yellow is fading, his pacts & boons with the Fey-Spirits that animate the
city's interstitial matter are unwinding. The spirits battle one another & Golden Yellow, as he lays dying, is worshipped in a great false temple
in the midst of a placid pool.



Meantime, in an abandoned warehouse at the edge of the neighborhood the Sons of the Kannyltine have their secret carnival & wager on the races of
rats, combats between insects & great fortunes are won or lost on a spin of the wheel. Here they play for souls - the spin of the wheel is the most
invasive & potent of all the wagers that the city exacts. The Sons do what they can to bring about final entropy here, they try to wager the fading
forms of the most destitute to offer them to the darkness as sustenance.



Places:



Harmonious Towers - Three large cruciform buildings each a dozen stories high, these are the rich appointments of Golden Yellow's brood - a thousand
well-to-do urbanites, easy-going & happy, but now gripped with fear.



Majestic Statue - In the midst of the square there stands an animate statue of Golden Yellow in his prime - it is composed of junk held in place by the
many, many tiny sprites & pixies that he has bonded as his followers. As he succumbs to age and death, the statue is becoming unstable, the
portions move & falters crazily.



Gamblers' Grotto - a sunken pit inside an abandoned warehouse - the grotto is a tiered series of floors in an inverted conical pit, the Sons gather
here & at the bottom of the hole they wager on when & how Golden Yellow will die.



Mephitic Cellars - Disaffected, disavowed & otherwise disenchanted aspects of the machine-elf combine linger in the neighborhood, they've gathered
in the deepest sub-basement that unites the three great towers - there, they are anticipating the death of Golden Yellow - after which point they will
cause the utter disintegration of all that lives here. Or try.



Hospital Penthouse - Golden Yellow lives at the peak of the tallest tower. Lives is generous - he exists at a precipice of existence & nonexistence
- ready to disintegrate or be healed if anyone so much as looks at him.



Encounters:



1 - Machine Elf Majesty Statue (5 Will-o'-wisps, 4 phase spiders, 10 sprites)



2 - Sons of the Kannyltine Gamblers (1 Archmage, 5 Veterans, 7 Cult Fanatics)



3 - Worshippers of Golden Yellow (20 Nobles)



4 - Plotting Unseelie Machine Elves (2 Fomorians, 6 Spined Devils)



5 - Golden Yellow (Young Green Dragon & 14 Hobgoblins)



6 - White Cross Cable-Riders (9 Ogres)



7- Random Machine Elves (1 Mage, 5 Animated Armors)



8- Enchantingly Harmonious Seducers (2 Incubus, 5 Imps)



The District of Sad Animals



Containing the Gibbon-Hospital & a variety of disused and abandoned post-urban agricultural settlements, the Neighborhood of Sad Animals also
contains the Saddest Animal Casino - one of the Headquarters of the Sons of the Kannyltine. The knights there engage in their
devotion to random chance & its attendant Nihilism in a strange opulence that is redolent of a more ancient time. They seat themselves, when the
meet, at their long tables where the food & drink is of a peculiar vintage - scenes of animals battling are recreated in aspic & consumed in
long elaborate feasts.



The Gibbon Hospital is really an orphanage for those bodies pithed by the gambling tables of the Saddest Animal - those who risk too much, who have
their memories & hearts & souls & possessions drained away to feed the enormous hunger of the house shrivel & become almost helpless
& tiny, they are made into withered, sickly apes resembling decrepit gibbons - which are all tucked into beds and cared for in the
orphanage/hospital of Candy-Candy-Candy a benign spirit of the city who is heartbroken & desolate owing to the sorrowful state of
the gibbons & the other sad animals of the neighborhood.



Places:



Saddest Animal Casino - Appearing to be a particularly outmoded castle (tudor & medieval styles) the casino is a place for the ancient order of
knights sent to the city long, long ago. They have remained & have spread their doctrine of chance & the grotesque rewards of happenstance by
operating a series of metaphysical gambling events.



Gibbon Hospital - Another older style building, this is a large antiquated manor house that is full of hospital beds where sick-looking gibbons lie
whimpering. Many other animals crowd the stairways & all seems sad & or anxious. None are hungry or obviously sick, but all are displeased
& skittish.



The Shabby Hotel - A locale for the intermediate winners at the Sons' casino. They gather and tell stories of their victories & lament those they
have defeated. The building is a kind of hotel & a kind of farm & a kind of tavern all at once, the few who live here know well the story of
their winnings - as they have absorbed the memory & the soul & the possessions of those whom they have defeated. Amalgamated Rich is a dominant player at the wheel, he is experiencing many varieties of dysphoria as his memories gathered at the
tables now outnumber those he gathered by experience. He is impossibly capable, skilled & knowledgeable, but very, very sad.



Watery Wood - A marshy forest of runoff & storm drains. A being lives within it, a mass of plant-fibers with a small intelligence but a large mind,
it has an uncanny awareness & is a mote of the Sylva element & the Ventus element. It can only communicate with those who have a particular
knack - and when it does it tells the sordid tales of all the people of the district - having learned them by their smells. It may give benefits to
those who choose to gamble at the Sons' Casino.



Encounters:



1 - Sons of the Kannyltine Gamblers (2 Archmages, 10 Veterans, 14 Cult Fanatics)-



3 - Varied Gamblers (5x the number of players in varied gang members)



4 - The Watery-Wood Beast (3x Black Pudding)



5 - Sad Animals (40x Apes, 5x Giant Apes)



6 - Candy-Candy-Candy (Ghost)



Corrupt Brownfield Forest



Thick leaf clutter covers the ground between stunted gray trees which are ever-bare but which cling to unwholesome life. No birds sing in the corrupt
brownfield, but every step taken in the undisturbed leaves causes a spray of gnats & mosquitos to rise up in an itchy puff. Dispersed throughout
the wood are the ruins of civil constructions - broken gravestones, wrecked playground equipment & the burned out foundations of buildings are easy
enough to stumble over - and yet the signs all point to no living being having ever been here.



The barren wood is large enough that all that can be seen on the outside are tall buildings in neighboring districts - there are no local features
beyond the scrawny nondescript trees and a crisscrossing series of drainage gullies that resemble debris filled streams.



Mélange of Spores
is the only resident of the place and it is all but undetectable. The creature is a very antiquated being who once held the Mote of Sylvas itself. This
transmuted the creature into this very woodland, but with the mote's abduction the creature's grasp on the sylvan realm has waned to the point where it
now is nothing more than a mélange of rot that underlies the whole area. It can take form & manifest & it certainly does so if any
abundant quantity of the Sylva Temper ever trespasses here.



Places:



Natural Amphitheater - A tiered pit in the midst of the wood. Nothing living prevails here, but there are a few monstrously large mechanical crickets
that are organized as if performing a play. They can be wound up and caused to perform again & the audience of mechanical crickets can be likewise
started. They perform for a few minutes before going berserk & randomly attacking & fleeing.



Dried Vine Web - A mass of vines woven into a web that chokes a swathe of trees in the wood. The web is home to a Hermit who assaults anyone nearby
with thrown rocks & curses. The Hermit is the last devotee of the Mélange of Spores, and is no longer even truly sentient - he has been so
thoroughly infested by the mélange that his 12 atrophied limbs are all fibrous, tubular mushroom stalks. It is outrageously unreasonable &
mindlessly hostile.



Last Stand - A tiny, miniaturized city made of wooden bits & leaves - tiny fairy houses - in which uncannily tiny fungus-people live & work.
They are all puppets of the Mélange, not one among them has an actual intellect, though they can be caused to speak in the voice of the
Mélange - in which case it will plead for aid.



Rotten Hollow - it is possible to break through the forest floor & crash into the last sanctum of the Mélange of Spores - here a character
will tumble into the darkness and into a chamber of musty rot. Surprising the Mélange will cause it to retaliate out of fear. It may be otherwise
non-hostile but this trespass antagonizes it - intentional or not.



Encounters:



1 - The Mélange (2Shambling Mounds, 10 Myconid Sovereigns, 2 Ochre Jelly)



2 - The Windup Crickets (20 Animated Armor)



3 - The Hermit (Troll)





Monkeybar Fire Wells



At the edges this block seems to be nothing more than a normal, if faded, block of city streets lined by tall buildings. As one progresses into the
district's interior, there are more and more scaffolds surrounding the buildings & occupying the streets. In short order the street gives way to
chasms while the arrangement of monkey-bar like scaffoldings becomes a mesh that connects & supports the many tall, ziggurat like buildings.



Underpinning these windowless black bastions are streams of hot molten lava and pools of liquid magma. These regions are barely hidden, and negotiating
the distances between buildings can sometimes lead to a scalding encounter with fire.



Flight is difficult in the Fire-Wells & climbing is the order of the day to those who wish to investigate the area. The Bars themselves are mildly
alive & move. Usually imperceptible, this motion can become spontaneously intense - particularly in the presence of powerful magic. The bars
likewise transmit heat & electricity (somehow) so it is possible for reckless climbers to become badly burnt or shocked by the bars.



Faded Glory of Smokes
- a once proud gang of Ardents, these fire-worshipping folk are shrouded in incense & wreathed in sputtering flame. They are not what they once
were & do not menace anyone who seems capable of handling themselves. The gang occupies the interior of the Black Ziggurats.



Black Ziggurats -
There are half a dozen of these structures, which at, their base, seem to be basalt pyramids, but which taper to very tall towers. None of them have
windows of any sort, but amidst the monkey-bar maze there can be found the entry & egress apertures - which are immense carved gateways flanked by
colossi. The interiors of these structures mirror the exterior, they are filled with asymmetrically joined bars which are here & there woven with
silken cloth or golden chains to create nests & hammocks, which the populations of the towers inhabit. Each of the towers is named & each has
its own culture, customs & marketplace.







1 - Sandalwood - religious, pious, chaste



2 - Myrrh - spiritual, mystical, rich



3 - Jasmine - murderous, opulent, cruel



4 - Lavender - feminine, sensual, cleanly



5 - Nag Champa - sleepy, natural, poor



6 - Opium - ecstatic, drugged, violent






When anyone arrives at one of the ziggurats there is a likelihood that another of the ziggurats is staging an attack. Roll a d6 to see which is invading -
if the number matches the number of the tower being visited, no raid is occurring. Players can be brought into these conflicts, ignore them or take a
position of leadership in the Fire Wells.



Batheaven -
The wells are a pleasant locale for bats - which are found in innumerable quantities - so much so that in the depths of the district their leathery wings
blot out the sun. The higher one goes the more bats can be found - they congregate in layers upon layers & among them they have developed a hive-mind.
Many thousands of bats together stochastically evolve an intelligence - this allows them to buffet their wings together to create shapes of air that have
the properties of Air Elementals & Fire Elementals in the district. The Bat Consciousness is worshipped as a god by the locals.



Encounters:



1 - Bat-Called Wind Shapes (Fire & Air Elementals)



2 - Raiding locals (2d12 Cambions)



3 - Motion in the Monkey-Bars (Animated Swords & Armor - deal added fire/electric damage)



The Living Metal Residences



This series of blocks has a pleasing, almost enchanting mien. A series of large townhomes is spread over a few blocks - interspersed with commercial areas,
cafes & bodegas. These areas are, of course, all but abandoned & certainly exhibiting all the signs of decay that the rest of the city
demonstrates. But here there is a new life, and in a new form. The railings, bannisters, window-frames & manhole covers- really every bit of metal in
the district, down to the doorknobs & plumbing fixtures have attained a strange vitality. The metal here grows like plants do - ever toward the sun,
and in sprouting seasonal flourishes. The metal here has many qualities attributable to trees - including bark-like coverings of rust, thorny protrusions
& foil-like foliage.



The sapling-like growths that blossom from out of the iron fences & gates surrounding the townhouses seems almost pastoral, but climbing or
bushwhacking through these areas is fraught with its own difficulties. Nevertheless, the protection that the growing metal offers - along with the pleasing
appearance that the copper & lead foil leaves provide is appealing to many - the area is fairly thoroughly inhabited.



Most of the population is concentrated at the inmost regions of the district where a large pool of gathered rain-water serves as a cistern & source for
the irrigation channels that run along the planted streets. Plants do very well here, and the streets are paved with crops - so that the roads themselves
are like a corn-maze. Coupled with the seemingly random placement of large metallic trees that burst up from the ground (likely the outgrowth of
underground infrastructure) this whole area is a surreal countryside flanked by 3 & 4 story houses.



The Principal Chain
is the organizational backbone of the area. All who settle here have their names carved into one of the links of an immense, flowering chain that is
wrapped around one of the homes. This house is the common hall for the neighborhood & well meaning, earnest folk gather there often for prayer &
town meetings. There is a guileless humanity about these people - which is strangely accented by the peculiarity of their appearance. Members of the
Principal Chain have wire hair & foil fingernails & cast iron teeth - all of their keratinous portions & exposed bones are metal. They occupy
the large homes in family groups with no one family dominating. Their society is based on equality & prosperity through cooperation. The Principal
Chain itself is animated by their togetherness & spiritual integrity & can & will come alive to attack hostile interlopers.



The Terrible Playland
is a small playground which was once almost entirely made of metal - swings, slides & merry-go-rounds as well as ladders & jungle-gyms - all of
these have subsequently sprouted tree-like growths - but more than that, the structures, which at one point may have been endowed with a whimsical
anthropomorphism - have attained a kind of life. These immense beings are mainly sedentary & are still used as a playground by the Principal Chain's
many children - but the beings themselves are all alive & are strangely under the command of the children here. Study of the situation will reveal that
these playground monsters are the main force that compels unity & cooperation among the adults in the area - for it is the children who truly rule
here. Their leader is chosen through an elaborate, ritualized game whenever someone ages to the point of adolescence. Currently the boss of the playground
is Mickle Stimps, a likeable, kindly boy who is great at sports & who loves candy almost as much as he loves sharing candy. He is
always attended by his loyal dog Cuyahoga.



Encounters -



1 - Principal Chain Residents - (3d4 Chain Devils)



2 - The Principal Chain - (Purple Worm)



3 - Terrible Playland Titans - (2d6 Stone Giants)


Date: 2015-04-30 10:11 am (UTC)
From: [identity profile] daliah.livejournal.com
sometimes i have a hard time deciding if youre talking about game or cleveland.

Date: 2015-04-30 04:03 pm (UTC)
From: [identity profile] kingtycoon.livejournal.com
Verisimilitude achieved!

Honestly I'm shocked and flattered that you read any of this - the formatting alone is offputting.

When it's printed & bound & illustrated, then it'll... still be pretty weird.

February 2023

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