Wednesday, 4 August 2021

Chorospyrog: Player Character Generator, NPCs and Events

I shall be running a two week long open table FKR games based in Chorospyrog, The City of Crystal Worm Towers (Original post here: https://lizardmandiaries.blogspot.com/2021/08/on-misty-mud-plain-of-fosmuck-often.html). 

If you are interested in playing, join the discord! (Link should be on the side of the page some where).

Player Character Generator: 

Players are either a local citizen of Chorospyrog or an outsider. Roll on the appropriate generator below to get your character. Either you can fill in the details, or I can do that for you. 




Or




Local or outsider all characters also have a minor magic item. Generate the details below. Again, you or I can work out the details. 






NPCs/NPC Groups: Here are the major groups and entities present in the city of Chorospyrog.

  • Revolutionaries: The Horned Teeth Brotherhood. Made up of an alliance of discontents: The Teeth Brothers, The Bloodsuckers, The Maggotkin. Dissatisfied with the rules of the Star Judges. In contact with and believers in the mutative clergy of the Rainbow Heart Priests. All for change and warping. Mostly ex miners and jelly crop workers, but some ex members of the historians, city guard and wormling princes. 
  • City Guard: The Pick Watch. Horned helmets, shirts of squares of copper and gold. Silver pick axe blades. 
  • Star Judges: Purple robes and horned maskethelms of gold. Hold star maces of silver. Always accompanied by silver Pick Watchmen. Always have a servant carrying a book of rules, star movements and predictions. 
  • Water Monks: Silvery blue robes. Silver and gold jewellery in abundance. Tools, daggers. Carts of water. Very knowledgeable in the realm of engineering and devices. 
  • Wormling Princes: The Elite of Worm Head Row. Have teeth removed and replaced with metal fangs – very expensive procedure. Artificial horns and shirts of squares of metal. Boots and knifes and fancy silk shirts.  
  • Rainbow Diamond: The still beating hearts of the crystal tower worms. Huge diamonds, floating, crystal tendrils, shimmering and prismatic. Can be used to warp the architecture of Chorospyrog. Can cause mutations. 
  • Rainbow Heart Priests: The Warping Clergy. Wear robes of white and red. All severely mutated. Spend decades listening to the Rainbow Diamonds and attempting to enact the will of the Worm Kings. Worships the towers as gods. 
  • City Historians: Silver robes and white horned masks. Reclusive, often mute. Record the movements of the towers architecture.   
  • Rot: Spined globules of mercury. Sharp, spiky and creeping and spreading. Is in fact Obsidian Beetle eggs.  
  • Obsidian Beetles: Dog sized beetles with metal mandibles that can remove a person’s arm. Eat everything. 
  • Gilded Maggots: Man eating maggots. Huge and slimy and will continue to grow the more they eat. Teeth of metal. Veins of gold. Effuse a stinking gas that can induce stupor. 
  • Eaglemite: Bear sized beetles with beak like mandibles of metal. Enormous wings. They can float in place and delicate nibble stone into the most ornate of patterns. 
  • Eaglemite Trainers: Suits and thick gloves of maggotskin leathers. Boots and metal tipped whips.  
  • Miners: May work the earth beneath the city, smash the ancient architecture of the towers, or hunt gilded maggots in search of ore. 
  • Workers: Tend jelly crop, support water monks in the use of their devices, transport refuse, clean out eaglemite roosts.  
  • Outcasts and Outsiders: Adventurers from beyond the mud plain who explore The Lost Tower and The Library Tower in search of treasure.  
  • Worm Kings: The gods of the city. They watch from within the walls of all the towers. They cause miracles to happen.  
  • Merchants: Sellers of water, jelly crop, ore, bones, rare mud, books, rare dust, teeth, weapons, armour, general supplies. 


Referee details! Please do not read on if you intended to play in the game! 

Further Tower Details: What follows is a stream of consciousness list of all the things that could be encountered within each tower. An overall atmosphere/vibe/feeling for each. I intend to run the game using Generic Room Stocker and The Infinigrad Weird City Toolkit to generate locations on the fly. 


1. The Tower of The Older Brother: Factories producing teethed armour and pickaxe weapons. The mud of the plains creeps into the tower here and swirls across the walls. Many residents are beset by clanging sickness and sleep in beds of mud. 

Kilns, hammers, factories, burning, workers, mud, mud huts, sickness, disorder, maggots, poverty, despair, mines (gold, copper) beneath the city and in the mud, miners. 

2. The Lost Tower: Overrun with gilded maggots and obsidian beetles. Teams of paired horned pickaxe wielders are here to reclaim the tower.  

Maggots, beetles, spreading rot, lone wild warriors, outcasts, treasures, flooding, mud, once grandeur, murder, crime, despair, overgrown jellycrop. 

3. The Tower of The Pump: Monks of a mud and water based cult work water catching devices that run along the walls of the tower. They also operate mud filtering devices that procure clean water from the mud field of Fosmuck. The monks of Mud are richly adorned as their services are valuable. They are close allies of the Star Judges. 

Monks, temples, devices, water jugs, flooding, blue, judges, guards, mud filtering devices, opulence, material wealth, decadence, corruption. 

4. The Market Tower: This area serves as the foreigner quarter - An abundance of inn and markets. The tower has a somewhat abandoned feeling too it, locals fear the ire of the Star Judges for interacting with outsiders. 

Inns, bars, dancers, exotic materials and supplies, markets, emptying, abandoned, too many guards, revolutionary recruiters, judge spies, paranoia, foreigners, distrust.  

5. The Tower of The Younger Brother: Many farms and training grounds for eagle mites. The exterior walls are exquisitely detailed from eons of eagle mite working. The breeders are very pushy in trying to sell their eagle mite stock. 

Eaglemites, roosts, trainers, judges/guards/monks/revolutionaries all trying to get eaglemites, nests, feeding carrion, flying, poles, industry, hope, art, violence, complicated architecture.  


6. The Muck Tower: All the unwanted refuse of the city is stored, treated, thrown away, here. A high pile of foulness in the mud beneath the tower. Rumours of revolutionary anti Star Judge groups (The Teeth Brothers, The Bloodsuckers, The Maggotkin) dwelling here. The walls are engraved with anti Star Judge sentiment.  

Filth, waste, refuse, muck, disease, guards only at entrance, disorder, defiance, discontent, revolutionaries, hidden weapons, graffiti, huts, workers, pain, rot, beetles, maggots.  

7. The Forgotten Tower: The Worm King/Diamond Heart in control of this tower locked it away from the rest of the city long ago. Its dark crystal walls are all closed. Windows and doors filled in. 

Resting place, silence, Worm Kings, Consciousness, Rainbow Diamonds, prophecy, control, ever shifting, destiny. 

8. Worm Head Row: A bridge with the  crystal mansions of Chorospyrog's most powerful. Foreigners excluded and refused entry. 

Private, elite, rich, judges, leaders, merchants, fences, gates, views of the mud plains, sprawling vistas, opulence, wealth, feasts, orgies, secret violence, greed, hidden rainbow diamonds. 

9. The Hive: The pleasure quarter of the city. Filled with eagle mite fighting pits, slime bars and jelly banquets. Foreigners barely tolerated. Awash with conspiracy, adventure and dodgy dealings. 

Slime and jelly in abundance, decadence, waste, fighting, drunkenness, inebriation, betting, gambling, simmering tension, blood and carapace, eaglemite fights, secret operatives for the star judges/revolutionaries, guards looking the other way, wildness, pleasure, terror. 

10. The Records Tower: A store of food and water for the entire city. Heavily guarded by pickaxe wielding guards accompanied by trained fighting eagle mites. The upper levels are devoted to Chorospyrog's city historians, who sit in mirror filled rooms wearing cloths of shimmering silver. 

Guards, weapons, armour, locked doors, padlocks, control, rigidity, rules, law, order, trained eaglemites, food, water, treasure, supplies, resources, secret knowledge, history, historians, wizards, students, books.  

11. The Tower of Asteria: House the council halls of the Star Judges, rulers of the city. They live, study and preside in the highest levels of the city - watching the stars all evening long and deducting the right and moral actions to take  from their movements. 

Stars, planets, purple, ornate, ceremony, braziers, incense, robes, robes, rules, guards, armoured eaglemites, rules, tradition, temples, courts, tomes, grimoires, lenses, watching, planning, plotting, judges.

12. Houses of the Diamond Hearts: 6 of the 10 Diamond Hearts have been recovered and put on display in temples here. Being in their presence is purported to have mutative effects. Heavily tooth armored guards protect the temples. All of the priests that tend the crystals are in a conspiracy to attempt to over throw the Star Judges. The conspiracy refers to itself as The Way of The Worms.

Temples, priests, mutations, diamonds, crystals, crystal veins and vines, rainbows, rainbow crystals, openness, change, fluid, warped guards, mutated weapons, mutated eaglemites, mutated priests, disorder, disregard for tradition/law/order, rainbow robes, bones. 
 
13. The Library Tower: At some point in history this Worm Towers Diamond Heart was destroyed. The tower is crumbling, falling apart. Dust storms from the plains whips into the wide open holes of the walls. A library of public record was once housed here - but it has largely fallen into ruin. The most important books were moved to the Records Tower. It is very likely the floor or walls will collapse while travelling here.  

Wreck, ruin, collapse, wind, dust, dust piles, sand piles, dried mud, beetles, rot, husks, bones, loose pages, abandoned devices, pages blowing in the wind, ancient books.  

Super secret referee details! Definitely do not read on if you intended to play in the game! 

Chorospyrog Doomsday Clock: As I want to keep this a short game, the city of Chorospyrog will be inexorably crawling towards wreck, ruin war and chaos. These events will be happening around the players during their two week visit to Chorospyrog 

Day: 

1. Rot outbreak in The Market Tower (4). Malaise

2. Clanging sickness outbreak in The Tower of The Older Brother (1). Malaise.

3. Gilded maggots seize The Tower of the Pump (3), cutting off water supplies for the rest of the city. Panic.

4. Rot outbreak in The Tower of the Younger Brother (5). Malaise

5. Assassination of Diamond Heart Priest in The Houses of the Diamond Hearts (12). Outrage

6. Revolutionaries seize The Tower of The Older Brother (1). Panic

7. The Library Tower (13) collapses. Utter panic. 

8. City Guards seize The Market Tower (4) on behest of the Star Judges, foreigners arrested, martial law instituted. Outsiders no longer allowed in. Outrage.

9. The Forgotten Tower (7) opens up. Endless dark labyrinths are inside. All those who visit are lost forever… Panic and curiosity. 

10. Revolutionaries seize Wormhead Row (8), many Wormling Princes murdered. Outrage.

11. Assassination of more Diamond Heart Priest in The Houses of the Diamond Hearts (12). Outrage.  

12. City Guards seize The Houses of Diamond Hearts (12) on behest of the Star Judges. Martial law instituted. Priests tried and killed for sedition. Rainbow Diamonds in The Houses of Diamond Hearts (12) moved to The Tower of Asteria (11). Outrage and panic. 

13. The Horned Teeth Brotherhood and the City Guard begin warring in The Hive (9) – both groups attempting to seize control of the tower. War

14. The Market Tower (4) and The Tower of the Younger Brother, explode with Rot and are lost to obsidian beetles. Refugees are crammed into The Tower of the Older Brother (1). Fighting continues else where in the city. Panic and war. 

Sunday, 1 August 2021

Chorospyrog, The City of Crystal Worm Towers

On the misty mud plain of Fosmuck, often hidden by dust storms, is the tower city of Chorospyrog. Though its enclosed streets are now ruled by the Star Judges this was not always so. Here is the history of the city of  Chorospyrog: 

(I went quite full on using this: http://lizardmandiaries.blogspot.com/2021/07/the-automated-past-and-present-atomic.html to generate the history here!) 

  • The city was formed when Great Mud Leviathan, the rubble creator, encountered the Crystal Worms. The leviathan would destroy everything it saw, trashing and melting the stone of the earth into mud, but when he saw the glittering hides of the Crystal Worms frolicking in his trail of devastation his hunger was sated for a moment.   
  • As Great Mud Leviathan stopped his thrashing the mud froze, capturing the Crystal Worms. In a moment of reflection and seeing he had doomed that which he loved, Great Mud Leviathan was ashamed and buried deep beneath the earth. His rage at himself, and endless thrashing in the core of the world keeps it warm and alive. 
  • But the crystal worms were trapped in the hardened mud and they froze. Their giant bodies become the towers of Chorospyrog. Their complicated and arcane maws still top the towers. 
  • The tendrilic hearts of the Crystal Worms slowed. They were Rainbow Diamonds the size of a man, sprouting endless tangles of crystal veins. The hearts were slowing but they lured the monsters of Fosmuck to the Worm Towers. 
  • The hooved, horned blood suckers of the mud plains all gathered in a horde at the base of the towers. The dying diamond heart maddened them. These were four legged beasts of stone, massively horned and with a proboscis that pierced the earth for water and blood. 
  • The horned bloodsuckers smashed their heads against the base of the Worm Towers. They were the first excavators of Chorospyrog. The stony creatures all died attempting to burrow to the diamond hearts of the worms - their normal breeding patterns abandoned. 
  • Then the first people came to Chorospyrog. Holy sailors who travelled in pairs. The Diamond Hearts called to them beyond the seas. The sailors made homes in the holes the horned bloodsuckers dug and wore their bones. The sailors planted the first crops of jelly, the foodstuff that continues to support all that live in Chorospyrog. 
  • The sailors continued the work of the horned bloodsuckers, hewing the walls of the Worm Towers in search of their Diamond Hearts. They used the horns of the blood suckers to mine. But, an ancient sickness sucked from the earth by the horned bloodsuckers was still in their bones - and this sickness was given to the sailors. 
  • The sailors were infected. They could only rest and mine and forget to eat and love. They could always hear the clanging of brass in their ears. 
  • As the jelly crops rotted, the sailors continue to hack towards the Rainbow Diamonds. They did not notice the gilded maggots crawl into the lower levels of the Towers. At first the maggots ate the bones of the ancient horned bloodsuckers, and then they ate the bodies of the fallen sailors and then they ate the living sailors. The maggots were gold and ate very fast and they swelled in size and emitted much gas. Finally they ate the last of the sailors - who had nearly found the first Rainbow Diamond. The last sailors continue to swing their horn pick axes as they were swallowed whole by the now enormous gilded maggots.
  • Then came the first Worm Kings. Two twin brothers who had abandoned their homes to roam the world and hunt and protect the innocent. They took a single tooth from each beast they slew - and their bodies were covered and armored in teeth. 
  • When they came to the Worm Towers a fat, swollen gilded maggot made the mistake of attacking them. The beast was slain. Its stomach was cut in the fighting and out fell the bodies of several of the sailors. The brothers were enraged by this and slew every last gilded maggot in the Worm Towers.
  • Covered in the slime and blood of the maggots the brothers came upon the Rainbow Diamond - just behind a thin wall of Worm Flesh. They smashed through the wall. The oldest brother reached out to the Rainbow Diamond and its tendrils of crystals wrapped around his body and smashed it into a paste. The oldest brother's mind was filtered into Rainbow Diamond and he become enthroned in a Worm Tower - its first king.    
  • His younger brother screamed in rage and grief and struck at the walls of the Worm Tower. He was smashing and paining the very brother he grieved for. 
  • The younger brother left Chorospyrog but vowed to return to avenge his brother. He would come back and smash all of the Rainbow Diamonds in the towers. 
  • Decades later the younger brother returned with a team of men and women and trained eagle mites - winged creatures bred for their ability to eat stone. The eagle mites were famed for the usefulness in building and working with stone in high places.  They would rip apart the Diamond Hearts. 
  • The younger brother returned to the room where his brother was destroyed by the  Diamond Heart. The heart was not there. The room and been shaped and warped. It now resembled the brother's childhood room. The younger brother dropped to his knees sobbing, realizing the tower he had just travelled through had been shaped to take on the appearance of every room he and his brother and travelled to. From their childhood home, to the coastal inns, it was all here in the Worm Tower. 
  • The younger brother could not sense the Diamond Heart that killed his brother, but he could sense the one in the next Worm Tower. He had his team whip the eagle mites to eat towards the heart - he would face this Diamond Heart and demand his brother back. 
  • When the younger brother - another decade later - found the next Diamond Heart, he was old and weak. A community had grown in the Worm Towers they were excavating - the jelly crops had been replanted and their was plenty food for all. When the room with the  Diamond Heart was excavated it did nothing. It ignored all that visited it until the younger brother arrived. 
  • When the younger brother came to face the Diamond Heart, he reached out to it - longing for answers. It pulverized him into red mist - and the second Worm King was enthroned. 
  • The two brothers were re-united within the crystal matrix of the Worm Towers. They warped the forms of their towers to accommodate the community the younger brother had grown in the towers. They helped the jelly grow and people travelled across the Fosmuck mud plains to live in Chorospyrog. There they could be fat on jelly and live in the calming rhythm of the Diamond Hearts. 
And so it came to be that Chorospyrog was transformed from the corpses of enormous Crystal Worms into a thriving, jelly fat, city. Some pertinent details: 
  • Eight more Worm Kings were enthroned - but most only remember the first two kings. The twin brothers and their armour of teeth are seen as the founders and true rulers of the city. 
  • The eagle mites were grown and bred and become a specialty of Chorospyrog, any builder in the city is also a skilled eagle mite trainer 
  • Jelly crop is still the staple food of the Chorospyrog diet. 
  • Gilded maggots are a dangerous nuisance on the lower levels of the city. They can still eat men whole. 
  • Outbreaks of clanging sickness are somewhat common. Those infected either experience Diamond Heart mania, or will not leave their bed. They complain of endless brass clanging in their ears. 
  • The citizens are fond of decorated themselves with horns. 
  • The armour here is "teethed" rather than "scaled".
  • A council of Star Judges rules the city from The Tower of Asteria. They are in the process of installing a more authoritarian form of rule for the city - based on the councils collective moral superiority. 
  • The city guard always travel in pairs and wield sharp, lithe, pickaxes instead of swords. 
Recently

Rot has begun exuding from the walls of the city. Shiny, spikey, ectoplasm. It is hard and sharp and spreading. The Star Judges claim the rot is from moral ineptitude that has spread throughout the citizenry - and that only ethical cleanliness will save the city...

The rot is in fact the spreading hives of obsidian beetles clawing their way through the walls. They have jaws of metal and are the size of small dogs. They are spewing forth from a colony in the mud to the south of Chorospyrog. 

Map: 

(The city was stocked using: https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit


1. The Tower of The Older Brother: Factories producing teethed armour and pickaxe weapons. The mud of the plains creeps into the tower here and swirls across the walls. Many residents are beset by clanging sickness and sleep in beds of mud. 

2. The Lost Tower: Overrun with gilded maggots and obsidian beetles. Teams of paired horned pickaxe wielders are here to reclaim the tower.  

3. The Tower of The Pump: Monks of a mud and water based cult work water catching devices that run along the walls of the tower. They also operate mud filtering devices that procure clean water from the mud field of Fosmuck. The monks of Mud are richly adorned as their services are valuable. They are close allies of the Star Judges. 

4. The Market Tower: This area serves as the foreigner quarter - An abundance of inn and markets. The tower has a somewhat abandoned feeling too it, locals fear the ire of the Star Judges for interacting with outsiders. 

5. The Tower of The Younger Brother: Many farms and training grounds for eagle mites. The exterior walls are exquisitely detailed from eons of eagle mite working. The breeders are very pushy in trying to sell their eagle mite stock. 

6. The Muck Tower: All the unwanted refuse of the city is stored, treated, thrown away, here. A high pile of foulness in the mud beneath the tower. Rumours of revolutionary anti Star Judge groups (The Teeth Brothers, The Bloodsuckers, The Maggotkin) dwelling here. The walls are engraved with anti Star Judge sentiment.  

7. The Forgotten Tower: The Worm King/Diamond Heart in control of this tower locked it away from the rest of the city long ago. Its dark crystal walls are all closed. Windows and doors filled in. 

8. Worm Head Row: A bridge with the  crystal mansions of Chorospyrog's most powerful. Foreigners excluded and refused entry. 

9. The Hive: The pleasure quarter of the city. Filled with eagle mite fighting pits, slime bars and jelly banquets. Foreigners barely tolerated. Awash with conspiracy, adventure and dodgy dealings. 

10. The Records Tower: A store of food and water for the entire city. Heavily guarded by pickaxe wielding guards accompanied by trained fighting eagle mites. The upper levels are devoted to Chorospyrog's city historians, who sit in mirror filled rooms wearing cloths of shimmering silver. 


11. The Tower of Asteria: House the council halls of the Star Judges, rulers of the city. They live, study and preside in the highest levels of the city - watching the stars all evening long and deducting the right and moral actions to take  from their movements. 

12. Houses of the Diamond Hearts: 6 of the 10 Diamond Hearts have been recovered and put on display in temples here. Being in their presence is purported to have mutative effects. Heavily tooth armored guards protect the temples. All of the priests that tend the crystals are in a conspiracy to attempt to over throw the Star Judges. The conspiracy refers to itself as The Way of The Worms. 

13. The Library Tower: At some point in history this Worm Towers Diamond Heart was destroyed. The tower is crumbling, falling apart. Dust storms from the plains whips into the wide open holes of the walls. A library of public record was once housed here - but it has largely fallen into ruin. The most important books were moved to the Records Tower. It is very likely the floor or walls will collapse while travelling here.  


Friday, 30 July 2021

The Automated Past and Present - Atomic Cosmology for Game World Creation

Many years ago I constructed a d40 table of "Aspects", these being what I thought was the basic thematic building blocks of a game world. Here it is: 

  1. Good, peaceful, kind
  2. Holy, ordered, right
  3. Light, illumination, enlightenment
  4. Floating, peace, meditation
  5. Air, empty, vacuum
  6. Ethereal, wispy, ghostly
  7. Wind, blowing, unseen mover
  8. Storm,  rapid movement, speed
  9. Tiny, shrinking, wasting away
  10. Invisible, translucent, clear
  11. Intangible, non corporeal, fading 
  12. Life, regrowth, rejuvenation
  13. Value, gems, gold
  14. Thought, philosophy, intellect
  15. Internal organs, viscera, blood 
  16. Reflection, mirror, stillness
  17. Water, cycles, karma
  18. Equalization, law, justice
  19. Cleansing, alkalizing, evaporation
  20. Procrustean, rigidity, incarceration 
  21. Wildness, out of place, overgrown
  22. Bestial, savageness, feeding
  23. Nature, grove, peace
  24. Chaos, disorder, mutation
  25. Fire, explosions, heat
  26. Destruction, rubble, ruin
  27. Limbs, appendages, grasping locomotion
  28. External action, destiny, prophecy
  29. Monstrous, terrifying, abomination
  30. Gargantuan, giant, enormous 
  31. Enveloping, enclosed, soft embrace
  32. Straining, breaking, cracks
  33. Deep, below, underground
  34. Earth, soil, stone
  35. Solid, mass, black holes
  36. Time, dust, history
  37. Evil, hate, pain
  38. Profane, cruelty, desecration 
  39. Darkness, shadows, loss
  40. Death, rot, decay
I've used that list as a seed for many tables. Applying those terms to categories of things to get a wide range of potential results. 

Today I decided to use this combine that process with some recent experimentation with automated generators to get a set of generators that could tell you what had happened in the past of a game world, and also in the present of that game world (on reflection you could use it to generate what happens in the future too but I personally think that is the purview of the players). 

What do I mean by "Atomic Cosmology"? 

I used a very specific set of terms to write out each of the d40 tables contained within each of the following automated generators. These were the terms in the original "Aspects" table. As such I see this as a kind periodic table of the game world that follows. The essential building blocks of any game world the generators here create. What I find interesting is that you can keep the framing the same (the generator buttons) and use different baseline "Aspects" to create a whole different set of game worlds.  Game worlds with their own, different, atomic cosmology (http://meanderingbanter.blogspot.com/2018/09/automatic-list-to-html-translator.html). 

But enough pontificating, here are the generators! 

Decide if you want to know about the past or present of the game world, then generate it! 

The specific details for People, Monsters, Beasts, Events, Places, Items, etc, are below the original generators. The generators are oracles of sorts - you will have to fill in some of the details yourself (there is an example at the bottom of the post).

The Past: 









The Present: 










Details: 

People: 







Beasts







Monsters







Events







Man Made Objects





Natural Objects





Man Made Places









Natural Places









Wednesday, 28 July 2021

Infinigrad: The Weird City Toolkit

Here's a new release on DriveThru RPG from me, its mostly stuff that's been seen on this blog at one point or another - so if you've enjoyed that consider picking up a copy! 

https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit

Infinigrad roils over a corrupted and mutated plane of intersecting multiverses, a situation brought on by wanton abuse of magically weaponry during the Alleyway Conflagration.

After long eons of fighting, The Law was introduced. The Law is a curse that prevents any of The Guilds directly raising arms against one another.

Only The Adventurers, those vagabonds who exist outside the normal strata of The City's social spheres, and its infinite network of shady alliances, can truly claim non-affiliation with any of The Guilds. Only they can keep the century long conflict going.


Infinigrad: The Weird City Toolkit is a bundle of automated tools for quickly generating endless details for fantasy urban environments. From generating unique suburb descriptions to the professions and inner desires of NPCs on the street, the largest to the smallest details are only a click away! Designed to be used at the table, Infinigrad: The Weird City Toolkit will ensure you always have the answer when your players ask, “What’s in that building?”, “What’s down that alleyway?” or, “What’s on the other side of the canal?”.

Includes fully automated HTML generators for:

  • Suburb overviews, including appearance, purpose, dangers and weirdness.
  • Building stocking.
  • Building appearance.
  • NPC professions, desires, and weaponry.
  • Merchants.
  • Items small and large for stores and workshops.
  • Magical items.
  • Ornamentation.
  • Mental pursuits.
  • Entertainment venues.
  • Gangs, including leaders, appearances, cultures, and desires.
  • Order Keepers, including leaders, appearances, cultures, and desires.
  • Temples and Gods.
  • Monsters.
  • Dungeons.
  • Guilds, including areas of expertise, operating procedure, and appearance.
  • Augmentations.  
  • Jobs and missions.
  • Room stocking, atmosphere and ornamentation.
  • Inhabitant reaction.
  • Devices.
  • Traps.

Infinigrad: The Weird City Toolkit also includes a fully automated HTML generator for creating unique Guild Dogs for players to pick up and play in seconds (or to use as dangerous and interesting NPCs).

A PDF with visual tables for generating Suburb and Building Maps is also included.

Infinigrad: The Weird City Toolkit is completely system neutral.

Visit Infinigrad today! 

Monday, 26 July 2021

Plow the Cunning (Solo adventure in The Frozen Meatmarket)

Wanting to explore Infinigrad using automated generators I tried out using my protocols for solo gaming and freeform FKR rules. I've always been a little unsure how to keep a record of solo play so here I tried writing the events down as they happen as if I was writing a story (which I guess I was). Having an ongoing narrative seems to be more satisfying to me than constantly jotting notes down (which has been my approach in the past and I've found it a little frustrating). I'm a very sloppy writer, sorry about that if you end up reading the game log. A few times I had to put generated random results in to the text (The Smoke Blades Gang for example) as a record, even if it maybe reads a bit clunky. Regardless it was a fun experiment. 

The first few paragraphs are all exposition from the results of random automated tables from the Infingrad toolkit. Once Plow approaches the door and finds out it is locked I was "playing" rolling for success or failure or checking in with the d6 demiurge oracle for answers to details.  Anything that changed in the game world (crowds thinning, ghouls appearing) was derived from the d6 demiurge. The freeform rules seemed to make much more sense to me for solo play - allowing interpretation heavy context reliant gameplay and meaning making. 

I stopped writing when Plow unlocks the door to the armour store as any longer seems to excessive for a blog post. I shall continue Plow's adventure at my leisure though! 

I used the following to play: 

Suburb Generated: 

Map



3: Replic The Fence’s Armour Store: The main purpose of the building is an armour store. The building Has Large amounts of stolen goods, treasure or contraband hidden away And Residents who are incredibly and bluntly honest. The prominent ornamentations here are flasks that are leaking gas in pairings of twins.

4a: Alleyway. Frozen puddles of ancient murky water. Several unfortunate beasts and men frozen in craggy iceblocks against the backside of buildings. Icicles dripping from buildings. 

Guild Dog: 

Desire (generated from NPC desire in Infinigrad Automated Suburb Generator): Pay back a debt owed to someone dangerous

Plow the Cunning stands in the freezing alley behind “Replic’s Arms” (Replic was a fence who cheerfully and open bought and sold stolen armour and weaponry). He pulls his massive, somewhat stained, white cloak tight around him. The gilded trim was cracked and fraying. Beneath the cloak Rhino clung tight to his torso, his tiny feet tucked into Plow’s belt. Rhino was a baby sized flesh golem with skin studded with stones. A rubble homunculus. Plow had saved Rhino from the disintegration vat of a golemsmith. Plow was not sure why he had risked the golemsmiths ire for this act, as Rhino was essentially useless (other than being somewhat cute in a rotted, disgusting, warped kind of way). 

Plow looks at the frozen chunks of men, beasts and monsters locked away in the ice mounds in the alleyway. Unsold organs from the nearby meat market. That could be him in a night or two if he didn’t pay back The Smoke Blades the nails he owed them. The Smoke Blades were a gathering of dust addicts that operated supplying dust in the frozen suburb. The lostlings in the gang celebrated their addiction, encouraged and supported by the shadowy chemist who led them. This wild abandon led to them being rather gruesomely heavy handed with their customers who didn’t pay back their debts. 

Plow had been supplied a parcel of their dust on the understanding he would pay for it within the next few days. The ensuing dust fuelled days of pleasure had led to Plow forgetting that fact. Now he was sober it was time to gather the nails together to pay back the blades before they chopped him up for organ meat. This brought him to the back of “Replic’s Arms”. He would break in, steal some of the ill begotten nails within and pay back The Smoke Blades before the evening was up. 

The back door was locked. Around it glass vials bolted to the ice-covered stone wall burned with green flames. An alchemical liquid bubbled away in the vials, both lighting and heating the door – keeping it from becoming covered in ice and trapping those within. Plow notices that the fur wearing crowds of the meat market had thinned, the streets empty beyond each entryway into the T junction alley. Plow knew how to pick a lock – he was quite good at it. Unfortunately, he had no lock picks in his possession. An oversight perhaps derived from still fading dust fugue.  He did have his club though – if the door was padlocked Plow might be able to smash it open – using his knowledge of lock mechanics to land a more precise blow. 

When he approaches it, Plow sees that the green lit doors had no pad lock. Just a brass keylock inset in the wooden door. Plow doubted he had the strength to bash the door open. He would have to find some tool to pick the lock with. He peers around the dark frozen alleyway...and doesn’t see anything that could help him open the door. He does see the spindly figure of an embric ghoul stalk into the darkness of the alleyway from the northern entry though.  Plow sinks low to the ground and moves out of the green light of the chemical flames. The colour of his cloak darkens – sensing its wearer’s need for camouflage. 

The embric ghoul is the height of a man, but much thinner. Shards of razor-sharp ice calcified over tubing of amalgamated offcut organs. Plow assumes it must have climbed out of one of the central cooling vents of the suburb, maws of ice that blasted out frigid air from some long lost sorceric factory beneath the earth. It picks its way, shuddering, along the side of the alley, poking with its ice needle arms at the mounds of ice. Plow watches the creature pierce thick ice and shudder as it sups the blood and flesh beneath. It occurs to him that one of those deadly, rock hard ice needles might make an excellent lock pick. 

The embric ghoul pulls its thin arm free of ice, and clatters towards Plow. Beneath the layers of animated ice the ghoul was just old, dead re-animated organs. Embric ghouls crawled out from beneath the suburb to fuel themselves with the blood that was always splashed across the icy streets of the meat market – and grow themselves with any unsold organs they could scavenge.  There were rumours of enormous spider like embric ghouls – so huge they were too large to climb back out of the vents. The ghouls were a pest and dealt with easy enough by melting their ice armour – at which point they generally sloped onto the ground like a thrown bucket of offal. The sight of the undead organs wriggling to escape the ongoing flames and boots of the pest removers was always disturbing. Plow couldn’t completely melt this ghoul though – he needed its arm intact. 

Plow’s cloak shimmers a shade of green as he edges back towards the chemical canisters lighting the rear entrance to Replic’s Arms. The ghoul had found a fresh batch of organs in the ice at the other end of the alleyway and was focusing on sucking up the red goo with its needle straw. Plow plucks free the lowest chemical canister – it immediately warms his thick gloved hands. He would not be able to hold the green canister long without burning himself. With his other hand he pulls Rhino, the rubble homunculus, out from his cloak and places him on the icy ground. The pink, stone studded, creature stares up at him blankly – seemingly unperturbed by the cold. 

Plow slowly, quietly, and carefully, explains to Rhino that he needs him to catch the attention of the ghoul, then run off down the eastern alley way and hide as fast as possible. Plow hopes Rhino’s little legs will be fast enough to keep distance between the embric ghoul. The cost of repairs to the little homunculus would be rather exorbitant if the ghoul was to catch up to him. 

Rhino looks up at Plow, with his bubbly, wonky, black eyes. The folds of his face do not move, there is no change in his expression. But he turns,  and totters off towards the feeding ghoul. When he gets to the T junction, Rhino lets out a garbled, wet scream. The ghoul stops its feeding, extracting its needle from the ice. The homunculus stumble sprints as fast as its little, pink, stone embedded leg will carry it down the east alleyway. The ghoul, red drool leaking from its needle claws, lopes after Rhino – its unsymmetrical legs spindling forward with an uneven gait. Plow waits for the flesh sucking creature to move past him – then creeps out behind it. 

His thick leather slippers, and darkening cloak ensue the distracted ghoul doesn’t notice Plow sneaking up behind it. It is increasing its speed, spider like uneven step galloping forward towards Rhino. The homunculus has decided to hide on top of a particularly well lit mound of ice. He is curled into a warped pink and stone ball, quite obvious to see. 

Plow hustles forward and deftly splashes the burning hot green liquid on to the ghouls uneven, ice covered legs. A sizzling puff of green steam wafts into the air. The ghoul’s legs quickly melt – its movements suddenly pained and erratic as its bottom half is reduced to water and foul red mush. 

The half melted embric ghoul clatters to the ground, its spine head and needle arms spinning to face Plow. He deftly steps back from the, piercing needles as it clambers towards him – watching in disgust as the ancient organs of its bottom half melt in a green puddle of boiling green goo. The ghoul is undeterred in missing half its body. It scratch pulls towards Plow.  In response he tries to crack the thin icy body in half, but the creature is too swift and scrabbling to get a blow in. The ghoul rears its two needle arms up to pierce Plow, launches, and misses. It digs an ice needle into a lumpy pile of ice behind Plow. Plow quickly kicks down on the thin shoulder of the ice lodged ghoul. There is a crack and the needle arm is removed from the body. With its free arm the embric ghoul spins and sinks its still attached arm deep into Plow’s side. Plow feels blood being pulled out of him through the needle. He kicks again, the half-destroyed ghoul falling away from him – taking the blood sucking needle with it. Plow rushes over to the ice mound where Rhino continues to do his best at hiding. Plow scoops the homunculus up and it grips on to his side beneath his cloak – feet tucked into his belt again. 

Giving the scrabbling, dying, insect like ghoul of ice a wide berth, Plow quietly jogs back to rear entrance of Replic’s Arms, hoping Rhinos bizarre scream hadn’t alarmed any one inside. Detached from its host, the needle shard of ice will begin to melt – so he had to be quick using it as a lock pick. He crouches down next to the lock, slides in the needle and is relived to feel that it’s a relatively simple lock. A few moments later there was a “click” and the door was open.