Monday, August 30, 2010

The Isle of Cosk

Almost immediately after I finished drawing my campaign map, I hurriedly typed the following description:

Situated at the mouth of the RIVER WULE, the port town of GLYGON is where the bulk of the ISLE OF COSK’s importing and exporting is conducted. Ships from across the SEA OF UNTHICOR unload their wares here and bring raw lumber, spices, and other goods back to ERSIS and THAMSH, or take on supplies before continuing eastward. Increasingly, companies of chartermen (as well as free lances) are disgorged from these ships to seek their fortunes further downriver.


Among the canyons and foothills of the mighty SPIRES OF SLOINE yawns the gateway to the legendary STONEHELL dungeons, “liberated” over a century ago yet somehow still infested with all manner of monstrosities, many of them human. The often venal needs of its would-be plunderers are served by the mercantile inhabitants of FULCRUM, a shanty-town that sprung up seemingly overnight.


Farming homesteads dot the fertile expanse of the PLAINS OF HEALOTH to the south, the largest of which is the village of WATTEM, situated at the edge of LAKE RUMIC. Their bountiful crops are carted north to Glygon, and south to CRADOUN for shipment to GHOOR-AMPAVA, THRONE CITY OF THE ICONESS. From here, many who find their dreams of riches thwarted by the terrors of Stonehell hire themselves out to the elves of the Spires, becoming the latest soldiers to serve the feuding clans and the multi-generational grudges they call the Mountain Wars.


Little of the precipitation that sustains these settlements reaches past the Spires, and much of it trickles back westward, filling the rivers and creating vast expanses of boggy earth. The sweltering heat of the MAGGELE SLOUGH is unpleasant enough, but further south, the RIVER STRELB has its start in the foul swamp known as THE CYSTLANDS, a veritable breeding ground of abominations. The neighboring FOREST OF MOTOMB is hardly more welcoming, overrun as it is with sinister creatures. The crusading zealots of Ghoor-Ampava have their work cut out for them here.


Yet the settlement of NEW FIESSEL sits at the edge of LICRETTO BAY, only a few days’ travel from the heart of Motomb. Their proximity to that dread forest (and to the mysterious, fey-haunted SHANDAWOOD) leaves these devout souls, driven out from the increasingly debauched cities of Thamsh, left practically cut off from the outside world, a situation that seems to suit the townsfolk well.


Across the Spires of Sloine lie the arid, rocky WASTES OF SPHAURG, unexplored - except, legend says, by the unspeakable cultists who constructed the TOWER OF PRIDE at the salty shores of LAKE DYFOI in ages past. None know the name of the being (god? demon?) summoned here, but the stories say it is trapped within, and maddened by the passing centuries. The GAUTVAS REACH and the strange island fortress dubbed the BASTION OF BLYCH remain likewise ancient and largely unknown, except to the pirates that harbor along its rocky coast and cavernous islands. The people of the nearest settlement, PHAWN, rarely travel south, content to fish the RIVER AFTRYDE.


To the north, where the SHAILOR MOUNTAINS branch off from the Spires, sits the abandoned dwarven outpost men call BLEDSPAR’S FOLLY, believed wiped out by plague. The dwarves that survived travelled east, building a nigh-unassailable fortress at SKOSTALM TOR and virtually sealing themselves within. The SCIDIAN PENINSULA, to the far northeast, does receive some small amount of rainfall, and the cutthroat town of PORT CANCIARE serves as eastbound ships’ last port of call before crossing the OMMULTIC OCEAN to the far-flung lands of QUING and QAYEDESSA.


(Looking back on it now, it's a bit of a mess. It's certainly not very evocative, but I was mostly trying to write down my concepts before I forgot them. Many of the details will undoubtedly be changed as I continue to develop the setting, but I feel I'm off to a decent start.)

Sunday, August 29, 2010

Strong On His Mountain

I'm back, I'm in New York, and I'm unemployed.

With any luck, this will be a temporary situation. As uncertain and unsettling being jobless can be, it's not without its perks. It allows me plenty of time to become accustomed to my new home. I've also had the opportunity to find myself an excellent new gaming group.

Even better, my creative batteries are recharging. This afternoon I found myself sitting down with my copies of Labyrinth Lord, Renegade Crowns, and Stonehell Dungeon, some percentile dice, and a pad of graph paper, with the intention of sketching out the environs surrounding the dungeon. Before I knew it, four hours had flown by and I had a fully-mapped island drawn up: rivers, mountains, towns, dungeons. I don't think I've done that since I was thirteen or so. It's a quite a feeling to look over a map and know what's lurking on every square of that paper.

Bledspar's Folly.
The Shandawood.
Ghoor-Ampava, Throne City of the Iconess.
Skostalm Tor.
The Cystlands.
Licretto Bay.
Port Canciare.
The Wastes of Sphaurg.

Feels good.

Friday, July 16, 2010

Dearth and Paucity

As followers of Dungeonskull Mountain have no doubt noticed, there has been a distinct lack of content on the blog in recent months. There are a few reasons behind this (in addition to general sloth, which is an ever-present factor):
  • My face-to-face tabletop gaming group hasn't met in quite some time.
  • I'm feeling burned out on my play-by-post Dragon Warriors campaign, and put it on indefinite hold.
  • I'm preparing to move to New York City at the end of this month.

So, there you have it. The good news is that after such a long break, I'm really starting to feel the RPG itch again, so I should be ready to post more regularly once things calm down a little. I am hopeful that I'll be able to find a good group in New York. I might even be able to find a decent old-school game. I would really like to get some Labyrinth Lord in...

Wednesday, June 16, 2010

We've Got Crab Legs

A deadly and treacherous creature, no doubt. Clearly, the chefs at this restaurant are not to be messed with.

Monday, May 10, 2010

To Valhalla


I would tell you to rest in peace, Frank, but something tells me you'd prefer to kick some ass.

Thursday, April 29, 2010

Help Me Out Here

Tell me that I what I think is happening here isn't really happening:


Because it sure as hell looks like an elf is about to shoot a terrier point-blank in the face with an arrow. "Drop the hammer or the dog gets it!"

Thursday, April 15, 2010

Farewell To a 4end

Running Warhammer Fantasy Roleplay for the past few months made me realize something: I don't like Dungeons & Dragons 4th Edition.

Actually, that's not exactly right. I had some fun with 4E and I won't say I never will again. But it doesn't do the kind of fantasy game that really appeals to me. As I've said before, 4E is a game of high-powered, ass-kicking heroes that carry so many magic items their teeth glow. That's fun - for a while, at least - but it quickly gets old for me. I like my fantasy games to be a bit grittier, and by "a bit", I mean a lot.

I spent nearly a year playing 4E, and most of that time was eaten up by running fights. I know there are people out there who swear 4E combat runs faster than any other edition, but that certainly wasn't the case for us. Fights took hours. They always felt fun at first, but I got bored with them in short order, whether I was running them or participating as a player. In fact, when I think about memorable fights I've played in the past couple of years, only one of them happened in 4E, and it was one where the DM was handwaving a lot of things. The fights that stick out in my memory happened in games like WFRP and Rolemaster (which suggests I really need to play more games that have detailed crit charts, but that's a subject for another time).

There are a lot of things to like about 4E. I like the way they evened the playing field between magic-using and fighting classes. I like the way they simplified skills. I like the concept of the Feywild. I like the idea of ritual magic (though in play, we practically never used them). There are a lot of changes that 4E made that I thought were good ones. But when the system is built entirely around combat, and I find combat boring, that's a problem.

(Plus, a lot of the artwork is terrible. It's actually a step back from the previous edition's artwork, which is just weird. I mean, look at the pic I posted up top. I know art's not everything, but dammit, it is important to me. I need visual aids to help me imagine the action, and when those aids look like half-assed comic art from the 90s, well... that's not good.)

Anyway, the point is this: I sold my "non-core" D&D 4E books not long after we stopped playing last year. Today I sold the rest of them.

But hey, the good news is that RuneQuest II is pretty damned good.