Showing posts with label froglings. Show all posts
Showing posts with label froglings. Show all posts

Wednesday, February 26, 2025

False Prophets (A Monster for King of Kings)

Onkelos then went and raised Jesus the Nazarene from the grave through necromancy... Onkelos said to him: What is the punishment of that man, a euphemism for Jesus himself, in the next world? Jesus said to him: He is punished with boiling excrement. As the Master said: Anyone who mocks the words of the Sages will be sentenced to boiling excrement. And this was his sin, as he mocked the words of the Sages.
-Gittin 57a, Bavli Talmud

In Gehenna there are certain places and grades called "Boiling Filth" [Tzoah Rotachat], where the filth of the souls that have been polluted by the filth of this world accumulates... There are certain sinners who pollute themselves over and over again by their own sins and are never purified. They die without repentance, having sinned themselves and caused others to sin, being stiff-necked and never showing contrition before the Lord while in this world; these are they who are condemned to remain for ever in this "boiling filth" and never leave it. Those who have corrupted their ways upon earth and recked not of the honour of their Lord in this world are condemned to remain there for all generations.
 -Terumah 41, Zohar

I can't find any artistic depictions of Tzoah Rotachat, but this painting of a Buddhist hell (Naraka) gets the boiling across pretty well.

False Prophet
Number encountered: 1
Hit Dice: 3+1
Attacks: 1 inveighing OR 1 exhortation OR 1 spell
Armor: as leather
Morale: 8
Daeva-summoned: Deceitful daevas summon false prophets as thralls to do their bidding.
Followers: False prophets are accompanied by 2d4 sycophantic followers, most often 1 HD undead sinners.
Foul Stench: Those engaged in melee or grappling with a false prophet have disadvantage on rolls due to the foul stench, unless they block their sense of smell in some way.
Inveigh: False prophets have the deceitful power to inveigh against some immorality and insidiously bind others against it. When inveighing, the false prophet declares some specific action (i.e. slashing with a sword, casting a healing spell, jumping, etc.) to be anathema, stopping completely any attempt to perform the specific action. Only one action can be inveighed against at a given time; when the false prophet inveighs against something else, it overrides the earlier inveighing. Spells such as remove curse or dispel evil will counteract an inveighing. 
Exhort: False prophets can exhort their followers to their greater mission. An exhortation gives the false prophet's followers advantage on morale checks and can (if declared after an inveighing) carve out an exception in an inveighing for the false prophet's followers and allies. 
Spells: Instead of an inveighing or motivation, a false prophet can choose to cast a spell. False prophets know spells such as darkness, cause fear, cause light wounds, insect plague, although the specific spell list will vary.
 
On the underside of the world, pools of boiling filth and waste hold the writhing bodies of false prophets, the most deceitful of men and women, those who inveighed against Truth and led others toward Deceit. Truth places them there, keeping them as far as possible from the light of the sun, in the company of chaos-loving daevas and other underside-dwellers. After centuries of upside-down boiling torment, false prophets have become accustomed to the pain, although the comparative euphoria of simply not being immersed in their fetid pits even for just a moment is something they can never pass up. These priests of treachery, boiling away on the bottom of the world, are sometimes dragged out to their delight by daevas and sorcerers to use their unwholesome influence, answer forbidden questions, or simply do dirty work perfect for their already soiled hands.
 
Since false prophets (of the long-dead sort) are only ever on the surface world at the behest of terrible powers, they are never encountered alone. Gibbering sycophants crowd around them and hold them aloft, ignorant of the slimy filth dripping off their bodies. Uncanny daevas, walking upside-down on ceilings and causing disease, give them orders (some even holding an excrement-encrusted false prophet on a bejeweled leash), while pale eyeless things adapted to the deep depths between the underside of the world and the surface crawl along with the entourage, caught up in the movement of it all. Sea Tyrants and their servants, unfortunate bedfellows of the daevas, look down on false prophets as failed upstarts, barely tolerated presences kept only so long as they are useful.
 
a Not false prophet: Horace Vernet's Jeremiah on the Ruins of Jerusalem (I just really liked this painting and wanted to put it somewhere)

10 of the Most Perfidious False Prophets
  • Abonoteichos the Wrong: Condemned for passing himself off as an oracle, mocking divination with the writhing of serpents and his made-up god Glukos, cannibal snake-god of bread.
  • Shekh el-Mal of the First City: Frogling prophet condemned for attempting to make a god out of money.
  • Yusuf bar Kham: Condemned for leading ten thousand of his own followers to leap from Mount Garza to their deaths when his rebellion failed.
  • Myops the Annoyance: Condemned for leading the children of his city-state astray, causing the collapse of the city walls.
  • Amamba Rhos: Mythic ancestor of the Gnostic Elves, declared retroactively condemned by the priesthood for the sins of her descendants (the Elves, of course, dispute this).
  • Ugarza the Betrayer: Frogling prophet infamous for seizing control of an ancient city and casting down the stone stelae of the law codes, shattering them upon the ground.
  • Sajah bint Haytham: Condemned for demanding that Truth in the sky pay taxes to her and her desert kingdom.
  • Fravarti of Guoxes: Condemned for whipping up the people into a frenzy against a Truthful prophet, who was hanged from an elm tree.
  • Babak Nokh the Perverse: Condemned for establishing an impure commune that advocated sex with crocodiles and the eating of cats.
  • Khura the Star-Eraser: Condemned for roping his followers into a scheme to climb into the sky and erase certain stars he felt were distasteful.

Saturday, August 27, 2022

Inhabitants of the World (Peoples of King of Kings)

I puzzled over what to title this post for a good while, mostly because I don't want to use the clumsy language of "races" that D&D stuff has been stuck with for a while, but inversely trying to puzzle out what the name for a broad group of people groups was really difficult and I didn't really want to use super scientific terms like "species", "genus", or "family". I think the incredibly vague and unhelpful word "inhabitants" does the closest thing to justice to the topic of this post, so it's what I went with.

So yeah, this is a setting post for King of Kings about the intelligent inhabitants of the world! It is more of a semi "world bible" of sorts, rather than an in universe statement of lore; the creatures and characters described in this post, and the categories into which they are placed in, are more for my benefit to define what sorts of creatures I use in the world rather than pure world building. I'm personally not a huge fan of the intense taxonomical drive that is present in a lot of D&D stuff, which you can read a very interesting and good post about here, from the wonderful Zedeck Siew. Obviously I am still putting things into categories in this post, but I'm aiming for relatively vague and general categories defined more by connections to fictional cosmology and myth than by how D&D races work, taking cues more from groups of spirits and creatures from real world myth and folklore. So there is still a taxonomic impulse, guilty as charged in that regard, but for King of Kings I want to keep taxonomy as light as possible, and instead emphasize geographic location, familial ties, or political/religious allegiance. If I ever make a KoK book in the future, I'd lean more in that direction for that more "official" presentation, but this post isn't the final official presentation, its basically just a collection of notes put together here for my sake and for anyone who wants to read about my setting.

Maybe that rant was unwarranted, I don't know, I just think about this stuff a lot!

Without further ado!

A person, on a rug

Humans/People
I think I would hope that everyone reading this post knows what these are. While King of Kings takes its cues from the world of late antiquity and the early Middle Ages, fundamentally people back then were still just people! Humans are the main inhabitant of the world, living just about everywhere, forming tribes and nations and polities together, etc. etc. Not all humans are visually identical, however, and this is where KoK leans into ancient and medieval conceptions. People groups that would appear at first to be very different from humanity, such as dog headed men, amazons, men of the deluge, and the mouthless astomi, are all still human no matter their, from the perspective of people in the Enlightened Empire, strange customs and appearances. Here I'm trying to lean into ideas of the "monstrous races" from Ancient Greek natural histories and travelogues from Greece, Rome, and the Christian and Muslim Middle Ages. There's a really good book that I'd recommend about this topic that provides a detailed listing of such peoples from ancient and medieval sources, The Monstrous Races in Medieval Art and Thought. I find this topic super interesting, honestly kind of deserving of its own post, obviously of even more than a post because its a historical topic that has garnered plenty of attention in like, book length works and such. These ancient and medieval conceptions of people from faraway lands being monstrous are something to be careful about though because they're, yknow, tangential to and prefacing racism that developed in the modern period & etc. I find them to be a very fascinating and fantastical element of how real premodern people perceived their world, and I like using them as inspiration for KoK, as a basis to then provide some real depth and complexity onto, but just as with anything else really it's good to try and be mindful and whatnot.

Also people

But yeah uh, other than humans like the dog headed men and amazons, there are also humans that are closer to real world ancient human cultures. City dwelling Shahanistanis, rural farmers, nomadic pastoralists or raiding warriors, etc. etc. I'm going to make more posts in the future with more character backgrounds and stuff about different polities in different parts of the world, so there's plenty more to say. But yknow, its just humans.

from the Kitab al-Bulhan

Spirits, including Jinn
Possibly the broadest group mentioned here, spirits encompasses all manner of immaterial and supernatural entities that dwell all across the world of King of Kings. Mischievous kalikantzaroi, morning star worshiping liliths, burgeoning bakhtaks, all manner of ghosts and lingering auras, localized nature gods, and jinn of all sorts, including afarit like Fire Eater, ghuls, marids like the headless bull thing, and the half jinni half human nasnas. Spirits can be basically anything, which is kind of on purpose so that I can encompass all sorts of supernal immaterial entities and atmospheres in here. Jinn are to the world of spirits as humans are to the material world, and so jinn come in just as much staggering variety if not more than people do. They share in all being made from smokeless fire, and have a parallel and often very different society to that of humanity, but are otherwise incredibly diverse. I would never want to try to make any attempt at like, summarizing all spirits or all jinn in a single paragraph, let alone a whole post or book, though I do want to start writing up more spirits for King of Kings for the blog.

For resources that I've taken inspiration from for spirits and jinn in KoK, check out Legends of the Fire Spirits: Jinn and Genies from Arabia to Zanzibar by Robert Lebling, Islam, Arabs, and the Intelligent World of the Jinn by Amira el‐Zein, relevant entries in the Encyclopedia of Islam and the Encyclopaedia Iranica, and of course The Thousand and One Nights. Also I'd be lying if I didn't sometimes just take info from Wikipedia for folkloric creatures, or at least as a starting point. Who doesn't use Wikipedia as a resource these days? It's generally pretty good.


Sea Tyrants, including Amphibians
I've made a post about these before, although I'll definitely return to the topic in the future. The sea tyrants are the primordial once rulers of the world, the ancient despots from when the world was wet and the world was young. They flooded the world in an effort to take control of it in its entirety, but were rebuffed when some among them acted as a sorcerous Prometheus and stole star magic to give to mortals. Ever since then, they have dwelled deep at the bottom of the sea and deep in the depths of the earth, while humanity and the traitors to the sea tyrants thrive on the surface. The sea tyrants who betrayed their brethren and stole magic to give to humanity were the amphibians, namely the froglings, salamen, and elder olms. The froglings live among humans, in their cities and towns, and continue to practice magic and  serve as sailors and merchants, while salamen tend to live out on their own in isolated wilderness and swamp communities, and elder olms serve as a potential friendly faction in delves underground. I have so many ideas for sea tyrant related stuff, so keep an eye out for that in the future.

If you couldn't tell, the main point of reference for these guys is almost entirely Lovecraft stuff, yknow Deep Ones and Cthulhu and the subterranean city of K'nyan from The Mound and all that. Add in aboleths and mind flayers from D&D and other underdark goodies and you've got it. And with regards to the froglings, I can't help but bring up my love for Frog from Chrono Trigger, even if my frog people here don't have That much to do with him. Sure these are some of my most overtly pop culture inspiration creatures but who cares its my setting.

Moses tells the giant Cuj ibn Canaq how to curb an appetite

Giants, or the Children of 'Ajuj and Majuj
Far to the north, in the snowy Land of Darkness, dwell the ancient 'Ajuj and Majuj, twin fathers of monsters. Their offspring form monstrous man-eating lineages that roam the wintry vastnesses, attack human settlements of northern nomads, and on occasion raid down south. The Conquering King, when he took hold of all the world, built a great metal and stone wall with a great looming gate in the mountains on the southern edge of the Land of Darkness, to keep the Children of 'Ajuj and Majuj out. Also, I have an idea for a horizontal megadungeon of sorts which would be the slowly rotting body of a giant that you could dungeon crawl in, I think it'd be super fun and cool.

Like I keep on saying, keep an eye out for more posts about giants, especially since I haven't posted really anything about them so far. With regards to references, check out the Penguin book Ibn Fadlan and the Land of Darkness: Arab Travellers in the Far North and certain versions of The Romance of Alexander. King of Kings's giants are another example of taking cues and inspiration from how premodern people perceived people from other parts of the world, similarly to the dog headed men et al. I discussed in the section about people above.

Don't know the source of this one unfortunately

Daevas, or Divs/Dews
Dwelling on the upside down underside of the world, daevas are embodiments of all forms of evil and untruth. They are more than simple unclean spirits, they are the living forms of deceit and lies, and live completely alien and surreal lives on the flat plane of the underside. Some divs are collaborating with the sea tyrants in their efforts to slowly seize the surface world, but most divs are lonesome creatures serving only deceit. Like I keep saying, keep an eye out for more posts about these guys.

Here, the main point of reference is to daevas from Zoroastrianism and, later, the Islamic Persianate div; while the names are super similar, it's an important distinction to make, I think, between these religious/historic references and devas in Hinduism, especially since Zoroastrian daevas are comparable to demons. Just sorta making a note of that. For stuff I've taken inspiration from, the Shahnameh by Ferdowsi which I need to read more of, I haven't actually finished it and Manifestation of Evil in Persian Mythology from the Perspective of Zoroastrian Religion by Elnaz Bakhshayeh and Reza Ebrahimil. Also the Encyclopedia Iranica and Wikipedia again. I wanna do more reading to find good inspiration for these entities.

Skeleboy with some carvings made by the ancient Dinosaur Kings

Dinosaurs
A bit of an outlier for this post, because the dinosaurs are more or less all dead. Once the rulers of the eastern satrapies and other lands before the time of the Conquering King, many of them were killed or forced into hiding once they were defeated by his armies, either by his very soldiers or by their human subjects' retribution. Today, they are little more than carvings on walls and rumors of ancient tombs.

Beasts and Birds
Yknow, animals. I wasn't going to include them in this post because I feel like it's kinda self explanatory that animals exist in the setting, but I figured hey why not I can still say some stuff about some weirdos. Obviously, most beasts and birds are just normal animals, but King of Kings has some unusual creatures, whether they are fictional animals that are still more or less comparable to real world things like the lizardmen herded and bred by the Dinosaur Kings, or intelligent beasts like manticores or pigmen, or birds so beautiful that their plumage inspires awe like the huma, or monotremes like gryphons, owlbears, or the swamp dwelling platypus. Just figured I'd note them.

This is what came up when I googled "byzantine elf". Source

Elves, namely the Gnostic Elves
A last but not least, the newcomers on the scene, the Gnostic Elves. The Gnostic Elves rule an empire directly to the west of the Enlightened Empire, the two neighbors being in a constant slow and grinding war that has been going on for generations. They took over the western archipelago and their portions of the mainland a few centuries ago, having come in from across the sea on pale white boats. They wrap themselves up in full body coverings and often wear masks, and believe that the flesh is sinful and must be destroyed, and that through ascertaining hidden knowledge the material world can be transcended. There are, however, heretic sects of elves who reject that gnosis, most notably the Hedonist Elves who dwell underground in isolated colonies.

I know I sound like a broken record but yeah keep an eye out for more posts about the gnostic elves and about the never-ending war between the gnostic elves and the enlightened empire. The Gnostic Elves have taken a lot of inspiration from a variety of sources: obviously their religion is derived from ancient Gnosticism, while visually and with regards to their role in the fictional world they take cues from the Eastern Roman Empire (for which I really like to refer to The World of Late Antiquity by Peter Brown and the History and Secret History of Prokopios), and their history of having come here from across the ocean to conquer takes inspiration from the Tarascans/Purépecha of Mexico who have a similar story of coming from across the Pacific, and the Seljuqs who conquered Anatolia from Central Asia.

And that's it! Those eight inhabitants of the world are going to serve more or less as a guide for my world building and adventure location making, and a bit of a taste of some posts to come as I elaborate on some more of these in more detail! Hope you have a lovely day!

Friday, March 18, 2022

Tabur, Grand Capital of Elburz Satrapy

Tabur has been the base of operations for my players in the King of Kings campaign (which has been on an extended hiatus since my last after action report post, unfortunately; though it will be making a valiant return soon enough), but for the most part it has been left rather vaguely sketched out. For the most part, it has only been a location to gather rumors and then return to after an expedition is done to give tribute to the group's patron, Farzaneh Taburi. While there has been tidbits of flavor here and there, I wanted to develop it into a more fully fledged location, and one that can possibly be a location for some adventure if the players so desire.

So without further ado here's some notes on the city, along with descriptions for the four quarters of the city and tables for random encounters! Additionally, I wanna thank John over at The Retired Adventurer for the advice/help with the format for the core description of the city.


Tabur
Capital of Elburz Satrapy, religious and political epicenter of the east.
Atmosphere: Old money and old power, political intrigue, massive inequality. Looming stone structures a la Persepolis.
Size: ~9k souls.
Demographics: Mostly Shahanistani, small frogling and weirdwalker minorities.
Ruler: Satrap Gholam Ruyanian
Major Cults: Cult of the Morning Star (sanctioned), Cult of Mitra (sanctioned), Cult of the North Star (sanctioned), Followers of the Veiled One (banned)
Major Factions: House Taburi, House Manati, The Temple Reformers, The Snakes, The Mongeese, The City Guards
Landmarks: Hangman Bridge (river crossing, public executions), Lion Bazaar (major market), The Plaza of the Horse (horse racing and gambling), The Iron Pit (prison and city guards).
Quarters: The Tigerskin Quarter (froglings, weirdwalkers, and industry), The Charcoal Quarter (the poor, destitute, and craftsmen), The Bay of Red-Feathered Plenty (noble shops and homes of House Manati), the Emerald Eye of the Basilisk (fighting rings, homes of House Taburi).

What one of the gates to the city might look like (the Ark of Bukhara in Uzbekistan)

Short Descriptions of Factions
House Taburi is a well established noble family centered on the city of Tabur, but with land holdings and dehqans of many ages spread primarily throughout Elburz satrapy. It is the family of Farzaneh Taburi, the group patron, and thus House Taburi is the faction that the players are most associated with.
House Manati is the greatest rival of the Taburis, although they are a younger house. While Taburi can draw their lineage back to some of the earliest shahs of Elburz, Manati claims descent from the Conquering King. The jockeying for power between Manati and Taburi is why the Shahanshah has appointed a third party as satrap of the province.
The temple reformers are a loose collection of priests and temple bureaucrats who believe that the enlightened temples have been taking advantage of the poor and needy and seek to reform the religion and, by extension, the state of affairs to better society. Many of them are followers of the Veiled One.
The Snakes and the Mongeese are the rival horse racing teams of Tabur, with followings in most of the cities of the north of the Enlightened Empire. Think something comparable to the Blues and Greens of Justinian's Constantinople, along with their gangs of supporters.
The City Guards are the clenched fist of Satrap Ruyanian, although they are mostly centered on the edges of the city and at the Iron Pit where criminals and heretics are held and executed.


The Tigerskin Quarter
Sights: Closely packed brick houses, tight winding streets, frog lords in water tubs carried on the backs of slaves.
Sounds: Conversations in several different languages, braying of beasts, croaking of frogs, clanging of metal on metal.
Smells: Burning smoke in the air, brackish blackened water, wet clay, hot metal.

The Steel Serpent:
The official supplier of metal arms and armors for both the city guards and the forces of the Kanarang whenever he comes to Tabur. The only official source of plate armor and other such items in the city, and to even be able to purchase such items requires bribes and cajoling.
Mail Armor: 150 drachmae
Cataphract Armor: 500 drachmae
Grivpanvar Armor: 1,000 drachmae
Cataphract Horse Armor: 1,000 drachmae
Grivpanvar Horse Armor: 1,500 drachmae
Repairs to any set of armor: Half the listed price i.e. 250 for repairing cataphract armor, 500 for repairing grivpanvar armor.
Short Sword: (such as akinakes) 12 drachmae
Two Handed Sword: 25 drachmae
The Steel Serpent is the only place where one is able to legally acquire a sword in Tabur and, as mentioned above, access is controlled.
Etc.

The Tigerskin Quarter is home to Tabur’s two minority communities: the froglings, sorcery-wielding amphibians from the marshy land surrounding the First City in the western regions of the Enlightened Empire, and the weirdwalkers, an exiled people with no land who are on a journey in search of their lost god (Kusa’s people!). The froglings cheer for the Mongeese.

Potter's Alley:
This is the place to go if you need any kind of ceramic ware or glass (it has been since days long gone that glassblowers were lumped together with potters), and so it is frequented by anyone in need of a container for anything else. Potter's Alley is also on the edge of the neighborhood of the weirdwalkers, their mysterious kilns belching sweet smelling smoke up into the sky.
For a typical clay vessel, price varies by who is making it and by size. Typical size to price ratios are:
Very Small: can fit roughly one swig of a liquid or a small amount of solid, 2 drachmae
Small: a small bowl or oil lamp size, 3 drachmae
Medium: comparable to a water bottle or larger bowl, 5 drachmae
Large: an amphora of wine or something of comparable size, 9 drachmae
Very Large: a very large bowl too large to hold in one hand or even both hands, 15 drachmae
For glass vessels, add 5, so very small becomes 7 drachmae, small 8, medium 10, large 19, very large 25.
It is possible to commission weirdwalkers to make ceramics with mysterious properties, for that is the gift of their crawling god. Such creations have their prices determined on a case by case basis.

Random Encounters in the Tigerskin Quarter (1d6):
1: A contingent of burly sooty slaves dragging a hot crucible through the winding streets, holding onto it with heat-resistant gloves and tongs and dragging it on dirty clothes. They are singing working songs and swearing up a storm.
2: A panicked debtor is attempting to pawn off subpar blades that they say they were convinced to sell by a frogling blacksmith. If they don’t get money for the blades, they’ll be sent to the Iron Pit!
3: A frogling mother has accidentally dropped the clay jar she was using to carry around her tadpoles!
4: A group of weirdwalker children playing in the street with clay toys of different animals and monsters. If you didn't know better, you'd think some of them were moving on their own!
5: A hunched over manservant dragging a cart behind him is in the process of picking up and taking back swords and other weapons for the city guards. He is dissatisfied but afraid of punishment.
6: A frogling coin lord is being marched through the street in a tub of sloshing water borne on the backs of four slaves. They are going around the streets in some fusion of a business trip and a flaunting of wealth.


The Charcoal Quarter
Sights: Tenements housing many more families than can comfortably fit all stacked one upon the other, crumbling ruins as the quarter gets closer to the city walls, beggars and carpenters and dye workers.
Sounds: Plaintive groans, feet padding upon the wet ground, arguments in some house you can't quite see.
Smells: Water, sweat, smoke from wood fires to make charcoal.

The Charcoal Quarter is where most people in Tabur live. It is presumably where most of the players have been staying when not going on adventures for Farzaneh Taburi, at least just due to it being the cheapest place to live. It is also a good source of rumors, namely from everyday lower class inhabitants of the city; most of the rumors that the players have received have come from NPCs centered in the Charcoal Quarter.

In addition to being the population center of the city and the poorest section of the city, the Charcoal Quarter is also where most craftsmen are centered. While those who work in industries that require a more forceful and fiery hand, such as blacksmiths and glassblowers, dwell in the Tigerskin Quarter, simple carpenters, bakers, coopers, dyers, candlemakers, and others in similar professions work here. Probably the biggest landmark of the quarter is the great dye works, where swarms of barefooted young women and men with bright stains up to their knees provide color to the spun cloth of the town.

Notably also, the Charcoal Quarter is where one can find most hirelings on the cheap. Drachm Street, where beggars and those in need of odd job employment aggregate, is where many such people can be found.
Example hirelings of Drachm Street:
Beggar: 1 drachm, +1 hit point
Light Bearer Boy: 1 drachm
Failed Stonemason: 3 drachmae, skilled at digging and cutting stone
Dye Works Girl: 3 drachmae, agile and quick, able to identify liquids
Tough Bully: 4 drachmae, +1 to hit and damage
etc.

Random Encounters in the Charcoal Quarter (1d6):
1: A millenarian street preacher, clad in garishly colored robes and with some implement of pain wrapped around their necks and arms. They call for all who listen to heed their warning of the coming prophet. If they linger too long, they will be arrested by the city guards.
2: An elderly beggar, a veteran of a battle against the Gnostic Elves decades upon decades ago, holding out a bowl for alms as he sits on the corner, unable to move except on a little wooden cart made for him.
3: The loud sound of an energetic youth harking goods outside of a family shop. They are making these little pieces of carpentry sound irresistible. 
4: A scrap in the street! 2d4 youths (and perhaps their tired and haggard parents) are caught in a fist fight over some perceived or real slight. The only way to find out is to intervene.
5: A gaggle of dye girls striding through the murky street, their legs and arms stained a cacophony of colors. They seem very excited to go see something.
6: A giant insect, pitch black from the choking smoke, crawls on the wall beside the group. It can spray a noxious fluid from its behind, and tastes foul raw but delicious when boiled (though make sure to throw away the water after, it'll be choked with coal dust)


The Bay of Red-Feathered Plenty
Sights: Houses made of beautiful wood and smooth stone nicely spaced from one another, bright red feathered plumes that loom over the street, servants in well to do garb anxiously going from store to store.
Sounds: Jovial conversation filled with words that you only half understand, deep guttural laughter, discussions over prices, water and wine being poured from clay jugs.
Smells: Spices, wine, olive oil, and aromatic woods. The dried out skin of long dead animals and dusty feathers.

The heart of upper class artisans and craftsmen, who work in fineries and fripperies day in and day out. Just about the only place here in the east where the traditional luxuries can be easily bought and sold (other than, of course, Humakuyun on the sea, but that city has many more unorthodox luxuries as well). The ancient arts and poetries of the region are represented well in this district. Additionally, the Bay of Red-Feathered Plenty is the center for House Manati, whose scions and princes dot the rolling riverside hills of the district in spades. It is beside the river itself where the most ancient building in the quarter sits, the palatial estate of the Conquering King's bastard son's descendants, the heads of House Manati. While House Manati presides here, they cannot stop the nobles of House Taburi from venturing in; but the Manatis have made as much of an effort as possible to keep their district as autonomous as possible from the sway of the city guards.

While it is technically not illegal to set foot in the bay as a member of the lower classes, being visibly poor will result in disgusted glances and refusal of service. If you dress in clothes befitting a higher station than your own, then perhaps you can get by in the wide boulevards of the bay, but being found out as a facsimile of the rich will net you an even worse punishment than simply being poor in the district. Alternatively, you can simply spend Rapport with your patron to have her accompany you in the bay, resulting in everyone assuming you are simply one of her clients or slaves.

The bay gets its name from the red feather plumes that loom over it during the day, and from the crimson Parrot-Fiends who haunt it at night, squawking loudly and entrapping trespassers in an unbreakable embrace until guards arrive (although in certain situations this is actually until pigmen in the service of one of the noble scions of House Manati arrive; in fact, the bay has a sort of parallel system of pigmen guards for affairs internal to House Manati). The parrot-fiends are sorcerous undead creations, and can be turned by clerics. The city guards hate them.


Example stores in the Bay of Red-Feathered Plenty:
The Aviary of Ashfar Ghen - Large building filled with cages of the finest and most exotic birds. Exorbitant fees must be paid for long distance transportation without the birds eaten by tigers. 
The Herpetorium of Yamsheen the Wise - An unassuming building operated by an old woman from a long line of fine lizard breeders. Illegal gecko production facility in basement, shipments sent to the assassins in Humakuyun.
The Manticore’s Tongue - A warehouse of spices, owner on good terms with Farzaneh Taburi. Locked up tight at night for fear of robbery, even with the bay’s security system.
The Silver Scale - A rather new lizard breeding enterprise established by a brineman named Farfeen. Closely involved in parrot-ghoul maintenance.
Sarai’s Silken Thigh - A purveyor of fine clothes, which supplies the city’s nobility with fine silken brocades and dyed cloth. Sarai owns a dying facility in the Charcoal Quarter.
Order of the Red Feather Dancers - A dancing company that takes in young men and women and turns them into dancers and confidants. Also sells spy-monkeys.
The Glinting Knife - A secret weapon supply for the nobility and merchants. Specializes in the production of blades for quick and silent murder. 
Yaghbona’s Furs and Skins - A purveyor of fine clothes, but more particularly focused on items made of animal furs and reptilian scales. One of the few shops in the bay regularly visited by adventurers.

Random Encounters in the Bay of Red-Feathered Plenty (1d6):
1: A foppish young nobleman being borne along on a palanquin, sightseeing around the quarter that he already lives in. He is loose with his coin, and easy to fool.
2: A poor river fisher on their boat, being yelled at by a port servant in dark robes for stopping in the bay's wharf.
3: A mysterious palanquin with its curtains drawn in close, only vague silhouettes visible through the thick brocades in the midday sun. Rumors abound as to what is in it; a portion of a noble's harem, a fine treasure being transported from house to house, perhaps even an eccentric noble themself?
4: An artist displaying lizard poetry in the street. The beautiful words encoded in the patterns of scales on the reptiles' backs are mesmerizing.
5: A group of burly men in full body cloaks and masks march through the street, carrying bags laden with fineries upon their backs.
6: A wandering, meandering party of nobles and their hangers-on crawl through the street, wine drunk and with full stomachs.


The Emerald Eye of the Basilisk
Sights: Houses of ancient stone hewn with the finest of tools, tall buildings painted in bright hues of green, mercenaries and guardsmen for hire lingering on certain corners, members of house Taburi striding in the street with parasols held above them by manservants.
Sounds: Whispered conversations at street corners, the wind flowing through silken curtains, the muffled sound of fighting somewhere not too far away and not too close.
Smells: Incense, soap, blood. The fresh smells of the river as it flows into the city.

The Emerald Eye is the old center of the city, the part of town that has been inhabited for centuries before even the time of the Conquering King. The crumbled remains of the city's original stone walls encircle this district, as the city has grown far past its meager beginnings innumerable generations ago. At the middle of the Emerald Eye is a hill, where in ancient days it was said a basilisk was born on the night of a viridian comet and a full moon. That baleful rumor kept the pastoralists of the valley away from the hill and away from the river it sits beside, allowing for a settlement to take root. Sitting atop the hill is the palatial abode of the city's satrap, Gholam Ruyanian; at its foot is the Iron Pit, the dreadful jail where criminals and heretics go to die. Encircling the satrap's palace are the homes of House Taburi, the ancient family who founded this city.

While House Taburi are the ancient founders of the city, they are also deeply involved in the trade networks that pass through the valley, and in many of the affairs that this implies. The Taburis have a finger in every pot, so to speak; Farzaneh, for instance, is deeply involved in the salt and spice trade through the Great Desert to the south. As a result, there are many warehouses owned by House Taburi in this part of town. One of the more unsavory businesses which House Taburi have gotten themselves involved in is the mercenary trade. While there are independent mercenary companies in Elburz satrapy, House Taburi dominates this area in Tabur proper. This, however, was made difficult by the ban on open carrying of weapons in the city put in place in the not too distant past. As a result, there are those in House Tabur who operate secret fighting arenas and underground training facilities, trying to stay under the nose of the city guards, or bribing them every once in a while.

Example mercenaries and hirelings of the Emerald Eye district:
Great Desert Slingman: 7 drachmae, wields a sling
Desert Guide: 9 drachmae
Dog Headed Mercenary: 6 drachmae as long as you let him eat what he kills, wields a nasty weapon
Spearman: 8 drachmae, wields a spear
Caravan Guard: 7 drachmae
Amazon Guide: 12 drachmae, wields bow at +1
Wrestler: 10 drachmae, skilled martial artist and can perform feats of strength, carries a training club
etc.

Random Encounters in the Emerald Eye of the Basilisk (1d6):
1: A gaggle of temple bureaucrats and palace scribes striding through the street, deep in conversation about taxes and financial minutiae. Their pockets are weighed down.
2: A wrestler in traditional garb practicing in the street with large weighted clubs. His brow glistens with sweat and his hairy chest heaves up and down.
3: A lithe hunting dog on the loose, its leash still clinging to its neck. This is obviously the pet of some nobleman, but the thing will resist capture.
4: A meeting of functionaries for some business of House Tabur's, discussing prices and trade routes and hazards along the way. Maybe they'd be open to an offer of help?
5: A group of mercenaries attempting to advertise their skills and prowess without direct reference. Spearmen wielding errant branches, wannabe cataphracts on donkeys. They know a guard is nearby.
6: A young member of house Tabur striding through the street in ostentatious dress and style, their long cloak held up off the ground by two manservants behind. An older woman, presumably the noble scion's mother, stands at a distance, disapprovingly.


That's all I wanna share about the city for now! Obviously there are more opportunities for tables or descriptions of NPCs or things to do with the landmarks I mention at the top of the page, but this post is long enough as it is so that will be for a different time.

Sunday, June 13, 2021

Froglings of the Enlightened Empire

 So I was in the process of writing a post with random tables and city information for one of the cities in the eastern satrapies, but I realized it referenced a people that hasn't yet been discussed at all on my blog! That's because it is an addition to the setting that I made during my posting hiatus, but I just figured it would be an important thing to post about first!

from The Mandalorian

THE TRAITOR FROGS

When the antediluvian days were waning and the men, women, and sacred ones of the First City were rising, there were some among the sea tyrants who saw their fate, even as the spell to flood the world was being woven. Chief among these were the amphibians, who knew dry land much better than their brethren. The salamanders and the frogs even included some in their number who had visited the First City and dwelt within its walls. The amphibians wanted to keep the land, for they feared that if the whole world became ocean then they would shrivel up in its brackish depths, and they would be consumed by the guilt of the death of humankind. And so, the frogs and salamanders and olms conspired to give humanity magic, to protect them from the horrible flood. It is a frog named Prometheus who is said to have given the first, now long lost, clay tablet of spells to the the thief Keyumars in those long forgotten days. In the telling of events more well known among men, Keyumars simply dove deep into the kingdoms of the sea tyrants and stole it for himself, but those who study the depths of history know better. The first spells for humankind were written in a frog-like hand.

For this, the frogs and salamanders and olms were forced out of the sea and branded as traitors. The traitor frogs fell upon the First City and its surroundings and built a new home there, and began to live among humanity. The traitor newts fled into the wilderness, willing to go along with the frogs' plan to give humans magic but not as enthusiastic about the change. The traitor olms fled into the depths beneath the earth, since they among the three amphibians did not have the physical forms to survive on land. When the sea tyrants began to take over the underground, the olms fought back and to this day that struggle continues. A giant friendly olm is a fine sight for any spelunker in need.


These mythic days are long behind them all, however, and whether there is any truth in the stories of the deeds of the great heroes of the frogs and salamen is a matter for debate. Since the froglings (as they are now called by humanity, although the name "traitor frog" has not left them) descended on the First City after the end of the Deluge, they have been a consistent feature of urban communities. Coastal areas especially, both within the Enlightened Empire and without, very prominently feature frogling communities. They are exiled from the ocean, but often skirt upon its surface on boats, their sails pushed along by the flapping of innumerable fly wings.

The traitor frogs, as the premier masters of magic on the surface world, have developed many unique forms of sorcery. Chief among these is Diptomancy, the art of communication with flies (and other small buzzing/stinging/biting things, although notably bees refuse to speak with diptomancers). This began as a form of divination, ascertaining fate through the shapes of poetically-conditioned fly swarms, but it has developed into a science and an art all its own. During the ancient days of the Warring Kings, there were many frogling principalities lorded over by batrachian sorcerer-kings and mage-mothers, and their spell tablets, secreted away in dank depths and crumbling ruins, hold some of the most powerful spells of history.

I don't intend on having froglings ride on giant frogs but aren't these just so good?

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I was going to write up a frogling race-class but I'm at a bit of an impasse with regards to what to do with these guys with regards to the players. I could keep them as NPC-exclusive (keeping the game completely human-only as it currently is (technically the amazons, brinemen, and half-jinn are humans)), or make them a race-class (which to me seems a bit weird because they have honestly just as much flexibility as humans do), or fully separate race and class (which I'm worried about how to puzzle through because of how I've boxed myself in with some of the human nations), SO instead of presenting any character information, here are some example diptomancy spells.

BATRACHIAN SPELLS OF THE FROG-KINGS

Fly's Last Meal
Level 1
Duration: Until caster ends
Range: Touch
When this spell is cast, the caster touches a fly and is able to ask this fly any question relating to what it has eaten and what was surrounding it when it ate it. The caster is able to end the interrogation at any point. This spell is often used to find out what happened at the scene of a death, assassination, or murder.

Gust of Fluttering
Level 1
Duration: 6 turns
Range: 120'
A training spell of diptomancy. Any and all flying insects in the area congregate in a point designated by the caster within the spell's range and flap their wings very rapidly. Their fast flapping creates a noticeable wind, which will cause any light objects to be caught up in it. The caster can order the cloud of flies to release a sudden and massive gust of wind in one specified direction, pushing any being or object not too heavy back up to 240'. Doing so causes the cloud of flies to immediately dissipate.

Advanced Gust of Fluttering
Level 2
Duration: 6 hours
Range: 120'
The most commonly learned diptomantic spell. Any and all flying insects in the area congregate in a point designated by the caster within the spell's range and flap their wings very rapidly. This maintains the attention of many more flies than the simpler version. Their flapping creates a noticeable wind, which will cause any light objects to be caught up in it unless it is focused in one direction. The caster can order the cloud of flies to release a continuous gust of wind in one specified direction for up to the spell's entire duration. This gust of wind is strong enough to push heavier objects and creatures.

Item: Barrel of Flies
A common object kept by frogling sailors, the barrel of flies is just what it sounds like: a wooden barrel filled with flying insects. These are usually caught and barreled at "fly-factories" that keep rotting material to grow flies in for sale. When at sea, the frogling sailor-sorcerer has no flying insects around to provide for their advanced gust of fluttering, so the barrel of flies is a must.


Noxious Discharge
Level 3
Duration: 3 turns
Range: 240'
A biting insect emerges from somewhere within the caster's robes, and seeks out the target which the caster points at. The target makes a saving throw vs. poison, failing to do so causing them to begin to incessantly spew forth a stinking corrosive acidic discharge, the very same sort that houseflies use to digest their food. They are unable to take any actions in combat other than struggling against their vomiting, and if they fail a DEX check they also begin to take 1d4 damage every other round as they stumble around and cover themselves with their corrosive vomit. The vomit is able to melt through wood and other organic material.

Mayfly
Level 6
Duration: Indefinite
Range: Sight
The caster points at a target they can see. If they have the ability to feel romantic/sexual attraction, they must make a saving throw vs. death or be overtaken by the instincts of the adult mayfly. Those who do not feel romantic/sexual feelings are immune. If they fail their saving throw, they are overtaken by intense romantic feelings and the need to have a romantic moment with someone, anyone. However, the moment they so much as move away from a kiss or finish up with a romantic dinner, they will die, having fulfilled their immediate goal. The only way to stave this is to stop them from being intimate with anybody, and the only way to end the curse is through a magical ritual.