Friday, April 20, 2012

Spring in Wermspittle (IV)

School of Hard Knocks
For the first few weeks of Spring, professors and other scholars and academics tend to stay off the streets unless accompanied by bodyguards. Lots of bodyguards. Preferably big, scary ones. Wherever they go, the scholars and instructors are mobbed by scores of arrogant, earnest, precious, desperate applicants seeking entry into the Academy, the Colleges, the Schools or Clinics. Every expert, adept and master has their pick of the surfeit of fresh young things vying for some sort of a chance to prove themselves, any kind of opportunity to better themselves. Apothecaries and academics, surgeons and sorcerers all post their requirements and conditions for acceptance as an apprentice only to face an onslaught of applicants. Many hire extra staff just to handle all the eager young would-be apprentices. The majority of the legitimate opportunities are filled and spoken for within the first two weeks. Then the scammers, frauds, and agents of the Corruption Trade descend upon the disappointed and desperate remnants and left-overs before they fully realize that the parties are all over.

There are scholarships, of course, but qualifying for those is even more difficult than fighting one's way through the bureaucratic gauntlet and the impromptu extracurricular arenas. Those who fail the admissions tests, get passed-over or drop-out in the midst of the mad rush of would-be new students entering academia still have a shot at becoming an apprentice, intern or unpaid assistant. Not all professions require a degree or a diploma. Many can only be entered, legitimately, via an apprenticeship or period of scholastic indenturement. In some cases this is a real fast-track to power or fame, in others it is as much a dead end as delivering questionable meat to the Goules of Latterkamp in Winter.

A Bitter After-Taste
Quite a number of young people wake up to a harsh reality come the last two weeks of April. Those who have been admitted to the colleges, institutes and learning clinics have left them behind. The dancers have gone back to their regular jobs, the liquor is no longer flowing quite so freely and the landlords want to be paid. All those wagon-loads of provisions sent along with young Johan or Elsbeth by their parents are empty, picked clean by revelers. The teamsters have already headed out of town carrying loads of salvage or handicrafts to the trading camps of the few merchant caravans worth rendezvousing with before the onset of Summer.

Piper's Wages
For many young people it is a harsh way to wake-up. Dunners and debt-collectors seem to come out of the wood-work. Doors get locked and windows barred. The Patrols start making the rounds again. Things that were tolerated, even gleefully encouraged during the Revels get punished, often summarily and harshly. Vices that were freely catered to before are hard to find and expensive when the once-friendly peddlers are finally found. All that was free now comes at a stiff price. Loud noises attract unwanted attention. Even a smile can start a fight among strangers. But few such scuffles last for very long before the Patrol descends upon them and sorts it all out. Those with money can walk, those who are destitute can either take their chances in the pits or ask for the Low Court to assign them some municipal service. Most just get auctioned off to debt-collectors and usurers who like to invest in the futures of trouble-makers who show promise as fighters, gladiators, or other types of servants. The Dusk Bells ring once more and the old contraband water clocks start to keep track of the hours again. Order is to be restored. Time matters again. There is much work to do and only a short time left in which to get it all done before the frost comes back and the hard times descend like a shroud over the city.

Thursday, April 19, 2012

Bujilli: Episode 21

Dithering was deadly. Hesitation killed. But rushing headlong into the dark without a clue or at least some sort of preparation was essentially suicide. Bujilli paced the floor of his new quarters. His very temporary quarters.

Temporary. Yes. This room was only his because his potential mentor Gnosiomandus had arranged things. The original occupant was dead. Killed in the arena fighting for a chance to enter into the Academy. Entrance Exams. They did not just select for academic fitness. Not here in Wermspittle.

Fine. Enough of this. Bujilli took out his Little Brown Journals and opened one of them at random and started to read. He intended to make the most of  his time in Wermspittle and in this room, since it had been provided. He came here to learn, so he intend to learn all he could, to the best of his ability, and that meant making good use of his personal resources to start with--he'd carried the Little Brown Journals with him since leaving his Uncle's yurt and it was time he actually learned a spell from them, instead of burning yet another one out of desperation, like when he had cast the Aklo version of Malign and Particular Suspension of Natural Law directly from one of the Little Brown Journals. That had nearly killed him, and it had reduced the page to leprous gray ash. That spell was lost to him now. Wasted.

Bujilli sat on the floor. He began reading. At first he had some difficulty concentrating, but he redoubled his efforts and things began to flow smoothly. He read and read and let the words insinuate themselves into his brain, imprinting their secrets, the keys to their activation, the patterns of their structure, the grammar of their expression upon his consciousness, into his memory, and in some cases onto his soul. He lost sense of the passage of time, but that was not a concern, not yet. This. This mattered. This was important.

He learned Zymurgic Disgestion, a thoroughly disgusting spell. He learned Umbral Maiming and Charnel Breath. Then he learned Wrathful Facade. Four spells. Four new spells. Bujilli rose from the floor, stretched, scratched and considered taking a nap. His head was fuzzy, buzzing, the new spells were still fresh and not fully integrated yet. But he was restless. Impatient.

It was time to go for a walk.

His hand brushed against something. It was cold. Hard. Metallic.

He picked it up. It was a medallion of some sort. A disk of some dull, scratched-up metal on a lightweight chain of semi-translucent raw-hide. The medallion was stamped with a motto or maybe a coat of arms, but it was so old and worn down that it was practically impossible to tell what it was supposed to be...except...there was a marking on the front...something that looked like a key of some sort. It must have fallen onto the floor. Bujilli slipped it into his belt pouch. Maybe it'd come in handy later. Once he knew what it was.

Bujilli examined his gear and considered whether to take everything or leave some things behind. He re-read Gnosiomandus' note. It seemed that the room was his to use for a while...however long that proved to be. He preferred to travel light, if possible. But he also knew better than to get himself caught without his tools. So he compromised and unpacked his samples, the rubbings, the pieces of dreamsnail shell (except for one piece which he re-placed in his pack), the water-skin containing the miasmagaster spawnling, and anything else he considered non-essential. He stashed these things around his room. If he did get to return, then it would all be right where he left it. If not, well, it wouldn't much matter, now would it?

He slung his battered old pack and checked his weapons. The tulwar needed a bit of whetstone work on the edge again, but it'd do for now. The phurba was clean, clear and ready to go. The short bow he almost left behind, but couldn't bear to do so; it had been made for him, one of the few things of his childhood that his Uncle had not ruined. Probably because his uncle expected him to hunt with it and to put meat into the pot.

Bujilli smirked. He had been a good hunter. Far better than his uncle ever suspected. He'd often killed and cooked his own meals whenever he knew he was out of sight, out of range of his uncle. It had been a quiet, effective form of rebellion as Bujilli had grown up.

He kept the bow and quiver. He also shifted the hand-axe to his belt, sliding it into the old loop where he used to carry it when he was prowling through the edge of the Yeren territories. Arrows weren't much use against them. If anything arrows just made them worse. But if you could hack one of their fingers off, they not only left you alone, they became filled with a terrible dread that you'd use the grisly thing to enslave them, steal their souls, or something. Superstitious brutes. He'd only ever brought three fingers home to his uncle before he was forbidden to go hunting in the Yeren's forest. He suspected that this uncle had made some sort of a deal with the Yeren. It wouldn't surprise him.

Everything seemed in place. He adjusted a few small straps, got the weight to settle against his back like always and it was time to go.

He seriously considered rolling-up the rug and seeing if it could be tied-down enough to fit on his pack.

Nah.

The door opened easily, quietly. The hinges were well oiled. He looked back at the little creature in the cage that lit up his room. It waved at him then went back to sleep. It seemed unconcerned. So Bujilli stepped out into the hallway and closed his door. It was marked with a blue 'four.' It clicked shut. He reached out to try it and the door stayed closed. He tried again. It still wouldn't budge. He took a step back. He considered using a Knock spell to open the door. Then he thought of the medallion that he'd found on the floor. He pulled it out of his belt pouch. The door clicked. It opened at a slight push. So the medallion was a key of some sort. He slipped it back into his pouch and re-closed the door.

He was alone. The hallway was wide, at least by Almas standards. There were two other doors down the wall from his door, and another three on the opposite side of the hall. One way led to a T-shaped junction, with a large statue looming half out of its alcove. The other direction led to a stairway that went both up and down. The walls were either plastered-over heavy stone--you could see the stonework through broken spots in the old, dingy plaster, or covered by heavy tapestries. In-between the doors were small ledges built into the wall. Each one had a marker or object set upon it. The first had a tin whistle and small snippet of red ribbon. The next held a small brass fish of a type Bujilli had never seen before. It had opals for eyes. It seemed to be staring, almost glaring at him. He walked over to the other side of the hall. There he found a tiny brazier filled with purplish coals that gave off a faint aroma of benzoin and something, possibly amber. It was pleasant. Next to it was a small pewter box inlaid with scores of baby-sized teeth. Next to that was an octagonal lens of vivid blue glass, set into a silver-wire loop suspended within a hand-carved wooden hoop, possibly willow. These were rather distinctive things. Possibly armorial or totem-like objects of personal identification. Bujilli considered placing some sort of object upon the ledge next to his door, but then thought better of it. He needed to know more before he overstepped his bounds or inadvertently got himself into trouble.

Room 101. He wanted to go find Room 101 and get himself registered for the Entrance Exams. Then, after that was settled, he would worry about finding Gnosiomandus' colleagues and arranging for the sale of his samples. But he might just go see these Spring Revels before that. He was intrigued. He'd never been to any sort of Revel before. Almas didn't do a lot of celebrating. When they did, it was mostly a lot of mindless drinking and fighting mingled with sex or gambling or both. He wanted to see how humans did things.

It had to be better. Right?

Turning from the ledge with the lens on it, Bujilli looked right, then looked left. He picked left. The statue in the alcove. It was a big statue. A tall, powerfully-built woman in heavy armor. Her flesh was carved from alabaster with a slight pink inclusion. It was almost like blood on wax, yet dry and cold. The armor was real. So were the weapons. A red velvet rope cordoned off the statue from the hallway, at least it attempted to hold the figure back. It seemed to be losing the battle.

There was a plaque, a pentagon of dark bronze mounted onto the wall beside the statue.

Hestina Velacroix
2234-3658
Third Warlord of Vadomar.
Patroness of the Rebuilt Academic Arena.
Exiled from Clovia during the Purge of the Pallid under Bithunio's Usurpation. Rumored to be of the bloodline of RoseRed and IceWhite.
She Shall Return.

The inscription meant nothing to him. He'd never heard of Clovia or Vadomar. He looked at the statue again. The detail was exceptional. She looked ferocious. Whomever she had been, Hestina must have been a real terror in her day.

Bujilli looked around a bit. The hallway ran along a slightly curving wall. Hestina loomed over her triple-junction, making her a perfect landmark. This time he picked right and followed the hallway until it opened into a larger space, a sort of lounge or commons area. He realized then that the three rooms along one side of the first hallway, where his room was located, must be part of an angle formed by another set of three rooms, all six of which formed the back two walls of this commons area. The curve of the outer wall made the commons area kind of pie-shaped.

"Who the hell are you?!" demanded a husky voice. It was a young girl. She might have been all of ten, maybe a little older. Then he noticed her eyes. The irises were like luminous opals. Empty. Cold. Bitter. There was a trace of redness around her eyes. She'd been crying.

"Excuse me. I'm new here. I'm trying to find my way to Room 101." Bujilli tried to smile as he showed his open hands in what he thought was a suitably non-confrontational gesture.

"Fucking freshmen. Lost and clueless. You're going the wrong way, dipshit. Go back to the stairs and go down to the first floor. Follow the red triangles. Or the blood. Either way. They'll lead you to the room you want." She slumped back down onto an overstuffed couch and resumed staring into the grate of the corner fireplace.

Bujilli hesitated for a moment. He almost spoke again, but then thought better of it. Instead he just nodded and retraced his path back to Hestina's statue, turned and walked directly to the stairs. It was quiet until he went down two flights. Then it got busy, and noisy. His room was on the seventh floor. By the time he reached the ground floor, he was surrounded by people, mostly students, from the look of them. All of them were armed. Everyone was carrying a satchel, haversack, or some sort of bag. Bujilli fit right in, aside from being the only half-almas he could see.

He spotted a large red triangle to his right. It was situated over a corridor that was lined with glass display cases. The cases contained stuffed specimens of all manner of wild beasts. He only recognized a couple of them. He followed the Triangles, watching and observing the traffic all around him, and admiring the animals in the cases until he reached a fork in the path. To the left was the Arena, to the right was Room 101. He went right.

The door opened as he approached. He entered. It was a long, narrow vestibule area. Wooden chairs lined the wall. Twelve other would-be students sat on the chairs next to the big double doors with a large and very conspicuous bronze plaque nailed to it with the unmistakable numerals '101' on it.

Bujilli took his place on seat thirteen.

Three of the other students stared at him. The rest ignored him, or at least tried to give that impression. One of them got up and clomped over in front of him. It was the kid who had been sitting next to the door.

The boy was maybe twelve, not quite yet into puberty. He wore grub-leather armor and was carrying nearly a dozen or more daggers, cleavers, cutters, and knives. One might have been a potato-peeler. The boy tried to loom over Bujilli, but even sitting down the kid was still shorter than him. He also had slight traces of some sort of white powder on his lips, maybe he'd been eating some sort of candy?

"Here to fight?" sneered the kid.

"Entrance Exams." answered Bujilli, trying not to notice the massive amounts of acne crusted over the kid's jaw-line and throat.

"Me too." The kid cracked his knuckles loudly.

"Good." Bujilli wondered where this was leading...

"If you beat me, you can have my place by the door, go next." The kid spat. He drew back three steps and made to yank out a knife at the first indication that Bujilli would accept his challenge.

"Oh. Well. If you insist." Bujilli slid to the right, away from the others. He drew his tulwar and slipped into a guard position. Hopefully he wouldn't need to kill the kid to get him to sit back down quietly.

"YAAAAAAAAAAAHHHHHH!" yelled the kid as he charged at Bujilli. He had a knife in his left hand and a heavy cleaver in the right.


Looks like Bujilli has gotten himself into a fight.

How should he handle this situation?

Attempt to disarm the punk, or just kill him and get it over with?

Maybe he should try to talk to the kid? Yeah. Right.

Or maybe he can try to subdue his opponent?

You Decide!


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Series Indexes
One | Two | Three | Four | Five | Six


About Bujilli (What is This?) | Who is Bujilli? | How to Play

Bujilli's Spells | Little Brown Journals | Loot Tally | House Rules

Episode Guides
Series One (Episodes 1-19)
Series Two (Episode 20-36)
Series Three (Episodes 37-49)
Series Four (Episodes 50-68)
Series Five (Episodes 69-99)
Series Six(Episodes 100-ongoing)

Labyrinth Lord   |   Advanced Edition Companion

Saturday, April 14, 2012

Dust Collectors

Dust Collector
No. Enc.: 1
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 7
Hit Dice: 3
Attacks: 1
Damage: 1d6 or by weapon
Save: MU 6
Morale: 11

Tall, gaunt inhuman savants, the Dust Collectors lurk in the shadows surrounding the Dry Rot in Wermspittle, the Mallannax Appendix in Jumio, or the Tower of Xallameo within the Red Wastes, and similar such places and spaces  to be found beyond the Kalaramar Drifts. They travel far and wide, always seeking after specimens dust and gathering trace amounts of cast-off matter or skin-cells that they absorb directly into their tissues, encysting this stuff into tiny internalized nodules that they somehow use to store, sort, analyze, and manipulate it, even use it in their sorcery or art. Dust Collectors extract information from even the tiniest speck of otherwise unnoticeable, inconsequential matter. The littlest fragments often reveal the most incredible secrets.

Their flesh is filled with a lambent, sickly pulsing light that seems to be seeping out from their diseased brains, which are lodged deep in their torsos and wrapped within a cage of cartilage. Lacking any sort of a real, proper head, they completely eschew sight and rely upon a range of other senses that allow them to discern trace amounts of rare elements, detect the chemical composition of anything and everything within 120 feet (or more if they exert themselves), and to observe the esoteric functions of matter deep down on the smallest scales. The member that juts forth from between their shoulders resembles a bloated and dead, vestigial organ used more to frighten the superstitious and the gullible than anything else, though it may in fact be some sort of sensory appendage. Dust Collectors are also gifted with a form of ESP that further enhances their ability to perceive extraordinarily minute things.

Not From Around Here
The Quadratic Codex ascribes the third planar layer of Baltong as the point of origin of these strange visitants. That may well be true. Certainly there is something of a bond between these cadaverous-looking beings and that dessicated wasteland beyond the Notorious Blue Box. But they are as likely to be denizens of some devastated world behind broken skies--if the account set down by Sarmandrio of Kalrion has any basis in truth. A debatable thing.

There are those who think that these beings are transplanar undertakers, after a fashion, but there are no conformed accounts of their ever having disturbed a crypt, sepulchre or tomb. Indeed, these creatures seem to be a bit too fastidious to ever delve into such hallowed precincts. Instead they prefer to collect samples of dust from libraries, studios, and lecture halls. They will go to great lengths to gather-up samples of dust that they feel is most potent or that has the most potential. They scrape these samples into small piles, expectorate a horrid mucous-like substance upon it and then absorb it through the mouth-like sucker-rings on their hands in order to carry it all away with them to their shabby lairs, often a dismal attic garret or some cramped cubicle walled-off within the dank cellar of some tavern or other place where the proprietor is unlikely to ask too many questions or to get too nosy.

What Are They Really Doing?
What are they looking for in the dust that they gather? The Dust Collectors are rumored to be skilled in the reformulation of what once were living things from the essential fragments left behind in cast off cells and flakes of skin--the primary component of dust. They seek nothing less than to dredge life back up from the dust itself, to revive things that have passed away from the world and to restore those beings, creatures or persons whom they choose from the cold shores of oblivion. Dust Collectors may be responsible for the resurgence and return of otherwise extinct species. They may also have played a role in the revivification of various notorious individuals who were reliably reported as being dead or destroyed. It is only a rumor, but many believe that the Dust Collectors can be bribed to restore the dead from only a few grains of dust, but no one is sure exactly how that works, or if those so returned are in fact really the people originally bargained for...

Why?
Nature may abhor a vacuum, but these strange beings abhor entropy and seek to subvert it by their little efforts, one small step at a time. They are nothing if not patient, methodical, persistent. Some say that they themselves are immortal. Perhaps they are. Maybe they make a practice of revivifying one another on a regular basis, possibly on some pre-arranged schedule. There are rumors that there may only really be one of these beings, that all the others are actually replicas, simulacra, copies of the one, actual connoisseur.

Shady Dealings
It might be possible to negotiate terms with a Dust Collector for the revivification of some friend, relative or other being or creature, so long as you can meet their steep price and have a suitable sample of their dust to provide to them for the process. It is also said that it is possible to purchase specimens of extinct species from the Dust Collectors, but only a few demented curators or eccentric sorcerers have ever pursued such an arrangement, mostly due to the exorbitant expense. Long ago, it is told in certain quarters, the Queen of ancient Xylaam is said to have struck a bargain with a cabal of Dust Collectors in order to resurrect a peculiar bird called the Dodo. Flocks of the ungainly, ugly birds now roost in the ruins of her once proud estates. To this day there are reports of the supposedly long dead Queen being sighted in yet another far away land, as young and beautiful as ever, but lost and wandering as though she no longer knew quite whom she really was or might have been. Everywhere she goes, Dodoes are soon to be found making clumsy, smelly nests.

Friday, April 13, 2012

Getting Back On Track

I've been side-lined with some eye problems, but the worst seems to be over. Bujilli is back on track and has resumed its normal every Thursday schedule again (it was late this time out, but will get back to the before-noon deadline next week), and I plan to get caught-up on the A-to-Z Challenge and some other over-due stuff (more monsters, Blog-Walk entries, Wermspittle, Rogue Space stuff, Paper Minis, and a return to Zilgor's Repose...) within the next week, so long as things continue to progress satisfactorily. My eyes are still a bit blurry and I have to be wary of eye-strain for a while yet. Which sucks, but at least I can still see, so that's something. In the meantime, be sure to check out Mythos Future--the Chernobyl Sunrise posts go live every Tuesday and there's close to a dozen already in the queue. We'll be interspersing the fiction with more details on Tsan Yian, the War From Beyond, and so forth as we go along. We're also working on a number of PDFs of various and sundry types, sorts and configurations...

Thursday, April 12, 2012

Bujilli: Episode 20

Bujilli snapped awake. His heart raced. It was dark. Cold. He was alone. Worse, he was in a feather-bed. Alone.

He sat up in the bed. There was only a dim glow seeping in from under the rough door. It was a small room, but a relatively clean one, as far as he could tell. Aside from the bed, there was a chest of drawers, a small table, a ratty old chair with only three legs, and a wash stand with a pitcher and basin. There was a red cloth draped over what he suspected was a mirror and another object, something shrouded with a black hood-like covering. He wasn't sure what that was, but it wasn't moving, so it could wait. Heavy antique draperies hung in front of what he expected to be a window of some sort. The drapes were heavy. They smelled old. The velvet, if it was really velvet they were made from, was coarse, tough, a good insulator. He ran his fingers over the fabric. A tug showed him the edge of a windowsill. A slight draft rolled out from behind the drapes so he let them settle back into position. That material would make a very good vest or jacket. Maybe a cloak. But that could wait. No sense hacking things apart until he knew better what was going on.

He scrutinized his surroundings as if he was in hostile territory. One never knew when things would go bad, allies would become betrayers, cousins decide to be assassins -- Bujilli had been raised to always be on his guard. But this was no hole in the ground. No tomb to be looted at the risk of drastic personal peril. It was a room. Not a bad place, really. He'd slept in far worse accommodations. Recently. Often. Most of his life, really. This was far better than a drafty old yurt. Definitely.

Bujilli sank back into the feather bed. After the last few days, this was a great luxury. Maybe, just maybe, he could get used to this sort of thing.

He sat up suddenly. Wide-eyed. It took a little effort to get extricated from the clutches of the mattress. He nearly slipped on the loose rug on the otherwise bare wood floor. Quickly, quietly, carefully, Bujilli examined the room. He located his pack and checked it for tampering or pilferage. It seemed intact and undisturbed. His tulwar hung from the head-board, well within easy reach, just in case. There was a note or something that looked like writing on a scrap of parchment on the wash-stand.

Bujilli looked at his pack. He considered lighting a torch. But that might not be a good idea. He looked around. No candles. No oil lamps, not even a crappy old pottery and goat-hair-wicked butter-lamp. The dark didn't bother him, not in the least, but it would be difficult to read the note or whatever without some light...and he didn't want to open the door. Not just yet.

He sat in the chair. It only wobbled slightly right when he sat down, but then it settled into a stable position. It was upholstered with threadbare burgundy and mauve fabric. He disliked the pattern. It reminded him of fat, wriggling worms. Yuck.

Worms. Yes. The old man had called this place worm-something. Old man. Gnosiomandus. Yes. He liked Bujilli's samples. Especially the rubbings of the strange glyphs from Zormur's Palace. Bujilli smiled; he now had close to a thousand nickel ducats on account with the old man. Whatever a ducat was worth.

He shook his head. It felt good to be out of that place. He needed the sleep. Spells could restore some semblance of rest, but they still cost something. Vitality was not something to squander recklessly. He'd gotten in over his head. That was what tended to happen when you listened to others and started pursuing someone else's agenda or objective. The Green Gem had only taught him spells that he'd need to survive in a terrible place. But why go to such a wretched domain? He'd followed the urgings and directions of the Gem and it had nearly gotten him killed or worse. As it was he had made a terrible enemy. A Princess of the Zurians. A mad-woman with a grudge. Hopefully she'd be too busy tending to her own affairs to hunt him down. Maybe the only other survivor of her ill-fated band of mercenaries, the Phorain, Makaitakh, would be able to do something. Who knows.

Bujilli reached up and idly examined the black-draped object hanging next to the chair. It was suspended over the little table. A stout cord laced the thing shut. He untied it and peeked inside. A soft, greenish light leaked out. There was a small creature curled-up inside the thing. It was a cage. A cage that held a glowing little animal inside. He snorted, a half-laugh. The creature stirred. More light streamed out. Bujilli pulled back the hood. Soft light filled the room. The little thing sat on a plush cushion and stared at him curiously.

Something about its eyes was slightly disturbing. He looked away. It settled down upon its cushion and seemed to take up a meditative pose. Bujilli shook his head and grabbed the note. He could read it now. As long as it was in a language he knew.

Bujilli--
You've arrived just in time for the last few days of the Spring Revels. The clocks won't be re-wound and set back into working order until after things settle down a bit. Your room will remain vacant, and thus yours to use, for a while yet. The apprentice originally assigned to it was killed in the arena two nights ago. Nasty business. We should be able to get you sorted out before anyone is re-assigned.
I have contacted my associates and colleagues on your behalf, as we discussed. Eberhard is in room 101; they'll run you through the preliminaries and get you registered for the Entrance Exams. There's still time before the roster completely fills-up, so make the most of your opportunity, if you still wish to attend school this season. Be sure to prepare your most tactical spells and don't forget to arm yourself. You'll have need of that tulwar.
As I surmised, Hedrard is interested in your samples and she'll be available in her office in the sub-mezzanine right next to the menagerie and the holding-pens for the Arena for most of today if you'd care to negotiate a price. I suggest accepting no less than eight-hundred ducats, unless she offers you silver marks--then six-hundred ought to be a good price. It being spring, you're only going to get foreign currency, but if you cared to work out some sort of arrangement, Hedrard is a trustworthy sort, if eccentric, and she can post your bond for the Entrance Exam or you could have her sponsor you for the Arena, if that's more to your liking.
Sprague is busy, but his assistant has made a preliminary offer for a few fragments of dreamsnail shell and the material they were wrapped in. Nothing is firm or decided yet, as he's unavailable, but he should be conscious and available within a few days if you'd care to wait. There's a voucher for you, if you're interested. The voucher will waive your library fees and allow you access to the Oneirical Studies Section as a guest, but you'll need to drop by room 303 in the East Wing to pick that up when/if you have the time.
I will be off-campus for the next couple of days. Urgent business. I suggest you get yourself through the Entrance Exams, set your affairs in order, and we'll talk more when I return. Unless you've decided to take your money and run. It is Spring and the Revels are in full-swing right now, so I wouldn't blame you one bit. Just keep in mind that this is Wermspittle. Winter is coming. It's never far enough away. Things are easy now, but that never lasts.
Gnosiomandus
P.S.
If you do decide to go out to sample the Revels, which is your right of course, I would caution you not to accept candy from strangers, especially not that terrible white stuff they pass out to the more gullible and vulnerable children.

Bujilli read the note three times. Once committed to memory, he folded it and placed it into his belt pouch. Then he washed his face and hands in the basin and got dressed. There was a jumble of random clothes stuffed into the dresser. All different shapes, colors and sizes. He pulled out a decent looking home-spun shirt, a pair of denims and some fresh underwear. Then he inspected his harness and armor, tightened-up the lacings and made sure it was in good order. Once that was all adjusted and in-place, he pulled on his lucky vest and tried out the heavy boots he found next to the dresser. The boots were a tad loose, but a good pair of wool socks made them fit snug. He laced them tight. They were thick leather, but with panels of some smooth, chitiny-stuff worked into it, and roughed-up considerably. The soles looked like good climbing surfaces. They would grip whatever footholds he could fit the things into. There was also a set of shin-guards that snapped into place, slotted into grooves and snaps on the boots, allowing him to move freely while wearing them. The guards were a little big on him, coming up over his knees, but that just gave him more protection, so he buckled them on as well. Then he arranged his belt, slung his tulwar, and considered what to take with him from his pack.

Hmmm...

Bujilli considered his situation. Should he go to Room 101 right away, or go to 303 and work things out with Sprague's assistant first? Or maybe he had best go see Hedrard over by the Arena first? For a moment he hesitated. His Uncle had not taught him very many tactical spells. Most of what he knew were ways to get in, get out, or to find out things. He could try to pick something out from one of the Little Brown Journals he'd brought with him from his Uncle's yurt, but would that be the best use of his time?

Where to begin?


What should Bujilli do next?

Go to Room 101?

Go to Room 303?

Go look for Hedrard's office over by the Arena?

He's on his own for a little while; so what should he do with his time?

You Decide!


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Series Indexes
One | Two | Three | Four | Five | Six


About Bujilli (What is This?) | Who is Bujilli? | How to Play

Bujilli's Spells | Little Brown Journals | Loot Tally | House Rules

Episode Guides
Series One (Episodes 1-19)
Series Two (Episode 20-36)
Series Three (Episodes 37-49)
Series Four (Episodes 50-68)
Series Five (Episodes 69-99)
Series Six(Episodes 100-ongoing)

Labyrinth Lord   |   Advanced Edition Companion

Tuesday, April 3, 2012

Cliffcrawling I: The Crimson Canyons

In the course of exploring vertical spaces, such as the rugged and crumbling cliffs of some pristine shoreline, the steep walls of a canyon cut deep into the crust of a dying planet, or the dismal depths of a chimney that leads down, down past any realm or region known to mortal man...there are obstacles to overcome, hazards to negotiate and myriads of things that might be encountered.
Cliffcrawling: The Crimson Canyons
  1. The stone in this area is deceptively brittle and prone to collapsing in huge sheets. When driving spikes into or attempting to climb this stuff, there is a base 30% chance a section (1d10' wide) will collapse, sliding down in a noisy rockslide. The debris will get smaller as it tumbles and caroms off of the cliff face, and will trigger an avalanche on a roll of '1' on a d20.
  2. Small split: A section of the rockface approximately (1d4) feet across breaks off from the main mass and simply falls away from everyone.
  3. The wind picks up substantially. Unprotected climbers suffer a -1 penalty to their DEX scores for every half hour spent out in this unrelenting cold.
  4. Niche: You've discovered a small pocket in the rockface that appears to be a small, naturally-formed cave. There is a 30% chance of the outer lip collapsing under any significant weight. The niche goes back (1d20) feet, and slants downward at a (1d30) degree angle. There is stagnant water at the bottom (20% chance of minor lair). This space floods whenever there is significant rainfall.
  5. Sleet scours the upper reaches of this area. Anyone caught out in the sleet takes 1d4 damage from slipping, scraping and cold (Save for half). Anyone below the level of the sleet gets cold rain instead. Roll a DEX check/Save or lose footing or grip.
  6. Split: A section of rock approximately (1d10) feet across splits off from the main mass and falls to the bottom of the canyon. It will miss everyone unless someone rolls a natural '1' on a d20. Then it will do 3d4 damage (Save for half) as it grazes whomever is in its path.
  7. Dense section: The rock in a (1d20) foot area is extra dense and difficult to drive spikes into or to find any usable handholds.
  8. Chalky: This section is weak, chalk-like and ultra-easy to crumble into dust with a light touch. No spikes will catch in this stuff and while you can scoop out bunches of it, no reliable handholds can be made without taking three times the usual time and effort (and they still have a base 30% chance to fail anyhow).
  9. Loose rocks: (3d6) rocks up to the size of a human head break loose and roll down the rockface. If any of them hit a climber they do 1d8 damage or the climber can lose their grip instead.
  10. There is an icy patch just beneath the rock here. It could be some sort of freak chimney structure or another kind of pocket, perhaps even a micro-glacier.
  11. Cave: This opening goes back (1d100) feet, but is only (1d4) feet wide at its widest. There is a 20% chance of this being a lair or den, and an additional 30% chance that it connects in the back with another passage.
  12. A narrow, vent-like horizontal crevice leads back into a larger space that is being used as a nest for (10d100) bats or some similar small creatures. They swarm out at dusk and there is a goodly amount of guano back inside this space that will collapse into a crumbly mess of dusty loose material; literally an avalanche of guano.
  13. Big split: A section of rock (5d10) feet across breaks free and falls away from the rockface. Anyone struck takes 5d6 damage (Save for half). The heavy impact of this mass of falling stone will have a 40% chance to cause secondary avalanches or rockfalls.
  14. Nest: Eagles, Vultures or Harpies have made a nest here. 50% chance to be abandoned.
  15. Ledge: A narrow section of the rockface collapses inwards, forming a rough ledge. There's a 20% chance of a small aperture or passage being spotted.
  16. Slanting Shaft: A constricted, slanting gap in the rock goes back at least (4d100) feet at an angle of (2d20) degrees. It is (1d4) feet wide by (1d4) feet high and varies in both dimensions (re-roll) every 20 feet.
  17. Rockfall: Loose rocks come tumbling down from above. Anyone caught within their area of effect must Save or take 2d4 damage. It seems minor. But there is a 20% chance of a second, follow-up rockfall in 2d10 minutes, and it is at least double the size of the previous one.
  18. Weather goes sour: The winds pick up, clouds move in and things start to get dangerously wet from condensation and mist. This is not a short little squall, but a soon to be full out thunderstorm that'll last for the next 3d4 hours. Best to seek cover. Now.
  19. That outcropping is not quite what it seems. Now that you've gotten closer, you can see definite signs of what might be ruins from some sort of artificial construction; but who or what would ever build anything this remote? How did they do it?
  20. The rock gives way, revealing a small niche filled with Strange Ovum.

Monday, April 2, 2012

Brewer's Bane: Myxogastrids (Wermspittle)

Brewer's Bane
Myxogastrids
No. Enc.: 1d4
Alignment: Varies
Movement: 10'
Armor Class: 8
Hit Dice: 1 to 10
Attacks: 1
Damage: Flagella do 1d4/HD (Chance of infection)
Save: MU (HD=Level)
Morale: 4

Most Myxogastrids are content to break down rotting leaf-matter out in the woods. Some have adapted to the unique conditions and opportunities to be found within urban environments. A few have become real pests.

Shy and deceptively inconsequential-seeming slime molds, Brewer's Bane are an all too common sub-type of urban-adapted Myxogastrid that coagulate and congregate around rich deposits of yeast, fungi, bacteria or decaying matter. Swarms of the sluggish things accumulate around cess-pits inhabited by Gobbling Grouts, hoping to feed upon the Grouts. They can also be encountered attempting to infiltrate compost heaps, or the nite-mounds of the Powder-Millers, causing them to set-out salt-boxes or to hire specialists who know how to remove these pests before they foul the nitre-making process. Given half a chance, just one of these creatures will ruin an entire miller's operation in less than a full day. And if the thing is allowed to bud, to produce fruiting bodies...the entire operation is practically guaranteed to be a loss. But by far, the most common problem for which these things are known and reviled is their stealthy infiltration into the taps, kegs and works of brewers, beer halls, rathskellers and aging-cellars.

Driven by an intense hunger for yeast, these slime molds seek out every bakery, brewery and any other source of yeast they can detect. They are slow-moving creatures, but they are persistent, unrelenting, determined. Driving them off won't work. They'll always come back as long as they can sense the presence of yeast. And they can squeeze through even the tiniest cracks or crevices, if given enough time. Bakers traditionally make arrangements with the colony-minds or hive-queens of Honeymongers (either bees, ants or the other sort), and those creatures prevent the spread of the most harmful forms of molds into those areas under their aegis. The Honeymongers have been watching over Bakers for so long that it is considered a tradition, a sacred trust; and thus they cannot even imagine watching over anything other than a Baker's shop.

Thus Inn Keepers, Bar Tenders and Brewer's aren't so fortunate as the Bakers. They have to keep an eye out for signs of infiltration, set-out salt-traps, hire scrapers to remove the things as they appear, or when it gets bad enough, pay professionals to come in with domesticated jellies to hunt down and devour more established masses of Brewer's Bane before they get into the tap-lines, the kegs or apparatus. And that can get really expensive.

You might also find the Variant Forms of the Squick & Ickorous Table useful...

Sunday, April 1, 2012

April Ghoul's Day

Cool-Ghoul graphic courtesy of the
Ghost Hunting Theories blog
http://www.ghosthuntingtheories.com
In honor of the new book, "Zombie Housewives of the Apocalypse" to be unveiled today, April 1st at the 2012 World Horror Convention, a select group of bloggers have banded together to showcase horror themes of all kinds.

Horror is a major theme in our work on Wermspittle, but it is not the only theme, we're very interested in the interplay of the rational and irrational, the real and unreal, Beauty and the Sublime, and how Horror is right there on the continuum of Awe and Dread and Wondrous and Marvelous, words that hold a lot more meaning that what people who use them casually and often are likely to realize.

"Even the dead go armed in Wermspittle. Few are so foolish as to think themselves safe in a place as infested and squalid as this festering mass of ruins, heresies, and outcast remnants from a thousand decaying or extinct principalities. Damnation and revelation walk side-by-side through the rubble-strewn streets of Wermspittle, Beauty and Terror hold court within the burned-out shells of crumbling palaces, Genius and Madness dance wantonly across the ruins of places where no one dares go any more."


Horror, if you accept Mister Lovecraft's premises and observations as put forth in his excellent essay, is based upon fear of the unknown. In Wermspittle, the Unknown is all around; it has not only intruded into people's daily lives, it has subverted everything around them. Madmen may in fact be correct, but they are still madmen. The world has regained a tremendous amount of uncertainty, ambiguity, and mystery. Weak Points lead to all sorts of places that might not or ought not to exist. The Cold Roads lead the unwary beyond the named or known regions, and even Wermspittle itself is not on most maps. It is a place few outside the immediate regions know about, except in folklore, rumor or superstitions. And those who know anything know that it is a bad idea to travel to Wermspittle in Winter.


"It is a strange old place, much haunted and folded in upon itself many times over as though collapsing under the weight of all its sins and secrets. It is as if all the emptiness of this place outweighed the occupied sections. Wild beasts have taken up residence in overgrown gardens. Toothsome snails slither along the cracked and peeling walls of the damper areas. Weird roots grow bloated beneath the floors of empty houses. Feral children, changelings and throwbacks of various sorts congregate behind the heavy chimneys of the rooftops, despite the danger posed by hunchbacks, prowling grotesques or worse things. And there are worse things lurking within the cellars, the closets, and the attics of this dreary place. Things that feed, and things that whisper, and things that take more than just their name from the dead. The streets are not safe at night. The surrounding woods and the near roads are even more treacherous whether they are obscured by the lingering fog or revealed by the pale moonlight. As bad as it might be in Wermspittle, it is far, far worse on the outside."


The real root of all the horrific things that take place in Wermspittle, from the Corruption Trade based off of the by-products of the White Powder and how it degrades and destroys human beings, to the Winter-time trade in 'Questionable Meat,' just to name two strong examples, is all about the consequences of appeasement and accommodation. In Wermspittle, the majority of the people allowed bad things to go unchallenged and slowly, at first, things eroded and became corrupted and tainted. Then the process accelerated. In the midst of the Midwive's Rebellion they hung (nearly) all the lawyers thereby effectively ending the rule of law, though the Low Courts still function, after a fashion and there are wandering Jurists backed-up by their gangs companies of thugs Bailiffs.

"The only thing necessary for the triumph of evil is for good men to do nothing."

In Wermspittle it will take extraordinary efforts to roll back the deeply entrenched forces of evil, forces that have had their way for a long, long time and aren't about to give up without a fight. Moral courage failed in the past, mostly because it was not backed-up with action. Horrific conditions have become the norm, the basis of traditions, accepted as facts of life to be endured when necessary, and to be ignored when the good weather returns. Evil has been allowed to triumph. But it need not, must not be allowed to go on. The only question is; what will you do about it?

Saturday, March 31, 2012

Abandoned By Reason (Wermspittle)


“Fantasy, abandoned by reason, produces impossible monsters; united with it, she is the mother of the arts and the origin of marvels.”
In Wermspittle it is said that 'Genius is but Madness, after a fashion.' They appreciate Madness in Wermspittle. They truly do. It has been a staple of their existence for as long back as anyone can remember, recall or recollect, even among the hierarchies of the dead and the spirits imprisoned within the most ancient reliquaries, ossuaries, and mausoleums.
Conventional wisdom broke down before it ever even reached this place; so say the Midwives.
It is considered bad luck to kill a lunatic at night.

Change, transformation and transgression circulate through Wermspittle like the smoke pouring off of the military crematoria used to clear out those of the Low Land villages, towns or enclaves where the plagues have done their worst. In these days when the dead rise to wage war, flesh melts into strange new forms under the influence of thinking diseases, and even immortals are not above the ravages of a terrible wasting that obeys no established rule or diagnosis; nothing is what it once seemed nor will any of it ever be again.

A Prodigy can be either a beautiful or a terrible thing, and often are a bit of both.

But in truth, nothing ever really was as it might have once seemed. The Past is as much fiction as the Future, only now the Present has caught-up with them both and we know them all to be ambiguous pluralities, overlapping and interpenetrating, like a bezoar caught in a Goddesses' throat. Like a bit of barbed-wire stuck in the craw of a fat magpie. A tumor metastasizing within the guts of a walking corpse. In a place so riddled with Weak Points, surrounded by the Cold Roads, where the Adjacent Worlds and Parallel Realms are imminent and accessible, no longer theories or abstractions...Time grows strange and the Unreal often has its own feelings about things.
Wermspittle was abandoned by reason, or else it was killed and eaten during one of the first Winters; so say the Butchers along the Low Streets.
Horrors are the warped reflections of Wonders and Marvels.

Plague victims are as often turned prophetic as monstrous by the horrid effects of contagions carried up from the Low Lands. Patients may be possessed, Unfortunates might still be vectors for fresh teratogenic effects or after-shocks. The Poxed are to be pitied because they lost all semblance to whatever humanity they might have once had long, long ago when their infections were still only diseases that might have been treated.

Once. Long ago. When it might still have mattered.
Dice play God with the Universe; so say the gamblers hiding in squalid cellars and filthy dens to avoid the Debt-Collectors and Catchpoles.
Ignorance proliferates wherever fear is catered to and not challenged.

Worst of times? Best of times? What does any of that matter when it is survival that occupies every waking thought, invades ones dreams and demands outrageous sacrifices, imposes terrible consequences and forces everyone into confronting decisions both horrific and unconscionable.

Evil flourishes in the absence of action on the part of those who know better.

What is, frankly, should not be. It cannot, should not persist, let alone endure. Flux, turmoil, transition--if ever there was a time for a determined few to make a very real difference...