Wednesday, January 4, 2012

Spell: Uchronic Displacement

Uchronic Displacement
Level: 5
Duration: Instantaneous
Range: Special

This rare spell instantly transports the caster or their target (Save to negate) to a randomly determined Uchronic Time-period outside the usual temporal flow. The subject of this spell will remain isolated within this Uchronic time-line for 1d100 days, at the end of which time they will revert back to their original time-line within the temporal flow. The transported person will have aged normally during the time of their Uchronic Displacement, however they will return within 1d4 hours of their disappearance.


There are variant forms of this spell that have longer duration, clearly defined destinations, and in some cases an array of secondary conditions. At least one masked-academic in Murhallow has claimed that there is a composite form of the spell that integrates Daemoniacal Cyst with Uchronic Displacement, but this remains to be verified by any sort of reputable authority.

NOTE: In the absence of a handy table for possible Uchronic Destinations, feel free to consult the following Divergence Chronology at Uchronia.net.

Strange Ovum I (Random Table/Wermspittle)

Strange Ovum: Table I (D30)
  1. Glistening black ovoids that resemble a pliable, cold, almost obsidian-like substance that is neither quite alive nor completely dead. Careful investigation will reveal that there is something inside, something that is slowly developing and that will ultimately hatch and wriggle forth into the world, but it is not truly alive nor dead in the normal sense of either definition. The level of necromancy required to accomplish such a thing pales in comparison to the blasphemy engendered by its very existence. There are many who would wish to learn about this thing, some to study it, others to destroy it, and a few who would serve it. Discretion is advised, should any attempt to keep the thing or try to sell it. Oh, and it seems to be attempting to communicate with whomever last touched it...
  2. A delicate bright yellow egg lovingly hand-crafted from layers of papier mache made with yellow mold. It rests upon a small tripod of delicate bones. It inflicts 1d4 damage on touch, but otherwise does not move, explode or really do much of anything else. There are rumors of such objects in certain scrolls and tomes. It might have some value to an occultist or sorcerer.
  3. (2d4) Gray-streaked, flabby-looking balls of warm glistening membranous stuff that quiver and squirm slightly. If incubated at human body heat or better for 1d4 days, the eggs will hatch, producing a clutch of telepathically-bonded three-eyed Pod-wolves. Anyone within 10' of a given egg has a good chance of having the hatchlings attempt to bond with them. This tends to take the form of the creatures attacking the potential bonded-one with their psychic abilities. Surviving this initial attack is a necessary step towards asserting dominance and forming a bond with these creatures. They tend to be ravenous, and grow rapidly, if properly fed, gaining 1 HD for every 2d10 pounds of fresh meat they consume until reaching their adult growth.
  4. (2d20) pinkish, spiky sac-like things that slosh ever so slightly when moved. These are Larva-soldiers of a Queen Lobster. They can survive outside the water for decades, but can only ever hatch in sea water. In the event that a group of these drones find themselves hatched more than 100 miles from the nearest Queen Lobster they will go into a frenzy of fighting among themselves to determine which one will become eligible to transform into a princess and assume command of the group.
  5. A disgusting, tumorous mass of rancid flesh that was clearly ripped out of someone's body with little regard for their well-being and a great deal of intent to rid them of this thing. It is still very much alive, and slowly growing stronger each day, until finally it can hatch and fill the world around it with the screams of its victims. This is what is left of an adventurer who was struck with a Terrible Conception spell. The abomination gestating inside this misshapen lump of flesh will be very hungry when it tears its way through its ersatz egg-sac.
  6. A dull lavender ellipse, this egg is completely inert until exposed to someone who is dying. Then it takes on a strange oily sheen and will siphon-off their soul. The extraction process takes 1d4 turns and works smoothly 90% of the time. The soul absorbed by this egg will form the nucleus of a new body that will resemble the original one, completely free of defects or impairments, and often with some enhancements. In any case, the child that emerges will be a helpless infant and develop normally upon hatching. That is, of course, unless things go wrong and they emerge deformed or mutated or worse.
  7. (1d4) Wrinkly, leathery blobs with random protruberant bulges and strange speckled knobs that sprout bristles that emit a faint reek of something toxic. These are Petrocloptrian eggs and they emit a psychic signal that can be sensed by their kind across great distances.
  8. Yellow-pink lozenge with distinct green markings. This pod is definitely fungal in nature. It is a Rulak spore-pod. It is unsafe to carry for any warm-blooded being as prolonged exposure to such a potential victim is almost certain to trigger the pod's attack response, eventually.
  9. A large, speckled off-white egg with a heavy, durable shell. It weighs up to 70 pounds and is bigger than a bowling ball. Inside is a Phorain chick. It will hatch in 2d6 weeks if it isn't deliberately cracked or crushed before then.
  10. A glistening, wriggling mass of tapering white pulpy little blobs stuck together with a translucent adhesive that is waterproof. Each egg-mass will produce 3d6 Flytaur maggots.
  11. The head of an unfortunate victim of a Cerebral Conception spell floats serenely within the brackish amber fluid of this heavy glass jar. The label was removed. Opening or breaking this vessel will cause the thing lying dormant within the severed head to resume its development until it bursts forth in a matter of hours.
  12. Muddy dull brownish lop-sided orbs dotted with vivid red spots. These are Pseudoblepas eggs.
  13. (4d4) Giant spider eggs.
  14. Gray-striped horny and ridged pillow-shaped packets of chitinous material. These are Glimp-Shell eggs, but no one knows how long they take to hatch. Newly hatched Glimp-Shells have 1HD and require regular rations of honey, nectar or mead to stay healthy. There is a slight 5% chance of one going feral if the eggs hatch without an adult Glimp-Shell present.
  15. Green and purple gas-bags floating a few inches above the ground, usually in damp tunnels or swampy ruins and along abandoned sections of old roads. Clusters of nodules dangle down from the central gas-bladder. These are tiny, highly flammable Grik-Flits that will slip free of the drifting egg-sac and flutter off into the world as a 1hit point newborn Grik-Flit. If captured right away, these creatures can be trained as porters, bearers, mounts or even companions. They do not make reliable familiars for any but a very few abhuman or homunculi-types.
  16. (1d4) Harpy eggs swaddled in filth and surrounded by shards of sharp bone and cast-off rags and remnants.
  17. (2d12) Stirge eggs in a sealed glass jar of filthy pond water. They will remain in suspension until the jar is opened, then the stirges will rapidly mature and come buzzing out of the jar to hunt down a source of good, warm mammalian blood within about an hour. There are some species that regard these things to be some sort of delicacy.
  18. (2d4) Squamous, bulgy lumps of stagnant-smelling membranes ridged with prickly spines. The interior is filled with a frothy greenish liquid that has the consistency of oatmeal. Each egg contains 1d4 troglodytes. If an egg hatches 4 trogs, they have 1 HD each, if only three are hatched then one is 2 HD, if two are hatched then either one is 3HD or both are 2HD, if only one is hatched it begins with maximum hit points or 4HD. Normally trogs keep the eggs submerged in warm water or slime-pools so that this pre-natal cannibalism is slowed down or prevented, as it tends to produce fewer, but more aggressive creatures.
  19. A dusty wine-bottle containing a strange-smelling solution that has left traces of greenish salts around the cork. A single giant squid egg floats within this goo, perfectly preserved and with a good chance to develop into a terrible sea monster, should it get released into a suitable body of salt water. Anyone using ESP on this egg can ask three questions as per a Contact Other Plane spell, only concerning the affairs and events of the Deep Sea Regions. All three questions will be answered honestly, but in the most cold-blooded, emotionless and inhuman terms. The egg then gains the ability to ask three questions of the character, but they can defer their three questions to a future day should it so decide.
  20. (1d6) Albino Cave Penguin eggs. They prefer colder environments, but are somewhat edible, if one can make a Save not to vomit.
  21. Dozens of translucent, oily-looking insect eggs that will hatch into a swarm of centipedes. There is a 10% chance of there being 1d4 giant centipedes in the swarm.
  22. A set of 2d4 metallic demi-casks filled with a thick, glutinous material. Each demi-cask is capable of producing 1d10 Urglun drone-troops.
  23. (2d4) giant snapping turtle eggs packed in damp sand within a waterproofed chest. They appear to be dormant, but still potentially viable.
  24. (1d4) Serpent-people eggs. Fossilized. Inert. There are rumored to be strange sorcerous applications for these things.
  25. (1d4) giant toad eggs caught within a translucent water bladder half-filled with stinky mud and some pink algae.
  26. A rubbery, moss-green sac of leathery-flesh that seems mostly deflated. It is a dormant troll-egg. Most trolls do not reproduce by laying eggs so this is most definitely the work of some twisted form of sorcery or mad scientific experimentation.
  27. (1d4) giant snake eggs.
  28. A smooth, partly translucent colorless sphere about the size of a typical crystal ball. It weighs surprisingly little and is not entirely on any one plane. It has the ability to levitate independently and the dreaming fetus within is quite aware of its surroundings, but is not very good at communicating with other beings as of yet. This is a Rattong egg. It will either Passwall or Planeshift to drift on its way within 1d4 hours.
  29. A tin of expensive caviar.
  30. An illicit, experimental Micro-hive capable of producing 2d6 non-Gronks. Possession of this item is strictly prohibited by Gronk Central Command and is punishable by death. They deny all knowledge of the device, and all records of those experiments were supposed to have been destroyed. All Gronk within 30' of this item will experience a -4 CHAR reaction to anyone associated with it.

Player Option: Half-Eloi

Half-Eloi
Requirements: CHAR 10+
Prime Requisite: Player's Choice
Hit Dice: D4 (regardless of class)
Maximum Level: none

Half-Eloi can wear any armor and use any weapons but prefer fancier, more ornate things that appeal to their aesthetics.

Any Half-Eloi with an INT or WIS over 15 can use spells as a magic-user or cleric, much as Elves are able to do, or they can become a dual-class Cleric/Magic-user or Thief/Magic-user, as long as they meet the criteria for the other class as well. Eloi Fighters with a CON of 15+ can sacrifice one STR point permanently to convert their hit dice to D6 instead of D4 at the player's choice.

They gain a +2 bonus to reaction rolls over and above their CHAR bonus, and can apply this to all non-magical animals in addition to humanoids, demi-humans, etc.

Half-Eloi with a CHAR of 14+ can cast Charm once/day as a free spell, even if they do not have the INT or WIS to otherwise cast spells. Anyone affected by an Eloi's Charm more than once becomes immune to their allure and cancels out the Eloi's normal +2 bonus to reaction rolls permanently.

Half-Eloi can interbreed with any humanoid, demihuman, and human-descended race, species or bloodline including certain flesh golems and some rather unpleasant, uncouth sorts of beings best not mentioned in public. There are rumors that various Theriomorphs, hybrids and things such as minotaurs might be the result of Eloi/half-Eloi bestiality, but so far this seems to be unfounded slander and politically motivated innuendo aimed at lessening the influence of certain Half-Eloi leaders and free-thinkers.

Half-Eloi clerics are in effect Kadishtu and/or Consorts, trained to be concubines who can protect their masters as well as serve their fleshly desires. A few have also been trained as cultic assassins, but little is really known about that and it is probably not any too safe to inquire into the matter indiscreetly.


Tuesday, January 3, 2012

Soorgim [Labyrinth Lord]

Soorgim
No. Enc.: 2d4 (up to hundreds...)
Alignment: Neutral
Movement: 90' (30') [cannot swim]
Armor Class: 6
Hit Dice: 1+1
Attacks: 1 (fist or Weapon)
Damage: 1d4 or by weapon
Save: F1
Morale: 7

Reeking yellow-hided pseudo-reptiles, the Soorgim are a matriarchal species who have mastered the fine art of manipulating their egg-clutches to produce a traditionally-defined range of drone-like offspring whom they then sell off to the highest bidder as indentured mercenaries.

Soorgim have sulfur-based blood and their brains are split into two distinct nerve plexi, one in the head that primarily processes sensory input, and another at the hips that mostly controls movement. They likewise have two hearts, located towards the top-center and bottom center of their torsos, with each heart dedicated to one of the brains. In extreme situation a Soorgim can live with only one heart functioning, or one brain intact, but their fellows will most often eat them before they can recover. The most common solution for nearly anything is to eat it, as far as the Soorgim are concerned. They have no medicine, no medics, no healers, and never use healing spells or potions. Those who get severely wounded tend to get eaten. Those who lag behind get eaten. Those who disobey orders get eaten. Those who incur the wrath of their immediate superiors get eaten.

Fodder wield spears or pole-arms. Sergeants wield battle-axes or flails. Officers wield two-handed swords or flame throwers. All wear the same, distinctive green-hide leggings & bracers with padded leather torso-armor. The leather is rumored to be derived from former opponents, devoured competitors, or previous comrades. Soorgim special units are rarely encountered away from the Egg Pools or Matriarchal Entourages.

Soorgim units that sustain serious damage in combat will sometimes suffer catastrophic casualties from within as the less injured members of a group will devour the wounded, often in the midst of combat. All a Soorgim needs is to fail their morale check and they go into a feeding frenzy.

They only take prisoners when directly ordered to do so and are supervised by a strong officer--otherwise the Soorgim are likely to devour anyone unfortunate enough to be captured by them.

Soorgim react to gunpowder as though it were an aphrodisiac. They can consume prodigious amounts of the stuff before collapsing into a transformational torpor in which several of their number will shift gender to female and the Soorgim will begin a frenzied, vulgar mating ritual.

The Matriarchs who control the egg-clutches of the Soorgim take a very dim view of those units who descend into such states and will seek to exterminate these rogue elements with extreme prejudice, even going so far as to hire non-Soorgim mercenaries to hunt them down and extirpate each and every last one of the transgressors. The Egg-ristocracy will abide no other female Soorgim and they are quite ruthless and vindictive, and effective. Unlike most of the units they sell-off to the other species...

NPC: Janeska


Janeska
5th Level Fighter/5th Level Magic User, Lawful Morlock-descended demihuman
S14 I18 W13 C10 D16 Ch11; hp 26, DC ??
[infravision 60', +2 reaction with Albino Apes, -2 reaction with Neanderthals]
Tunnel-Runner Skills
Move Silently: 40%, Hide in Shadows: 30%, Hear Noise: 1-3
(These Skills are strongly attuned to operating underground and in tunnels. Conditions are too disorienting for Janeska to use these skills above-ground or outside her ancestral tunnels unless she were to train as a Thief.)

Possessions: Janeska wears leather armor crafted from the hide of a gigantic cthonic-eel (+2 armor, resists electrical attacks) and wields a rapier forged from the remains of the iron golem that was used to destroy her former mentor's isolated retreat by enemies she is unwilling to name openly. (+2 rapier, INT 12, Psyche 1, Will 13, unaligned; casts cloudkill once a day, dispels magic on a natural 20). Janeska also wears a dull red square-cut ruby set in a silver-wire wound eye-socket cut out of a larger than normal humanoid skull that is a pendulum for detecting Ley-Lines and underground passages.

Description: Battle-hardened by her youth amid the buried jungles of Aman Utal, Janeska has the pale skin of her Morlock father, but the unruly tangled hair of her mother, a half-elven sorceress who woefully underestimated the depravity and subterfuge of the Morlock Underkings of Aman Utal. Janeska is a pragmatic, cold-eyed mercenary who takes the long-view of things, which in her case is just simply acknowledging the inevitable. She has been displaced in time and until she discovers some sort of device, artifact or spell that can help her return to her own time-line, she must get by as best she may.

Services Rendered
Janeska is a mercenary and could easily allow herself to become a hireling for the right price. High-level characters might engage her services as a henchman, if they show signs of having expertise that Janeska might find useful, or if they are inclined to pursue rumors, treasure maps or other clues to places where temporal anomalies have been reported. Anyone wanting to hire a guide to the buried jungles of Aman Utal would find Janeska a real life-saver in addition to being just about the only person in the world who knows how to get there from here. Janeska can track Ley-Lines, or find/reveal/map-out underground passages in the local area and sometimes does this for the price of a few beers and a chance to join-in on some exploration if the group appeals to her (roll reaction).

A Sordid Past
Janeska doesn't talk about her childhood. She never mentions her mother. Any references to her mixed-blood or odd parentage will inspire her to re-roll her CHAR Reaction Roll at a -4 penalty. Her father does send agents to try to either recruit her or kill her, depending upon his current mood or state of sanity. Morlocks do not trust her because of her mixed blood and most have shunned her. Janeska has a lot of history with the Morlocks, Ghouls, and quite a number of sorcerers, but she reveals as little of it as is possible.

It's Complicated...
Janeska's various previous exploits have brought her into conflict with various factions of ghouls. She has few allies that she can count on among them, and as she has helped-out vampire-hunters and other undead destroying parties, no ghoul will openly acknowledge her as a friend, despite various favors she has performed for a trio of ghoul sorcerers in the past.

Spells in Janeska's Repertoire
Detect Ley-Line
Discern Weak-Point


Player Option: Half-Morlock

Half-Morlock
Requirements: INT 10+
Prime Requisite: Player's Choice
Hit Dice: D8 (regardless of class)
Maximum Level: 10 (No Limit within Aman Utal and certain other places)

Half-Morlocks have Infravision to 60' and can move silently while underground but are reduced to 1/2 their normal movement rate when doing so.

They can wear any armor and use any weapons but prefer short swords, stabbing spears and similar things well-suited to use in cramped spaces and confined tunnels.

Any Half-Morlock with an INT or WIS over 15 can use spells as a magic-user or cleric, much as Elves are able to do, or they can become a dual-class Fighter/Magic-user or Thief/Magic-user, as long as they meet the criteria for the other class as well.

Half-Morlocks with a CHAR of 12+ can pass as extremely pale, shaggy-haired humans or demi-humans. Those lacking in CHAR look like disfigured humanoids who take after their Morlock ancestry, which allows them to move about among other, full-blooded Morlocks in a similar manner.

They gain a +2 bonus to reaction rolls regarding Albino Apes and Goblinoids (but only if the Half-Morlock  has not personally attacked these creatures), and a -2 penalty with Neanderthals and Eloi.

Dwarves are entirely neutral in respect to Morlocks, based on old dealings that neither side will discuss openly.

The taint of Morlock blood remains active within human bloodlines for 3d4 generations, but only 1d4 for demihumans and rarely past the second generation among humanoids, though there are some exceptions, as always.

Monday, January 2, 2012

Low-End Loot III (Random Table/Any System)

Low-End Loot: Table III (D30)
  1. Six Morlock molars lightly carved to serve as crude dice. Two are loaded, having a plug of lead inserted to make them produce a pair of sixes more often than not.
  2. (1d4) small sacks of cured worm-hide filled with greenish grain. The grain is meant as seed to be planted. It will take root in nearly any soil and grow into toxic thistles that can be eaten, if you know how to harvest them.
  3. One massively heavy (3,000lbs minimum) ingot of a curious blue-green metal that is otherwise very similar to hardened bronze.
  4. (3d6) dull gray bricks of tightly compacted sand bound with Garganta-Slug-mucous.
  5. A splintered Jabber that has been bent nearly back upon itself.
  6. A Gronk Sword.
  7. (1d4) wax-lined barrels containing small Drab-Jellies.
  8. A bolt of whitened linen.
  9. A broken lantern with a splintered pane of purplish glass on one side. You can still smell the corrosive acids of an Ochre Jelly nearby.
  10. A bottle of Brown Jenkin Whiskey, only two-thirds gone. (30% chance of this being a doctored-bottle of Dim Ichor elixir.)
  11. Three large, heavy glass bottles filled with a formaldehyde solution. Each one contains a perfectly preserved larval-drone spawned from a Queen Lobster. (Base 20% that one is still alive...)
  12. A bucket of Fly-Taur vomit. Don't Ask.
  13. A lump of translucent, whitish obsidian that holds an oily finish when polished but still tends to cast 2d4 conflicting shadows at any given moment. This is a piece of debris from within an autonomous, persistent area under the effects of a spell of Malign and Particular Suspension of Natural Law, and as such it might have value to a collector, a naturalist or sorcerer...and could be very hazardous for anyone else to keep on their person.
  14. A well-made and rugged slug-saddle.
  15. (2d6) sacks of cement, each one solidified into a substantial lump.
  16. Six un-cut quill feathers wrapped in waxed-paper and stuffed into a torn and bloodied leather sack.
  17. One empty ink-pot.
  18. (1d4) cans of off-brand pre-ground coffee.
  19. A jar of pickles. Lid requires combined STR of 22 to get it open.
  20. A small paper box containing 2d4 lumps of waxy-blue pellets. Each pellet has been enchanted with the Dimfire spell which will activate when tossed into a fire.
  21. A medium-sized gray worm. It apparently choked on a mostly intact halter for a mule. Of course the arrows in its backside didn't help matters any...
  22. 43' of wet, squishy rope that reeks of garlic and salt water taffy.
  23. A ten foot pole. 1d6 feet of it is buried for some reason.
  24. 16 torches in a tightly bound parcel of tarred sail-cloth.
  25. A pair of armorer's pliers and three snapped bolts.
  26. (1d4) small wineskins filled with vinegar, one of which also contains a few sprigs of marjoram.
  27. A snuff-box filled with Necro-Pixie dust. If exposed, make Save or suffer Confusion for 1d6 turns.
  28. A wretched-looking human thigh bone wrapped in multiple scalps and carved with crude runic-looking gouges that have been sealed with oil-melted amber and what appears to be someone's blood. For some reason the bone repels harpies within a 360' radius.
  29. (2d4) Almas pelts. Several have holes in them from cross-bow quarrels and are thus lower quality.
  30. Sixty-two replacement heavy crossbow strings wound on separate spools and neatly stacked inside a water-tight cedar box.

Sunday, January 1, 2012

Interview at House of Paincakes



We were recently interviewed as part of an on-going series at House of Paincakes blog network -- Musings of a Game-Store Owner: Intelligent Design.

Loquacious is assembling a lot of diverse and interesting opinions and viewpoints from all across the gaming-o-sphere and we are both very, very honored and happy to have been included in such imaginative and talented company.


Thanks Loquacious!

The interview is HERE.
Musings of a Game-Store Owner is an ongoing series at House of Paincakes.


What a wonderful start to the New Year!

Wermspittle Introduction

The walled village of Wermspittle clings to a rocky escarpment and is surrounded by dark, menacing woods and steep ravines, treacherous gorges and avalanche-prone trails that only the goats really know. It sits ensconced like a well-entrenched canker up along the jagged face of a particularly disreputable pass through gloomy and desolate mountains that could be anywhere that has a dark reputation for heresy, witchcraft or unspeakable things. Mostly abandoned, more than half deserted, Wermspittle is a run-down place, once intended to be a fortified bastide, a bulwark against the darkness. Now it is a place that doesn't even appear on most maps or cartularies. Its name has been expunged from the tax rolls of those who founded it. Only fools or the very desperate seek out such dubious shelter amidst the fog blackened woods where the wolves do not howl alone.

Squalid and pocked with all the slow-rotting signs of perpetual neglect and untended decay, the hovels, homes and households of Wermspittle often leave a great deal to be desired. The alleys are more like tunnels or rudely worked caves cut into the foundations of the crumbling buildings or the mountainside itself. The streets are barely any better and one does not speak of the sewers. They were never fully completed and the architect in charge of them went mad in the course of overseeing their initial construction. Every engineer that has followed the original architect has been served by the Sewer Militia, a hard-bitten group of tunnel-rats and spelunkers who fight the things that have since moved into the sewers below Wermspittle. It is this Sewer Militia that has discovered the warrens, mazy-ways and myriad tunnels that lead outwards from below the foundations of their fortified town to the nests of ratlings, ghouls, and worse. It is the duty of the Sewer Militia to defend the lower regions from armed incursions, invasions and so on. But they are short-handed, new tunnels are being dug all the time and the deeper down one goes, the older the passages are...and there were things moving around in those dark, damp regions long before any human first trod through the thick layers of dust and debris.

But it is illegal for the Sewer-Militia to speak of these things in public.

These are difficult times. Plagues ravage the bandit-riddled countryside and the airships rarely come any more. Merchant caravans must fight their way across vast tracts of war-ravaged and plague-pocked wilderness, through still-burning ghost-towns, past hordes of savages or looting bands of former soldiers turned mercenaries or bandits as if there was any real difference. And refugees still struggle to make their way to Wermspittle as though it could offer them some measure of safety or sanity. But alas, safety is a rich man's illusion, and sanity is in very short supply in this place that was designed to be a sort of asylum for too-powerful heretics and too-rich mad-men. What was once a place of exile and isolation has become a refuge and a sanctuary for those who would flee the terrible wars, the horrendous plagues, the paroxysm of madness and devastation that has lain waste to numerous empires great and small alike.

Where once Wermspittle was a strange place to be avoided, it is now the only hope for those who have fled the insanity that has consumed their palaces, manors, villages or hovels alike.

The shanty-camps of refugees cluster about the walls of Wermspittle like so much flotsam or garbage along the banks of a polluted river.

Most of two-thirds of the walled lower-city is abandoned and in ruins. More than half the fortified upper-city is likewise cordoned-off and given over to shadows, whispering miasmas and prowling beasts.

But not all is broken-down and depressingly primitive. Wermspittle has many semi-functional fountains and municipal wells fed by a patchwork system of buried cisterns and a series of no less than seven different aquaducts that remain in varying stages of completion, each one larger and more elaborate than the last and each one located farther up on the main slope or delving deeper into the vast caverns within the very heart of the great mountain. The most recent attempt at building an aquaduct was abandoned after the unfortunate demise of the architect. He spontaneously burned to death while convalescing within the Viscountess Mathilde's Manor beside the Great Municipal Park of the Third Cistern. The Viscountess' Manor is the highest building within the ancient bastide, after the abandoned observatory of Doktor Gretzmalk, but no one considers the old observatory to be part of Wermspittle proper. Indeed, it is more akin to some sort of architectural hallucination or transplanar intrusion than any sort of reputable or acceptable landmark. No one mentions that place if they can help it.

There is a great deal that it is best not to talk about, at least not openly, in Wermspittle, lest someone or something might hear and take an interest or exception.

Originally the first walled village of Wermspittle was built in-between three different, previous settlements or fortress-sites, all of which were ancient, ruined and seemingly abandoned. The so-called First Keep still stands and the original road, massive three-part draw-bridge and bridge-towers likewise remain intact and fully functional. The heavy gonnes ensconced within the batteries overlooking the most accessible crossing-points along the Suryava and Daivalla rivers however have not been maintained for more than a century. The old degenerate nobles and tainted aristocratic families who were exiled to this place embezzled the funds provided for the defense of this place until only recently and now only the Wall Guard and skeletal conscripts from the militant ossuaries and shrines provide any sort of credible defense. But no one has attempted to lay siege to Wermspittle in centuries, and none have ever been successful.

There are those who believe the Ignobles and their cronies to be far too arrogant and complacent for anyone's good. Agitators and demagogues have arisen to challenge the corrupt gentry and things might be on the verge of changing in Wermspittle...but whether for the worse or for the better remains to be seen.

The new model bastide that was to serve as the core of what would grow to become Wermspittle was originally laid-out with a series of good, straight streets intended to form a series of squares and plazas that would attract merchants, vendors and traders to come set up shop. They never came. But the plague did. Construction ceased with half the population succumbing to the plague. What was expected to be a thriving nexus of trade and commerce became yet another overflowing cemetery and a dismal place where partly finished and abandoned buildings outnumbered the occupants three or more to one.

To this day the dead, be they restless or content, outnumber the living by a significant factor.

The barricaded inner-villages of the Upper and Lower sections of Wermspittle have grown peculiar in their  isolation and decay as more and more foreign refugees huddle behind the tunnel-riddled and crumbling walls.

The shadows are tangled in memories in Wermspittle. There are those among the touched who listen and recount the things that they overhear being whispered in the alleys betwixt unseen things and those who would remain unknown.

Where once the streets were intended to run straight and true, they now wend and wind and twist back upon themselves like a writhing mass of worms freshly pulled from the rocky soil by a grave-digger's spade. The carefully laid-out plans of long dead architects and forgotten planners have been overtaken by make-shift barricades, chained together series of heavy manlets, hastily piled-up walls of rubble and debris. New tunnels are being dug to connect isolated sections even as bridges and put into place to link together neighborhoods. The walled-in Upper and Lower sections of the old city are surrounded by an urban wilderness or ruins, abandoned buildings, and cut-off districts.

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.

Bar your doors. Fasten the shutters. Make the Signs of Protection. Hang a charm or talisman in the window if you can afford one. Light a candle or two and wait for the morning to come. It usually does. For most.

Welcome to Wermspittle.