Friday, January 19, 2024

Bakto’s Terrifying Cuisine + Troika - Review and Session Recap





In the realm of tabletop adventures, there are rare moments when  system and setting align so well that the experience just goes beyond expectation. Such is the case with Troika! and Bakto's Terrifying Cuisine by Roll 4 Tarrasque. Our GM, Faisal, made a brilliant choice by opting for Troika! - not for its mechanics necessarily or rule set - but for its gonzo-style setting that just created a great blend of the wacky Master Chef scenario that Bakto's presented. 

Troika!'s strength is deffo in its weird character backgrounds, versatile skillsets, and OSR-style rules that seamlessly blend simplicity with depth - for those reasons, I feel it would have been great if this module was longer than a on-shot, so we could have really made use of some cool mechanics. Still, it's a system built for co-creation that invited both GMs and Players to weave a tapestry of storytelling together - and when paired with the content-rich cooking dungeon that is Bakto's Terrifying Cuisine, the result was a great blend of vibes and setting that elevated the experience. I will note, that Bakto’s is a literal two-page pamphlet that would seem short in content - but the little but unique prompts they provided were a great inspirational shotgun for GM + players to make it a content rich adventure and dungeon-crawl.

 Things to note:
  • Bakto's Terrifying Cuisine is a system neutral module + Dungeon crawl.
    • I've seen some people play it with LotFP, 5e, or other d20 systems.
  • This breakdown and session recap is from the player's perspective.
    • Once we were done, I rehashed the module with the GM, and gave the module pamphlet a quick review.

My Favorite Theme! (and maybe Bias? Heh)
So – I've got this undeniable thing for anything food and cooking themed. It's like a warm embrace from the past, reminiscing about the days playing Cooking Mama or hustling pizzas in Club Penguin's pizza parlor. From Ratatouille to Master Chef, and Animal Crossing to Monster Hunter. 
Even during my early D&D 5e days – when I stumbled upon the "Chef" feat, and guess what? I tried sneaking that into my game as much as possible. Not just for the mechanical bits, but to cook up a storm for my buddies in the name of roleplaying. Maybe I'll spill more stories about my chef characters someday. Who knows? (I also need to watch/read Delicious Dungeon, I've been holding myself back. I'm worried it will be my whole personality after I watch it)
In a nutshell, if it's got that magical, foodie touch, you bet I'm all in!

So when my friend, Faisal, recommended we play Bakto’s Terrifying Cuisine, I could not have said yes fast enough. And despite my inclination towards food themed games - I am an even harsher critique when it comes to the things I love and can be nit picky about. And I am happy to say I was super pleased with the adventure. 

Entering the Kitchen
....GONG!! Its cooking time!

The lead-in our GM used was where us players were having dinner in the local tavern, where a new and boastful new cook, Bakto, has taken over the kitchen after the old cook had mysteriously disappeared. 
After ordering some food, Bakto made his appearance and offered us a chance to learn to cook the best food in the world - by taking a cooking class in Bakto's kitchen... And that is how we were lured into a dungeon-style Master Chef extravaganza.  

Bakto has trapped us in his kitchen, we are forced to gather ingredients and whip up a meal that will convince him to free us. The dish had to be creative, presentable, and delicious to Bakto's tastes and preferences. 

One of the best things about this module is the timing and turn system - signaled by a gong. 
We had 20 turns of the gong to find enough food items to make our dish in the cooking area in the main room. So we got to it - and the dungeon mapping and exploring began. Where each movement to a room (forward or backwards) was a turn, a gong. Some rooms were further away and cost 2 gongs. So we had to be strategic and creatively come up with ways to navigate the kitchen dungeon - by using our senses or charm when we interacted the various and violent veggie civilizations that lived in the kitchen. 

Without giving away too much of the fun, we gathered a great amount ingredients! The methods of gathering them were sometimes traumatic, thanks to our other player's wacky tactics as a Rhino-man (I will never eat a tomato the same way again). 
At the end of all our turns, we returned to the kitchen arena where each member of the team was in charge of an element of the dish - we decided to make a fancy steak tartine! For this part we had a lot of fun describing in dramatic detail the ways we cooked, simmered, broiled, and emulsified our ingredients.  
In the end, we decided to both serve a dish Bakto will love, and also sneak in a poison that took him out for good. We couldn't let our chef reputations down, after all. 


Our ingredient list and final dish preparation! 


Final thoughts:
If you're thinking of trying out Bakto's for your next one-shot, I say go for it. It seems super low prep, yet still rich in content. Despite the small pamphlet it comes in, the short description of rooms, the adventure's design was a great facilitator for a dynamic experience where the outcome wasn't predetermined but emerged organically from our choices.

The adventure's timing and turn system, marked by the resonating gong, added an immersive layer of urgency that I just dont see as often as I’d like in other games and really was a fun test of our creativity, wit, etc.
With regards to the system, one notable aspect of Bakto's adventure is that it’s system-neutral, allowing GMs to adapt it to various rule sets. However, it's the inherent chaos of Troika!'s vibes and setting that added an extra layer of unpredictability to the culinary mayhem. I do wish it was a longer module so we could have made more use of some Troika!’s system.

Batko’s Terrifying Cuisine: https://roll4tarrasque.itch.io/baktos-terrifying-cuisine
Troika!: https://www.troikarpg.com/






Sunday, January 14, 2024

Genesis 0 - Echo of Kalak and Cosmic Ether (magic system), Lore24 #004


Sammlung astronomisch-komputistischer und naturwissenschaftlicher Texte - BSB Clm 210, İbrahim Tiflisi in 1479

In the vast cosmos, the birth of the universe began with the celestial resonance called the "Echo of Kalak." This echo, like a cosmic symphony, is said to have been formed from the final roar of a man at the precipice of time, the end of all things. That resounding shout not only created an echo but also sparked the genesis of a new world, backwards in time.

This cosmic event intricately wove the universe into the fabric of fate, destiny, and the cyclical nature of time. It formed a circular loop where the end of one cosmic era seamlessly led to the beginning of another. The Echo of Kalak, showcasing the interconnectedness of all things, whispered the intricate destinies of those who would inhabit the realms, the planets, the stars, the universe. This celestial echo bound together every creature, every soul, from celestial beings to mortals and immortals, in an eternal dance of destiny.

The identity of the mysterious figure who shouted at the edge of time, become known as the Dhul Akar, although they have many names between the many peoples who inhabit these worlds. Their identity remains shrouded in mystery. No mystic, oracle, or soothsayer can predict who will take on the mantle of Dhul Akar. This unknown individual serves as a lasting reminder that the echoes of the end of times reverberate, potentially echoed by any living being, whether currently alive or yet to be born. In the near or very distant future. 

, Solar quadrant conserved in the archaeological site of Madinat az-Zahra.

The Echo's reverberations is the life-blood the universe. This cosmic sort of energy and vibration that hangs in the atmosphere, between particles of space and time, in undulating waves. It is through harnessing this energy that few within the world can yield its power, command it. Use it to create or destroy - or to align and commune with the waves of energy in a harmonious mediation. The Celestials, the first of the Echo's formations, shaped from a single breath in the stars, are the masters of the cosmic energy. Celestial entities like Al-Haamil, the Forger of Forms, Al-Aasima, the Celestial Enchanter, Shamsiya, the Star Shepard, and Al-Nazira, the Plane Weaver, have shaped and split worlds with their mastery of the cosmic ether. Many other celestials make up the cosmic tapestry of the universe.

Distillation -Al Kindi 9th century

The mortal and immortal denizens across the myriad realms of the universe can also find a profound connection with cosmic energies. Some devote their existence to the meticulous exploration of physics, alchemy, and astronomy, seeking to harness the resonances of the echo and the vast natural world. Some who bind themselves to the worship of the celestials may find themselves graced with the gentle caress of cosmic forces. Some, born of rare bloodlines, possess the unique ability to manipulate the natural or celestial elements, albeit not without consequences. From the venerable Sages of the Scroll and Lunar Tinkerers - to the skilled Starslingers of the Night and the Healers of Song, the very essence of the cosmos echoes for all attuned to its symphony. 



Saturday, January 6, 2024

Aksara - Jinn Sanctuaries, Lore24 #003

 Scattered across Aksara are sanctuaries where Jinn commune and share knowledge as currency, ranging from serene gardens of perpetual twilight to towering crystalline structures that resonate with celestial energy. Each sanctuary aligns geographically with a particular natural area within Al-Mithal, the material world, whether it be a plot of land that pinnacles the desert winds, or a subterranean trench that commands the roaring seas, or a pressure filled pit of a flaming volcano. Areas of high energy, gravitational and cosmic energy, that waft through The Veil separating realms such as Aksara and Al-Mithal. 

These Jinn sanctuaries serve as ethereal nexuses, communing the mortal realm with shadowed mirror realm of Aksara. In the tranquil gardens, Jinn of the breeze weave gentle zephyrs through the air, sharing whispered secrets gathered from Al-Mithal. The towering crystalline structures, that shift across vast smokey landscapes and across wide silvery seas, pulsate in harmony and mirror their anchor to the material world. Pilgrims and seekers in Al-Mithal visit these areas of energy - sometimes knowing their precise location, sometimes guessing - seeking communion with the Jinn and tapping into the profound energies that emanate from the heart of Aksara's spiritual tapestry.

Friday, January 5, 2024

Aksara - Spirit Markets and Bazaars, Lore24 #002

Aksara hosts bustling markets where spirits, lesser deities, and entities from across the cosmos converge. Items from forgotten realms, echoes of mortal desires, and ethereal artefacts are traded under the black and grey glow of shadowed lanterns. Spectral merchants peddle enigmatic wares, shadow-wrought objects of uncanny familiarity, wispy cloaks and fabrics that wither and weave, and phantom delicacies that waft with familiar spices that never reach your tongue. 

Patrons from varied realms and planes converge at the bazaar, seeking out portals along the veil between realms to venture into Aksara’s plane. Some, drawn by whispers and darker intentions, navigate the monochromatic glow of the shadowed market to secret tunnels below, home to a Jinn syndicate of Black Magic dealers. These forbidden practitioners weave dark schemes, from offering cheap tricks and curses to hashing deals of more sinister outcomes, defying the very laws of the veil and the cosmos.

Thursday, January 4, 2024

Session Recap: Player in Mork Borg, Goblin Grinder




I know the space out there is littered with reviews and session recaps of Mork Borg, but I wanted to document my session - regardless of whether anything below is useful info to anyone. 
Especially to share my session notes and art!!

- Player session recap, minimal spoilers
(will do more detailed recaps in the future, me thinks. But this ok for now)


-----


This was my 4th time playing in the doom-laden world of Mork Borg, my second time as a player. We were guided by the merciless hand of our GM, Faisal, (Deathcackles). Full credits to our GM, who orchestrated the experience with a relentless doom metal vibe, gruesome voices, and a penchant for pushing us to the brink.

I think of the first things I've learned with playing Morg Borg, and other similar OSR style games is that the success of any Mörk Borg session rests on the shoulders of a group willing to fully embrace the foul theme of the game, and for this latest one-shot of "Goblin Grinder", I was fortunate to be amidst such a group. 

The vile setting of "Goblin Grinder", the town of Galgenbeck, was really fun to mess around in. The journey to the end of Goblin Grinder, however, was not without its comedic and player-driven chaos.

Som bumps in the road: Some players, perhaps too eager to grasp the opportunity to go balls to the wall and burn everything to the ground, contemplated abrupt conclusions. Yet, employing OSR-style tactics, we navigated through the vile levels of the abandoned windmill, attempting to think our way through its final stages before we gave the OK to blow everything up... Yeah, we blew everything up in the end (bg3 style).

My character, a fanged deserter with a peculiar fondness for teethsies. Armed with a bag of teeth that I wielded as improvised weapons, along with anything else I could find and lose and then find again. Bolstered by a hearty 9 HP, I barreled into danger, literally, much to the disapproval of our GM. Even after depleting my omens, I sustained my journey, munching on anything I could find.

Cunning tactics involving bear traps and oil allowed us to outsmart the goblins within the windmill temporarily. However, one of our companions decided to take matters into their own hands, or rather, explosives. The windmill, along with its goblin inhabitants and bad guys, were kaboom-ed in a fiery oily mess, a player-driven rebellion against whatever path was probably laid before us. And Im not the type of player to put down others for their plans, I mean they were passionate about blowing up the windmill, so I said "why not".

After omens ran out for some players, and they have KO'd, our GM craftfully weaved them back into the game as forgotten NPCs and pets. That was a fun twist that was great to see in a one-shot. 

Lessons learned from this chaotic journey include the challenge of managing trigger-happy players bent on finding game-ending solutions. Despite our GM's efforts to weave obstacles, the explosive demise of the windmill was inevitable. The fragility of characters once omens run out raises questions about the feasibility of Mörk Borg for longer campaigns though. 
Safety tools and upfront expectation setting are crucial, making this game best suited for a circle of players who already know and trust each other. The experience is a symphony of chaos, a descent into the heart of darkness where players revel in the twisted artistry of Mörk Borg. 

Aksara - The Shadowed Mirror Realm and its City of Ephemeral Whispers, Lore24 #001

Aksara, the ethereal realm veiled in mystery and shadows, exists as a parallel to the mortal realm of Al-Mithalun. It is a plane of duality, where every grain of sand in Al-Mithalun casts a shadow in Aksara, and every whisper in the mortal world echoes through its ethereal expanse. Aksara is not a mere reflection; it is a realm pulsating with its own energies and spirits.

The landscape of Aksara is a surreal mosaic of shifting shadows and reflections. Endless dunes ripple like liquid obsidian, mirroring the contours of Al-Mithalun's deserts but twisted into otherworldly shapes. Skies bear hues unseen in the mortal realm, painted with the essence of dreams and the play of celestial energies.

City of Ephemeral Whispers:

At the heart of Aksara lies the City of Ephemeral Whispers. Its architecture is an intricate dance of shadow and light, existing simultaneously in myriad states of construction and ruin. Inhabitants of Aksara, particularly the Jinn and Spirits (the "Ruhin"), congregate here in courts of shadow, discussing the fate of Al-Mithalun and the influence they might exert.


Monday, December 25, 2023

10 Random Desert Encounters

A friend of mine has asked for interesting desert encounters, and I thought I could post them here :)

The obvious thing here is that a lot of these are inspired by the deserts of central Arabia and surrounding regions. I imagine deserts in North America, Central Asia, or other desert-scapes around the world could also have some of their own unique and locally inspired encounters. Would love to see some of those too :)

So here are 1d10 desert encounters that are rules neutral and can be modified to fit 5e or any other osr system. 


A Ten in the Sands - Sane Madan 2023


1- A Jinni's Wager: 
Encounter: The Jinn challenges players to a game of dice. Winning grants a wish, while losing incurs a curse. The Djinn might also offer a deal where the consequences are not immediately apparent.
 - Possible dice games can be suggested in another post!

2- Roc's Nest:
Encounter: The players stumble upon the nesting ground of a Roc, a colossal bird of prey. To pass safely, they must either negotiate with the Roc or navigate its territory without disturbing it. Or will they be tempted by the nestled eggs, worth a fortune in the local market. Will the Roc guide them on their journey ahead? 

3- Lanterns of the Desert: 
Encounter: Glowing and unlit red lanterns, seemingly untouched by the ever-present desert winds, cast an eerie glow across the vast expanse. Lighting these lanterns summons the desert caravan of ghosts and spirits! They materialize in swirling sands, offering transportation through the ethereal desert - not always the best navigators, they might drop you off somewhere entirely different, but the caravan driver and ghostly passengers are great ghoulish company.

4- The Tomb of One:
Encounter: Discover a modest tomb for one within the shifting dunes. its open doorway exposes a single sarcophagus made of carved sandstone. Carved on the sarcophagus are hundreds and thousands of names, dates, signatures, and markings. Some dates are from times long gone, or calendars never seen before. Some language are from lands far across the sea, some completely unrecognizable as from this earth. Push aside the lid to reveal a skeletal warrior clad in a rare and stylistic armor (GM's choosing). Defeat this ancient guardian and your name will be etched onto the sarcophagus and you can claim the coveted armor as your reward.

5- Thieves' Cache:
Encounter: As you traverse the desert, you notice a peculiar rock formation that appears out of place. Investigating, you discover a concealed entrance leading to a cave. Inside, a hidden cache of stolen goods is guarded by Jasir, a burly member of the infamous thieves' guild known for his cunning and ruthlessness. He seems surprised by your discovery and demands to know if you are friend or foe. 

6- The Dancing Sands: 
Encounter: In the vast openness of the desert, an eerie phenomenon known as the Dancing Sands occurs. A sudden sandstorm whips up around you, giving form to whirling dervishes of sand demons. These ethereal creatures attack with a rhythm that seems choreographed. Engage cautiously, for defeating them may unravel the enchantment and reveal the secrets of the storm, or flee and endure the storm's chaotic dance that could lead you astray.

7- Sand Serpents:
Encounter: Giant sand serpents, awakened by the vibrations of the players' footsteps, rise from beneath the dunes. Negotiating with or battling these creatures may lead to new alliances or awaken long-buried desert serpents.

8- Nomadic Mystic:
Encounter: A wandering mystic, draped in flowing robes, appears before the party. Offering cryptic prophecies, the mystic claims to possess knowledge about the party members' destinies. Players can choose to ignore the mystic or delve into their mystical insights, which might guide or mislead them on their quest.
- Possible prophecies can be suggested in another post!

9-  Dust Devil Market:
Encounter: A swirling dust devil unexpectedly materializes in the desert, revealing a hidden market with a mysterious merchant selling peculiar items. The merchant trades in memories, dreams, or even glimpses of the future. However, each transaction comes at a cost, and the true value of the items might not be apparent until later.
Cost of Transactions: Players must offer a memory or make a Charisma saving throw DC 17.
Items: Memory Elixirs, Dreamcatcher Amulets, Veil of Visions.

10- Mirage Oasis:
Encounter: In the relentless heat, a shimmering oasis appears on the horizon. As you approach, the oasis seems more like a mirage, and upon reaching it, you find it's a trap set by desert illusionists. They demand a toll for revealing the real oasis location. Choose to negotiate, pay the toll, or face the illusionists in a battle of wits.
Successfully navigating the illusionists' challenges might earn you a magical token that guides you to a hidden treasure or a genuine oasis.




Monday, November 20, 2023

Genesis of Al-Mithalun - The Echo of Kalak

The world creation of "Al-Mithalun", a fantasy world setting inspired by Central Arabian myths, folklore, and lost legends of old.


-----


0. The Genesis Echo of Kalak:

Space and time were formed on the undulating vibration of... and echo. 

The waves of a faraway shout formed our cosmos in a celestial symphony.

The genesis of  our world, of "Al Mithalun" unfolded with a whispered echo that rung within the vast expanse of space - unfolding the stages of creation within the universe. 

This ethereal resonance was known as the "Echo of Kalak." 

The origin of this echo is said to have formed from the final roar of man standing at the precipice of time's end. The sound of this climactic shout signaled not only the end of times - but formed the womb of a new world once again. A circular loop of time where the end of the universe is also the seed of its own creation.

This cosmic event intricately wove the fabric of Al Mithalun into the tapestry of fate, destiny, and the cyclical nature of the universe. It formed a circular loop where the end of one cosmic era seamlessly gave rise to the inception of another. The Echo of Kalak, a testament to the interconnectedness of all things, whispered the intricate destinies that would weave through the beings destined to inhabit Al Mithalun. Its reverberation felt by all who use the magic of the cosmos, or of those connected with the earth. 

This cyclical echo bound together every soul, from celestial beings to mortals and immortals, in an eternal dance of destiny. 

The identity of the enigmatic figure who uttered the last shout at the edge of time remains shrouded in mystery, forever referred to as the Dhul Akar. This unknown individual serves as an enduring reminder that the roar of the end of times will come one day, any day. Is it when the echo is at its weakest? When is slows to low hum? Or will it strike us at any given day.  

Kitāb Gharāʼib al-funūn wa-mulaḥ al-ʻuyūn (The Book of Curiosities of the Sciences and Marvels for the Eyes). Creator unknown. 13th-century copy. Egypt. Oxford, Bodleian Library MS. Arab. c. 90: fols. 2b-3a; 23b-24a


The echo cascaded in the following chronological stages of creation:

1. The Breath of Hayy:

Hayy, the Breath of Creation, stirred within the void of Kalak's echo. With a single exhalation, the breath took form, shaping the vastness of the universe, celestial bodies formed as the stars arranged themselves in the cosmic canvas.

Celestial bodies like Al-Haamil, the Forger of Forms, Al-Aasima, the Celestial Enchanter, and Al-Nazira, the Plane Weaver, took their place in the astral ballet, crafting the vastness of the universe. Many other celestial bodies also emerged from the shapes of the stars. 


2. The Sands of Ard:

Ard, the Sands of Origin, cradled the nascent realm. As the celestial fingers of Al-Haamil caressed the sands, landscapes took shape. From the sands of the great deserts and the clay of the earth, he sculpted the rise of Mountains, the dips of valleys, and the deserts and oases between them. The Sands of Ard formed the canvas upon which the divine drama of existence would unfold.


3. The Song of Mu'athir:

Al-Mu'athir, the Song of Influence, resonated through the air of the echo's wake. It carried the whispers of Al-Aasima, who infused the elements of nature with celestial magic. The melody breathed life into the forms crafted by Al-Haamil, and the land became vibrant with the harmonies of existence. 


4. The Veil of Ikhfa':

Ikhfa', the Veils of Concealment, was expertly woven by Al-Nazira, the Weaver of Planes. Utilizing threads of starlight, she created an ethereal curtain between realms. Behind these ethereal curtains, different realms and planes take shape. One of the first other realms was Aksara, the shadowed realm of reflection and spirits. Al-Mithalun and Aksara danced in a mirrored waltz, each influencing the other, yet forever apart. Portals between realms were created as tears upon the veil, corrupting the celestial touch through black magic sorcery. These tears were created by those wielding the black magic of the Great Silence, the Sumt.


5. The Embrace of Yah-tan:

Yah-tan, the Embrace of Evolution, enveloped Al-Mithalun. This divine passage of time and natural selection gave rise to the emergence of races. From the powerful race of Man to the nimble Nimr, the resilient Sahlashira, and the lesser races of Rukh, Maa'in, and Rimadunn, each became a unique testament to the challenges and embrace Al-Mithalun held for the creations of the Echo.


6. The Journey of Ma-Saar:

Ma-Saar, the Journey of Destiny, called upon all inhabitants of Al Mithalun to embark on their unique life journeys. It urged them to create meaning and value for their own souls and find their place in the celestial tapestry. The unknown end of times loomed above, emphasizing the importance of seeking and discovering one's destiny in the finite time given.


7. The Balance of Sumt:

Sumt, the Balance of Great Silence, hung between the reverberation of the Echo of Kalak and the creation of Al-Mithalun. This silence, an annulment to celestial power, maintained equilibrium in the universe. Those who sought to disrupt this balance called upon the Great Silence, invoking black magic practices to defy the established laws of man and celestials.


8. The Spirits of Aksara (and other realms):

Through the Veil of Ikhfa', the realm of Aksara was imbued with the means to host the spirit realm and the realm of Jinn and other lesser deities. Born of the contrary nature of realms, the Jinn traversed between Al-Mithalun and Aksara, embodying the harmonious contradiction that bound the two worlds. Jinn could be either good or bad, or neutral in the affairs of Al Mithalun. Some would work and partner with those calling upon black magic and help them with their bidding, for a price, adding layers of mystery and intrigue to the cosmic narrative.



Neslihan Gülbahar Ekinci, 2021
The Book of Fixed Stars. Book by Abd al-Rahman al-Sufi (Azophi). 10th Century.



Tuesday, October 24, 2023

Zarqa Al Yamama (زرقاء اليمامة) - Oracle of the Sands and the Blue Eyed Dove

Spin off on Zarqa Al Yamama being an oracle/soothsayer. Not just gifted with far sight and precision, as her tale goes.

This rendition of the character is presented in many forms - for her homeland, which was conquered and destroyed, used to house the most vast array of exotic birds of the desert and the oasis. Yamama meaning Dove, and Zarqa pertaining to her unique blue eyes.  Now, she provides refuge for these birds in her cave and travels alongside them in her caravan, accompanied by a devoted entourage. These avian companions possess the keenest of blue eyes, serving as her invaluable wellspring of knowledge regarding the sprawling desert landscape encompassing her hideaway. Her own eyes are fashioned from pure lapis stones, a gift acquired through her mother's consumption of these raw gems while bearing her child, bestowing upon her mystical abilities beyond the mortal realm.

Zarqa now traverses the unforgiving sands, a spectral echo of the person she once was, prior to her homeland's tragic downfall. Nevertheless, her spirit perseveres, and she continues to share her prophecies with those who can seek her out and are willing to pay her in chests brimming with pure lapis lazuli.

Many seek her guidance, but tales frequently lead them astray, toward charlatans posing as Zarqa or deceitful fortune-tellers preying on the gullible. Discovering her true whereabouts demands time and unwavering determination, as seekers navigate a labyrinth of secrets and their origins, traversing the spaces between cities and canyons. Their quest is driven by the desire to hear their own fortune, their prophecy, and their ultimate destiny.

The fragment presented here is part of a merchant's diary, discovered amidst the ruins of an archaeological site. It's the relic of an ancient city that endured a great, as-yet-unknown calamity.

~~~


Annalynn Hammond, "Soothsayer" and "Strange Bird" - edited myself for the post.

The precise moment of our meeting remains veiled in the mists of time. The memories blur and coalesce, manifesting vividly in my dreams, as if I had but moments ago gazed into her eyes upon awakening. 

Those eyes, by the gods, those eyes! They were pure lapis lazuli stones, meticulously carved into perfectly round irises that graced her visage. The way those stones turned, ever so slowly, left to right, seven times, tracing the contours of my face as if dissecting my very soul. I swear I could hear the grinding of those stones within their leathery sockets, and the flapping of a hundred wings as birds of every color perch above us. The birds of Al Yamama. The Oracle, Zarqa.

These memories of her, of it, are inescapable. Nor can I escape the fateful words she uttered, the revelation of the very day when I shall meet my ultimate demise. Not just my own, no. A demise awaiting us all. All us fools.

I am certain that a mere glance into this diary will allow me to recollect the day when I set forth in pursuit of her. That day that I embarked with a hired caravan of camels and nomads who claimed to have traded with her devotees deep in the desert. 

 
Sepulchral cave of the Djebel necropolis. Syria, Syrian Arab Republic. Middle East, Old 19th century engraved illustration, Le Tour du Monde 1863. 

Indeed, traveling with these nomadic guides was a prudent choice, for without their expertise, my return to the city would have been nigh impossible in the state I found myself after encountering her. But it was because of their knowledge of the sands that we found her, and because of them that I am now in unyielding desperation! However, I cannot condemn my guides, for they provided me with exactly what I asked for. For she was the very enigma I had sought amidst those vast, unending dunes. I compensated them handsomely, for coin now holds little value in my eyes. What use do I have for my vast riches when our end is set to be for tomorrow at dusk? It is tomorrow, is it not? The eve of the 11th day of the 11th month, as she foretold.

I wish I could doubt her, to dismiss her as a mere fraud, another charlatan among the countless I've encountered on my journey across the continent. But Zarka, she was truth incarnate, the genuine oracle of Yamamah. Once a mere myth, she stood before me as a living reality, an encounter that has sealed my fate. All of our fates.

My quest had been arduous, my desperation had led me to cheap soothsayers and fraudulent fortune-tellers, who spun naught but tales of deception and guesswork. I traveled across distant lands, seeking solace and answers, until I heard of the fabled location of Zarka Al Yamama. The very name reverberated like an incantation, an echo of ancient whispers and a myth long forgotten. "Has she truly returned?" I remember asking myself. Yes, she has indeed. And it was not only my fate that she sealed that night, deep in her cave of feathers in the sandstone mountain. But the fate of all man that lives and breathes upon these sands, a looming darkness that will turn this realm on its axis. 

I was a gullible, eager supplicant, all too willing to pay the oracle in my weight in lapis lazuli to finally pose the question that had driven me across vast lands. In the face of this ominous prophecy, the question that had once driven me felt trivial and fleeting, as insubstantial as the shifting desert sands. The cosmic mysteries that had once beckoned me now seemed pale and distant compared to the inexorable journey toward my own fate, and the fate of these lands. 

~~~


More on Zarqa later, on her lore, her character and her abilities in detail so she may be of use in different settings and campaigns.

Thursday, August 31, 2023

"Jinn" - Delving into the Background of a Playable Jinn Race, the Shadowed Ones

An excerpt taken from a fragmentary journal of an apprentice alchemist from the city of Ambar. The journal was found abandoned along the East- West trade route. Pages torn.

~
3192.4 Thul 

Hearing stories about Jinn has always vexed me. I was always told two kinds of tales about Jinn. The first being the ones that were typical of the ghost story experience, ones where beings called "jinn" are dark ghost-like entities that haunt and linger in abandoned places or areas plagued by death. These stories were the ones whispered to children to keep them in line, to ward them away from mischief or dare them to venture into desolate buildings during moonless nights. These tales were intriguing, for a while, as they were the same age-old ghost stories that provoked shivers down the spine, promising a night of uneasy sleep. Ones I've heard across the world during my travels.

Amjad Ghannam, 1.32 Meter Square. 2014

However, it was the second kind of stories that stuck with me, burrowing deep into my consciousness. These were the stories that made me glance over my shoulder in the daytime, linger over my reflection in the mirror for seconds longer, rethink the fleeting shadows that danced at the periphery of my vision, and pause at the cool brush of air along my arm in a crowded market. These narratives weren't spun as mere stories; they were recounted to me by figures of trust - scholars, parents, those who bore the weight of experience. These were the stories of the Jinn, the ones that coexist with us in a reality that transcends our perception, not of the material plane, but of a shadow realm that mirrors our own.

 Bibi Zogbe, Moonlight1940s. Barjeel Foundation

In mythology and faith, the true nature of the Jinn was unveiled by the teachers who spoke not of hauntings but of parallel existence, of beings who exist as a reflection of our own world and can manipulate their own shape. The fathers who consoled our childhood fears whispered that Jinn aren't creatures to dread, but entities that seek peace, indifference, and in some cases, protection. These narratives illuminated the realm of the Jinn, a realm that was not meant to haunt mortals but to occupy its own sphere, a spiritual plane intertwined with ours, like two layers of existence stacked one on top of the other. Or, perhaps, one up right and the other upside down. It's a world where, much like humans, Jinn exhibit both virtue and vice. There are virtuous Jinn, seeking to guard and live in peace, and then there are those Jinn who wander the darker paths, capable of causing harm through the arcane channels of forbidden sorcery and black magic, some that work in tandem with humans who work in the dark arts. What these Jinn could do, I was too afraid to ask those many years ago. However, my curiosity is getting the better of me these days, and this path seems too alluring not to prod further. With caution of course. 

I was told once that some Jinn have chosen to live within our mortal realm - but the lands and cities they inhabit lie deep in the grey dunes and dry ashen planes beyond the western mountains. Far beyond the clusters of mortal civilization. It is in these faraway lands that Jinn can be seen, spoken to, touched. Where their society settles in shadow and dust. I knew of a man who met a Jinn once. I can't recall his name. Traded with him, he said. Traded silk for shadow, he said. 

Remedios Varo, The Opposite Shadow / Shadow Man. 1963

During my studies and work at the archives, I learned that within their shadowed realm, the Jinn, too, have their own spectrum of beliefs. Just as the mortal world, there are believers and faithful Jinn, standing alongside infidels and treacherous beings. The nature of their devotion or rebellion remains a mystery to me, yet to be unraveled * - perhaps an ancient monarch of immense power or a lesser deity from the times of old watches over this enigmatic realm. These tales of the Jinn, which dance between myth and reality, unveil a realm beyond the superficial narratives of spooks and specters. It's a reality where the distinction between our world and theirs blurs, and the Jinn, as both protectors and mischief-makers, weave an intricate tapestry that speaks of an interconnectedness between our two worlds. 

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More to come on their kind, the shadow/spirit realm that mirrors our own, and the human-kind who deal with the workings of Jinn. 


*Not to get religious - purely thinking about all this from a mythological, fantasy roleplaying, and speculative fictional standpoint and not within the realm of religion or Islam or any other belief system. 

Sunday, July 9, 2023

Al Ghoul الغول (The Ghoul) - Full Cycle Ghoul (Desert Variety)

A concept of a fully undead desert ghoul that I wanted to jot down. Perhaps something to be added upon later. Based on existing literature, blogs, and media on ghouls + my own little spice.


 Paul Gaudin, Al'Ula and Hegra, 1907  

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(The desert wind, she howls)

"Have the dunes shifted again, my friend?"

"Did you lose your path in the storm?" "Do you now you wander in unmarked sands?"

Be wary, my lost one - for it seems you have now entered a forsaken battleground of old, where gemstone tombs and unmarked graves lay hidden in the sands. 

The sand in the air had not yet settled from the storm. It flurries through the air in a dim haze. You squint to see the sun had nestled in the distant horizon, between faraway dunes that cradle their yolk. You pause to reorient yourself, resting on a square stone jutting from the earth. Then you notice it. Just ahead and all around you - the wind had parted the sands, bringing to the surface a mass of unmarked stones arranged in a near perfect grid. Gravestones. 

By some trick of the eye, you  catch a roving form in the dimness. A hooded figure. They sway and lurk close to the ground, moving between the stones. Searching and sifting through dry bones. Through the howling winds their voice breaks through - a gurgling, a whispering, a mewling. Tattered robes hang off a thin-flesh grey form. It moves closer, seeking any morsel of flesh, a drop of blood. 

Tales of Mystery and Imagination. Illustrated by Harry Clarke. G. G. Harrap & Co.: London, 1919

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Ghouls are not some simple graveyard spawn, but they can be. There are many ways to end up as a ghoul - there are a spectrum of ghouls, really. 

The one I describe above is probably at the far end of the spectrum, a depraved full-scale graveyard dweller who recalls very little from their past life but feelings of rage, sorrow, and desire - and an unquenchable hunger for flesh. At this end of the spectrum, they are almost zombie-like. What differentiates zombies from ghouls is, of course, their way of becoming. More on this differentiation later.

But desert graveyards are a peculiar thing for ghouls, they seek them out but come to find they are hidden deep in shifting dunes, or the bodies have migrated or dissolved with the sand. It takes a very desperate ghoul to wander off into the empty quarters of the dessert to find a fix. They are usually the type to also get lost and swallowed by the dunes, coming up for air when they smell fresh meat and hear the thumps of moving bodies above. These ghouls have lost all sense of societal mind and could no longer survive living in society. 

Some of these ghouls find luck in scavenging mummified graves and tombs (desert mausoleums), or prey on the lost and wandering traveler who doesn't know well enough not to enter desert graveyards unprepared.

Not to be compared to the ghouls who are masters of their desire and obsession, the ones who blend into society - perhaps as the aristocrat or the street rat - the ones who keep their flesh eating tendencies secret. Also not to be compared with the ghoul lords, who have embraced the power of the flesh and grow fat from eating a variety of corpses and flesh. 

'The Romance of the River Plate', Vol. I, by W. H. Koebel, 1914 (engraving)

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Roving through these parts can lead to dangerous encounters indeed. A graveyard spawn, the undead ghoul is no mundane fiend, nor a spicy stand-in for your skeletal encounters. With some old school sensibilities, the ghoul can be added into a game in many ways:

Encountering the Ghoul. The ghoul can be found in these places: 

  • Old Battlegrounds in the Desert: Where the remnants of ancient warriors lie hidden beneath the ever-shifting sands, an eerie magnet for the presence of malevolent ghouls, drawn to the echoes of past conflicts.
  • Decrepit Crypts, Tombs and Mausoleums: Tombs and burial homes carved into the rugged sides of stone mountains. These resting places house many families and buried remains. Those wealthy and determined enough not be violated in their eternal sleep will find themselves in steel and ironclad coffins and sarcophagi. 
  • City Graveyards: City guards and graveyard workers find themselves busy on many nights fending off a rogue ghoul who has wandered into the city and made their way to the graveyard to pick off remains. 
  • Abandoned Underground Tunnel Systems: Used in times of violent storms or war, these intricate networks of underground tunnels now serve as eerie haunts for undead ghouls. Lost travelers or intrepid explorers may stumble upon these dark passages, only to encounter the ravenous hunger of lurking ghouls.
  • Ghoul nests in Caves and Underground: Foul nests of undead ghouls accumulate in hidden nooks of the terrain, in caves outside cities, or within emptied rooms of a tomb. Accumulating a nest of bones and poor souls. 

Photograph of the Egyptian landscape monuments and archaeological sites. Taken in 1858. Title of Work: Égypte et Nubie. British Library

Some moves and vibes:
  • Little Feast: a bite from a ghoul not only causes physical damage (d4) but the taste of flesh on their tongue enhances their other senses, abilities, speed, and articulation. Taking 1 permanent point away from strength, dexterity, or wisdom away from the victim. This point can only be returned if the player eats/takes a bite of the ghoul's flesh who caused this. Temporarily leading the player on a path to becoming a ghoul, where an obsession and hunger for flesh, blood, and the power it holds takes over. 
  • Life Blood: A bit that sucks the blood and vitae from their victims, stealing their life blood (d4) and taking it for themselves. 
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More kinds of ghouls next. Maybe some fancy aristocratic ghouls. Or other beasts idk.