New Weird Bossa Nova

Gunslingers wandering a war-torn archipelago. House del Sol, of the Art Nouveau island-city of Isle del Sol struggling against House Nocturne, of the Gothic pastiche island Chateau Nocturne, over a long-vacant throne. Buried treasure, pirates, island barrow-prisons, hadopelagic nightmare gods, brujería, saloons, and wacky homebrew classes.

  1. What is the deal with my cleric’s religion?
    1. Lady Midday, the feverish sunstroke goddess. Can turn creatures of Night.
    2. Lord of the Blue Hour, the somnolent dreamer-god. Can only turn other creatures of Twilight.
    3. Mother Midnight, an alien goddess with an affinity for the occult. Can turn creatures of Day.
  2. Where can we go to buy standard equipment?
    1. Isle del Sol, Babel and Chateau Nocturne both have large, prosperous metropoles, but there are towns and villages scattered across the smaller, unnamed islands
  3. Where can we go to get platemail custom fitted for this monster I just befriended?
    1. The House of Nocturne specializes in monsters, so the Midnight Anvils of Chateau Nocturne are your best bet. If you can’t make the trip, the Jade Forges of Isle del Sol are second best in the business
  4. Who is the mightiest wizard in the land?
    1. The Summoner Arzak and his spirit legions have been a thorn in the side of both Houses for centuries. He resides somewhere on the Isle of the Unknown, and is not fond of visitors.
  5. Who is the greatest warrior in the land?
    1. The gunslinger Django is said to have killed the dragon Ruin with a single bullet. He is the current leader of the Knights of Noon. His only rival is Beest, a wily shapeshifter, who, according to rumor, can transform into a kraken.
  6. Who is the richest person in the land?
    1. The thief Carazul is said to have almost incalculable wealth locked away on her pleasure-island.
  7. Where can we go to get some magical healing?
    1. You can get nearly anything on Isle del Sol, Babel and Chateau Nocturne, but everything in these places have strings attached. If you want more benign assistance, track down a wandering mendicant. It isn’t easy, though.
  8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?
    1. Exotic problems require exotic solutions, so all of these afflications might require lengthy shipping/hunting trips. To raise the dead, you must find or create a gate to the Netherworld and haul out the deceased yourself.
  9. Is there a magic guild my MU belongs to or that I can join in order to get more spells?
    1. The Verdigris School is a non-partisan college for magic-users, witches, and summoners. Their tuition isn’t cheap, though.
  10. Where can I find an alchemist, sage or other expert NPC?
    1. Chateau Nocturne, Isle del Sol, or Babel, of course, but if you have a question you really can’t find the answer to, you might have to track down a wandering scholar or even travel to the mainland to talk to the Wyvern of Vornheim.
  11. Where can I hire mercenaries?
    1. The Twilit Desperados have lodges in all major cities and many towns, and are always willing to provide help for cash. You can find cheaper hirelings of course, but they aren’t nearly as professional.
  12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
    1. Babel’s Basileus is not particularly stable, and possesses a particular hatred of magic, iron, and cubes.
  13. Which way to the nearest tavern?
    1. All directions. Any town worth the name will have one, but Babel’s Cabinet of Wonders is the oldest and best tavern in all the Isles.
  14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
    1. Killing any one of the Never-beens (deep-sea, reality corroding nightmares that make long distance ocean travel nearly impossible) will outright make you legendary.
  15. Are there any wars brewing I could go fight?
    1. The perennial conflict between House del Sol and House Nocturne, of course, but rumor has it that the Blue Queen of the undine is planning to take back the city of Old Thalassus from the Never-beens.
  16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
    1. Many with martial talents make names for themselves by winning duels, but the Black Pearl Fields in New Thalassus offer all sorts of bloody entertainment.
  17. Are there any secret societies with sinister agendas I could join and/or fight?
    1. The Klatch is society of discrete allies, none of whom want the House del Sol or House Nocturne to rise to power. There are others, of course, but you aren’t likely to hear about them.
  18. What is there to eat around here?
    1. Lots and lots of fish
  19. Any legendary lost treasures I could be looking for?
    1. The Last Breath of King Byrne
    2. The Black Sword Nysse, said to be so sharp it can cut past from present
    3. The Madman’s Enchiridion, resting in the underwater library of Old Thalassus
  20. Where is the nearest dragon or other monster with Type H treasure?
    1. The Lich-Pirate and its treasure are trapped on an island somewhere to the west, but no one knows exactly where it is.

I am a barbarian at the gate



One of my players really really really wants mermaids in our game once we resume in the fall. My first reaction was that mermaids are perhaps a bit precious, but on the other hand, who am I to say no?

In any case, I don’t think my players are really liking my pet setting, so I think I might go for something a little bit more classic DnD. 

Locations

New Thalassa
The Coral-Spired City and the undine’s capital. It straddles the shore, with its greater area deep underwater. Land-dwellers who wish to do business with the Undine may converse with them in the Dry Quarter or on palace-barges off the coast.

Old Thalassa
The Obsidian City, built ages ago with long-lost volcanic magic. It has been claimed by the Never-been, malign deep-sea beings that also captured the undines’ goddess. It was abandoned nearly overnight by its inhabitants, so its wealth still remain, beneath crushing pressure and total darkness.

Cathedral of Catastrophe
Church of the undines’ (relatively) new patron deity, Rasp, the stone-headed god of calamity. Travelers willing to perform a service for the Disastrous Bishops can secure safe passage over sea, protected from both storms and the grasp of the Never-beens.

Enemies of the Undine

The Deep Sisters
Sea-witches skittering across the abyssal plain astride their spider crabs, bringing false life to whale falls and snatching the souls of drowned sailors. Include The Bathyal Ladies, Mother Midnight, Agony Aunt, the Hagfish Medusa, and the Angler Queen

Bathyal Lady
HD: 6
AC: 16
Attack: 1d8 (claws) or 1d6 (bite)
Movement: 120’ feet in water, 10’ on land
Bathyal Ladies are warped cousins of the undine, with the lower bodies and jutting jaws of a viperfish. They are photophagic, able to snuff all light sources within 100 feet, gaining 1d8 HP per source in the process. This can raise their HP above its normal maximum value. 

The Never-beens
Hadopelagic un-gods that ooze out of cracks in causality at the bottom of the world. They captured the Glass City of Old Thalassa centuries ago, and the goddess of the undine with it. Their influence makes all but the most cautious sea travel impossible. Include The Sans Seraph, Terror Doll, The Rickets Merchant, The Murder Swan, The Wicked Unravellers

Wicked Unraveller
HD: 4
AC: 14
Attack: d4 (touch)
Movement: 60’
Wicked Unravellers are human-shaped holes in reality, appearing as dark silhouettes swathed in unravelling rags. On a successful attack, they destroy a single piece of mundane equipment. If the victim has none left, the Unraveller un-happens something else, like the victim’s name, memories, senses of taste, or color. Wicked Unravellers move in water as easily as land.

Undine NPCs


The Blue Queen
Ancient undine and last surviving priestess of their nearly forgotten goddess. She is a mostly benevolent tyrant, but has no tolerance for anyone that risks breaching the security of her city. She has many agents across the continent, all of whom are eager to put ambitious adventurers to good use. Her plans to reconquer Old Thalassa do not necessarily square with the interests of land dwellers.

Wages-of-sin
Priest of Rasp with an apocalyptic bent. Lives in a human village, trying to root out a diabolist that has been sickening livestock and ruining crops. He will reward anyone willing to help, but he is very tight-lipped about his past in New Thalassa.


I think that maybe this is edging into the special snowflake specialization that LotFP seems to opposed to, but I don’t know that I care. My friend wants to play a mermaid, and so a mermaid she will have. In any case, this could easily be changed to make a somewhat non-shitty bard, which is a sequence of words I thought I would never say.

Undine, a class for LotFP

HP and Saves as Cleric, XP as Magic-User
Undine have the upper body of a human and the lower body of a fish. Because their tail is powerful and nearly serpentine, they can move normal speed on land and in water. They can breathe both air and water, as well.
An undine can sing to put enemies to sleep. An undine’s song can affect anything that hears it.
When a target hears an undine’s song, they must make a Save vs Paralysis with a penalty equal to half the undine’s level. If they fail, they fall motionless until roused or they succeed another Save vs Paralysis, which they can make every round.
An undine can affect a number of HD of enemies equal to their level with a single song. Singing requires complete concentration; an undine cannot move or make any other action on the turn they sing.

A setting

I bought Carcosa a while back. There was a lot I liked about it, but a lot that was either too tedious or too icky for me to put into my game directly. So I started sticking in Jonathan Strange & Mr. Norrell. Like, rituals are more “convince this deranged fairy to help you instead of turning you into an antimacassar” rather than “throw an orphanage into a volcano and summon yet another scabrous mass of tentacles.”

So.

PERNICIOUS ALBION = CARCOSA + JANE AUSTEN + ENGLISH FAIRY TALES
Pernicious Albion is England where the pagans never died out, the Romans never left, and the aristocracy keeps their sterling silver sacrificial knives in the cupboard next to the fine china. 
The capital city is New Londinium, a city of black stone and alien geometries. It is filled with opera houses, opium dens, and shrines to the Outer Gods. Its ruler was once called Queen Victoria, but now she is the Midnight Mother, and worshiped as a goddess of forbidden knowledge and bodily transformations—the factors that led her to gruesome apotheosis. 
New Londinium’s power is unchallenged, but the many mouths of the Queen often whisper contradictory instructions into the ears of her courtiers, and so the wilds are as lawless as they are radioactive. There are four fairy-warlock warlords marauding through the wastelands of Carcosa, each powerful, each unstable, and each hating the other three with psychotic passion. They are The Regent of Midnight and Noon, who directs his clockwork horde from his clocktower at the End of the World; Pretty Tyrant, a deposed goblin prince with a taste for human flesh and an army at his back; Gogma, the last and most splendid of the Sea Giants; and the Red King of Roses, who lives in the carved shell of a gargantuan crab.
Classes:
Fighters are like this

Magic-users be like this.
Clerics are like this.

Specialist!

Druid
There are also Knights, which are reskinned dwarves, Paladins, which are reskinned elves with Cleric spells, and Rangers, which are reskinned halflings without the weapon restrictions. 
Inspiration: Jonathan Strange & Mr. Norrell, Pride and Prejudice, Comentarii de Bello Gallico, “The Call of Cthulhu”, Skyrim: Dragonborn