through dark of night

Break!! is coming out soon. The draft pdf is very good and I want to run it. Put together a little setting sketch/player brief that remixes the default setting a little. I wanted to do something that made a West Marches-esque game that enables easy drop-in / drop-out but also longer arcs, so I busted the four primary zones in Break up into Spelljammer-esque planes and put a simple pathcrawl on top of them. Players can pick from a list of jobs and missions designed to be finished in 1-2 sessions.

Intro

The Cosmos is broken up into innumerable worlds, all but inaccessible to each other. However, the brave and knowledgeable may voyage between them on the interdimensional Sea of Erebus. It is a vast and jewel-black abyss with a sparse scattering of Stations that permit entry into their respective worlds.

You are the crew of an ancient celestial craft able to traverse the perilous waters of Erebus: a legendary heavenliner. It looks something like an old-fashioned passenger ship and something like an Art Deco cathedral. It is your perilous and lucrative job to ferry passengers and carry cargo from world to world.

Starlines

Starlines are currents of aether that link the Station of every world in Erebus. They are visible as golden threads, just beneath the surface of Erebus’ waters. The starline that links the four Known Worlds is called the Crescent Line. The Halfmoon Line once linked the two farthest worlds, the Blazing Garden and the Wistful Dark, and allowed access to the Worlds Beyond, but it has long since been lost.

Worlds and their Stations

There are four Known Worlds: the Blazing Garden, the Buried Kingdom, the Twilight Meridian, and the Wistful Dark (i.e. the four primary zones in Break!!). They were once one world, but some long-passed cataclysm wrenched them apart and scattered them across Erebus.

Each world has a Station on the Crescent Line. They are enormous, beautiful buildings, constructed lovingly by an unknown hand, and each contains a gateway to their respective world.

  • Wistful Dark’s Station Lamentorum: An elegant neo-Gothic confection illuminated by indigo lamps and crowned by a clocktower. The worldside Station is a vine-swathed ruin in the Shadowed Lands, meaning that importing goods into and out of the Wistful Dark requires a lengthy caravan journey. A bustling caravanserai has cropped up around the worldside Station, but it faces the bandits and undead that make their home in the Shadowed Lands. Rumor has it that the Erebus-side Station contains a hidden sub-basement where the Unshaped hid some fabulous artifact.
  • Twilight Meridian’s Station Nubium: An immense pavilion built from fragrant wood of an unknown tree, illuminated with heatless braziers that burn rosy pink and pale purple. The worldside Station is a well-tended, albeit much smaller twin located not far outside the capital of the Seven Holy Isles, guarded (and taxed) by the Shogun’s court. Rumor has it that somewhere in the Pavilion’s mazelike chambers lies a coffin containing an ingenious shipwright imprisoned eternally for defying the gods before their banishment.
  • Buried Kingdom’s Station Ingenii: A Cyclopean edifice blanketed with moss and lichen, illuminated poorly with fireflies and luminescent fungus. The worldside Station is a totally unmanaged grotto, and all manner of precious goods, illicit or otherwise, spill in and out of the bazaar that has sprung up in its vicinity. Rumor has it that Station Ingenii’s depths contain some hint of the fate of the long-lost giants.
  • Blazing Garden’s Station Crisium: A palatial monument of red sandstone and embellishments in gold and branching red coral. Its worldside Station is part of an extensive dragonshrine complex in Taaga, which mediates between heavenliner crews and the worldside community of merchants doing brisk business. Rumor has it that the gardens that line the Erebus-side Station bloom with mythological herbs and flowers once every hundred years.
Image by NASA. Taken by the Hubble Space Telescope.

Demimondes

Some worlds are small enough to float on the surface of Erebus without a Station. They might be artificial, constructed by asura, deva, or especially powerful sorcerers, or fragments of ancient worlds eroded down to wandering islands.

The most famous demimonde is the Lantern House, constructed by Sagess Saith as a hotel for affluent travelers of Erebus. Her magic, aligned with shadow, flame, and smoke, maintained the Halfmoon Line. When the Lantern House went dark some centuries ago, the Halfmoon Line vanished with it. Bringing light back to the Lantern House could restore the Line, but voyaging into the gulf between worlds with only dead reckoning and a determined crew would require a surpassingly talented navigator. This is to say nothing of confronting whatever power extinguished the Lantern House to begin with.

Lost Worlds

Through the Halfmoon Line are the Lost Worlds, half-remembered through centuries of isolation.

  • Malian, the profane cosmopolis built into a fathomless borehole rumored to reach into Hell. Almost anything can be bought here, but almost nothing is ultimately worth the price.
  • Myrkholt, an archaic land ruled by nobles and knights. It is endlessly endangered by the beasts of the forest depths, and it is haunted by the legacy of its immortal monarch, the Once and Future King.
  • Carillon, a land of stargazing scholars and fanatical exorcists. At war with beings from beyond the stars, and home to technology that rivals the Old Iron Kingdom in its heyday.

Jobs

I’m incredibly disinterested in simulating arbitrage, so this is going to be a bit simplified. You get paid for worlds traveled and the type of job. You can only take one job at a time. If I accidentally jacked up the math (likely) this may get adjusted.

  • Standard Deliveries just mean you need to keep the cargo intact and get to the destination at some point. You will get paid unless you really fuck around.
  • Express Deliveries have a deadline, usually a number of days equal to how many worlds away the destination is. If you don’t reach the destination in time, you don’t get paid, and you might piss off somebody important.
  • Standard and Express Passengers follow the same rules as Standard and Express Deliveries, except also you need to keep the passenger alive and reasonably comfortable.
  • VIP Passengers follow the same rules as above except the passenger expects a higher level of accommodation and comfort and more dangerous people want them dead. If you fail an Express VIP job you are in Big Trouble.
  • Single-world hops generally require some additional work or trouble, like delivering a package or escorting a passenger to a location within the world, not just its Station, or fending off a specific party that wants what you are delivering. If multi-world hops require this, pay is doubled.
Worlds AwayStandard DeliveryExpress DeliveryStandard PassengerExpress PassengerStandard VIPExpress VIP
1100 coins200 coins500 coins1 gem2 gems5 gems
2200 coins500 coins1 gem2 gems5 gems10 gems
3500 coins1 gem2 gems5 gems10 gems20 gems
4+ Worlds1 gem2 gems5 gems10 gems20 gems50 gems

The Heavenliner

You and your followers are the crew. You don’t answer to anyone, but you need to pay your own way in terms of food and fuel.

Decide on a name for the heavenliner.

Right now, you can only access the helm, the main deck, and the cargo hold, but it is more than enough to fit lucrative cargo, yourself, and your possessions. You can hire and artificer to cut a key to open more decks and quarters in the heavenliner, which gives you access to more resources, room for cargo, and facilities. A key costs as much as the facility it unlocks takes to buy (check the Property section of the rulebook). The heavenliner is a demimonde unto itself, so you’ll never run out of space if you’re willing to pay for it.

  • You can cut keys for workshops. Otherwise you need to rent one worldside.
  • You need to cut a key for a kitchen and hut-equivalent quarters before you can take on passengers
  • You need to cut a key for kitchens and townhouse-equivalent quarters before you can take on VIP passengers.
  • You need to cut a key for a livestock deck (costs as much as a townhouse) before you get mounts or pack animals.
  • You need to cut a key for a moonpool (costs as much as a townhouse) before you can carry vehicles.
  • You can increase the heavenliner’s inventory by 20 slots for the cost of a hut.

Travel

Follow Journey Procedure while traveling Erebus. It takes a day to get from one Station to the next (at least on the Crescent Line).

The Heavenliner can carry 40 slots. A job requires 20 in terms of parcels, passengers, and their effects. If you eschew a job and just want to explore, you can carry more supplies.

The heavenliner drinks aether from the Sea of Erebus; you need to keep yourselves fed, watered, and hale, but fuel is not an issue.

home again, home again

Been thinking about starting locations after rereading the excellent Fishtown, particularly ways it could change or grow with time, so here’s a die-drop starting area in the style of Majula or the Firelink Shrine in Dark Souls. I have the itch to mess with rules, so it uses Into the Odd for no particular reason. Been bouncing between that and Troika for my next game.

a ruined town with a bonfire
screenshot from Dark Souls 2

How to Use it

  • Regenerate the starting area periodically to see who’s left and who has returned
  • Regenerate whenever there’s a TPK to represent time passing / things changing
  • Make your own — all it requires is 15-20 NPCs. Each has
    • A name and profession
    • An appearance and (usually portable) shelter
    • A line of dialogue that generally indicates what they want
    • Maybe a secret
a strange man under an awning yelling "I love monsters more than you do!"
screenshot from Breath of the Wild

Die Drop

Roll a d4, a d6, a d8, a d10, and a d12 on a sheet of paper.

  • The die’s size represents the profession of the vendor
  • The die’s value indicates which merchant of the given profession is present
  • The die’s location indicates where the vendor is in camp.

1d4 – Merchant

Sells tools and rations for 1s each

  1. Kikiriki
  2. Cosette
  3. Junero
  4. Rochambeau

1d6 Smith

Sells hand and field weapons for 5s each

  1. Sinfarrier
  2. Godsmith Rosario
  3. Royal Smith Soleil
  4. Gravesmith Sartana
  5. or greater – Nobody

1d8 Doctor

Sells antitoxin, vermifuges, bandages, and antiseptic for 5s each. Their sickrooms costs 5s a day, and allow players to recover from wounds without risk of infection.

  1. Lamplady Yuma
  2. Goodly Doctor Vire
  3. Relict Iuste
  4. Lonely Vedra
  5. or greater – Nobody

1d10 Magician

  1. Hexwright Jupitere
  2. Hidden Lunaire
  3. The Orminger
  4. or greater – Nobody

1d12 Stranger

You have to meet additional strangers out in the world before they start visiting camp.

  1. Beasty Saith
  2. or greater – Nobody

Friends

Beastly Saith

Oh, how this collar itches…they tell of a blade in the woods to the west that could cut off such a thing…I’d give you quite the toothsome reward. Ahahaha!

  • A colossal leopard in a golden chain collar, sprawled out on silk cushions and blankets beneath the shelter of a red pavilion, illuminated by fuming braziers.
  • A stranger. Accompanies clients as a hireling for 10 gp per expedition. +1d6 HP and +1 to STR and DEX for every 10 gp paid. Even if she seems to die, she can be found back in camp as if nothing had happened. Demands utter respect.
    • 5 HP, 14 STR, 12 DEX, 11 WIL, 1 Armor, d8 damage

Cosette

I heard the deacon buried treasure in the old church’s graveyard before the hunters burned everything down. Bet there are some real nice shinies in that dirt.

  • A woman in a black silk coat and a tricorn hat pulled low, slouched against a hound-drawn wagon.
  • Sells gear. also, if players lose something that isn’t actively being sought by somebody else, it will likely end up in Cosette’s inventory in a session or two.

Godsmith Rosario

The fire, the fire, the forge’s flame…nobody remembers anymore…get me one branch of holy cedar, and I’ll smith you something like I did in the old days…hmmhmmhmm.

  • A toweringly tall and beautiful woman working before a forge that burns with with pearly fire. 
  • A smith. Her refined weapons will not break or lose their edge from any mundane force or power.

Junero

Have you seen my husband? He left for the quarry to trap rabbits yesterday, but hasn’t come back.

  • Salt-and-pepper stubble, wears a bandana to keep his hair out of his eyes, drinking something pungent out of a gourd on his belt, sells his wares from a creaking rickshaw.
  • Sells gear. If assured of the party’s good intentions, he will sell charms for 5 gp each. Charms provide a +1 bonus to a stat until the first time a check with that stat is failed. Characters can only carry one charm at a time or none of them work. Possession of a charm is punishable by death by the law of the Carillon.

Goodly Doctor Vire

The denizens of yon belltower brew medicines beyond compare. A recipe, an ingredient, a shred of their flesh…oh, the ills I might cure with just a taste!

  • Blindfolded with linen embroidered in gold with a single eye, wears a doctor’s white coat oddly trimmed with gold damask, works out of a lean-to of pine planks and oilcloth.
  • A doctor. Brews one dose of red oil a week, which can be used to revive a mostly whole corpse to 1 HP and at least 1 in each stat if it has died in the last hour.

Gravesmith Sartana

The temper’s the thing, my friend…the best metal and the hottest flame do nothing without the right quench…would you have some blood?

  • A stooped and wiry man who stares into the sickly flame of his forage with pale eyes, surrounded by barrels sealed shut with paper talismans.
  • A smith. If furnished a fresh corpse, he will forge a weapon that deals damage equal to the damage the creature could deal with an unarmed melee attack.

Hexwright Jupitere

Fetch me the heart of a hunter, still fresh…heehee…I’ll bring those pompous belltenders right down to their knees…

  • Wears black robes trimmed with fur, conceal their face with a fine black veil weighed with silver coins.
  • A magician.
    • Blank and Rotted Tome: read to learn unbecoming
    • Tarnished Silver Grimoire: read to learn darksome song

Hidden Lunaire

Oh, hello there.

  • An immaculate white tent, the brilliant lamp inside projecting its occupant’s silhouette against the side. The tent’s entrance is crudely stitched shut with rawhide. Entering the tent reveals there is nobody inside.
  • A magician.
    • Blue Sticky Lump: consume to learn eye
    • Warm and Knotted Coil: consume to learn hands
    • Twisted Tooth: consume to learn maw
    • Pale Blue Cerata: consume to learn bloom

Kikiriki

Dubious and questionable, the lot of them. Listen to me, and I’ll tell you what’s what. Keeheehee!

  • A wicked little fellow in a crow mask who hawks his wares from beneath a ragged awning.
  • Sells gear, as well as random rumors for 3 gp a piece.

Kikiriki’s Rumors

  1. The priests of the old church buried their treasures in the graveyard before they all burned. Stupid! Stupid! The dead want for nothing!
  2. ‘Ware the hunters of yon belltower. I hear one is stalking prey as we speak. Don’t let them get you! Keeheeheehee!
  3. Some blundering trapper got himself caught by the thing that lurks in the quarry. What fool! There won’t be enough to bury!
  4. They say the light of a new moon reveals the unseen. Doesn’t make any sense to me.
  5. Oh the foundry on the lip of yon quarry, that hateful place, where my w–well, where I lost something I need. They say the metals they smelted there are useful and wicked beyond compare…
  6. There grows a lone tree of holy cedar in the deepest part of the western forest. I once knew a lady of the old court who said a flame stoked with such wood is blessed for as long as it burns.
  7. A noble of the distant Leopardy was exiled here many years ago. He’ll fight at your side for a fee and the chance to spill some blood.
  8. A spring flows to the west, on the top of yon mountain. Deep waters flowing on high…truly auspicious, no? Keeheheehee!
  9. I hear them tell of a goodly doctor who brews spurious concoctions from the flesh of yon belltower’s denizens. Not that I would ever drink such a thing.
  10. A passing magician remarked that a bellhunter’s heart must be filled with spite and ire, unsurpassed kindling for a terrible curse.
  11. In Tarrow Town, right beneath yon belltower, there is a boarded up workshop sealed with the mark of the Carillon…I wonder what misfortunes and curiosities could hide within?
  12. Long ago, before even the fall of the old courts, a cursed king’s cursed crown was cast into the pits to the east. Who would want such a thing, I wonder?

Lamplady Yuma

The night of the new moon…truly a revelatory time…hehehe!

  • Long black hair, pale brown eyes that almost seem tinged with pink or red, wears voluminous vestments and a cassock. Her clinic is a collapsible A-frame tent with smoky braziers burning by the entrance.
  • Provides services as a doctor. Sells up to one bottle of blue oil a week, which restores 1d12 HP.
  • Suffers from a painful and wasting disease, is keeping it in check under the tutelage of Kith BYS, whose crypt lies hidden beneath her clinic. The treatments are slowly transforming her into something sinuous and many-eyed. If the hunters of the Carillon find out they will kill her and everyone in her clinic.

Lonely Vedra

In the shadow of yon belltower lies a town of useful fools, sheep for the dogs of the Carillon. Find the casket that lies in the well of my old workshop there, return it to me unopened, and you shall be richly rewarded.

  • A woman with an enormous quantity of graying hair, stirring a seething cauldron in a cottage with a tarp roof.
  • A doctor. Once a week, sells a Slippery Blue Mass that gives the user +1 Armor when swallowed. The user must make a WIL check every 10 minutes or the effect ends.

The Orminger

Ah…I’ve come so far, but not far enough, I’m afraid…my crown, my old crown, it lies lost in the caverns to the east…I’ve all but forgotten so much, but it still calls to me…please…

  • A beautiful and impassive giant, easily twice as tall as a human, sprawled out on the ground, cheek flat against the dirt, only their face visible, their strange proportions and unfamiliar limbs both concealed and suggested by their voluminous robes.
  • A magician. Reaches out gently with a huge and elegant hand and touches your brow with an elegant forefinger, bestowing a roll on the warlock table.

Relict Iuste

There is a mountaintop spring, past even the western woods, where water from the most profound depths flows…I should like a taste of it, someday.

  • A potbellied old man swathed in tattoos in an unfamiliar script, wearing nothing but an open vest and breeches, smoking a rich-smelling pipe beneath an oversized umbrella.
  • A doctor. Once a week, sells a huge and foul-tasting pill that gives advantage on STR checks and disadvantage on DEX checks. The user must make a WIL check every 10 minutes or the effect ends.

Rochambeau

Customers, on this night of all nights? Take care…I hear a visitor from yon belltower is on the hunt…

  • Wears an oversized canvas coat and drawstring pants, sells her wares out from under a tattered awning illuminated by humming phosphor globes.
  • Sells gear, as well as boxes of myrrh cigarillos for 10 gp each. Smoking a myrrh cigarillo keeps you from aging one day, and monsters hate the taste of a myrrh-smoker’s flesh.

Royal Smith Soleil

Oh, don’t look at me like that, I know already. Fetch me a bottle of the deep waters from the western mountaintop if you’re so bothered.

  • A baboon in a leather apron accompanied by a swarm of macaque assistants with serious faces in a cyclopean stone workshop.
  • A smith. Sells medium and heavy armor.

Sinfarrier

There’s a foundry on the far side of the quarry…bring me the ingots you find there… I’ll make you something you won’t soon forget…hahahaha!

  • A lanky man in a heavy ceramic mask and a thick leather apron hammering on a curious porcelain anvil. Ram horns curl from his head, perhaps part of his headgear?
  • A smith. His vicious weapons, made from black iron and flanged with silvery edges, deal +1 Critical Damage
a giant woman in elaborate clothes emerging from a flower saying "With the power available to me...I should be able to enhance your clothing."
screenshot from Breath of the Wild

heaven’s rotten bastards

Thinking about who the bad guys would be in a game where revulsion of the Weird is at least as horrifying as the Weird itself.


The Carillon is the tallest building you’ve ever seen. You’ve never seen the people who live in it, though, except for the hunters they send down to root out anathema and heresy.

Carillon Snow by Bill Dickinson, distributed under CC BY-NC-ND 2.0

Vespers

The Vespers hunters emerge in the earliest hours of the evening, when the hunt of the Carillon is youngest and most uncertain.

What might mark a Vespers hunter

  • A respectable white collar and a knotted kerchief around their neck
  • A sensible broad-brimmed hat and a long coat to keep off dirt and rain
  • A fearsomely knotted bell rope hanging from their belt
  • A thin black chapelhound on a ribbon leash

You might see them

  • Asking locals if they have seen anything or anyone unusual
  • Peering through a spyglass on a hill crest or rooftop
  • Stooped in the underbrush, examining track and spoor
  • Running faster than a human should with their chapelhound on the chase, bell rope at the ready to thrash their prey

Matins

The Matins hunters emerge in the late hours of the evening, when the hunt grows long and the darkness is at its thickest.

What might mark a Matins hunter

  • A silvered visor that conceals the eyes
  • A breastplate and shoulder cape, respectively filgreed and embroidered with prayers
  • A mirror-bladed rapier, thin enough to fit between ribs or through an eye
  • A tarnished lantern that burns sunset red

You might see them

  • Sitting quietly on a neighbor’s stoop, wiping blood off of their blade
  • Opening the town gates in the dead of night
  • Flit past your window, almost too fast to notice
  • Sitting in a circle of salt with their burning lantern, all shadows drawn in towards them

Lauds

The Lauds hunters emerge in the final hours before morning, when the hunt must be completed above all else.

What might mark a Lauds hunter

  • A heavy helmet with a cagelike grill
  • Half plate embossed with the sign of the Carillon
  • A bell hammer than chimes like a tuning fork with every impact
  • A bandolier of bombs that stink of myrrh

You might see them

  • Sprinting down the street splattered in blood, their bell hammer making all the iron nearby shiver in sympathy
  • Smashing down the door of a church
  • Throwing a bomb through the window of a local business
  • Smashing down a house’s walls with hideous strength

Compline

Compline hunters emerge upon the completion of a hunt, to lay to rest the innocents who died and dispose of those who witnessed what they ought not.

What might mark a Compline hunter

  • A stranger arriving in town the morning after a hunt
  • A rosary wrapped around the palm of the hand
  • A black-bound psalter written in an unfamiliar script
  • A long awl made from chipped bone

You might see them

  • Discreetly attend a funeral
  • Digging a grave where nobody will find it
  • Gently pushing their bone awl through someone’s throat
  • Tending those injured by a hunt

Catalina of the bells

They say there is a saint who lives in a garden terrace high up in the Carillon, impossibly beautiful and kind, who observes everything that happens in the heavens and the earth with her golden telescope. According to the stories, she cries every time she tells the hunters who must die.

i am my next trick

I’ve been reading some Laird Barron (he’s okay), playing some Bloodborne (it’s good), thinking about Lovecraft (ehhhh). It has me chewing over the way the Weird is situated in games — i.e. outside of you and dangerous when it gets in or near. What if the dangerous part of the Weird was about  the way people perceived it? Uh, anyway, here’s something I wrote.

Imagine being feared just for knowing the truth. Imagine being hated for what you are and yet more despised for what you might be. Imagine transforming into something grander than anything you could have ever imagined, and your friends and family and neighbors driving themselves further to violence and terror the closer you get.

Imagine the wonderful tragedy of shedding humanity like you shed childhood, even as everyone around you tried to drag you back.

Wouldn’t that be scary? Wouldn’t that be so sad?

What I’m saying is, Cthulhu is GAY.

Things you do in the sissy horror cosmos:

  1. Exist in a world that is not for you.
  2. Be careful.
  3. Hurt things so that they cannot hurt you, and face the consequences of doing that.
  4. Grow stronger, and therefore estranged from your old life.

class / moon orphan

nudibranch by taro taylor, distributed under CC BY 2.0

You know this secret: bodies are not for being, but becoming.

You can feel your hidden self, perfectly impossible, beyond sight or knowledge, revealed fractionally like a showman cracking open the shutter of his magic lantern, burning in your belly, shining out your face, curling like savory smoke on your tongue, refracted transiently but gorgeously through your flesh.

All form is a lie.

All shape is a gift.

Become horrendously beautiful in pursuit of your truest holy body.

what can you do?

Roll once, for now.

  1. Your back slits open lengthwise, right along the spine, revealing the delicate pink and white of your interior, blossoming into a profusion of rilled and fronded wings that let you swim through the air.
  2. Your body unfurls into manifold limbs: for holding close or pushing away or gouging deep or carrying far. You can do anything six or so determined and cooperative people could do while remaining in arms length of each other.
  3. Open your mouth all the way, then wider still, then deeper yet, until the joints of your jaw and body reconfigure like a solved puzzle box into a magnificent maw, an endless throat down into the cosmos. You can swallow any dead or inanimate thing smaller than yourself and it is gone. If it alive you do d10 damage, and swallow it if you reduce it to 0 HP.
  4. Open the rest of our eyes. You can see clearly out in the horizon in daylight, and twice as far as your could before in darkness. If you turn your myriad gazes upon a single creature, they must make a save or flee in fear.

what might you want?

To survive the hunters who come down from the Carillon. To swim forever in the starlit depths and riotous voids of the Cosmos.