Interpretation background.
Mythic Location 2 Link. This link will take you directly to the Location Crafter results I used to build the city below
Context is everything when taking a Location Crafter template and using it in your own personal game. The context for this location that there is a Great Glacier, known by many names to the hundreds of tribes and villages it looms over, that has created a frozen cap to the northern world, creeping down from the mountainous northern pole and spreading dozens of feet a year, as a new ice age over takes the world. There are a series of 3 mighty citadels of ancient origin that through little understood technology or magic have been preserved within the glacier, which flowed around them leaving them intact. The glacier itself is a source of a deep and icy power that commoners fear and magicians treasure.
The are described below is a partially frozen suburb of one of these mighty fortresses. It stands out from them that it isn't ruled by one of the ancient Hyperborean elders, as are the other two, but instead by a robust usurper king, though whom though age has over taken him, still lives due to the ancient techno-magic of his viziers and magicians.
Still little of that matters to the residents of this foreigner slum. Lets have a peek around and see what is available to the daring hero, willing to brave the edge of the world?
though there are only 12 locations mentioned in this gazetteer there are other things, like small food shops, general provisioners, stables, bars, and many kinds of impoverished homes that wouldn't catch the eye of a wandering adventurer. If your PC seeks out one of these logical places, just assume it can be found within a block or two of their current location. Likewise there are many more people and domestic animals that largely work as set pieces. Encounters are things that directly interact with our protagonist. Should he stop and talk to someone they would become an encounter, but actual encounters come to him.
The are described below is a partially frozen suburb of one of these mighty fortresses. It stands out from them that it isn't ruled by one of the ancient Hyperborean elders, as are the other two, but instead by a robust usurper king, though whom though age has over taken him, still lives due to the ancient techno-magic of his viziers and magicians.
Still little of that matters to the residents of this foreigner slum. Lets have a peek around and see what is available to the daring hero, willing to brave the edge of the world?
though there are only 12 locations mentioned in this gazetteer there are other things, like small food shops, general provisioners, stables, bars, and many kinds of impoverished homes that wouldn't catch the eye of a wandering adventurer. If your PC seeks out one of these logical places, just assume it can be found within a block or two of their current location. Likewise there are many more people and domestic animals that largely work as set pieces. Encounters are things that directly interact with our protagonist. Should he stop and talk to someone they would become an encounter, but actual encounters come to him.
The under Quarters of the Frozen Citadel of Norgrimm the Usurper King
1. Logrin the Sword has been traveling, with a guide (Encounter Expected), through a maze if ice tunnels for several hours (Location Confusing). A twisting turning maze hollowed in the glacier through eldritch powers. The shifting and creaking of the ice keeps the warrior on alert, though if the tunnel collapses, it will mean sudden death, no matter how skilled he is with a blade. The glacier makes him feel small and weak, and he likes it not. Most of the tunnels are just wide enough to allow for pack animal and men to be led single file (Location Small). The sledge in which he made the journey over the tundra is now left far behind. Logrin, though a warrior is no fool, he tried to keep track of the path through the ice tunnels, but there were so many switch backs an forked paths that he is thoroughly lost but amazingly grateful when he he hears a bustle of human activity ahead and smells not just the cold tinny smell of the ice of but the welcome stink of a good honest city (Connection Happily Aromatic). Right before exiting the frozen labyrinth the guide gives him a cloak pin of cheap metal, and informs him to wear it at all times, as it grants permission to this quarter (Object Inactive/prized)
2. Just past the mouth of the ice tunnel there is a short hallway that has alcoves on both the right and the left which several men could fit into, and a glance up shows an ancient portcullis, frosted with rime, but appearing to be in working order (Location Expected guard post), though no guards are manning it at the moment. Perhaps it is only manned when trouble is expected, after all the maze itself is better deterrent than any gate would be. (connection leads directly to next area)
3. Beyond the guard station is a small plaza (Location Expected), lacking most of the gate riffraff one sees at the edge of most cities. In stead the plaza is ringed with dilapidated houses and a couple cafes and a tavern. At the center of the plaza though is a sight that draws the eye immediately. On a raised block is a headless corpse, stripped to it its small clothes and frozen stiff, and next to it is a two handed headsman's sword, pushed into a niche on the side of the block. The few locals milling around take no notice of it. Logrin turns to his guide for a explanation, but before he can even speak the man says in a quite tone, "Justice is swift in the Citadel, and there is little chance of a second offense, traveler. Be mindful of that" (Object Expected and Weapon/Magnificent). The Plaza of Just Retribution, can be exited by any number of twisting ally and by one twisting cobbled road. The guide heads in that direction and Logrin follows (Connection, Save with a Curve or Turn)
4. Coming out of the curve of the main through fare reveals a small block dominated by felt tents (Moving), of the sort used by the tundra folk. There are pack animals in the center of the area and a bored looking guard watching over them. Logrin thinks "Merchant caravan" but as there are no wares present nor merchants he moves passed the spectacle (Empty). He notes that the locals, and his own guide, give it a wide birth, rather than stay on the main road the guide diverts the swordsman down an ally that is lined with over a dozen small shrines on each side of the road. Some are frosted over and clearly neglected, but others have offerings placed in bowls or ashes of them in braziers. (Majestically/Quaint)
5. At the end of the alley are two things of intrest. One is a small shop with an open counter at an open window, with a selection of bottles and jars arranged along the counter. There is no particular signage up, and the building appears to be fairly new (Modern). Logrin theorizes it is an apothecary shop, which could be useful down the road (Positive). At the end of the alley is a guarded door, but the guard, seeing the badges worn by both Lorgrin and his guide just wave them in. Once through the door, they are in a small room that begins to rise to a new level. Logrin is sophisticated enough that he knows an elevator when he rides one, but this one moves with a smooth operation rather than the herky-jerky movements of those powered by oxen or water mills (Mechanical/Mysterious).
6. The elevator stops and we are waved out by two armed, but very bored looking guards. This is a small and right now crowded room. There is a counter, behind which is a clerk and two heavily armed guards who are more attentive than those who waved us in. Also in the room is a wealthy southerner and a retinue. Some of the retinue are armed guards of his own drawn from all over the jagged coast region and a smallish man who has "valet" written all over him. The Southern doesn't only hold the eye because of his rich clothing but he is also one of the biggest men Lorgrin has ever seen. Not just in height and build, but he has also run enormously to fat (Mighty). The clerk is practically fawning over the man, so perhaps he is locally known or perhaps the clerk is just impressed by his obvious wealth and size. Lorgrin certainly is. The clerk hands him a badge that is made of silver, probably just plated, and he signs some paper work. At this point he turns and regards Logrin.
The merchant regards Lorgrin for a moment. Clearly this man was once a warrior or at least has seen combat. He has an old scimitar wound that has left his cheek scarred and leave an area in which his lustrous black beard refuses to grow. Also his hands, though ring bedecked show signs of cuts and callouses one wouldn't expect in a pampered merchant prince.
He turns back to the customs clerk and says to him, "See this warrior is not held too long down here. I would have his company in the citadel if he proves not to be an enemy of the King". The valet takes a heavy gold coin from a purse and sets it on the counter (generous).
"I am called, Asan the Fat. What are you called warrior?"
The merchant regards Lorgrin for a moment. Clearly this man was once a warrior or at least has seen combat. He has an old scimitar wound that has left his cheek scarred and leave an area in which his lustrous black beard refuses to grow. Also his hands, though ring bedecked show signs of cuts and callouses one wouldn't expect in a pampered merchant prince.
He turns back to the customs clerk and says to him, "See this warrior is not held too long down here. I would have his company in the citadel if he proves not to be an enemy of the King". The valet takes a heavy gold coin from a purse and sets it on the counter (generous).
"I am called, Asan the Fat. What are you called warrior?"
"I am Logrin Swordsworn"
"Logrin, I am sure we will meet again. Seek me out at the Sign of the Sleek Leopard".
With no other words or regard to the clerk or guards, Asan remounts the elevator leaving and his retinue has to crowd around him.
Logrin steps up to the clerk. The gold coin is already gone. His tone is more formal when he asks the swordsman's business in town. Logrin explains he is a skilled blade for hire and seeks employment with the king. His true quest is not the business of a sniveling clerk. He is presented with a slightly verdigris coated copper brooch to and his cheap pot metal one is returned to the guide (object known).
Soon they are back in the elevator and heading up again (connection same and Exit)
"Logrin, I am sure we will meet again. Seek me out at the Sign of the Sleek Leopard".
With no other words or regard to the clerk or guards, Asan remounts the elevator leaving and his retinue has to crowd around him.
Logrin steps up to the clerk. The gold coin is already gone. His tone is more formal when he asks the swordsman's business in town. Logrin explains he is a skilled blade for hire and seeks employment with the king. His true quest is not the business of a sniveling clerk. He is presented with a slightly verdigris coated copper brooch to and his cheap pot metal one is returned to the guide (object known).
Soon they are back in the elevator and heading up again (connection same and Exit)
7. When the doors of the ancient elevator open again, Logrin experience a touch of shock. He is immediately over come by the noise of dozens of kiosks with merchants bellowing their wares, and possible over a hundred persons of all descriptions shopping and haggling or in clusters gossiping. This reminds Logrin of the bazaars of the south, except for being in open air this bazaar is in a giant hall supported by heavy columns and it is lighted by dozens of bright lanterns, with attendants constantly move between the lights refreshing the oil. The expense alone, within this mighty glacier, must be extravagant. (Special Supersized). An the way across the expansive bazaar, Logrin bought some breakfast of beer and a skewer of meat from a vendor (Object expected), gave a rough slap to an urchin that had curious fingers about his money pouch, and politely ignored any number of ladies of varying beauty standards who made suggestive offers. At the far end of the bazaar was a wide but cold stairwell leading upward (Connection Stairs).
8. Leaving the hustle and bustle of the bazaar behind, though it was still audible brings Logrin into a crowded area with a disturbingly low ceiling. Here the guide is needed once again to thread between the cramped and seemingly random roads, lined on both sides by cheap housing (location expected). Here to glacial cold is more penetratingly and for the first time since entering the under keep of the citadel there is a sharp reminder that this place is surrounded on all sides by the glacial coldness. The few people on the streets are dressed in heavy furs and travel head down and seem to be heading purposefully to somewhere. There are no street vendors, and very few shops (encounters and objects none). Eventually we reach another stair leading up (Connection same).
9. The next neighborhood is like night and day. the first thing Logrin realized is that his heavy furs were far too hot (Warm). Next, he saw hustle of tradesmen (Active), not like the bazaar with all of its noise, but stolid and dependable craftsmen and merchants. Mostly of the dull products of civilization such as boring vegetables, common kitchen wear, and garments (objects expected), but compared to the last district it was awash in wealth and activity. This district is separated from another on the same level by a guarded bridge (connection bridge), that lead over a stream that radiated cold, but commerce across the bridge was active. The guards (encounter expected) simply looked for persons in the right badges and waved them past.
10. On the other side of the bridge was clearly also the other side of the financial spectrum. The crafts and tradesmen from the "poorer" side spoke diffidently to the guards and persons traveling about. The towns folk here wore colors besides drab greys, and browns, and layers of fur (encounter Expected). The district is well lighted but not with smoky lanterns or torches, but with ancient bulb devices on poles (objects Expected). Not all of them worked, but most of them did, dispelling the darkness. At the of this district is another stair well leading up, but this one is well lighted with the glowing globes, affixed to brackets along the walls (Connection expected).
11. Compared to the district he just entered, the affluence of the last level is paupered. This district lacks houses. It has palaces (object fortunate and enormous). People on the street wear livery and when the residents travel in curtained sedan chairs (encounters expected). Here the pale features of the Hyperboreans and the ruddy faces of the Northerners show no mingling, and each side, though both are rich, give each other copious room. Every one knows that Naggrim the Usurper, now an ancient man of at least a century in age, brought his whole tribe into the citadel and displaced the prior royal house. Here we see the lesser decedents of both. Though there hair and skin set them apart the haughtiness of their demeanor shows how close the two have become. Logrin and his guide are allowed to travel only on the broad straight road that goes directly through the district and ends in what appears to be a small military style fortification to two portcullis sandwiching a stone space. In front of the gate stands two guards in impressive mail and faces covered with veiled helms. After explaining that he is here to offer his sword to the king one of the guards joins him, and his guide to this point, turns back. Beyond the portcullis is a winding staircase (connection, same with a curve) with room for only one person coming or going. One armored guard at his front, and the other at his back he rises into the citadel at last.
Location (small) Expected ; Encounters Expected ; Objects Random (fortunate/enormous); Connection Same, with a curve or turn
12. Logrin is lead to a small elevator and one of the guards adjusts some obscure device on the wall then closes a barred gate in front of him. The room begins to rise and to slide. the movements feel random and when they are over there is a bare cell with a single Northman and a single Hyperborean, and a lot of talking coming up (encounter expected) one more curvy flight (save with a turn that ends in a barrier) and being show a small barracks cell for his convenience .
W.D.
P.S
This was a lot of fun to write. It took a while and I stretched my imagination for some of the descriptions. It is very different to design a dungeon where the encounters are threatening and life and death hangs at every turn. In a city you can give more of a feeling the local flavor with benign encounters and the opportunity for adventure is different.
I hope this demo was useful for a few of you. Love to hear your feedback.
Happy Gaming
I hope this demo was useful for a few of you. Love to hear your feedback.
Happy Gaming
W.D.
No comments:
Post a Comment