Category Archives: Barbarians of Lemuria

Posts about, related to, or featuring content for Barbarians of Lemuria and related games such as Barbarians of the Aftermath, Dicey Tales, Dogs of WAR, and so on.

BoL Adventure: The Unholy Greyl

Hey folks! Check this out! Regular Strange Stones reader & commenter G-Man has put together a great little Lovecraftian/Dark Fantasy adventure for Barbarians of Lemuria and honored me with the opportunity to host the PDF for your enjoyment. So, what are you waiting for?

Download The Unholy Greyl (34716 downloads )

What? You need more encouragement? It’s a free adventure featuring terrible degenerate humans who worship foul things in the dark woods. This is the very stuff Lovecraftian Fantasy is made of, kids! So download it already!

Oh, and it should be a snap to use it with a system other than BoL if you so choose, since converting BoL to other systems is a matter of just a little bit of thought. Take, for example, my own BoL-to-BRP conversion guidelines. If I can some up with something that works reasonably well, I’m certain you can.

BoL Character: Tor Carran

Wherein your humble scribe presents a Barbarians of Lemuria character he put together as an NPC in his slowly-developing Lovecraftian fantasy setting, Nogoloth.

There is more to the simple-seeming Tor Carran than meets the eye. Nominally employed as part of the janitorial and maintenance staff of the Great University in Khaarm, Tor Carran is constantly reading and researching the “forbidden stacks” to which he has managed to “acquire” a key. Carran makes his home in a disused study off the main research room on the 3rd floor of the library. He is often disheveled and poorly-groomed, but keeps quiet and does quality work, so he escapes the watchful eyes of the administration. Tor Carran appears to have no specific motives other than the accumulation of knowledge.

Essences
Lifeblood 12
Arcane Power 13
Hero Points 5

Attributes
Strength 2
Agility 0
Mind 2
Appeal 0

Combat
Brawl 1
Melee 1
Ranged 0
Defense 2

Careers
Scholar 1
Priest 1
Sorcerer 1
Worker 1

Boons
Learned: Legends
Power of the Void

Flaws
Combat Paralysis

Languages
Nogolothian, Sorceric, Ancient Khaarmish, Low Speech

Equipment
Staff, 1d6

BoL Foes: Cuachicqueh – The Shorn Ones

Wherein your humble scribe presents a set of opponents for his Mesoamerican themed setting for Barbarians of Lemuria.

Cuachicqueh – whose appellation translates as “The Shorn Ones” – are the ultimate Tlactozotl warriors; feared by king, priest, soldier and peasant. No fiercer breed of man exists within the lost valley. These elite fighters take their name from their custom of shaving their heads completely but for a single braid that extends over their left ear. They are also known to paint their faces and heads, normally half red and half blue, though other color schemes have been seen. Prior to entering battle, each Cuachicqueh swears a blood oath never to retreat even a single step. Violation of this oath results in death.

Rumors persist that Cuachicqueh cannot truly be killed by an opponent in battle and that if slain their bodies arise anew, powered by some strange magic or perhaps by the will of the gods themselves. Regardless of the veracity of these legends, one is strongly advised not to engage with Cuachicqueh who are charged with the protection of a temple, as these warriors are known to continue fighting through injuries that would kill a lesser man.

Essences
Lifeblood 13

Attributes
Strength 3
Agility 1
Mind 0
Appeal 0

Combat Abilities
Brawl 0
Melee 3
Ranged 1
Defense 0

Career
Warrior 2
Soldier 2

Protection: 1d6-1 (quilted cotton armor & shield)
Weapons: Macuahuitl (obsidian-toothed wooden swords) 1d6+4 (-1 to hit)
Atlatl (dart thrower) 1d6+2

BoL Character: Derl Gethau

Wherein your humble scribe presents a Barbarians of Lemuria character he put together as an NPC in his slowly-developing Lovecraftian fantasy setting, Nogoloth.

Once considered a leading thinker at Canton-on-Imisk University, Derl Gethau fell out of favor for his “reenvisionings” and “interpretations” of some of the traditional myth cycles of Nogoloth and was drummed out of academia entirely. To this day he remains a suspect figure in certain circles and an outright pariah in others. This episode only served to remind Derl of his disdain for those who hide within the cities of Nogoloth and seldom if ever venture out into the world itself. Now firmly established as a fearless tracker and guide – one who knows enough to get you from here to there safely and even somewhat wiser for the trip – Derl seldom thinks of this old life and its decadent decay. He is still known to dabble in the arcane arts, happily digesting any new wisdom he might acquire in the wilds.

Essences
Lifeblood 11
Arcane Power 10
Hero Points 5

Attributes
Strength 1
Agility 1
Mind 2
Appeal 0

Combat
Brawl 0
Melee 1
Ranged 1
Defense 2

Careers
Scholar 2
Hunter 1
Poet 1
Sorcerer 0

Boons
Learned (Flora & Fauna)
Learned (Legends)

Flaws
Discredited Scholar (roll an extra d6 in dealings with scholars, scribes, academics, etc.)

Languages
Nogolothian, Ancient Khaarmish, Star Tongue Of The Elds, Sorceric, Low Speech

Equipment
Sword, d6+1
Dagger, d3+1
Light Armor & Shield (d6-1)
Bow, d6

BoL: The Lesser Cities Of Tlactoztlan

Much has been discussed about the inhabitants, both human and otherwise, of Tlactoztlan. But so far, little has been revealed of its nature. Below are some verbal sketches of the nine lessser Tlactozotl cities as well as an indication of things that are frequently seen in those cities.

The current map of Tlactoztlan is reproduced here for reference. Click on it for a larger version.

Anhuatli
Anhuatli has a thriving “secular” university, the library of which nearly rivals that of the Great School in Xotepeclan. Students who attend this college are often the children of lesser nobles or scions of the larger merchant families of Tlactoztlan. Philosophy, the arts and sciences, and even outlander languages are taught here by a faculty comprised largely of Tlactozotl who have returned to the hidden valley after traveling in the wider world. The religious leaders of Tlactoztlan grudgingly tolerate the presence and organization of these “heretics” only because King Cuhuitlazcaltiacapan insists that at least some number of Tlactozotl have an understanding of the greater world because it is necessary to understand one’s enemies. The occasional too-outspoken teacher has run afoul of the priesthood in the past, though.

  • A group of students returning from a “field trip” to the outside world, weary but excited
  • A heated debate between visiting priests and multiple professors in the public market
  • Farmers from the outlying areas delivering goods, aghast at the fashions and attitudes of Anhuatli
  • Children of the faculty of the University openly taunting priests as they travel through the city
  • A group of Eagle Knights eyeing a small band of visiting Jaguar Warriors suspiciously

Mixochitl
Renowned for its natives’ outstanding and colorful wooden animals and demons, Mixochitl is the capital of the “lesser” arts such as wood carving and basket making. The people of Mixochitl are humble and honest, shunning the bright colors favored by most other Tlactozotl. The food here is simple yet exquisite fare, featuring corn fritters filled with various savory and sweet delights. Mixochitlotl are capable of great warmth and generosity, but are often wary of outsiders when they are first encountered.

  • Artisans selling their carved wood creatures along the main thoroughfare
  • Women selling food from traveling carts pulled by their excited children
  • A scarred old warrior wrestling an crocodile in a pit for money
  • Small groups of young women gathered about the fountain in the town square, coyly flirting with passersby
  • An Jaguar Warrior attempting to recruit disaffected townsfolk into his order

Tiacazatlan
Home to numerous temples to lesser Tlactozotl deities, Tiacazatlan is a mecca for those with simpler needs and humbler requests. Tiacazatlan also benefits from a number of mineral springs which draw visitors from throughout Tlactoztlan.

  • Water merchants selling elixirs and draughts, some of which may have magical or healing properties
  • A farmer waiting at the steps of the temple of Xilonen in hopes of receiving a blessing
  • Priests of the lesser deities leaded in the old and infirm to temple for use as sacrifices
  • A circus with jugglers, fire eaters and trained jaguars performing in the central plaza
  • A group of young Jaguar Warriors training near the outskirts of the city

Quiloxoclan
A very serious place indeed, Quiloxoclan is home to the finest weapon-makers in all of Tlactoztlan. Obsidian from the nearby mines is somehow stronger and sharper than that found elsewhere in the lost valley. The people of Quiloxoclan are all devout followers of Itzlacoliuhque, the Tlactozotl god of obsidian knives and other implements of war.

  • Merchants displaying their finely crafted macuahuitl and obsidian knives, sometimes in elaborate weapon skill exhibitions put on by the local Eagle Knights
  • Priests of Itzlacoliuhque inspecting the workshops of weapon-makers to ensure that the crafters are meeting the standards set by the priesthood
  • A group of outlanders who have found their way into the lost valley via one of the rivers that runs through the nearby mountains

Pochilitzin
At the foot of Topecacalpachipan, the second tallest peak in the western mountains, stands Pochilitzin, the City of Feathers. The combination of terrain types near Pochilitzin allows for a broad range of bird species to be found within easy traveling distance, which in turn makes the town the ultimate resource for the feathers that feature so prominently in Tlactozotl clothing and art. The feathers that comprise the headdresses of many nobles and priests were originally purchased in the markets in Pochilitzin.

  • Feather merchants hawking their wares
  • A group of bird hunters returning with a great catch of condor, parrot and hawk
  • Priests of Opochtli blessing a hunting party about to set out

Temozco
Called “Little Quanoac” by many Tlactozotl, Temozco lies nestled at the base of Nezahuaquitzin, the tallest mountain in the west. Like Quanoac, Temozco is a thriving mercantile and artisan stronghold. The priests of Tlaloc maintain an extravagant temple here, and in return for the loyalty of the Temozcozotl they intercede with the armies of King Cuhuitlazcaltiacapan, keeping the city free of unwanted political interference.

  • Ladies selling pottery and beaded necklaces along the main thoroughfare
  • Priestesses of Xochiquetzal leading a sacrifice to bring good fortune to the Temozcozotl artisans
  • A seller of trained monkeys visiting the city from the deep jungle to the north

Opomiztlan
The premier headdress makers of Tlactoztlan – Xiuixico, Pizcazatec, and Maloxoq – make their homes in Opomiztlan, just close enough to the great cities to be accessible to the young nobles who flock to them for their artistry and just far enough away that they can actually focus on their art. Life among the Opomiztlotl is marked with frivolity and an obsession with appearances. The food in Opomiztlan is very spicy and focuses heavily on fish-based dishes.

  • An impromptu fashion show pitting the latest creations of the great headdress houses against one another for the amusement of the local Priestesses of Ayauhteotl
  • A group of young nobles visiting one of the headdress makers to deliver their rite-of-passage feathers for the creation of their own unique headdresses
  • The hermit Huetzin passing though town gathering supplies for the coming season

Nezachitlan
Nezachitlan is home to the largest and most prestigious Ullamaliztli court in Tlactoztlan, even grander and more storied than the ones in Xotepeclan, Tecali and Quanoc. The people of Nezachitlan are justifiably proud of their long history of dominance on the tlachtli and take their local team’s performance very seriously. The town’s guard is always on patrol for jaguar-masked minions of Tlilpotonqui sneaking through the town at night in search of drunken revelers, destitute gamblers, and other questionable individuals to use as part of the never-ending tide of sacrifices at the Temple of Omacatl, which lies not far to the southwest.

  • A recently victorious Ullamaliztli team being paraded through the streets
  • A group of gamblers outside the arena placing bets on upcoming matches
  • Tlilpotonqui himself visiting the town simply to reinforce the people’s fear of him

Tecuchitl
Travelers to remote Tecuchitl are frequently surprised to discover a vibrant and thriving town where nothing more than a village would be expected. The Tecuchitlotl wouldn’t have it any other way. These hardy and clever souls are quite happy to remain on the empire’s edge, pushing the boundaries of esoteric wisdom and arcane lore without the involvement of the priests, soldiers and politicians so prevalent in the rest of Tlactoztlan.

  • A group of Izatacli renewing the enchantments that render the town nigh invisible to the rest of Tlactoztlan
  • Alchemists and apothecaries intensely creating talismans and concoctions in the Xiuhitl, an open air marketplace for such oddities
  • Sorcerers from outside the lost valley who have come to confer with the great sages who reside here, largely free to pursue their goals in peace

A Dangerous Foe: Pianova di Triosso

Wherein your humble scribe presents a Barbarians of Lemuria villain he put together on a whim, for use in his own (highly-derivative) Kaalmuria setting.

Pianova Triosso is a powerful sorceress who makes her home in the Orecchi District of the City of Secrets. She is quite ill-disposed to men, seeing them as little more than chattel to be used to their best ends by women. Pianova seeks to use her arcane powers to overthrow the patriarchy that dominates Liria in favor of a new, women-centric government and will happily destroy any man who stands against her in this mission. She is exceptionally militant about her beliefs and sees any woman who does not stand firm against the barbaric animals called males as a collaborator who is scarcely better than a man (and no more deserving of pity).

Pianova is actively seeking out several artifacts she needs to cast some of her more aggressive incantations and heroes operating in Liria will quite likely run into her machinations at some point. The sorceress employs a number of spies and agents throughout the city’s taverns and inns, and little happens in Liria that she is not aware of.

Essences
Lifeblood 10
Arcane Power 15
Villain Points 5

Attributes
Strength 0
Agility 2
Mind 2
Appeal 2

Combat
Brawl 1
Melee 1
Ranged 1
Defense 3

Careers
Sorcerer 3
Sage 1
Assassin 2
Serving Wench 0

Boons
Quick Recovery
Power of the Void

Flaws
City Dweller
Greed
Distrust of Men

Languages
Lirian, Sorceric, Kellic, Thaxian

Equipment
Lirian Kris, d6-2

BoL Character: G’antonin Ancente Ecchius

Wherein your humble scribe presents yet another Barbarians of Lemuria character he put together as an NPC for use in his own (highly-derivative) Kaalmuria setting. More will follow at highly irregular intervals.

A priest of Sunere Luculum – an obscure Lirian deity opposed to the use of magic – G’antonin Ancente Ecchius acts as judge, jury and executioner in a never-ending battle against dark wizards and those who consort with demons. He mostly confines his activities to the city of Liria and its surrounding regions – both areas are all quite rich with sinners – but has been known to travel the width and breadth of Kaalmuria in pursuit of powerful sorcerers and witches. G’antonin is a man obsessed; stern, brooding, and hard to travel with. But when battle against the dark forces becomes inevitable, there are few men in all of Kaalmuria anyone would want at their side.

Essences
Lifeblood 11
Hero Points 5

Attributes
Strength 1
Agility 2
Mind 2
Appeal -1

Combat
Brawl 0
Melee 3
Ranged 0
Defense 1

Careers
Priest 1
Assassin 1
Hunter 1
Torturer 1

Boons
Magic Resistance
Detect Deception
Nose for Magic

Flaws
Distrust of Sorcery
Taciturn

Languages
Lirian, Thaxian, Kellic

Equipment
Sword, d6+1
Dagger, d3+1 (or d3 thrown)
Light armor, d6-2

Barbarians of Heavy Metal Design Diary 9

RANDOM MUSINGS – BoHM FORMATS

Nathaniel here, again, this time with Random thoughts that are rattling around my head and new developments for Barbarians of Heavy Metal.

Things are afoot with BoHM, with a spot on my very busy schedule and a tentative release date set for the end of March or beginning of April. This game isn’t going to be your standard RPG release in a number of ways, however, and I’ve been probing the RPG community, thinking aobut new design and distribution models and otherwise looking for ways to make it more widespread than your average indie RPG. Outside of a uniquely entertaining setting and the evocative but easy to learn and use rules, the best way to do that is to present the game in a larger variety of cheap and easy to access formats outside of the standard Printed or PDF Book.

Considering this, BoHM will be released in three formats (hopefully simultaneously), and I’m considering a fourth:

Playbook

This is part of my thesis project as well as an attempt to come up with a post-digital format that can move the RPG Industry into the 21st century, hopefully attracting new blood that will revitalize our hobby.

Some of you may already know what this is about, but for those who don’t, the Playbook line is a series of RPG Boxed Sets in a digital format. Think the old (or new) D&D Red Box, with everything you need to play right in the package (rules, dice, character sheets, etc.), but completely automated and portable so that you can take it anywhere including the park or the car. No stacks of paper, broken pencils, dice rolling all over the place or miniatures getting knocked down and no internet needed to play. For more info you can go to this design thread.

BoHM will be the first game designed from day 1 to be used in the Playbook format and the rules writing and programming will go hand in hand. It will be the first playbook with a map and miniature function for playing out Titan, vehicle and personal combat. Both Player and Full versions will be available. What’s more, the new build of the Playbook software will be available in a number of formats, from iPad to Android to CD for those who are stubbornly clinging to your lap and desktops.

PDF

This is by far the easiest format to get a game out quickly, to the largest number of people and for a low price point. Pretty much the current standard in the industry, AFAIC. The thing is, I think the Boxed Set is king over your standard RPG book and BoHM will be sold as a PDF Boxed Set, with a copy of the Player’s Guide, the GM’s Guide and maps, fold out minis, a GM Screen, character sheets and any other chotchkie I can put into a Portable Document Format. You will also be able to buy the Player’s Guide and the GM’s Guide separately for the cash conscious folks.

The interior will be clean and B&W with only a single piece of art per page, if that, so that it will be very easy to print out for the average printer and to keep art and, by extension, product costs down.

POD

I have come to realize is that in a niche industry with a highly fragmented market, it is no longer really feasible for an independent designer, such as myself, to go the traditional route of creating a product, getting it printed and then distributed to brick & mortar stores. There really isn’t a huge market for this sort of thing anymore and you can count the number of  RPG publishers who are still capable of doing so on the hand of an incompetent shop-teacher.

That being said, however, recent threads in which I have posed the ‘Print is Dead-ish, Long Live Digital Media’ theory have revealed that there are still a number of people that prefer dead-tree to digital for a number of reasons. This means a suitable print format must be made available as well.

The most obvious choice is Print on Demand, and I’ll be using Lulu or something similar, as it doesn’t cost me anything up front, although it can get a bit pricey for those who are purchasing overseas. The print versions will be B&W to keep the cost low, because If I’ve learned anything about this industry, pretty pictures are all fine and dandy but what you’re really selling is a game, not a picture book. Experience with the BotA print edition has shown me that even those folks who demand a lavishly illustrated full color hardback will often bypass it for something less pretty but easier on the wallet (usually complaining all the while about the expense of RPG products).

RPComix

While trying to think up a cheap alternative to traditional printing, it occurred to me that a game done in a cheap pulp format, like a reader’s Digest or Sci-Fi Anthology magazine, would be cheap to produce and offer a number of advantages to the consumer. First it is cheap to purchase, with the average rulebook costing a fraction of the cost of your standard hardcover high gloss 4/4 affair, allowing everyone at the table to get one. Second, it is cheap to replace if you spill a drink on it, tear it or the cat takes a whizz on it. Third, it can be sold in places that sell comics or magazines, but not normally RPG books.

I might do a limited run batch of player’s Guides and Gm Guides for sale at conventions to see how folks like the format, but that is up in the air at the moment as I investigate the costs and quality of an RPComix line.

Up Next: Random Musings – A Brief Treatise on the Thousand Psychic Wars…

Barbarians of Heavy Metal Design Diary 8

PART 8: WARP TRAVEL

Hey, Nathaniel here. After a bit of a delay due to a host of other stuff on my plate, I am now ready to divulge the basic tenants of Warp travel in the BoHM universe. This is important because any adventure game on an interstellar scale needs a coherent underlying rationale for the ability to travel faster than light in order to fully flesh out the ramifications of that technology on the rest of society. In our case in particular, what exactly led to an intergalactic society of rockers, punks and metalheads in general? Remember, what is being put down here is still in a rough, conceptual stage, but it should give you a good idea of the direction I’m going in. As always, comments are appreciated.

Now, I have to say that there has been a LOT of thought going on behind the final ideas presented here (a there will probably be a great deal more once writing commences) and not just on my end. I have to give a big shout out to two folks, Aaron Smith, whose comments have constantly kept me from drifting too far from the thematic basis of the game,  and LTCMDR Tom Mays, my oldest friend and Mister Physics, who helped me ground it in some basic ‘reality.’

With those necessary credits issued (and the both of you will be included in the credits of the game as well), here’s the nitty-gritty on riding the warp of space…

How It All Came About – The Birth of the Precogs

‘Back in the Day’ (the term used by the modern headbanger to refer to the pre-war past) scientists started to discover more and more about the ‘superstrings’ that formed the underlying superstructure of the universe. Eventually, Harmonic Resonance Technology came about allowing the scientists to ‘pluck’ those strings and affect the physical universe in a variety of ways using special ‘Forks’ whose vibrations resonated in a ultra-high frequency that transcended physical dimensions.

It was during these experiments that certain researchers started having vivid audio and visual ‘hallucinations.’ It turned out that certain people (almost uniquely women, as the mutation required two X chromosomes to function properly) had a very special ability which allowed them to see and hear the disturbances in real space caused by the manipulation of superstrings.

Once they had these initial hallucinations and their ‘hyperspatial sense’ had been stimulated even further by further experimentation, their perceptions got sharper and they could eventually, with concentration, even see and hear the basic harmonics behind the universe itself. With this ability they could perceive the flow of local events and this gave them a predictive power, bordering on actual precognition,  that made them very useful indeed (and which would eventually lead the universe into the apocalyptic horror of  the Thousand Psychic Wars).

Into The Warp

Of the many things the Precogs could see, the most useful of all was the warping of space caused by the manipulation of superstrings in the ultra- ultra-high frequency range. These folds, being of space and not inside it, could be set to move at incredible speeds that transcended all the physical limitations of interstellar travel.

Eventually the scientists and the emerging precog class learned how to move a ship ‘between the curves’ of this warp in space, into a hyperspatial interface generated by two layers of space-time in close proximity to each other, and travel across vast interstellar distances became possible.

This travel was not without its dangers, however. A Warp travels through a universe of mass and energy that vibrates on numerous frequencies and creates harmonic disturbances that can throw it all over the place like a leaf on the wind. It was here that the true value of Precogs was recognized as they could see these disturbances and, by manipulating the Harmonic Forks empowering the warp, steer it in the right direction. Thus interstellar travel was established and the Warp Riders became a power in their own right (eventually dividing into three competing Sisterhoods: Ouranos’ Daughters; Hermes’ Brides; and the Mistresses of the Mysteries).

Warp Mechanics

Warp ships are made up of three very important parts. The first is an array of rather specialized harmonic resonator forks that not only generate the fold in space, but create the wormhole that allows the ship to pass into the hyperspatial interface between the folds.

The second is a hull made up of Vibranium, an extremely specialized  alloy used in the creation of Harmonic Resonance Forks. This acts to help amplify the forks function and protect the ship in Hyperspace and outside it [Ed. I’m still working out the ramifications and possibilities of Vibranium].

The third is the Warp Rider herself, the Precog who can hear the music of the universe inside her head, see the waves of  convergence and dissonance and then play her 6 Dimensional String Manipulator (which takes the form of some sort of musical instrument) to move the warp.

Controlling a Warp Ship in flight in real-space is done by normal stellar navigation. To transcend physical space a Warp Rider must play the Superstrings to create a fold. Once the fold is created, the Warp Rider uses a discordance to rip a hole through space-time and into the Hyperspatial interface so that the ship can maneuver inside it. After that, they begin the musical manipulation of the superstrings in earnest and the Warp Fold is set in motion, like a wave in space-time.

Once in the fold of space, it is the musical virtuosity of the Warp Rider that controls the direction and speed of the Warp Fold. The harder the music rocks, the tighter the fold, the faster  the potential flight. They have to take care, however, as too tight a fold will cause the two sides of the warp to touch and become a singularity which crushes the ship and everything within 1000+ kilometers of it into a point before (assuming it wasn’t foolishly created close to a large stellar mass) dispersing.

Along with plotting a flight to distant stars and knowing how to compensate for interstellar movement and the like, The Warp Rider also listens to the harmonics of the universe and watches the waves of discordance as they pass around the warp and then plays to compensate and push the warp in the right direction. On smaller ships a single Warp Rider can control the miniscule fold created relatively easy, but the Harmonic Resonance needed to push folds that can encompass larger ships or even entire fleets requires a whole band or even a choir of Warp Riders to play in unison, with a leader known as the Navigatrix acting as the band leader. The whole group functions in a manner very similar to a jazz ensemble, playing to a set path, but also improvising to counter unexpected distortion from the universe.

Once the Warp Fold reaches its destination just outside a star system (going into a system can potentially collapse the fold with the ship still inside it as the extreme masses of the planets and suns overwhelm the Warp Riders ability to compensate, although the more talented they are, the closer in they can get) the Warp Rider slowly releases the fold, flattening it out and then moving the ship out of the Hyperspatial Interface and back into real-space.

The Silence & The Fury

There are pockets of space where, for whatever reason, the superstrings of the universe are so flaccid or broken that no sound can be brought forth from them. Initially, these pockets were rare, constrained to areas where dark matter is in such abundance that it collapses any waveforms before they can be created, like a universal sound cancelling effect or an interstellar calm. These areas said to be ‘Cursed by The Silence.’ There are other areas where the noise from extreme stellar phenomena like massive quasars drowns out all other attempts to manipulate the superstrings. These areas are said to be ‘Ravaged by The Fury.’ Black Holes can qualify as both Silence and Fury, flipping from one to another at random intervals.

Both of these areas can have adverse effects on a Warp Fold. The Silence will prevent any manipulation of the fold causing the Warp to move uncontrollably towards an unknown destination. Even worse than that, the cancellation of all harmonic resonance will sometimes cause the fold to flatten out, forcing the ships inside to make an emergency re-entry into real-space where they will remain stranded until they can leave the Silence behind by way of real-space travel (which can take decades or even centuries).

The Fury will blind a Warp Rider and send the Warp off in Lord only knows what direction, sometimes in several different directions in rapid succession, so that by the time they emerge, they could be anywhere. It can also cause singularity collapse and a host of other problems, as the insane vibrations of the strings around the disturbance cause energy discharges in the Hyperspatial Interface analogous to the electrical storms on Jupiter. Again, a ship can be forced out of the Warp Fold and into a real-space from which they can only escape by slow physical travel or by risking their own destruction trying to create and enter into a new Warp Fold.

Pockets of The Silence and The Fury occur naturally, but they can also be caused artificially. This occurs in areas in which Harmonic Resonance is used as a weapon on such a scale that it tears space-time apart, breaking or stretching out the strings or setting them to vibrate eternally without end. The Thousand Psychic Wars saw just such a scale of universal destruction and for that reason, travel between the stars has been reduced to limited routes of known ‘clear’ space, which are meticulously marked on astronavigational charts. This has led to interstellar trade routes and borders being formed, restricting the ability of the various petty baronies, kingdoms and fiefdoms to engage in all out war without a well established route to attack along (which often requires such a large number of temporary alliances, sweet deals and pacts of non-aggression that the initial diplomacy to clear the way can be more difficult and costly than the actual conflict itself).

The destruction in some areas of space was so complete that some systems are cut off entirely from any kind of interstellar travel, the Earth in particular, which no one has been able to visit in over 300 years. While there may, indeed, be paths to these lost systems, it takes a great expedition to find and chart them again, and while there are entire companies devoted to re-forging these paths across the galaxy, most believe Earth to be lost forever, as the few who have set out to find a way back to humanities home-world have never returned.

Up Next: Random Subjects of Interest

BoL Bestiary: Quilitlconcuanacatl – Man-Eating Plants Of Tlactoztlan

Although they are largely immobile, Quilitlconcuanacatl pose a serious threat to jungle travelers. These carnivorous plants blend in almost perfectly with their surroundings and surprise all but the most alert eyes when they snap with their powerful jaws. Fortunately, Quilitlconcuanacatl require food only once every 6-12 days, and they will not attack if they are currently digesting a meal. The area immediately around a digesting Quilitlconcuanacatl is far more likely to be occupied by jaguars, crocodiles, and other predators as these awful plants emit a sickening aroma that attracts such creatures to the vicinity.

Quilitlconcuanacatl

When a character has been bitten by a Quilitlconcuanacatl, he or she must succeed at a Hard Agility-based task check or be swallowed whole by the massive plant. Creatures swallowed by a Quilitlconcuanacatl are immobilized and will suffer 1 LB damage each hour they remained trapped inside the creature, as they are being slowly digested. Only the complete destruction of a Quilitlconcuanacatl can save the “meal” from its fate. Once a Quilitlconcuanacatl has successfully swallowed a creature it will not attack or otherwise engage any other creatures in the vicinity. However, the aroma released by a digesting Quilitlconcuanacatl attracts other predators to the area, making it hard for “survivors” to focus on destroying the plant.

Attributes
Strength 5
Agility −1
Mind −3

Combat Abilities
Attack with Bite +3; 2d6
Defense: -1
Protection: d6 (tough, fibrous “skin”)
Lifeblood: 50