Showing posts with label brothers squamous. Show all posts
Showing posts with label brothers squamous. Show all posts

Monday, 7 January 2019

A Small Experiment

[I did this shortly before Christmas. It is a - probably very silly - experiment in presenting a dungeon in the form of a novel. The idea is: it's a collection of stories about adventurers exploring a dungeon, which follows their escapades in a sort of detached pseudo-Vancian narrative. Accompanying the accounts are maps, which can be pieced together. Periodically there are summaries consisting of big sections of the dungeon mapped out and keyed, detailing "the adventure(s) so far" - and at the end there is a full map of the entire thing, with contents, which you can then use to run your own parties of PCs through. Why would anyone create such a thing? Good question. Here is the first bit of the first adventure.]

Many others came before him. Many other came after. This history begins with him because it must begin, and it must begin somewhere.

He came to the Brothers' island on a boat he hired from the fisherwoman Malavin, a widow of forty summers with forearms as hard as varnished oak, who lived off the silver-green tench of the inner lake. He told her his name was Pyotr, and that he had also made a living from the water. This was a half-truth. He had been a river pirate, once. Sailing up and down the mighty waters of the steppe lands in a longboat, sleek, quick and deadly, with his greedy crew. Preying on fat merchant boats gorged on treasure like an otter catching roe-filled salmon swimming upstream to breed.

His work, as he called it, had eventually taken him south to distant Trapzon, where he fought in the pay of the Kastrioti, raiding the ports of the Circassian coast. He read of the Ring Lakes on a scroll in the library of a monastery in Epidamnos as he sat recuperating from a dagger-thrust to the ribs, given to him by a whore in the throes of love-making in a bungled attempt to kill and rob him. Strong again, he left the warm south, where he no longer felt the people could be trusted, and made the long journey to the damp and misty north. He wanted to see what fortune he could find in the caves which the unknown author of that scroll had described.

Malavin delivered him to the muddy, pebbled shore of the Brothers' island and did not herself get off her boat. They nodded to each other as she slowly rowed her way back through the drizzling mist towards the other shore. He had given her two gold coins embossed with the image of the Autokrat of the Kastrioti. They would be spent in Arinagour on mead and goat meat, and examined with great curiosity and suspicion by Malavin's friends and acquaintances there.

The island in the middle of the inner lake is as the scroll had described it: a small hillock, with twelve rowan trees around its skirts and a chunk of granite as big as a house on its top. The rock loomed above him in the dank morning light, implacable like the haunch of an ox hunched against the wind and rain. The scroll had said there was a mighty crack in that lump of stone, wide and tall enough for a horse to enter if it could, and that it could be found on boulder's north face in winter, east face in spring, south face in summer, and west face in autumn. Now it was autumn. And Pyotr, sure enough, found the crack facing west.





He slipped into the blackness inside, out of the rain. Underfoot the soil was soggy from the weather, but within two paces it became dry. The ground thereafter rapidly inclined downwards, creating a steeply descending tunnel, a yard or so wide; the weak gleam of grey light from outside did not illuminate it. Pyotr crouched to the ground and listened for a while, breathed in the stale scent, put his attention to the skin of his face to feel if there was any movement in the air. There was nothing: stillness, silence, emptiness.

He had with him flint, a little kindling, a torch and some oil. In seconds he had a flame. Light and warmth filled the space around him. Below his feet, the tunnel floor: rocks and stone. On either side and overhead, rough granite. Beyond the glow - blackness.

He was still for a long time before he started to edge his way downwards. Eventually he crept forward, his torch in his right hand, the fingertips of his left touching the wall of the tunnel as if to comfort himself with its solidity. The incline was steep. He trod carefully. Step by step. For ten, then twenty, then thirty yards. As he descended, the air grew warmer - the heat of the torch held close by the blanket of rock around him. Every short while, he would pause, and listen. There was no sound except for his own breath and the faint crackle and snap of the flame. Eventually, he would continue.

Finally, the ground beneath his feet levelled off and the tunnel ended, and seemed to open up into a wider space before him - a room, a cavern, or a wider tunnel - just visible in the faint glow of the furthest reaches of the light of his torch. He stood still and listened for long minutes. And then, achingly slowly, he began to edge forward. The fingers of his left hand no longer touched the wall of the tunnel. They went to his side, where he kept a knife.

It was not long before the light of the torch revealed that what lay at the end of the tunnel was no cavern. The floor was, quite clearly, tiled. Black and white squares, each about a square foot, were slowly and delicately revealed by the torch's glow. He gently slid his knife from its sheath and held it like a dagger, its blade close to his wrist.

When finally he reached the end of the tunnel, he could see out into a square chamber, illuminated flickeringly and dully copper-orange by the torch light.

He was standing in an entrance in the middle of one wall. In the middle of each of the other three walls was, likewise, a doorway - a black gulf, a hole, big enough for a man to enter. On each of the walls were smaller tiles, arranged in detailed mosaics. And above, the ceiling was low, and black. It alone was not tiled.

He did not yet step into the room. He counted the floor tiles and measured the chamber as 6 yards square. Then, he looked up at the ceiling. It was a single slab of stone, painted in the deepest, darkest and purest black, but flecked all over with tiny specks of white that seemed to shimmer iridescently even in the dim torchlight. The firmament.

Then, he studied the wall to the left. The entire wall was a single mosaic, the only gap being the entranceway itself, a block of absolute darkness. The image was of the sun, an orange globe covering the left hand side of the wall, with rays of orange spreading from it from left to right. The dawn.
In the wall to the centre, the image was of the sun, but this time in the middle of the wall, and yellow, with yellow rays spreading out in all directions. Noon.

In the wall to the right, the image was again of the sun, but now to the right hand side, and red, with red rays spreading from right to left. Dusk.

Many tiles were missing, here and there, cracked or having apparently been prized away. Fragments of ceramics and dust were scattered over the floor. The chamber was very old. it had not been disturbed in a very long time. Nobody had entered from the outside in many years. None who lived below it had ventured to the surface in many years longer yet.

Pyotr stepped into it, and turned round to regard the wall from which he had just emerged. It was grey, unadorned, solid rock. He leaned his back against it and looked at the other three entranceways before him.




Tuesday, 26 June 2018

The Brothers Squamous: The Brothers' Golems

In the previous post in this series, there was some discussion about the different types of golems in the dungeon. Here are some more thoughts:

Each brother has two different types of golem servants (again, I don't want to over-egg the trifecta motif too much), but there are different sub-types of each, all formed to perform one specific category of task and all of whom cooperate with each other to a certain extent in doing so. The snag, of course, is that the dungeon no longer resembles the dungeon they were created to work in, and this results in many unintended consequences.

Oriens was the first brother to emerge from his egg, at dawn. Ever since, his interests have been in new beginnings, in births, in youth, in novelty, in the future, in the East, in openness, in revelation.

From the morning mist and the dawn light he created golems. Those formed from the dawn light are ethereal and quick; the mist golems are silent and still - but both are transient: they form, dissipate, and re-form continually, shifting in and out of existence as they go about their tasks.

Examples of different sub-types of these golems include:

  • Sentinels - mist golems who watch 
  • Stalkers - mist golems who follow intruders
  • Revealers - dawn light golems who seek out things which are hiding or hidden
  • Prospectors - dawn light golems who move more quickly than time itself 
  • Reproducers - mist golems who create new mist golems, endlessly

Meridies was the second brother to emerge, at noon. His interests are in heat, in light, in the present, in action, in energy, in the sun.

He created golems from the noon light and from plants, which flourish in it. Those formed from the noon light are hot and bright; those created from plants are inexorable and strong - both types are powerful and dangerous, exerting the hideous might of the natural world.

Examples of different sub-types include:

  • Searers - noon light golems who cleanse entire chambers with their heat
  • Structurers - plant golems who prevent the dungeon collapsing with their tensile strength
  • Re-builders - plant golems who repair damaged corridors and chambers
  • Constrainers - plant golems which hold things still
  • Scorchers - noon light golems which blast and burn 

Vespara was the last brother to emerge, at dusk. His interests are in endings, in deaths, in the past, in slowness, in closure, in concealment.

His golems are made from the dusk light and from stone. Those created from the dusk light are creeping and hidden; those created from stone are implacable and resilient - both types are there to stop, to finish, and to close.

Examples of different sub-types include:

  • Ambushers - dusk light golems who hide in shadow and strike at those who pass
  • Barriers - stone golems who use their bodies to close off corridors and doorways 
  • Concealers - dusk light golems who hide things Vespara specified must remain unseen
  • Dismantlers - stone golems who collapse chambers and corridors 


Thursday, 31 May 2018

The Brothers Squamous: Who Are They?

This post is the second in an ongoing series.

Three green dragons, all brothers, who have built a treasure house together. Each needs to be different. Each also needs to be a rival of the others.

The tonal palette of The Brothers Squamous is, as I decided in yesterday's post, North-West European. Giving the dragons Latinate names is an easy way, then, to make them distinctive. But their names have to stem from their nature. What is each dragon associated with?

Since one of the "trifectas" of golem types in the dungeon is morning, noon and evening light, I think that having each brother associated with either the dawn, noon or dusk makes sense, and also sets sparks of ideas off in my head. Maybe all of them emerged from their eggs on the same day, with one in the morning, one at noon, and one in the evening, and each has associated with that time of day ever since. (Perhaps their unacknowledged sister is the night?)

I think, then, I will call these dragons Oriens, for the dawn, Meridies, for noon, and Vespera, for the evening.

Oriens is interested in new beginnings, in births, in youth, in novelty, in the future, in the East, in openness, in revelation.

Meridies is interested in heat, in light, in the present, in action, in energy, in the sun.

Vespera is interested in endings, in deaths, in the past, in slowness, in closure, in concealment.

Their respective regions of the dungeon will reflect those characteristics - with the caveat that the brothers have all been sleeping for a very long time and the dungeon they created is no longer as they remember it.

I also did some thinking today about geography, and decided I didn't want to over-egg the importance of the number "three". Hence, the dungeon is just on an island in a lake which is itself on an island in a lake. There are, the internet tells me, a few of these in the world - here is a picture of one on the Philippines:


It would make sense, I'm sure you will agree, if the outer island had something WEIRD about it. More on that tomorrow.

Wednesday, 30 May 2018

The Brothers Squamous: Introduction and Key Themes

Once again, politics has reared its ugly head on G+ and the blogosphere. The only antidote, I feel, is for those of us sane ones who remain to Keep Calm and Carry On. To that end, a creative project. (Long term readers of the blog will know how appalling my track record is with this kind of thing. But whatever. Sooner or later one will stick.)

I have a folder on my desktop which is called "Current Projects". It has over a dozen subfolders. One of them is called "Three Green Dragons Dungeon". There is nothing in it except a .txt file called "Basic Idea".. Let's change that: I'm going to create this "Three Green Dragons Dungeon" through posts on the blog, little by little, drawing direct inspiration from this awe-inspiringly wonderful series of posts by Benoist on therpgsite. Now just try and stop me.

What is the "Three Green Dragons Dungeon"? Well, it's a dungeon created by three green dragons, duh. The "Basic Idea" .txt file reads as follows:

Dungeon on an island in the middle of a lake which is itself on an island in the middle of a bigger lake.
Conceit is that three green dragons, all brothers, created a fortress there to house their treasure. 
Guarded by golems they created from wood, earth, mist, dawn light, noon light, evening light.
Then something happened and they went into a deep slumber. Over time new inhabitants moved in. But the golems are still there. And also the dragons.

Looking at this now, I instantly pick up a few broad themes that I would like to explore:

1) The number "three". There is a kind of interesting symmetry between the notion of a dungeon on the island in the middle of a lake which is itself on an island in the middle of a lake, and the notion the dungeon is created by three brothers. (If I wanted to push that symmetry, there I suppose ought to be a dungeon on an island in the middle of a lake, which is on an island in the middle of a bigger lake, which is on an island in the middle of an even bigger lake.)

2) Rings. Islands on lakes on islands on lakes creates visions of concentric circles - at least in my head. This is something to be explored in the architecture of the dungeon. Also, dragons like rings.

3) Family. The dragons are three brothers. I like the idea of them as rivals. But I also wonder if another family member could be involved somewhere - a sister, or their mother?

4) "New inhabitants". I already feel like I know the tonal palette, here. It's Northern Europe; it's old school dragons like Smaug or St George's enemy; it's deep dark forests and brooding fjords and mountains; it's mist and rain; it's Celtic, Nordic and Saxon myth-inflected; it's fairy tales and folklore and bedtime stories - but it all has to be original. No straight lifting, and no orcs, goblins, dwarves or elves (at least as we understand them).

5) The golems. Again, we find echoes of the number three. The golems are made of wood, earth or mist; or of dawn light, noon light and evening light. Maybe each brother has purview over one element from the first of these trios and one from the second? Mist pairs nicely with dawn light, but other connections aren't readily apparent...

6) The nearest town. Why is it that I want it to be ruled by ettercaps? But I do. A silk-spun settlement with an ettercap queen, where human life is tolerated in the interests of trade - and in return for the occasional titbit of fresh, tasty human flesh.