Showing posts with label the great north. Show all posts
Showing posts with label the great north. Show all posts

Tuesday, 10 June 2025

The Great North - Colour Art

Some little visual treats from Tom Killian's work on The Great North, with extracts of accompanying text, forthcoming via Kickstarter later this year:




North of the Red River the land empties itself. The Road runs lonely up the coast, under cold, sun-faded and windswept skies. Standing tall over the wilderness as they have since the days of the Emperor are two great castles, Dolorous Garde and the Place of the Keepers - though nowadays these fortresses do not so much protect the land as turn their backs on all that would disturb their quietude. There is little that would threaten to do so in the thin forests and grey seas around them. But the names of these places are spoken of in hushed rumours which bring travellers from distant places all the same. For once they were the heart of Imperial rule in the north, and this is still remembered. 




The burgh still harbours a war fleet, nominally owned by the Emperor and awaiting the return of imperial rule. These old ships - sleek, oared things built for ramming - are meticulously repaired and maintained, though of course over time they have grown fewer, and the ones that remain inevitably show their great age in the vast encrustations of barnacles on their hulls and in their constantly expanding patchworks of repairs. Each ship by convention is given only a number and not a name, but they are treated as demigods or saints by the inhabitants of the burgh, who recite tales and legends (whether fanciful or true, none can say) about them from their many centuries of service, and insist that their captains and crews know them to be sentient - capable of communicating strange needs and desires through the dreams of those on board, and able at times to control the winds so as to avoid danger or change course to some unknown place. Each ship has its cult, whose members offer it prayer and sacrifice, and ask it to intercede on their behalf with the forgotten imperial gods - or even the soul of the Emperor Himself - whenever they are anxious, joyous, or otherwise in need of blessings. Whenever a ship of the fleet leaves the harbour, the words goes out (‘The IVth is on its way’; ‘Is that the XIXth? The repairs must have been finished’) and the members of that particular cult flock to the quayside to throw flowers, shower it with ale, or dive into the water to swim alongside it. In those moments of passion and excitement in the morning sun, it is easy for the participants to forget that the fleet has had no apparent purpose for many generations, and the voyages of its ships are as lacking in wider meaning as the blowing of the wind or the falling of the rain.




If one were to go West from Killers’ Way and the narrow band of civility which runs up and down that stretch of the Great North Road, one would find the land rapidly becoming empty and wild: an unconquered swathe of dense woods, low resentful hills, and lakes and bogs of brown peaty water. A great Broceliande - indeed, the Great Broceliande - which has never tolerated settlement and will not yet. 
 
Beyond it, and the Teaming River which runs quick and frigid from distant mountains, lies the forest of the Hardwater, growing thick and green. It is ancient, as ancient as the hills of the Great North, but it is also young; it pulsates with life. Time there means nothing. A mere cycle of death, rebirth, and growth - always growth. 
 
The trees there are mighty. Most were already old when the Empire came, though its power never touched them. But a tree does not age like a man, becoming withered and bent and weak; it gets only stronger. The trees of the Hardwater tower over the things below, and spread their branches so high and wide that their canopy extends above the forest floor unbroken like a sky of green. 
 
Beneath this sky, animal life throngs. And so do nature’s spirits. Fauns, capering in forest glades. Ettercaps, patient and quiet in nests of silk. Dryads, the wives of the trees. Woodwoses, forest slavers and erstwhile rulers who would make all their chattels if they could. Green men, dreaming of the passing seasons in hidden lairs. 
 
And elves, the Hardwater’s rulers. Distant, cold, magnificent and murderous; kings, hunters, architects and artists. The Hardwater and everything in it is theirs, and they carry its power beyond their borders  wherever and whenever it suits them.
 
At the heart of the forest lies the Hardwater itself. A great deep lake resting flat like a mirror, reflecting a sky that is not green but the purest blue. Few humans have seen it, and fewer still have lived to tell the tale. It is said that its waters give everlasting life - but that once a person drinks from it, one can never tolerate any other substance passing one’s lips again.




As one moves inland from the coast through thick woodland one suddenly finds the ground rising up into a shelf of crumpled hills, where the trees give way to heather and thick grass and the merciless wind. This land of low peaks, open moors and deep narrow gorges is known as the Hill of Wolves, which is the name of its highest peak - although here ‘wolves’ refers as much to intelligent inhabitants as it does to canine animals. The entire region is infamous for its centaur reivers - clans of thieves, kidnappers and cattle-rustlers, who lair in thick-walled bastle-houses with their own beasts and descend upon more settled lands throughout the year for pillage and sport. Imperial rule never bore heavily on them, though the remnants of the attempts are scattered around the hills - the broken ruins of small forts which failed to suppress them, and temples which failed to find converts. The reivers were both too proud and too bloodthirsty for the Emperor’s civilisation. 
 
Alongside the reivers there lurk other wild and malevolent beings: ettins dwelling in dark caves, redcaps scheming from stone towers, and other things more powerful yet, luxuriating in the isolation of the hills. But it is also rumoured that, somewhere deep within the heart of this bleak wilderness, there lies a verdant valley of thick forest thronged with game, kept by the elves of the Hardwater for hunting, which no human eye is permitted to see and return to let the mouth speak of. 
 
A narrow trail, the Sixthstreet, timidly skirts this wilderness, heading north-by-north-west from the Great North Road. On it lie human settlements which have managed to achieve a modus vivendi, through force or cunning, with the dangers which overlook them from the hills to their west. The former of these approaches is embodied in Drummond’s Quarter, the fourth-of-a-town,  whose people are enslaved by the warrior castes who rule and defend them. The latter is embodied by Hrotha’s Town, built from the stuff of illusion and hidden from view of all potential enemies by the great wizard Hrotha himself. The people of the smaller villages around them flock to these burghs when danger threatens - or mirror their tactics in miniature. 

Thursday, 17 April 2025

More Beautiful Development Sketches for The Great North

Tom Kilian continues to excel himself with the artwork for The Great North, now heading towards completion. As an Easter present, here is a work-in-progress image for the cover:


And for full-page chapter titles for The Place of Keepers:


The Wild Coast:



The Great Broceliande:



The Hardwater:



The Hill of Wolves:



The Emperor's Meadow:


And the Dark River Dale:



These will all be full-colour illos in the final version of the book.

Thursday, 8 December 2022

The Great North - Illustration and Content Teasers

Tom Kilian continues his work on illustrations for The Great North (formerly The Meeting of the Waters), soon* to be released by yours truly.

Here are some more of his developmental pieces. Lovely work, I am sure you'll agree. Accompanying text is from the book itself:



Automata

 

When the Emperor left the Great North, his mechanical servants remained. Whether this was because they had tasks allotted to them that were still incomplete, or simply because he had no further use for them, no one can now say. It certainly appears as though many of them are still mindlessly performing missions that were given to them in those ancient days - repetitive, laborious acts long ago rendered futile by the passage of time and the changes taking place in the world around them. Others, however, only seem to be standing in disconsolate stillness - as if one day the reason for their continued functioning disappeared and they have had nothing to do ever since but wait. 

 

There are seven basic types of automata, although there are also many sub-types. All are made of supernaturally hard porcelain and animated by some unknown force. They can communicate in the Imperial tongue if required to do so by their role, and are generally non-aggressive unless their role or task determines otherwise. They can also usually be commanded by the use of a special long-forgotten code words or phrases in the same manner as the spell of that name. Below is a guide for creating a typical example of each type; use the basic stat block provided and then provide it with all or some of the stated ‘additions’ accordingly. 

 

HD 1d3+1, AC 4, #ATT 1, DMG 1d6, Move 120, ML 12, Save as F[HD], TT None

*Suffers no damage from piercing weapons and 1/4 damage from slashing weapons 

 

Type I (Builder)

Typically humanoid, although frequently it has multiple pairs of arms, and specialist ‘hands’ for hammering, cutting or lifting. 

Additions:

1 - Extra attacks (#ATT 2 or 3) from additional pairs of limbs

2 - Phenomenal strength (1d10 damage) 

3 - Telescopic limbs (can increase Move to 180, extend arms up to 12’, etc.)

 

Type II (Carrier)

Typically many-legged with a large, flattish frame. It may be dog-sized, horse-sized, or even larger.

Additions:

1 - Extra HD (1d3)

2 - Ram/trample attack (triple damage if moving full rate)

3 - Increased speed (Move 150 or 180)

 

Type III (Miner)

Typically a squat humanoid, compact but immensely strong, and possessing limbs for tunnelling, rock-smashing, and wall-breaking.

Additions:  

1 - Pickaxe and/or shovel limbs (DMG 1d8+1)

2 - Shove attack (does only 1d3 damage but knocks opponent flat; opponent cannot then act in the next round except to stand, and is hit automatically if attacked)

 

Type IV (Clearer)

Typically a humanoid with axe, sickle, and/or shearing limbs, designed for clearing vegetation. 

Additions:

1 - Axe, sickle or shearing limbs (DMG 1d8+1)

2 - Emits flame from a hand, the body, eyes, etc. (flame attack in 3’ diameter 6’ cone, DMG 1d4)

 

Type V (Dancer)

Typically a delicate, gracile humanoid, designed for dancing and ritualistic performance.

Additions:

1 - Fewer HD (1d2)

2 - Mesmerising movement (opponent must save vs magic in order to attack)

 

Type VI (Guardian)

Can take any form, being designed to defend or watch over some fixed location: a soldier, a lion, a wolf, an eagle, etc. 

Additions:

1 - Single-minded (+2 to initiative)

2 - Mighty in arms (#ATT 2)

3 - Emits poison or sleeping gas from the mouth, eyes, etc. (6’ cube, acts as a stinking cloud or sleep spell) 1/day

 

Type VII (Ranger)

Typically a tall, long-legged humanoid, designed for patrolling the borders of the Empire.

Additions: 

None

 

Lair

A handful of lost remnants from the time of the Empire, unable either to die or to perform their original function to any discernible end.

 

1d6+2 automota of the relevant type, and TT [?].

 

Dice

Hook

1

The automata are of a builder, miner or clearer type still attempting to perform whatever task they were assigned all those centuries ago, in a sisyphian struggle against time and the elements (for instance, they are excavating a mine which continually collapses, building the wing of a palace which elsewhere falls apart or become overgrown, clearing forest while the forest reclaims the area behind them, etc.)

2

The automata are of a carrier or guardian type whose task was rendered defunct eons ago; they now stand about inert and confused and overgrown by forest

3

The automata are of a guardian type and still actively guard an imperial ruin or other such site despite its gradual collapse (generate according to the appropriate adventure locale table)

4

The automata are of a dancer type and continually practice and perform odes, plays and songs in the ruins of a palace or amphitheatre 

5

The automata are of any type and have gone mad; they roam about a defined area or stand still, gabbling incoherently as though possessed by demons 

6

The automata are of any type and have developed sentience; they may desire integration into human society, the accumulation of power, revenge against the living, etc.

 

 

Auxilia


When the Emperor ruled the Great North, he brought men from the farthest reaches of his realm to fight for and serve him there. They are all long dead, and Imperial power has gone from the land, but loyalty to the Emperor himself does not fade easily from the human heart. Thus many remain, beyond death, clinging to the hope that he will someday return.

 

HD 2, AC 4 (scale mail and shield, unless stated otherwise below), #ATT 1, DMG By weapon (see below), Move 120, ML 8, Save as F1, TT [?]

*Turned as ghouls

*Undead, and hence immune to sleep, charm, command, and other mind-altering spells

 

Lair

Century of 2d20+40, with a 3 HD centurion

 

Dice

Origin

Hook

1

Lusitania (sword, heavy javelin [d8])

The auxilia protect the tomb of an imperial prefect and his family heirlooms 

2

Iberia (falchion, heavy javelin [d8])

3

Dacia (two-handed sword)

The auxilia protect an Imperial Artefact of great power (generate according to the Imperial Artefact table)

4

Gaul (spear, sword)

5

Baleares (sling, javelin, hard leather armour [AC 7])

The auxilia are in conflict with a rival century nearby, arising from mutual suspicion about each other’s loyalties to the Emperor 

6

Graecia (sarissa, sword)

7

Germania (spear, short sword)

The auxilia are engaged in a campaign of conquest against a nearby band of heron men, tritons, brags, hobgoblins, etc., who they aim to bring under the Emperor’s rule

8

Illyria (short spear, short sword)

9

Thracia (javelin, rhomphaia/falx [d10])

The auxilia have turned to rebellion in the absence of contact from their superiors over the centuries, and are accumulating slaves and loot and the other spoils of war

10

Arabia (spear, sword)

11

Syria (short bow, sword)

The auxilia are under the control of a grindylow or other sinister power who has managed to convince them that she represents a Prefect or some other Imperial functionary, and is manipulating them for her own purposes






Bogles

 

Wicked man-shaped things made of gorse and matted grass given hideous tensile strength, and with pale yellow eyes like amber. They act with clear purpose, as though playing a part in some great but inexplicable scheme, and may travel long distances to put those purposes into effect.

 

HD 1+1, AC 6, #ATT 1, DMG By weapon (stone axe)+2, Move 120, ML 8, Save as F2, TT: [?]

 

Lair

 

1d20+20 bogles, with a a 2 HD leader and a 3 HD wizard, casting spells as a 3rd level magic user

 

Dice

Purpose

Lair

1

Stealing children

In caves beneath a great boulder

2

Killing travellers and stealing a specific organ or body part (heart, brain, eyes, hands, etc.)

On top of a wind-swept heugh amongst gorse

3

Waylaying travellers and stealing a specific type of item (copper coins, steel blades, leather, etc.)

In a long-abandoned bastle house

4

Freeing livestock and chasing it into the wilderness

In the branches and hollow of a huge sprawling oak  

5

Setting forest fires to make wide clearings

In the ruins of an old fort or holdfast

6

Damming rivers to cause floods

In a dense thicket in a copse of trees in a hidden dene

 

Brags

 

Violent and spiteful animal-headed spirits with a romance for cruelty. They lurk in wild places in the open air, oblivious to, or even savouring, the bite of the cold wind and the seeping wetness of the rain.

 

HD 1, AC 6, #ATT 1, DMG By weapon (club, sling, spear, axe), ML 7, Save as F1, TT [?]

 

Lair

20d10 brags, with a 3 HD leader and five 2 HD champions, and a 5 HD wizard, casting spells as a 5th level magic-user

 

Dice

Head Type

Hook

1

Sheep

The brags are poisoning the water supplies of local manors

2

Goat

The brags are attempting to raise the spirit of one of the Emperor’s mightiest dead servants from an overgrown mausoleum so he or she can help them on a campaign of conquest

3

Horse

The brags have kidnapped the son or daughter of a nearby lord and are sending him small pieces of the captive’s body from time to time

4

Pig

The brags know of a secret passage into the vast catacombs of a long-vanished Imperial cult 

5

Chicken

The brags have d6+3 human slaves, one of whom is connected to a significant NPC in Joyous Garde, Dolorous Garde, Deadyoungestson or Killers’ Path

6

Goose

The brags worship a broken-down Imperial statue which is imbued with magic (treat as an Imperial Artefact)




Dragon

Dragons came to live in the wild, high places in the Great North in the world’s adolescence, long before the existence of the emperor or even the elves, and they will be the last to leave, when the ancient hills collapse into the sea. 


Dice

Colour

Name

Lair 

1

Red

Abimelech-dwelling-in-the-dawn

Under the Harrow Bog, an expanse of mire on a high moor, in a web of caverns magically kept dry, but whose entrances are all flooded

2

Gideon-the-old-comfort

In the network of caves atop High Cove, known for being haunted by the whispers, cries and pleas of those the dragon has slain

3

White

Jephtah-with-many-daughters

A labyrinth with its entrance in the side of the steep promontory called the Captain’s Tongue, which is said to reject climbers with rockfalls and landslides

4

Othniel-twisting-in-the-wind

In the Hog’s Mouth, a vast cavern which sits at the top of a long, high, narrow cleugh and from which spills the Quick River from its birthplace deep within the earth

5

Silver

Shamgar-whose-blood-is-cold

In the roots of Dovehole Crag, reached through a small hole with stone steps going down, hidden amongst bracken, through which the dragon comes and goes in human form

6

Ibzan-the-weight-of-time

In Three Corner Wood, a thick copse of wizened and wind-shrivelled trees, hidden in a cleft in the hills; some of the trees are quickwoods 

7

Green

Elon-dark-and-deep

At Blakehope Nick, a high cave above a nearly sheer drop of scree, hundreds of feet high, from where one can look out upon lands stretching as far away as the distant sea

8

Amethyst

Abdon-the-liar’s-breath

In caves cut into the side of Coal Cleugh, whose waters run thick with black sediment; in the caves themselves lurk black dweomerlings and other carbonite spirits

9

Copper

Tola-sitting-in-judgment

In the vast underground river system below the Grey Mare’s Moor, accessible only by a series of wide or narrow caves burrowing vertically down for a hundred feet or more 

10

Gold

Jair-of-the-disloyal-heart

In caves accessible through a wide crack at the foot of Buzzard Crag, which were carved into the root of the hill by things much older yet than the dragon himself

*In this context, 'soon' should be interpreted to mean 'not any sooner than a year'.