Showing posts with label ruins. Show all posts
Showing posts with label ruins. Show all posts

Wednesday, February 27, 2019

The Ruined City of Braxa / Undead Armies

This is the second of my ruined cities.  (Here is the first.)

The Countryside

For the wise traveler, all they'll ever see of  Braxa are the roads, and even then, from a safe distance.  Patrols are not as common as they once were, but they are still deadly.  The average patrol is composed of a quartet of mounted "knights". 

The average work-crew is composed of three dozen undead laborers, who level the flagstones and clear the footpaths of their growth.  It is a futile exercise--the citizens of Braxa all died long ago, victims of a plague of their own devising.

There are no small farms in Braxa, only plantations.  If you are determined to ride into the city itself, you'll pass several of these huge platations.  They are autonomous, all singularly crewed by bleached skeletons.  (Fleshy undead are messy, smelly, and spread the wrong types of disease.)

And you'll see the wagons pulling the giant jars of grain along the manicured road, on their way to the great grinding houses. 

The grinding houses, you can feel them in your feet from half a mile-away.  A thousand chained undead, straining in a spiral, rotating an entire building.  A torrent of clean grain thunders into the basement, where it is then carted off, again in a single gigantic jar.

The Walls

The city is surrounded by high walls of earth and stone, the highest wall in Centerra (except for the Forbiddance, which most consider to be a mountain range rather than a wall.)  As you walk through the long passageway between farm and plaza, you can hear the shuffling of dead, pivoting inside their secret chambers, watching you as you pass, ensuring that the leader of your party is wearing a merchant's medallion.

The walls are where the city stores its dead.  Each is about 50 meters thick, and 50 meters tall.  It is honeycombed with secret tunnels, armories, and sepulchers.  If you believe the tales, there's more bone than stone in the walls.  The whole wall is supposed to be able to exhume itself and march off at a moment's notice.

by Kris Kuksi
The City

It is clean and well-patrolled.  If there were any left of the old bloodline left, it would be a utopia for them to claim.  Supposedly, the undead will respond to the rightful rulers of Braxa, and signify this by kneeling.  Then the whole warmachine will be there for the scion to claim.

There are many granaries and stockhouses in Braxa.  Food is delivered to every house daily, and older food swept away and throw into the canal, which is choked with rot. 

The smell from the canal permeates the whole city.

A Small Building

A gate house.  Two skeletons operate the gate, while a dozen coffins in the bunk room can be summoned as reinforcements, if the proper bell is rung.

Another Small Building

A school.  Every morning, the undead clean the chalk tablets, open the windows, and serve lunch.  And every night, they put the chalk away, close the windows, and clean the tables of their refuse.

The Harbor

Looking down in the water, you will see the encrusted skeletons of Braxa's marines.  There are thousands of them down there, clad in lead boots for marching underwater.

Visitors sometimes arrive in Braxa.  The undead pay a bounty for corpses--three silver for every corpse laid down on the dock.  You may not leave the dock.

The Castle

Behind the blank-faced silos sits the castle.  Your merchant's medallion will not gain you entry.  Skeletons squat above every window, peer up from between the flagstones.  The moat is contains no water, merely more skeletons.

The last known king was Obrichan the Poet, although it is believed that he died in the plague, along with all his subjects.

Many people believe that the plague was caused by the king's acceptance of necromancers into his kingdom, and his acceptance of the undead.  Rather than condemn all forms of undeath as an abomination, he allowed them to serve as laborers.

This is where you will find living humans.  Some of the slaves seem to have escaped the plague, and now still tend to castle, performing the chores that the undead are too indelicate to perform, such as tending to the garden or playing songs during "dinner".  Slave who do not perform their chores are mutilated by the skeletons.  They may not leave the castle.

The slaves have gone through countless generations without any interaction with the outside world.  The speak a degenerate patois, and perform their chores religiously, without understanding the significance of what they do.  They have an invented religion, in which the Prophetessa is an invisible spirit within the castle.  After a lifetime of service, they will be promoted to skeletons themselves (mostly true) and after their skeletal life is complete, they will join the invisible Prophetessa at her invisible court.

One of the three towers is known to be the home of Abin Uldrin, the king's necromancer.  If there are any answers to be found in Braxa, they will be there.

Undead Army Strategy

I swear to god, no one does it right.

The greatest strengths of an undead army is in logistics, and in sieges. 

Not needing food is a tremendous advantage in long campaigns, far from home.  The need for a supply line is minimal.  And so undead armies tend to embrace long campaigns, sometimes wandering far from home for decades.

This resilience is even more useful during sieges.  Undead armies can encircle a town for years.  A common tactic is to build a second wall around a city's walls, and use that to prevent relief armies from approaching.  The undead have all the time in the world.

Skeletons are also resistant to arrows and burning oil, two common methods of repelling a siege.

In fact, skeletal armies are so good at sieges that an opposing commander will often make great sacrifices to force a pitched battle elsewhere.

The greatest weakness of an undead army is the intellect of the soldiers, and their magical prohibitions.

An undead battalion must be led by a living soldier, capable of formulating plans and enacting them.  If this soldier is killed, the battalion becomes headless.  Multiple commanding officers offer redundancy, but also erode the unique advantages of the undead.  And so a common opposing tactic is simply the assassination of officers, either through a suicide squad or subterfuge (such as an opponent's risen skeletons.)

Another flaw of the undead is their limited ability to differentiate between humans (and other skeletons, for that matter).  An enemy will be obeyed if they are wearing the proper armor and giving the proper code words.

Lastly, clerical magic can scatter skeletons with shocking efficiency.  An army backed by the Church's clerics can be devastating.  And so assassinations are also required (something that skeletons are incapable of).

Undead Army Tactics

Skeletons are typically iron-shod, like horses.  Their feet tend to erode during long marches, and then they become incapable of walking. 

Skeletal armies are also capable of startling ambushes, with their combatants buried in sand, shallow swamp, or surf.

Crawling skeletons are usually relegated to battalions of their own, and trail behind the main body of the army, unless there are so few of them that they can be carried on wagons, or by their peers (although this just causes their feet to wear out faster).

Lead-shod skeletons can also invade a city through the harbor, by walking on the bottom.  This is devastating to an unprepared city, and this type of sneak attack is usually how campaigns are kicked off.

The most visible icon of a skeletal army are the gas wagons.  Huge things loaded up with burning arsenic, or possibly a mixture of bitumen and sulfur crystals (capable of producing plumes of sulfur dioxide). 

If you ever fight a skeletal army, you will do so in smoke.  In many battles, the smoke claims more lives than the skeletons do.

Common counters involve maneuvering for optimal wind, obstructing the wagons with rough terrain, and/or fighting a running battle.

Tunneling crews are also common.  Sometimes traditional tunnels are used, while othertimes a "bubble" is used, in which freshly excavated soil is piled behind them.  The skeletons are not concerned by their entombment.

For gaining access over a wall, a certain type of skeleton is sometimes used, called a flatback.  These skeletons wear special armor that makes them stackable.  A battalion of flatbacks is capable of building a ramp up to a wall within just a few minutes.

A common counter for flatback battalions is a type of wrecking ball, which is attached to the battlements and used to clear the wall.  

Sunday, February 24, 2019

The Ruins of Tabernach

Centerra is supposed to be post-apocalyptic, although I sometimes forget that fact.

And if you are going to have a post-apocalyptic world, the most defining feature should be the ruins of cities.  Ideally, the ruins should outnumber the living cities.  The clouded brows of dead cities should loom over the tallest spires of the living cities, and the glories of lost civilizations should outstrip anything the present has to offer.

So here's a dead city.

This looks nothing at all like Tabernach, but the mood is right.
by Stefan Celic

Tabernach

A city of cubic buildings, built from black basalt at the bottom of a steep valley.  A river runs through it, filled with fat fish.  There are gates and gardens.  There is a park, where a parade of stone animals still stands in revelry, roaring over the silent boulevards.  Dire otters sun themselves on the stones of sunken docks.

They have tried to make the city habitable, those certain people. You can see where they've stretched poles across the street, and canvas hung between them.  It was done in order to turn the roads into tunnels.  But now the poles are broken and the canvas all slashed.  The tatters blow through the streets like bandages.

The Largest Building

It was clearly an observatory.  The rusted remains of a telescope are still visible, peering out the apex of the tower like a scared bird.  This landmark is well-noted, and people have journeyed to Tabernach in order to loot the great lens (precision optics are always among the greatest treasures of the age that mints them).

But the wooden stairs of the building have all rotted out, and those that have made the perilous climb to the top report that the glass is too heavy to easily lower.  And so the great lens remains there, an unplucked fruit.

A Central Building

There are still a few footpaths in Tabernach.  Many of them convene here, at this small prison.  The few dozen people who live here often choose to sleep in the prison, because they can lock more doors.  They feel safer in there, father from the outside.

The people who live here are criminals, runaways, and exiles.  Smugglers and travelers sometimes pass through.  Tabernach is a good place to disappear into.

Mousehead deals with the smugglers, mostly.  He and his family ensures that their goods remain undisturbed and their exiles remain unnamed.  He is a large man with a soft beard.  He always struggles to maintain eye contact, and so many who meet him do not suspect that he is capable of prodigious violence.

Mousehead is satisfied with the status quo, and anyone attempting to change the city in any significant way (such as excavating the temple) will meet lethal resistance from him.  He will also expect a cut if the lens is ever successfully removed.

Fiddleback deals with the spiritual needs of the exiles, when he is sober.  He knows more of the history of Tabernach than anyone else.  Like everyone else, he has his theories about what is wrong with the sun.  Unlike anyone else, however, he is correct.

Fiddleback would never admit it, except to a trusted friend, but he is writing a book about the shape of the sun in Tabernach.  He has been studying shadows and pinhole camera projections, which he believes to be safe.  (He is mostly correct.)  His has a folio full of drawings which can be used to piece together the shape of the sun, something that he has been hesitant to do (and rightly so).  With total knowledge comes total insanity.

Still, Fiddleback knows enough that the truth of the city's demise could be discovered in a library (one of the mansions holds a sufficient library) and the curse dispelled.

A Small Building

A shack near the docks contains a spread cowhide and a trio of sodden barrels, sprouting mushrooms.  The barrels were once filled with a small fortune (2000s) of pepper.  Now, the rot is so bad that only a small amount (100s) can be salvaged by a patient hand.

Another Small Building

A two-story house, the perimeter secured by strings and trip-wires.  It's filled with shoes, many still containing a foot.  The owner is Chapparung the Shoe-Thief.  He'll be back soon.  HD 3, unarmored, Axe 2d6.

The Temple

The paint has faded and at least one steeple has toppled, but it is still the most highly stylized building in the city.  It's composed of an outer building, a courtyard, and a small inner building.

The outer building holds a dozen small shrines and a central chamber of worship, all of which have been looted and defaced long ago.  The buildings only inhabitant is Gogo, a lonely who man who was unfairly driven from the prison because of his obsession with his own feces.  He's lived here peacefully for years, but has never ventured into the inner building, since he suffers terrible nightmares whenever he does so.

The inner building is a small sanctum.  There is a small pedestal where a larger statue once stood, but aside from that, the room is empty.  The only other thing to note is that the floor is made with pale tiles of rhyolite--an oddity in a city where absolutely every other stone is black basalt.

If the tiles are pried up, the ground beneath them discovered to be made from human bones, broken and mixed together.

If these bones are are removed (a process that takes about 10 hours of labor), a staircase is revealed, leading down into the basement level.  Every cubic centimeter of space is in the staircase and basement is filled with broken bones, from floor to ceiling.  Before even a mouse can explore the lower levels, the bones must be removed.

The process of clearing the bones takes about 1000 hours of labor.  The bones belonged to approximately 160,000 people.  The bones all appear to be of equal age, and all demographics are represented among them.

The Sun

The sun does not shine down on Tabernach.  Although the light is the same shade and intensity as the sun's light, it is something else entirely in the sky.

People who go down into the valley of Tabernach do so at night, and they do so quickly.

Those who see the sun (through a peephole, mirror, or even a pinhole camera) go insane.  Their first actions are usually to open all the windows, destroy any awnings, and encourage their friends to look at the sun as well.

Those who are seen by the sun suffer a worse fate.  They are snatched up, screaming into the sky as if by a giant hand.  Their remains are usually returned to the same area, usually within a few hours, and dismembered usually at the joints.  There is a great deal of variety in this process, though.

And there is one last oddity: all of the shadows in Tabernach are twinned, as if there were two light sources instead of one.  (The eyes of Satan, some say.)

Another common story is that there is an invisible giant prowling the city.

Another story, the one told by Mousehead, is that there is another sun behind the first.  And behind that second sun is another world--another planet, called the Opponent.  (This is known as the Heliocentric Heresy, since it is known that the sun orbits the earth, not the other way around.)

 But if there is such a thing as the Opponent, it would explain where the crawling men come from.

The Crawling Men

They exist only in rumor, and the rumor is this:

the crawling men are knights (or perhaps large beetles) with large, round heads.  They have long arms that allow them to move swiftly on all fours.  Their heads sag, either from the weight of their own skulls or because they are always searching the ground for scents.

The crawling men are accused of killing dogs, stealing weapons, poisoning food, and removing shade.  No crawling man has ever been killed, or any piece of their armor been recovered.

They may not exist.  In fact, they probably don't.  But if they did, they would have the following stats.

HD Def plate  Rusted Sword 1d8
Move dwarf  Int Mor 5

Bloodseeker - Crawling Men always know who has the least HP, and attack that target preferentially.

Skittish - As soon as someone is killed (either a PC or a crawling man), the crawling men will attempt to grab the person and flee.  This is the only time they will ever fly (as a giant beetle).  They will fly about 200' away to a place of relative safety, slit the person's belly open, and lap up their blood with their long tongues (which fit perfectly through the round mouthparts of their armor).  This process takes about 10 minutes, after which they will return to fight again.

A platter of fresh blood is irresistible to them.