Tuesday, April 25, 2023

Quajih


Settlement Type: Village
Region: Swamp
Population: 157
Description:
The village of Quajih lies deep in the heart of the Faxhadi Swamp. The village is very isolated and receives few visitors. It is largely self-sufficient and surprisingly prosperous.
The majority of Quajih's population consists of Elves. The second largest racial demographic consists of Frogkin, amphibious humanoids with frog-like skin and webbed digits. A scattering of other races can be found within the village confines.
Quajih is ruled by Lady Yazia, a noble elf-lady of advanced years and great cunning. The prosperity of the village can be attributed directly to her governance.
It was Lady Yazia who established Quajih's local industry, the production of poisons and their antidotes. Quajih is quite well known in certain circles for the quality of their poisons, and the efficiency of their antidotes. The materials are produced entirely in town, then transported discreetly to Port Uleca, where they are sold to various interested parties by Quajih's poison-merchants.
Visitors to Quajih are very rare, and most are involved in either the poison trade or the healing arts. Most stay at the home of Lady Yazia, which also houses the poison/antidone production facilities. At the center of Lady Yazia's compound is an enormous tree, with leaves as red as blood.  This tree is the source of Red Death poison, the one poison produced in the village for which there is no antidote available. Lady Yazia herself creates the Red Death, and sells it only to monarchs who agree to pay its exhorbitant price.
Individuals who tamper with the tree meet a gruesome end: nailed to its branches and left to die a slow, painful death. Some say that their blood and suffering nourish the tree, adding extra potency to its poisonous substance. Local superstition holds that on moonless nights, the spirits of the slain poison-theives can be seen, perched in the branches as black-eyed, red-feathered birds. Because of this, no native resident of Quajih will wear red.

Monday, April 17, 2023

Dead Stop


Settlement Type: Outpost
Region: Mountains
Population: 94
Description:
Dead Stop is a bandit outpost in the Aetu Mountains, on the border of Zadoul and Anasina. The outpost was originally a miner's camp, abandoned after the local mines were tapped out. Over time, a group of bandits moved in and took over, turning the camp into a bolt hole and safe haven for themselves and other criminal types.
Today, despite the presence of a fairly busy trade route nearby, the villains of Dead Stop seldom resort to banditry. Rather, they make their living hosting an underground market for ill-gotten gains, acquired in Zadoul and Anasina. The market takes place quarterly, on nights of the new moon, and attracts neer-do-wells and criminals from across the region.  Authorities in Anasina and Zadoul know of the existence of Dead Stop, and its infamous New Moon Market, but have yet to take action against it because of jurisdictional issues. The area that Dead Stop occupies is a kind of unofficial neutral zone between the two countries, and neither wants to antagonize the other by dispatching a military force into the Aetu Mountains to clean it up. The bandits of Dead Stop are aware of this and so act with a certain degree of impunity, but they are not reckless. They will allow trade in almost anything except zabium.  And even though neither nation will dispatch military forces into the mountains, they do deploy intelligence assets, to monitor the situation and, when possible, execute the criminals who attend the New Moon Market.

Monday, April 10, 2023

Mohe'em

Settlement Type: Outpost
Region: Desert
Population: 74
Description:
Mohe'em is an outpost in the southwestern region of Zadoul.  Its population consists primarily of elves and ta'adini. An ancient road runs through the outpost, dividing it into northern and southern sections. Most of the elves reside in the northern area, while the ta'adini make their homes in the southern quarter. 
Mohe'em is a military outpost, and most of the elven residents are soldiers in the Zadoulean military. The military barracks(01) are the largest building in town, and contains personnel quarters, a small armory, administrative offices and a medical facility.
Because of its location, Mohe'em does not get many visitors. Nevertheless, there is a small tavern/inn in the southern quarter called The Eagle's Rest. The business is run by Rayid the Talker, an infamously loquacious ta'adin who is rumored to have actually talked someone to death.  The Eagle's Nest is built to accomodate ta'adini, but smaller humanoids are more than welcome. There are a few rooms for rent above the bar room, but the accomodations are basic. Travelers expecting luxurious beds will be sadly disappointed.
Notes:
The ta'adini are a race of elemental humanoids. On average, they stand about eight feet tall with dark, lustrous hair that both genders wear long, usually in elaborate braids. Their bodies are mostly hairless, and the men do not grow facial hair. Ta'adini live about 140 years, achieving maturity at around the age of thirty, and only showing signs of infirmity in their last few years. 
They are believed to be related to the earth-giants, and because of this are well known for their strength and stamina. The race is slow to act and tends to eschew violence, preferring to use their innate elemental powers to avoid combat. Ta'adini have the ability to pass through stone and rock as if it were water, or to transform themselves into stone. In their stone forms, they cannot move and do not require air, food or water. However, while transformed, they cannot recover from injuries or illness.
Ta'adini society is fairly egalitarian. Men and women may adopt any role that they desire, so long as they are competant at it.  Ta'adini are patient, but do not tolerate incompetance.
Although ta'adini venerate various gods, they show a special devotion to the Watcher. Their affinity for this eldritch god makes some people uncomfortable, and view the ta'adini with suspicioun.
Arcane magics and divine callings are extremely rare among the race. It has been theorized that their innate elemental powers preclude them from developing more common arcane talents, and ta'adini clerics are almost unheard of.

Monday, April 3, 2023

Renadie


Settlement Type: Village
Region: Forest
Population: 132 
Description:
The village of Renadie lies in the southeastern corner of the Kingdom of Anasina, within a day's travel of the Aetu Mountains. Life in Renadie is quiet and peaceful. The village's primary industry is apiculture. Almost every household within the village is involved either directly or indirectly in the raising of bees, and the production and sale of bee-related products such as honey, paper, wax, etc.
The largest bee farm in Renadia is (1)the Honey Pot, owned by the Bunogalir family. In addition to the family, the Honey Pot employs a significant number of villagers to help tend the hives. 
Honey and bees are such an important part of the local economy and culture that when a local child is born, the first thing they are fed is honey. The locals believe that this connects them to the community and also gets the infant started off in life with a sweeter disposition.
Renadie is also the site of an unusual historical marker(2) commemorating the birthplace of Adolfin Rentin. Rentin fought in the Kingdom Wars, 275 years ago, and is considered a national folk hero in Anasina.  Many people think it odd that Renadie has not capitalized on the folk-hero's name and reputation, but most folk in Renadie don't seem interested in exploiting Rentin's memory.

Saturday, April 1, 2023

The Zombie Game

The apocalypse has come and gone. A virus wiped out most of humanity. But some of the dead didn't stay dead. They came back as zombies.
You are a survivor. You spend your days collecting Resources for yourself and Supplies to maintain your Haven. Sometimes, you encounter other survivors. Some are hostile. Some are friendly. If you're lucky, you can convince the friendlies to join you, forming a group.
And the zombies are everywhere.

Character Creation
Roll 2d6 to determine your Health. You lose Health in combat with Hostiles and Zombies. When your Health drops to zero, you're dead.
You have one Action, which you use in Combat.

Your Haven
You have a Haven, a safe space where you can recover after a long day of scrounging for Resources and Supplies.  However, your Haven required maintenance. You use Supplies to maintain your Haven. If you do not maintain your Haven, it will be compromised. If your Haven is compromised, you lose all Resources and Supplies stored there, and must start over at a new one.

Resources & Supplies
You spend your day scrounging for Resources and Supplies.
You use Resources to recover lost Health.
You use Supplies to maintain your Haven.

Friendly Survivors
Sometimes, you will encounter Friendly Survivors (Friendlies).  When you meet Friendlies, note their name. The next time you meet them, you will have the opportunity to make them Friends. The third time you meet them, you will have the opportunity to make them your Allies. Allies join you. When you gather six Allies, you win the game.

Hostile Survivors & Zombies
Sometimes, you will encounter Hostile Survivors (Hostiles) and Zombies. When you meet Hostiles or Zombies, you will roll for initiative. If you win the initiative, you can avoid combat. This is wise. There is no reason to fight Hostiles or Zombies. You won't get anything from them, but lose Health and maybe die.
If you lose the initiative, the Hostiles or Zombies will attack. You must make a successful defense roll to avoid taking damage. On your turn, you can Flee. If you Flee, you must make another defense roll to avoid taking additional damage.
Hostile Survivors have 2d6 Health.  Zombies have 1d6 Health.

Villages, Towns & Cities
You begin the game in a Town. There are eleven locations. In a Town, you must visit each location three times. In a Village, you must visit each location once. In a City, you must visit each location five times. Once you've visited each location the required amount of times, you must Move On to a new area.

Moving On
Once you've visited all the locations the required amount of times, you must Move On to a new area. When you Move On, you lose any Friends you've made. If you have Resources or Supplies in your Haven, each Player Character may take six of one type with them. Each Player Character can take either Resources or Supplies, but they cannot carry both.
When you Move On, each Player Character's Health increases by one point.

Winning
You win the game by gathering Allies. When you gather six Allies, you win. You have enough people with you that you can create a Permanent Haven, and start rebuilding society. Congratulations.

Sequence of Game Play
Roll 1d6. This is the amount of Supplies you need to Maintain your Haven that day.
Roll 2d6 on the Location Chart. Keep track of how often you visit the Locations.
Roll 2d6 three times on the Discoveries Chart. Collect Resources and Supplies. Interact with Friendlies, Hostiles and Zombies.
Note the Friendlies you've met, the Resources and Supplies you've collected.
Maintain your Haven. If you don't have enough Supplies to Maintain your Haven, your Haven takes a hit. If your Haven takes five hits, it is Compromised.
Use Resources, if necessary, to restore your Health.

Example of Combat
You are searching a Hotel when you encounter Hostile Survivors.
Roll 1d6 to determine how many Hostile Survivors are there.
Roll 2d6 to determine if you have the initiative. If you roll an even number, you have the initiative and should avoid combat.  If you roll an odd number, the Hostiles have the initiative and will attack.
* * * * *
We encountered three Hostile Survivors.  They have the initiative and attack.
HS1 04
HS2 03
HS3 08
PC1 03
PC2 04

Round 01
HS1 04
HS2 03
HS3 08
PC1 03-02
PC2 04-04

Our Player Characters rolled Defense. We rolled 2d6 three times, one for each Hostile. We rolled even numbers twice, but an odd result once. One of our PCs took one point of damage.
Our Player Characters decide to Attack.  We roll 2d6 two times, once for each PC. We roll an even number on our first Attack. Even better, the numbers are a match: a pair of fours. Because of this, instead of dealing just one point of damage, we deal two points. Our second Attack also succeeds, dealing another point of damage.

HS1 04-02
HS2 03-02
HS3 08-08
PC1 03-02
PC2 04-04

Round Two
The Hostiles attack again.  This time our Player Characters fail all of their Defense rolls. One PC takes two points of damage, while the other takes one.

HS1 04-02
HS2 03-02
HS3 08-08
PC1 03-02-01
PC2 04-04-02

At this point, our PCs decide to Flee. When you Flee, you must make a Defense roll for each of your PCs to see if they take any additional damage.

HS1 04-02
HS2 03-02
HS3 08-08
PC1 03-02-01
PC2 04-04-02

Our PCs were fortunate and succeeded on their Defense rolls. They got away without taking any additional damage. 

In the above example, the Hostiles had the initiative and superior numbers, so it was likely our Player Characters were going to take some damage.  If our PCs had gotten the initiative, they would not have attacked, but avoided combat to preserve their Health.
Avoid combat as much as possible. It is entirely possible that your PC or PCs could encounter as many as thirty zombies at a location. In that scenario, if you roll badly on your Defense, and your Health is low, you will probably die.
Don't die.

Example of Making Friends & Allies
Your PC is exploring a Corner Store when he encounters a Friendly Youth. We make a note of this, and give the Friendly Youth a name: Sam.
Time passes. Eventually, we encounter the Friendly Youth (Sam) again. We want to make Sam our Friend.  We roll 2d6.  If the results are an even number, then Sam becomes a Friend. If the results are odd, then Sam just remains a Friendly.
Let's assume that we made Sam our Friend. Time passes and we encounter Sam a third time. This time, we want to make him an Ally and have him join our group as a PC. We roll 2d6. If both dice are even numbers, Sam becomes an Ally and joins us as a Player Character. If the dice are mixed, one even and one odd number, then Sam does not become an Ally, but remains our Friend. However, if both dice are odd numbers, then Sam does not become our Ally and is no longer considered a Friend; he goes back to being just a Friendly Youth.

Location Table: Village
02-03    Private Home
04-05    Gas Station
06-07    Store
08-09    Doctor's Office
10-11    School
12        Fire/Police Station

Location Table: Town/City
02 Military base
03 Shopping mall
04 Private Home
05 Gas Station
06 Apartment Complex
07 Hotel/Motel
08 Hardware Store
09 Corner Store
10 Warehouse
11 School
12 Hospital/Doctor's Office

Discovery Tables
1.1 Friendly Youth
1.2 Resource: 01
1.3 Supplies: 01
1.4 Zombie: 01
1.5 Resource: 02
1.6 Supplies: 02

2.1 Friendly Man
2.2 Zombies: 02
2.3 Resource: 03
2.4 Supplies: 03
2.5 Zombies: 03
2.6 Resources: 04

3.1 Friendly Woman
3.2 Supplies: 04
3.3 Zombies: 04
3.4 Resources: 05
3.5 Supplies: 05
3.6 Zombies: 05

4.1 Hostile Youth
4.2 Resources: 06
4.3 Supplies: 06
4.4 Zombies: 06
4.5 Resources: 07
4.6 Supplies: 07

5.1 Hostile Man
5.2 Zombies: 07
5.3 Resources: 08
5.4 Supplies: 08
5.5 Zombies: 08
5.6 Resources: 09

6.1 Hostile Woman
6.2 Supplies: 09
6.3 Zombies: 09
6.4 Resources: 10
6.5 Supplies: 10
6.6 Zombies: 10

Area Table
01-02 Village - visit each Location once before Moving On
03-04 Town - visit each Location three times before Moving On
05-06 City - visit each Location five times before Moving On

Example of Play
Our character's name is Harry Upton. He has 11 Health and is scavaging in the town of Rosemont. Let's see how he does.

Day 01 (05 Supplies)
Location: Apartment Complex
10 Zombies
05 Supplies
Friendly Woman (Rebecca)
Notes: Checked out an apartment complex. Got swarmed by zombies. Got lucky and got away. Found enough Supplies to maintain the Haven, and met a Friendly named Rebecca on the way home.

Harry Upton
Health: 11-07
Haven Strikes: 00
Resources: 00
Supplies: 00

Day 02 (05 Supplies)
Location: Hardware Store
05 Zombies
09 Resources
04 Zombies
Notes: Explored a hardware store today. Dodged a couple of groups of zombies, and managed to find some Resources. Did not find Supplies.

Harry Upton
Health: 11
Haven Strikes: 01
Resources: 05
Supplies: 00

Day 03 (02 Supplies)
Location: Hardware Store
08 Zombies
04 Supplies
09 Zombies
Notes: Explored another Hardware Store. Dodged one group of zombies and found some Supplies, but got surprised by a second group of zombies. Not a great day.

Harry Upton
Health: 11-05-10
Haven Strikes: 01
Resources: 00
Supplies: 02

Day 04 (06 Supplies)
Location: School
08 Zombies
03 Zombies
04 Supplies
Notes: Bad day. Checked out a school. Walked right into a class full of zombie kids. Barely got out alive. Avoided the zombie crossing guards and managed to find some Supplies, but not enough.

Harry Upton
Health: 11-05
Haven Strikes: 02
Resources: 00
Supplies: 04 
Note: if you don't have enough Supplies to maintain the Haven for that day, you can stockpile what you do have.

Day 05 (03 Supplies)
Location: School
05 Supplies
10 Zombies
08 Zombies

Harry Upton
Health: 11-00
Haven Strikes: 02
Resources: 00
Supplies: 06

On the fifth day, Harry had some bad luck. He went to a school and found some Supplies, but then ran into two groups of zombies. He wasn't able to avoid either of them and because his Health was so low, he got killed. RIP Harry. Better luck in the next life. :(