Category Archives: Appendix O

Campaign Setting: Icehold (Government)

Here are more Icehold campaign notes. You can read the first entry and Icehold Index here.

The people of the region of Icehold all consider themselves part of a single culture, generally called Icehold, but not all of them are part of the only large settlement in the region, the fortified harbor and trade town of Jokullnaf. Even so, understanding the government and laws of Jokullnaf (which, confusingly to newcomers, is also often just called Icehold) is crucial to understanding the region as a whole.

Jokullnaf was originally built some 200 years ago as a fortified base of operations for the Drakull Campaign, a religious expedition that sought to destroy the creature belived to be the First vampire and, after several decades, appeared to succeed in destroying it. This lead to a slow conversion of Jokullnaf from a military fortress to a settlement. It is the only major settlement within hundreds of miles of its location, though a few small family enclaves exist in the surrounding caves and valleys. Most are friendly with Jokullnaf.

A few are not.

But even those who are somewhat hostile to the townsfolk accept that the closest thing to law in the land of Icehold is the Jokullnaf Council of Principals.

Council of Principals

Jokullnaf is ruled by a Council of Principals, which serves as the only executive, legislative, and judicial authority within the town. The official motto of the council is “Secure in Body, Belief, and Self.” Councils argue often about what exactly that means, but in general it’s accepted that the job of the Council of Principals is to keep everyone in all of Icehold safe, without bothering them too much. 

The size of the council is currently 12 seats, but it has been as small as 6 and as large as 18 over the past century. Changing the council’s size requires a petition be brought by the population with at least 1,000 signatures, and then a vote in which at least 1/3 of the council agree with the change.

Each seat on the council is assigned to a “Principal Interest” within the population of the city. The current seats are (in order of seniority) Crusaders, The Guard, Landowners, Masons, Alchemists, Citizens, Churches, Scouts, Fishers, Gatherers, Merchants, and Service Guilds. A single councilor holds each seat, and terms are 24 months, offset so a new councilor takes a seat every 2 months. All matters are handled by an open vote among the councilors, with the oldest councilor who has held their seat for at least one full year being given the tiebreaking vote in case of stalemate.

Councilors are not paid for their labor, but do receive a few personal assistants for the term of their membership, generally young members of rich families and trade groups that wish too teach their children how Icehold is run. A councilor is not officially required to appear for the weekly meetings of the council, but one who shirks work without good reason is likely to be penalized by the grumpy councilors who do go to meetings, and eventually thrown out of the council.

Each group represented by a Principal Interest is responsible for keeping a list of enrollment current with the names of everyone considered part of that group. Each group is allowed to petition the Council of Principals to approve a charter that defines membership in an Interest, which almost always includes being of age of majority, mentally sound, not sworn to a foreign secular government, not convicted of a serious crime against Icehold or its population, and being considered an actively involved member of the Interest. 

For example, a Citizen likely only need be a competent adult in good standing, but a Mason must be of at least Journeyfolk skill level, and still an active participant in the profession of masonry.

Nearly all the seats are filled by sortition — each time a seat opens, a councilor is selected at random from the enrollment list of people who qualify. (This is not true for Crusaders, the Guard, or Masons). In most cases a person cannot sit in the same councilor seat two terms in a row (although members of the Guar and the Masons can). Further, the council can dismiss any member from their seat with a 2/3 vote, though that seat is then immediately filled by a new member of the same interest. (And only a more-than-half vote is required to unseat a council from the Guard or the Masons). 

The general definition of each Interest is as follows:

Crusaders: Individuals with ties to a known group that still seeks to destroy the powerful undead that exist in the far north. In most cases, modern crusaders are those who have been trained by someone who was trained by someone who was one of the original members of the Drakull Crusade.

Because Crusaders often leave Jokullnaf for long periods, they are allowed to elect a council from within their ranks, and may select a retired member who i no longer active in crusading.

The Guard: The region of Icehold is dangerous, and Jokullnaf is a fortress town for a reason. The Guard are responsible for walking the walls, manning the watch-towers and gates, organizing defense of Icehold in times of attack, watching for and organizing efforts against fires (especially at the harbor), enforcing degrees of the Council of Principals, and generally being the armed branch of Jikulnaf. However, there are only 30 or so full-time members of the Guard, with any major effort requiring rounding up armed citizens.

Because the Guard has a Guard Commander and a chain of authority is considered important for it to function, the Guard seat is appointed by a vote of the rest of the council, and can be held repeatedly.

Landowners: People who own land within the walls of Jokullnaf, or bowshot of its walls and harbor. Most landowners are families that date back to when Jokullnaf made the transition from armed camp to independent town.  The council restricts ownership to a single person per building, and doesn’t count any building too small for a person to live in, or that doesn’t serve a useful function for the betterment of the region. Unlike most Interests, Landowners are qualified for Council membership if they are  able to speak the oath of loyalty, regardless of age.

Masons: The walls and towers of Jokullnaff are considered crucial for the long-term survival of the town, and they require maintenance and protection from people prying rock loose for use in other projects. There’s no mason’s guild within Jokullnaff, just a very protective, skilled community of people who work on the town’s stone, some of them old enough to have helped build it to begin with.

Because masonry projects often take longer than two years, and require continuity of direction, the masons are allowed to vote for their councilor, and may vote in the same person each term. 

Alchemists: Access to cheap Firestone and Blue Iron, along with natural materials unknown in warmer climes, has caused a small but vibrant alchemist community to develop in Jokullnaf. After a few explosions in the early days, the Council of Principals determined anyone wanting to work in alchemy required the council’s approval. This led to the council and the alchemists working closely together to keep the town safe from experiments and, eventually, that expertise proved useful enough to earn a seat on the council. 

Citizens: As the town grew, the fact landowners had a voice in government but other citizens did not lead to unrest. A citizen’s seat was added to settle things down, and remained for the past century.

Churches: Several churches have moved into Icehold, and often wish to have holy day celebrations, perform loud or odd ceremonies, or otherwise act in ways that seem questionable without some advanced discussion. The Council decided to set aside a single seat for all church leaders in the region. If a church leader fails to appropriately represent the interests of all churches in Icehold, the Council dismisses them and gets a new church leader to sit in the seat.

Scouts: Dangers to Jokullnaf often begin elsewhere, and sometimes you need someone to run to outlying enclaves or put together search and rescue parties. The town scouts are the only people crazy enough to do it all the time, and were granted a seat.

Fishers: Fish makes up a huge part of the Jokullnaf diet, and after a few council decisions made fishing more difficult and led to long, hungry winters, a Fishers’ Seat was added.

Gatherers: Added the summer after the Fisher’s seat, this seat represents those who gather barks, needles, and lichens for foodstuff. It also currently covers rangers with strong family ties to the town, who want their own seat, but aren’t currently numerous enough to convince the council to give them one.

Merchants: Only a few decades old, the Merchant’s Seat is a grudging acknowledgement of how much of Jokullnaf’s comfort, if not quite its existence, depends on goods being brought in by sea and through dangerous mountain passes. Most people on the merchant enrollment lists are also on the Landowner and Citizen lists.

Service Guilds: When the Summer Trade Season opens, hundreds of members of guilds dedicated to servicing the needs and wants of the tradeships, caravans, and merchants that briefly flood the town with money and new people. These cooks, courtesans, dancers, guards, musicians, and scribes, work in small, tight guilds that must follow council rules. Despite most guilds owning property, they are not allowed on the landowner’s enrollments and have often been seen as “outsiders,” leading to unfair treatment. Shortly after the Merchants gained a seat, the Service Guilds held a strike at the beginning of a Trade Summer to prove how important they were to Jokullnaf’s prosperity, and gained a seat.

Support

I’m currently fighting cancer, and sadly even with insurance that’s extremely expensive. Right now, the main ways to offer your support are to join (or increase your pledge level to) my Patreon or, if you prefer, donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

Campaign Setting: Icehold (Economy and Threats)

Here are more Icehold campaign notes, which were my focus for this week. You can read the first entry and Icehold Index here.

Economy

For much of the year, the fortified town is cut off from any other civilization. Sitting n the far western spur of the Middle Kingdoms, during the summer traders can sail in from the eastern ports of that continent, but also the far western and southern lands of the Ivory Empires, ports in the Spice Gauntlet, and even the Realm of the Jaguar. In addition to sea voyages to Jokullnaf, a few mountain passes lead southeast to the Njor lands and other points in the Middle Kingdoms, though those are passable only in September, and only for a few weeks.

With a typical winter population of 5,000 people, Jokullnaf can swell up to 11,000 in the summer months as merchants flood the city to buy up as much Blue Iron and Firestone as possible, and service folk come with them to provide services the wealthy expect, but there is little need for when they are gone. Numerous Service Guilds exist, including cooks, courtesans, dancers, guards, musicians, and scribes, who own permanent buildings in Icehold which sit nearly empty 8 months out of the year, watched over by a skeleton staff until the work season arrives in summer and its rooms are full.

Though the region around Icehold is mountains, valleys, and tundra, there remain natural resources the locals have learned to harvest and grow. White spruce are common, many growing to more than 100 feet high, and offer nutrition in their needles, inner bark, cones, and seeds. This is most often accessed as various teas, but it can also be used to make beer, porridge, and even a flat bread. Fishing is plentiful and open sea ice fishing, though dangerous, allows that bounty to be caught year-round. Numerous shrubs and bushes flow in the summer, including crowberries which are used to make wines and jams. Other forms of lichens, mosses, and sedges, abound and wyrmlichen can sustain a person for months, though the taste is bitter, sour, and spoiled.

Some herders manage reindeer and musk oxes, and households often raise a small number of hares or clipped snow geese to provide meat in cold months. Insect farming is also common, and considered a fine way to turn lichen into something closer to meat (and, if dried and ground, a kind of flour). Pickling food is extremely common, as is dry freezing and deep freezing in cold pits. Even so, when the Summer trade begins, the desire for honey, flour, and non-local meats is high.

Threats

Though the First Vampire is long since destroyed by the Drakull Campaign, other undead still dwell in the tundra, and during the Long Nights are a significant threat. While some are restless spirits of local folk who died in anger or hate, powerful undead from around the world have moved to the far north to take advantage of their immunity to the cold, and the long stretches where no sunlight can reach them. Though none have built true kingdoms, some have created their own tomb complexes, in the style of their homelands, and created as many servants as they can. None of these major undead have lairs too near Jokullnaf, but they keep an eye on the largest gathering of fresh sapient meat and hot blood, and raid whenever they feel they can.

(Art by DM7)

Other threats include arctic cave bears, ice perytons, snow spiders, white chimeras, and the sparse but significant threats of boreal dragons, drakes, wyverns, and wyrms. A troll kingdom once existed in the lands around the town, driving out or killing most other humanoids, but its population is much reduced and has grown only very slightly over the past century. Some trolls trade with the people of Icehold, others seek its destruction. Yeti also exist in the hillier and rockier regions, apparently existing at a neolithic stage of technological development and with extremely simple language skills. These yeti are often seen by newcomers as nothing more than bipedal beasts, but natives to Jokullnaf are aware they are as smart as any other humanoid, even if their culture is less technologically advanced (at least in part because they do not need or trust fire). Most yeti groups see all other humanoids (even trolls) as interlopers in their lands, and eliminate small groups if they can while avoiding bands too big to attack, but as with any sapient creatures, there are exceptions.

Support

I’m currently fighting cancer, and sadly even with insurance that’s extremely expensive. Right now, the main ways to offer your support are to join (or increase your pledge level to) my Patreon or, if you prefer, donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

Campaign Setting: Icehold

All this week I’m going to be writing about a fantasy ttRPG setting I’m calling Icehold. I’ll give an overview of the main settlement, some notes about resources and trade, local threats, and even adventure seeds.

(Art by Cerafts)

Overview

The fortified harbor and trade town of Jokullnaf, also known as Icehold, is the northernmost walled city in the known world. Nestled in Jokull Harbor, it is surrounded by mountains, tundra, hyboreal forests, and ice. No other major settlement exists within hundreds of miles of it, it can only be accessed for a few months a year, it is under constant threat by undead, extreme weather, deathly cold, and monstrous threats of the far north. With the risk and isolation, however, comes a level of political freedom rare in settlements its size.

Icehold exists only because the Drakuul Crusade built the original fortress as they sought to find and destroy the First Vampire, and in those years rich veins of Blue Iron and Firestone were found in the mountains that stretch for hundreds of miles in all directions of it. Holy pilgrimages still bring a few crusaders to its walls every year, but it is the fortune that can be made mining that has maintained the town. 

Though positioned far north of any humanoid settlement on its continent, it is also on the continent’s westernmost point, making it an attractive trade port for foreign nations… at least for the few months per year its harbor is not totally iced over. Even the extreme cost of the long travel and paying the high prices locals demand for labor in the harsh clime does not make it unprofitable for merchants to come to the Icehold every year, buying materials outright but also trading magics, foods, preservatives, and clothing to the icelocked settlement.  

The local population are a hardy folk, descended from crusaders, the tradesfolk and servants the crusade needed to survive, explorers, and researchers, The population has a large percentage of elf, dwarf, gnome, goblin, human, ogre, orc, and gnimmocs (a gnollish ethnicity adapted to arctic environments). Less common, but noteworthy, are the numbers of halflings, logith (a humanoid species with elemental fire ancestry), lyricera (a tundra-adapted ethnicity of catfolk), and ice trolls (native to the region, predating the establishment of Icehold).

The year-round population of Jokullnaf hovers around 5,000, with another 1,000 or so living in small private settlements (based mostly in caves and defensible valleys). During the summertime Trade Seasons, the popular can almost double, as merchant ships and overland caravans rush to buy as much Blue Steel and Firestone as they can, before the surrounding sea freezes over and the long, winding mountain routes become impassible.

Ruled by a Council of Principals, Jokullnaf sets high value on privacy, individual freedom, and the right to be left alone. While there are laws dictating certain antisocial behaviors are criminal, no sect, ethnicity, ancestry, nationality, religion, or creed is banned or outcast, as long as they play by the rules.

The combination of great personal freedom, vast mining riches, a history of undead-destroying crusades, and access to the coldest places in the world attract a specific kind of person, who is willing to brave all the risks of Icehold’s harsh environment to reap its rewards.

More Icehold!

Here’s an index of additional Icehold articles, updated as they are written.

Location And Environment 

Economy And Threats

Government

Support

I’m currently fighting cancer, and sadly even with insurance that’s extremely expensive. Right now, the main ways to offer your support are to join (or increase your pledge level to) my Patreon or, if you prefer, donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

Campaign Setting: Hellscape City

Just over 200 years ago, every major threat in the mortal world was defeated. every ravaging dragon slain, every tyranny toppled, every lich destroyed. Champions the likes of which had never arisen before, led by the Chosen Ones of the Goddess of Peace and Justice, sought out and cured every source of inequity, suffering, hunger, fear, bigotry, and poverty. They used nearly-deific powers to link their awarenesses and knew on one perfect silvery dawn, that total peace reigned in all places.

They sat back, sure that after the Silver Dawn, no pain or evil would ever exist in their reality again. By noon, they knew they were wrong.

No vast, continent-threatening evil arose. No hidden, secret source of vile intent had avoided their purge of all injustice. But, nevertheless, evils still occurred. People who did not need to steal, stole. People who knew better, chose to create and spread lies. The numbers were tiny, compared to the days before the Silver Dawn, but every possible crime still happened somewhere, to someone. Despite there being no remaining root cause of evil, some mortals performed vile deeds, from the prosaic to the murderous.

The Champions of the Silver Dawn could have used their powers to seek out every criminal and bully and ended or altered them, but to what end? If evil would arise even after every mortal cause for it was gone, what was the point? That meant the Champions could never eliminate all evils, unless the evil was coming from beyond the mortal realm…

And then the Champions turned their eyes towards Hell. The home of the tempters, deceivers, soul-buyers, and fiendish bargainers. Surely, though the Champions, it was not that some percentage of mortals would turn to evil no matter how idyllic their world. Instead, the denizens of Hell must be the true source of evil. And that meant that creating a world free of evil required that hell be conquered.

And so they set out to do just that.

The First Circle of Hell fell in a matter of days, its forces having never faced anything so mighty as the Champions of the Silver Dawn. The Second Circle took months, but its defeat was just as complete. Though it took years, so too did the Third Circle fall to the Champions, and after decades the Fourth Circle. But twixt the Fourth and Fifth Circle of Hell lay the mighty river Styx, the most deadly of moats. Further, the Lords of Hell had used their time to fortify well, and the Fifth Circle of Hell stood behind ramparts of unholy metals and punished assailants with siege weapons of fiendish design.

It’s been more than 150 years, and the Champions still have not done more than establish a bridgehead in the fifth Circle of Hell. The fighting literally shakes the pillars of existence, and the wise come nowhere near that battle.

(Art by grandfailure)

But… the earlier Circles of Hell are a different story.

Centuries of conflict mean supplies must be brought in to the Champions’ armies, and those come largely from the major cities of the mortal world, through permanent Hellgates built and guarded by the Champions of the Silver Dawn. In the First Circle of Hell, a major mortal metropolis has grown, Hellscape City, where mortals, angels, and devils who have sworn obedience to the Silver Dawn all dwell. Though literally a plane of Hell, the First Circle of Hell is now no worse than the most dangerous and vile of mortal cities was before the Silver Dawn, and many mortals swarm to that place looking for opportunities.

The Second Circle is of hell is under Silver Dawn control, but far less settled. Devilish bandits hide in its depths, and twisted mortals often seek to unearth fiendish powers here. Further, the nature of the place itself is untamed, and its otherworldly flora and fauna must be tracked down and either tamed or destroyed. Many mortals foray out from Hellscape City to hunt bounties and seek fortunes in the Second Circle of Hell.

The Third Circle is actively dangerous, as the Champions of the Silver Dawn find it keeps creating devils and devilish threats no matter how many times they pacify it. The greatest mortal warriors and warlocks are often employed by the Silver Dawn to scout and picket the Third Circle, to put down minor threats, and raise the alarm when major ones form.

The Fourth Circle is more dangerous still, with a few ArchDevil holdouts with flaming redoubts in its far reaches. The Champions of Silver Dawn themselves must grip the Fourth Circle in their nearly-divine iron grasp, for otherwise their crusade would lose this claimed land, and be pushed back, perhaps driven from hell itself.

Hellscape City and the lands beyond are not for the faint of heart, but they are realms where the secrets and wealth of Evil City have been hoarded since the dawn of time, and there are fortunes to be made, and power to be found.

Support
There are two massive multipublisher bundles of products on DriveThruRPG right now that are fundraisers for my growing medical debt. Each has more than $700 of pdfs, from 16+ different companies, for a dozen different ttRPGs (including some core rulebooks!), as well as maps, figures, stock art, and so on. They’re just $34.95 apiece, and will only be available through May 15th.

Bundle #1: http://bit.ly/3KNMw8f
Bundle #2: http://bit.ly/3Uu6JTV

Alternatively you can join my Patreon, or if you prefer donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

Campaign Pitch: The Mirk

On 3/25/23, as asteroid 2023 DZ2 passed between the Earth and the Moon, all power went out from L 97° W east to L 32° W  — a zone encompassing nearly half the planet, including the eastern US and Canada, all of South America and Europe, most of Africa, and the western edges of Russia.

And it stayed out.

The power-killing effect reached high enough to knock out any satellite that passed above the affected area. Most global communications systems collapsed.  Further, light and radio waves were shifted and fell off quickly. No explanation could be found.

The zone was dubbed “The Mirk.”

Within days it was found that no electricity could exist in the Mirk unless it was part of an internal, biological process, light shifted towards blue, and broadcast signals became hopelessly garbled. Storms within the Mirk, unable to dissipate energy through lightning, began to regularly unleash hurricane-force winds, torrential rains, hail, and tornadoes. Weather patterns outside the Mirk also became more violent, thought not to the same degree, and often with massive lightning displays. 

Within weeks, billions had died. Thousands of cities and towns in the Mirk were abandoned. While the highest death tolls by far were within the Mirk, several societies “In the Light” collapsed as well, and millions of deaths were brought about by needless panic, civil war, and violent opportunism.

(Art by Cerafts)

Years passed. In the global chaos Australia, China, and Russia became the main world powers, with the Japan-Taiwan Coalition and eventually the new nation of Cascadia — formed from the west coasts of the old nations of Canada and the US — not far behind.

Reports of strange creatures and events within the Mirk were dismissed as rumor, panic, and even intentional disinformation for years. Bodies of such creatures brought out of the Mirk decomposed within hours, and were discredited as misidentification or hoaxes. All that changed six years after the Mirk arose, as massive creatures with the most dangerous elements of bars, rhinos, and spitting cobras began charging out of the murk, and surviving for 20-30 hours before beginning to die and decompose.

It’s now 2033, and the exploration of the Mirk has begun in earnest. The two largest centers of Mirk expeditions and study are at the University of Oklahoma and Bauman Moscow State Technical University, both located near one Mirk edge. New technologies have been developed, with cameras designed with modern materials but centuries-old chemical and flash powder components, vehicles driven by diesel compression and even steam engines, and a wide range of clockwork and chemical devices.

Things are definitely happening within the Mirk. Some makeshift cobbled-together devices have been found with strange functions that only work within the  Mirk, making them difficult to study with any advanced science. Bizarre creatures grow increasingly common and dangerous. But also, polluted air and water gets sucked into the Mirk, and emitted clear, without plastics, greenhouse gasses, or toxins.

And there are still people living in the Mirk. Most of them don’t like or acknowledge the authority of outsides. Some have… powers. Powers that explorers in the Mirk sometimes develop after enough exposure, but do not function outside the powerless zone. By the same token, most people from the Powered Zone who spend too much time in the Mirk get sick if they return too often. Only a tiny percentage of Powered humanity and animals seem able to sustain repeated or long-term Mirk visits. 

And reports of strange, twisted structures growing, blurry flying shapes, and horrific, calm-destroying sounds deep in the Mirk? Well, they aren’t being ignored as early monster reports were.

The Mirk is the greatest mystery and threat to the Powered world. And you are one of the few who seem to survive its environment without harm.

Support
Medical bills continue to pile up. The main ways to support me right now is these two megabundles. Each has more than $700 of pdfs, from 16+ different companies, for a dozen different ttRPGs (including some core rulebooks!), as well as maps, figures, stock art, and so on. Each is just $34.95, and will only be available through May 15th.

Bundle #1: http://bit.ly/3KNMw8f
Bundle #2: http://bit.ly/3Uu6JTV
You can also maintain (or even increase) your pledge level at my Patreon, or make a direct contribution at my Ko-Fi.

Now On Patreon: Political Structure of My Longest-Running Campaign

Over at my Patreon, I’ve done a quick sketch of the political structure of my longest-running ttRPG campaign to date, the Sovereing Kingdoms. Begun way back, before I was a professional game designer, that campaign had as much stolen material as new ideas, since I wasn’t worried about things like publishing rights, or anything more than providing entertainment for my players. (Which there were many of — the Sovereign Kingdoms actually had many different games set in it — the Heroes of King’s Ford, the Squires of King’s Ford, Czardia, the Court of Aquilanne, Knight’s Watch, my wife even ran a campaign in it called The Emerald Sea.) 

Given how long ago I began setting up that campaign, it’s no shock to me that there are lots of things I did then that make me cringe now. But some of the setup still has promise in my opinion, and very little of it is neatly typed up. (I did my campaign notes by pencil in 3-ring binders at the time). In particular, there’s a lot about the core political situation I think still has a lot of promise.

The main powers of the Sovereign Kingdoms were broken into the High Court, the Royal Courts, Religion, and the Guild League. While these were not necessarily equal, none of them could afford to ignore any of the others. I go into the details over at the Patreon, and neither that article nor this preview of it are covered by the OGL.

Right now that worldbuilding sketch (and all Thursday blog posts) is Patreon-exclusive, because I need to grow my Patreon to keep spending time writing blog posts and other public content. However, once my Patreon funding level hits $1,000/month, I’ll go back to posting my Thursday posts free for all to see here, AND I’ll create and maintain an index page of all my PF2 articles for Patrons, so they can easily access all my online PF2 content!

Methods of Support

A number of folks have asked about helping me cover my medical expenses as I recover from my pulmonary embolism, and prepare to battle my cancer. While I’ll do a GoFundMe if I absolutely have to, and expect there to be more product bundles to raise funds come April, the main way to support me right now is to join (or increase your pledge level) at my Patreon, or make a direct contribution at my Ko-Fi.

Thanks, folks.

Owen

Behold, the S.H.A.R.K. Art!

In my article about producing game products with low-to-no art budgets, I said “If you specifically need art of cybernetical-augmented anthropomorphic sharks with stun-gun-equipped mancatcher polearms… chances are you won’t find stock art to meet your needs.”

And, you know, when I wrote it, that was true.

But NOW, Michael McNeill (productionplatform3@gmail.com) has created this:

So, I suddenly feel the need to name the cybershark mancatcher mercenaries.

The best option I came up with was:

S.H.A.R.K.: Synthetic Hybrids Armed to Retrieve or Kill

Of course, there are other options.

Skirmishing Hyperpowered Advanced Recon Killteam

Special Handling Assets: Roving Knights

Strategic High-Value Assault Relief Key-forces

So, enjoy the weird idea… now fully illustrated!

[Normally my Tuesday posts are Patreon-only, in an effort to increase subscription to my Patreon. However, since this was a follow-up to my big Monday post, it felt unfair to paywall this one. But if you feel moved to Join My Patreon, I won’t object. :)]

Short Fiction: Battle of the Channel

[Following my medical issues of a week-and-a-half ago, I’m going to be digging through my files for content for folks while I recover, and I have no idea how often I’ll post. This may be my only blog entry for the week — we’ll see how it goes.

The early versions of this snippet of fictional history have been sitting on my hard drive since I published Anachronistic Adventures, nearly a decade ago. It was supposed to be broken up as 1-2 paragraph chapter heads for a dieselpunk Second War of the Worlds setting book, which I played with but never got around to seriously developing for publication.

It appears here for the first time.]

From “A History of The Second War of the Worlds. Vol IV, Chapter 11: The First Battle of the Channel”

“Before it can be understood how a flotilla of Armored Rams was expected to hold the Straight of Dover against tripod war machines, and why those expectations were ill-grounded in the reality of the Second Martian Invasion, it’s necessary to understand the design of the Armored Rams as a class, and the Thunderchild in particular.

“Unlike older its namesake, Armored Ram Thunderchild was purpose-built to fight the Martian war machines, though no Earthly designer could have conceived of how much more dangerous the Second Invasion walkers were than what humanity had seen before. Displacing 21 long tons, the Thunderchild-class as a whole had no exposed turrets or smokestacks, as such protuberances would have been nothing but burs for Martian heat-rays to melt smooth in the opening seconds of any conflict. Its exterior was closer in appearance to the bottom of a typical boat, a curved wedge coming to its sharp, heavily reinforced point right at its waterline. Only the massive steel rivets running in long lines along the ship hinted at the thickness of its exterior hull armor, and the armored quarts viewports were nearly impossible to pick out from their metal frames.

“This exterior armor was just one of the Thunderchild’s defenses. The apparently-contiguous armored exterior was, in fact, a series of carefully overlapping plates. Behind that armor were more water pumps than any seaborne vessel had ever carried before, all fed by intakes along the ship’s belly. Combined, the pumps had a capacity of more than 500,000 gallons per minute, sprayed onto the armor from the inside, ready to cool it against the murderous burning of heat rays. The overlapping armored plates running its full 427-foot length allowed steam created by this cooling to escape as quickly as it was generated, and when the ship moved at speed the design was such that air was sucked through the space between the outer and inner hull for further cooling.

“After the outer hull and the radiators and the water-cooling system, thick layers of asbestos insulated the inner hull from the expected hellish conditions of the outer hull dissipating steel-melting temperatures, and then another layer of armor sat behind that. This inner armor was not vented, but instead able to form an airtight, pressurized seal adapted from the French Aigrette-class submarines. The Thunderchild-class was designed not to submerge, but to keep their crew safe in airtight chambers when tripod war machines covered the sea with their villainous black gas.

“The sole exception to this seal was the engine intakes, which drew in air from just above the waterline (assumed — correctly — by designers to be where air would be coolest in a heat ray-enabled battle) and passed it along sealed pipes to furnaces for the ship’s 18 Babcock & Wilcox boilers to power the ship’s mighty steam turbines. While black gas was deadly to any living creature that breathed or touched it, its effect on machines was more a question of greater anticorrosion measures. Having black gas potentially fill sections of the engines that might call for repair necessitated a new class of “smokesuit engineers,” but this was considered a small price to have engines at full power, and a crew safe from the horrors of Martian chemical weapons.

“Finally, carbon dioxide scrubbers and oxygen rebreathers were installed within the ship to form an  “air support system,” ensuring that it could operate in its fully-airtight “buttoned up” state for several hours if necessary under full steam, or for roughly 30 minutes if the ship was forced to run purely on battery power.

“Lacking any exterior guns, the offense of an Armored Ram was twofold. First, as the name suggests, the entire Thunderchild-class was a throwback to ram-armed ships of the galleys of Imperial Rome. The entire construction of the keel and ribbing was to brace the thickest, most heavily armor section of the ship, the ram prow or “beak,” which was shaped to carry the ship’s massive tonnage into and throw any other vehicle it struck, be that naval vessel or walker. Secondly, it carried five 18 in torpedo tubes, designed to fire the Mark VII torpedo, each carrying 320 lbs of TNT. The torpedo tubes were mounted forward, centered behind and under the Ram Beak, well below the waterline and presumed safe from both heat rays and black gas.

“The Thunderchild-class were also called Peaceships (as opposed to Warships), because they were designed exclusively to deal with Martian war machines. Though a Thunderchild could theoretically ram an Earthly battleship, their total lack of heavy guns made them no match for modern naval vessels such as the American Virginia class, English King Edward VII class, or Italian Regina Margherita class battleships. As Martian war machines had never used heavy projectile weaponry, it was believed there was no need to develop tactics for anything other than heat rays and black gas, and while the heavy layer armor of a Thunderchild-class vessel could survive glancing blows from 9-inch guns and ignore smaller caliber weapons, the bigger 12-inch naval guns were able to sink an Armored Ram at ranges in the thousands of yards — well before torpedoes or a ramming run were a threat.

“Thus, when the Martians returned in 1909, it was expected the Thunderchild-class and similar ram ship designs worldwide would be crucial to keeping coasts and waterways clear of 100-120 ft. tall tripods. England invested more heavily in such ships because of the heavy fighting in and around harbors in 1896, and the belief that Martians would focus on disabling the English naval fleet. What no one expected was 250- to 300-foot tall tripods splashing down directly in waters all around England, as well as in its interior, and the English mainland falling to Martian forces within days. And, as Europe watched in horror, massive legions of the much-taller tripods marched towards the Straight of Dover, a narrow barrier between England and France no more than 180 feet deep.

“The Martians would not, it was realized, be limited to walking in rivers, coastlines, and harbors. The new War Machines were taller than the Straight was deep, and could simply walk the 20 or so miles to Europe. Fleets were rushed to the waters, but the taller tripods also had greatly increased range of their black gas canisters and could blanket the waves up to 10 miles away. Traditional warships could not get within gunnery ranges without being choked by the gas, their crews choked by the necrotic substance before a single shot could be fired.

“It would be up to the four Thunderchild-class ships.

“Volumes have been written on the command failures of the captains of the Ligetung, Stormspite, and Taranis, which lead to their destruction. Most of these analyses are unforgiving, placing it as purely tactical error for those ships to have stayed at their extreme torpedo ranges, rather than rushing in to ram foes as the Thunderchild did. However, it must be remembered that Martians had not revealed the existence of either their Kraken tendril-canisters or Scylla tendril-augmented black gas canisters. Had the captains of any of the three ships been alerted to the Martian equivalent of kinetic guns, able to fire whirling masses of sliding plate tendrils that could rips targets apart (and, in the case of Scylla canisters, flood an area with black gas while doing so), they no doubt would have closed range as quickly as possible.

“The more interesting question is why the crew of the Thunderchild bore toward the massed tripods walking across the Straight in the first moments of siting the enemy. True, the Armored Ram ships were conceived as close-combatants, but naval doctrine at the time leaned heavily toward soften up any enemy formation at range if possible. Arguably, it was the captain of the Thunderchild who acted in error despite being the only ship to survive the opening minutes of the battle as a result. Tragically, as there were no survivors, the question of whether the officers aboard were driven by tactical brilliance, reckless battle-lust, or a desire to match the boldness of their namesake from the first War of the Worlds will never be answered.

“Moving at its full 22 knots, the Thunderchild proved a difficult target for Martian canister launchers. Even tendril-enabled canisters bounced off its hull too quickly to gain purchase, and the massive spray created by its Ram Beak-enabled prow may have confused Martian gunners. In its first pass, the Thunderchild sank 4 Tripods with ram hits, and one with a lucky torpedo salvo, and disabled the legs of 3 more, leaving them unable to continue across the Straight.

“But this success was not without cost. The expected heat rays did splay across Thunderchild‘s hull to horrifying effect, literally melting and warping sections of its outer armor and largely destroying its port prow cooling pumps. Worse, each time the Thunderchild rammed a Tripod, the naval ship slowed enough for the walker’s tendrils to grasp and scrabble at its upper hull. Numerous plates were wrenched from true, leaving gaps and weak points in the ship’s defenses, and a few were torn free entirely. Reports of the day claim the Thunderchild remained at full fighting capacity after its initial charge, but careful analysis of photos f the conflict put lie to this claim, which was likely more propaganda than bad intelligence even at the time.

“Even so, the ship barely slowed as it arced around for a second pass, which if not as effective as the first still sunk three Tripods and badly injured two more. Though more than two dozen walkers were involved in the Martian advance against the straight, the legend of the Thunderchild and the tripod’s clear focus on the Armored Ram spurred every British vessel able to float to pick that time to flee across the Channel. For dozens of miles up and down the coast, the few remaining naval ships made dashes for France, along with private craft, river ferries, and even makeshift barges. The exodus continued as long as the Thunderchild could float and fight, and is credited with evacuating more than 300,000 civilians and fighting forces. At the time, this was hailed as a great humanitarian victory, and in the years since we have come to understand just how great the impact to the Martian war effort was to remove the people it would otherwise have literally fed into its War Machines.

“By the end of its second pass, the Thunderchild was clearly in distress. It was visible on fire, and had slowed to less than half its maximum speed–a deadly limit for a ship dependent on kinetic impact to do damage. Pictures prove that at least one Kraken and one Scylla canister had found purchase on its outer hull at last, and numerous eyewitness accounts claim a Kraken tendril mass actually climbed into the Thunderchild midships, where only the crew’s small arms fire could possibly slow it. Wounded, boarded, and burning, no one could have faulted the Thunderchild if it had given quit to the battle, and turned toward France.

“But it did not.

“Whereas its previous attack runs had been the swift jabs of trained pugilists, its course plotted to ensure it deflected from each impact on a vector to bring it ramming into another tripod, the third pass of the Thunderchild was the ponderous swing of a drunken barroom brawl. Its only kill was from a final torpedo salvo that took advantage of a tripod attempting to directly block its path, and the two other walkers it damaged simply had their legs bent from glancing blows from the ram’s flanks.

“Though it managed to steam free of the remaining tripods massing to bring it down through sheer weight of tendril attacks, the Thunderchild was clearly in no condition for another attack run. Nearly half its exterior armor was gone, and in a few places its interior hull was also breached. Two explosions had rocked its starboard side below the waterline, and it listed toward that side as it came around. It moved sluggishly at best, and if any of the remaining tripods had tendril-canisters to spare, they could surely have dropped the deadly writhing weapons on Thunderchild‘s near-wreck, and torn it apart at a distance.

“But in a victory as great as the war machines it sank, the Thunderchild had shown the limit of the new Martian weapons. As horrifying as the Kraken and Scylla cannister-launchers were, their reload numbers within each tripod were limited. Most tripods carried only six canisters of this type, and those with prisoner cages carried only four. The slightly larger walkers later identified as command units could carry eight, but at the cost of not having any of the standard black gas dispensers. After the destruction of its sisterships at distance, and three full circuits of its own through the Tripod formation, the Thunderchild had taken the measure of the Martian’s new armament. If heat rays couldn’t sink it, and the ship showed no sign of going down despite belching steam and black smoke into the air, the Martians would have to tear the Armored Ram apart with their Tripod’s own tendrils, in close combat.

“Legend says the navigator for the Thunderchild was the sole survivor on its bridge by this point in the battle, and he lashed himself to the helm to make a final run into the Martian formation. It’s a heroic tale, and one popularized when the navigator’s wife became one of the most famous naval commanders later in the war. But there’s no way to confirm the story and, indeed, no way anyone could have known what happened on the bridge to begin with. But it takes no legends to acknowledge the bravery of the crew of the Thunderchild because, whether helmed by a lone hero lashed to the controls or a few brave men facing what they knew had to be their end, the Armored Ram turned toward the Tripod formation a fourth time.

“There would be no passing through the Martian forces this time. At no more than 10 knots, the Thunderchild made straight for the tallest of the walkers, and the Martian forces swarmed the point to ensure the ship could not escape again. The Armored Ram can be said to have drifted as much as steamed to the engagement, and was riding quite low in the water. As for what happened once it was surrounded, inhuman tripods using long tendrils to tear it apart and pluck bodies (though living or dead it is impossible to say) from its bulk, perhaps it was an inevitable coincidence given the ship’s damage.

“But a case can be made the timing was too perfect. The moment came just as the last War Machines surrounded the Thunderchild, and applied such pressure to its hull that the keel was heard to crack. It might have been coincidence, but if so the coincidence had timing as good as any lone engineer shut into the ship’s bowels could have hoped for.

“For it was only then the Thunderchild heaved in the water and, with a roar heard on the French mainland, exploded.

“No Martian force attempted to cross the Channel for a full2 days following that detonation. Was it fear that held them at the moment no effective defender remained to stop them? Loss of a commander sewing confusion through their ranks? A need to analyze how a lone ship named Thunderchild had, as a generation before, held them at bay?

“The thousands who escaped to France during those two days did not then, and do not today, have that answer.”

Methods of Support
So, a lot of people have offered a lot of support, and I deeply, deeply appreciate it. There are plans moving forward to try to help cover medical bills and loss of income, and when they’re ready, I’ll announce them here. I may end up needing to turn to extraordinary measures, such as a GoFundMe, but I won’t be doing that until I know for certain I have to.

However, if you DO want to offer immediate support, I won’t refuse it. You can join or increase your membership tier at my Patreon, or if you prefer do one-time support through my Ko-Fi.

Thanks, folks.

Now On Patreon: Wyverns & Warrens Preview — Heroic Moments

Wyverns & Warrens (or “WyvWar”) is my current ongoing attempt to design a short, easy, fantasy ttRPG that still had a depth of options. I’m doing previews of concepts for my Patrons, and open to your feedback.

In today’s Patreon-exclusive WyvWar preview, I discuss Heroic Moments — a gamified version of the adventure fiction trope when someone does something amazing and awesome. The priest calls upon her goddess to unleash the sea itself. The berserker grabs the titan’s greave and begins climbing the towering foe, refusing to be shaken free while slashing at any exposed joint.

Done right, they’re awesome. Done wrong, they’re cringe. Done in a ttRPG, they’re tricky. And today, my Patrons get a peak of how I’ll try to do them in WyvWar.

(“I summon the Strength of the Tides,” Art by иколай Акатов)

Right now that rules preview (and all Thursday blog posts) are Patreon-exclusive, because I need to grow my Patreon to keep spending time writing blog posts and other public content. However, once my Patreon funding level hits $1,000/month, I’ll go back to posting my Thursday posts free for all to see here, AND I’ll create and maintain an index page of all my PF2 articles for Patrons, so they can easily access all my online PF2 content!

Now On Patreon: Wyverns & Warrens Preview — Paths & Edges

Wyverns & Warrens (or “WyvWar”) is my current ongoing attempt to design a short, easy, fantasy ttRPG that still had a depth of options. I’m doing previews of concepts for my Patrons, and open to your feedback.

On today’s Patreon-exclusive WyvWar preview, I discuss Paths and Edges, the primary customization/role definition tools for characters in the game. I’ve mentioned the concepts of Paths & Edges in WyvWar articles before, and people who follow some of my previous projects (such as the “Talented” line of Genius Guides) are going to have some inkling on how these things work, but I want to go into specifics on how I see these things working, and how the game distinguishes between (for example) a Dwarf Stone-Touched Summoner and a Noble Summoner Envoy

(Art © Brett Neufeld)

Right now that rules preview (and all Thursday blog posts) are Patreon-exclusive, because I need to grow my Patreon to keep spending time writing blog posts and other public content. However, once my Patreon funding level hits $1,000/month, I’ll go back to posting my Thursday posts free for all to see here, AND I’ll create and maintain an index page of all my PF2 articles for Patrons, so they can easily access all my online PF2 content!