Good crew. I address you all because we are about to embark on a journey that is likely to rend your minds and tear at your souls, should you stop being pure of heart and sound of mind. Stay close and my allies will protect you. Tonight, we discover the source of the soul-draining plague! We descend into the land of fire and fell sorcery, Gehenna! – Lucien, an angel-blooded aasimar paladin, captain of The Indefatigable.
The planes are ever rife with mystery and wonder, just as they are with conspiracy and horror. And its inhabitants are equally curious beings, incarnate representations of the very domains, dimensions and demiplanes whence they came. Many creatures are born with a purpose, while others came into being from circumstance. A mixture of creatures of destiny and lost souls of chance.
Author’s Note: Plane-Jammer stuff is back! This time, more monsters. As always, I love coming up with all sorts of downright bizarre creatures to help and hinder your heroes. This time, it’s one half trip to Wildspace, one half trip to The Bleak Eternity of Gehenna.
The Rock of Bral. Within the endless void of Wildspace, lies a cosmopolitan hub upon a still massive rock. This sprawling city within allows for almost any form of trade and meeting, as long as you stay low. Imports from through fantastic space have their way of ending up here, goods from all sorts of Crystal Spheres and demiplanes alike! Within the many markets, there are many strange and wonderful faces. One such is one you have met before!
“Ah, old friends of Zam’dul!” exclaims a helmet wearing man in monk’s robes. The stringy being gleefully approaches the team. “I assure you, these new wares will be of utmost interest. Recurring guests always get exclusive first looks at new goods. Please, come over. Please, look!”
Author’s Note: I’m back! Things have kind of sucked. None the less, I’m eager to return to things. However, Planescape and Spelljammer make me happy. So, time to return to what I love! Also, I’m returning to magitech as well as drugs! … Making stats for fiction drugs, that is.
Typical Mayhem in the Streets…
The smoke bomb, particularly the toxic vapor. Only one group could produce something like that in such short notice, the Chymists! How desperate someone must be to turn to terror, such inadequate rubble will be eliminated from the city in due time. Mark my words, the Consortium shall rightfully reign over the future. – Gelzeer, Assistant Lead Mechanic for the Consortium of Machine, at Primus Security Foundation HQ
Despite splitting off from the world above, internal politics breeds their own issues; whether in the splendorous city proper or its bayside proxy. Various guilds vie for dominance, whether through honest or underhanded means. That’s not to safe that attempts at sales within the market can’t be a front for devious sabotage and spying… if not acts far worse. Some could argue that those who protect the city from these biased extremists are biased and extreme in their own right, favoring a repressive status quo and neutrality that inhibits both progress and tradition alike.
Even before these new issues had arisen, turmoil stewed within the city since early days. Wicked cults that twist the worst of ancient tradition, cruel slavers and exploiters masquerading as market movers and shakers and general violent madmen. None the less, the city boasts quite the strange history for one that is otherwise pretty young.
Author’s Note: I’ve been wanting to do this for a while, create a timeline as well as faction related stuff for my mini-setting. Plus, maybe an extra monster or two in an update. Also, the factions, alongside the monsters, can easily be repurposed for a more steampunk-oriented setting. Though, there’s no need to have the setting a dark and gritty urban setting deep within the ground.
Ever eager to innovate and create, the artifice city marches onward with all sorts of strange ideas. However, many prove to be quite practical. Whether to ensure the city runs like clockwork or to keep the peace in some regard, Alza’um provides in many strange ways. Even in Bashar, there are many marvelous sights to see… and some significantly less so.
Author’s Note: Pardon the extreme lateness. Job hunting and other things have held me up. Simply put, I can’t afford to dedicate too much free time to what I love until I find some kind of job in the meantime. That said, I’ll try to keep some stuff moving along. Plus, I have a project that I want to start up soon, inspired by one of my patrons on Patreon! Stay tuned for all sorts of magic and mayhem. In the meantime, hopefully some steampunk-y goodness will suffice.
While Alza’um secludes itself in secrecy, the land is still quite populous. While the population is predominantly made of humans, gnomes, dwarves and even ratfolk; it’s still bristling with its own unique vibrancy and charm. Much like the machines that operate on clockwork, so do the denizens. Life is a chaotic schedule balanced under the facade of order. This insular technical revolution is made under the assumption that the outside world isn’t ready, but they’re more than enlightened. Whether this is truth or unaware foolishness hasn’t been determined yet. Either way, strange adventures and even stranger locals await those granted the proper access.
Author’s Note: It’s a pun! But seriously, I felt like I was leaving out a lot of goodies. At some point, I’ll want to flesh this out for say an OGL product or something, once I can get help with maps, layout and artists eventually. In the meantime, here are some underground dwellers of this outlandish city of high magical technologies. Of course, many can be repurposed for more steampunk oriented games.
Welcome. Please, step into the elevator chamber at the end of the hallway.
Alza’um, the true city beneath the smoke and mirrors. Life is far more controlled than in the port city of mysteries and merchants. However, that doesn’t make life any easier. Only the lucky and the blessed get their way in, without tricky maneuvering. Stowaways and thieves don’t make out too well. For those who make it? It’s a long way down the ladder and back up. Life in the city is a climb towards excellence. Of course, too many refuse to let others into their station.
In the beginning, a large caravan of outcasts, tinkerers, mages and artificers came together with a common goal. They wished to craft and hone their abilities in peace, trading and sharing knowledge within their enclave. For a while, it was a place of common ground and unity. Racial differences of these sages and inventors mattered little, but rather their devotion to their creations and the quality of their work. An ideal lead to a city, which fled underground after conflict with the outside world. This racial harmony ideal lasted… until the denizens of the darkness below found themselves in inevitable conflict with the city dwellers.
Author’s Note: Part 2 continues with the namesake city! In addition, I might make some extra crunch bits soon too. Needless to say, I’m having tons of fun with this.
Return to the dark mirror that is Returned Blackmoor! While issues remain in more populated lands, an ancient conspiracy has been unearthed in a zone far detached from prying eyes. The Cootsbane Dam, a derelict turned military grounds, has had rumors of weird activity and stranger trespassers. Investigate into the dark secrets and keep them from being unleashed upon the world at large!
Check out the current issue and “The Egg Be Dammed” Here!
Author’s Note: I wrote an edition neutral adventure for Threshold Mystara. Admittedly, this was because I didn’t know what version of the game to tackle and Threshold tends to focus more so on BECMI, which I don’t have too much exposure to (outside of reading setting information of The Known World and beyond.) I might update things for 5E or AD&D, maybe ask for a hand with BECMI for the next issue.