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Showing posts with the label science fantasy

The Lich Principalities of the Austral Pole

  "The Dead care not for Sorq! Not for its cities or seas or peoples. Sorq is a stain of squalor on an engine of unspeakable power. The Dead will take Sorq and possess it for eternity. We alone understand this instrument, we alone possess the whip to drive Sorq to the ends of this cosmos. We shall harry the foolish stars and cast them down into the Abyss! We shall feast on the murdered flesh of stars and defecate upon the restless churn of matter! The Dead will not rule this universe: this universe is beneath us, we will defile it and make of it what we will — and it is this orb presently smeared with living filth, that will doom any that oppose the Dead!!" —Propaganda message from the Lich Principalities, delivered by resistless dream-sending to thirty-five of the 156 Vicegerents; twenty-four of whom have retired from public appearances, four slew one another in a melee, and three more Vicegerents have declared for traitorous parties and rebels. Sorq is a planetary society...

Design Goals for Rolling Up a Sorq of Your Very Own

  SORQ anti-canon Oops all tables all the time idea All of SORQ can be generated procedurally at table or in mini-games. Encourage sharing DM duties, rolling up new regions and springing them fully stocked and brimming with science-fantasy early-modern bureaucratic adventure. Generate world: session 0 with full table, all players and DMs Detail regions: each tableer takes homework, responsibility for rolling up one region; or table picks one region of interest to start with, and the Lifetime DM will begin to stock this home region.  Planetary regions come in bands around the globe. Equatorial sea, islands  Weather, ships, sea monsters, shipping lanes Shore lands — civilized in seven conventional regions (tables of names). City-states of note: metropole, large, ordinary poleis (tables of population and notables) [the poleis will receive substantial detail] Hinterlands inland from coastal poleis: , estates, reserves, parks, underworld access lands Scattered arc...

Orbiting an Orange Giant, Nexus of Interpenetrating Cosmoi

Sorq has a wide, wide orbit around its primary, Bale, the Usurper, a sullen and inconstant orange giant, but a refuge from the transformations of other local stars into compact objects. Bale was once of a pair with a blazing minor giant, the Old King, that Old One the Child. The Old King's transformation into a true giant was observed by the dominant sophonts of the system, and they shaped a moon of modest size but extraordinary mass of minerals, metals, fissionables into an orb that could bear their civilization and species well away from Old King's terrible light, changing its orbit in mere decades with no damage to structure, able to deflect and manipulate objects within several planetary radii, spread wings and stretch forth its grasp. That move accomplished, the originating civilization, the Children of the Old King, discovered talent for ontological translation, and quite soon ablated to minimal occupation and corporeal involvement with this cosmos . 1.5 billion years ...

worlds of SORQ's nexus

Worlds of Sorq's nexus TAMBRAX : metals, metallurgy, arms and armor — red zone, travel proscribed. The culture is chivalrous, with a universal kingship and a cosmic war on evil ideology [shiftingly defined]. Orrhinoechich : clockworks, recording and playback crystals Poasüu : Hyperborea, Atlantis, Mu, but with vast huge monsters. Rhiidusc : sorcerer-kings who would looove to rule the nexus, and have agents and conspiracies throughout; they are much hampered by one another, and rivals from Miidax Tam and Miibrax Cuu. Miidax Tam : mystics, ancient Tambrax colony moons of Miibrax Cuu. Miibrax Cuu : enormous shell world around a singularity. Home to the giants of Brax and Cuuax, long-lived and shrewd; mystics of a multiplanar, gnostic, levels-of-clearance, possibly shell-game nature — they interface benevolently in one instance, remain neutral or aloof in most, put vast energies into a few seemingly amoral events or apparent atrocities.      Whereas the Watchers of Tam are se...

Sorq review: what i need to track down to fulfill my promise!

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I promised a certain Trilobite i'd get up to date on my Sorq notes; that was before i slammed down like ten new pages last night. SOME of these have already been transcribed, but where...? Notes to collect from numbered notebooks [in index i made in N.22] N.22 ...  N.16 cross-section of underworld Plutotects of Abadanih, great engineers and planet-crafters of antiquity Worlds of Sorq's nexus Underworld barbizans, access to deep places Regions, civilization, magics Great walls, wild areas planetology, ancient engines in planet core sketch from orbit; moons N.13 lots of 13th stuff that can be enSorqed, later: mummy cultists, Dream demiurge Šén reptiloids I have stolen from Tékumel; lots of material for a particular dungeon [Tetrarchs' Folly]; all Tetrarchy material should be imported, later. that amounts to...lots of information on this reptiloid species inhabiting Sorq. Šén icons. Bonecraft armor: so strong! so flexible! so necromantically attunable! Temple of Starless Night...