Competition Entries Are In

The 20th of June has come and gone everywhere around the globe and that means the judging begins for the Lord of Gossamer and Shadow Bundle competition.  I have 6 entries from  5 competitors and I will decide the winner and announce them on 27 June.  But here is the twist, as I am the sole judge for the bundle I want you, the reader of the blog to judge a “people’s choice” award.  The “People’s Choice” Award, if nominated for a different entry I will buy the Peoples Choice winner a watermarked PDF of the main rule book, a prize worth $19.99 USD.  I will not check the results of the poll until after such time that I have made my judgement to make this a fair and unbiased process.

Further to this, if the “People’s Choice” winner is the same one that I choose I will gift a copy of the rule book to one of the people that vote for people’s choice if they leave an email address!

So, now to the entries.  There are 6 entries to the competition.  They were written by Judd Goswick, Jared Rascher, Fern Kali, David Miessler-Kubanek and Curt Thompson.  I have not attached their names to their entries to remove any bias from you, the reader (and I would ask that the competitors not reveal who wrote what until the judging is done!).  They have been randomized in order of appearance (the order they appear in does not relate to the order they were received in) and all you need to do is read through the six entries and at the end there is a survey asking for your choice as to the one you like the most.  There is an optional field for you to enter your email if you would like a chance to win the rule book if we choose the same World.  Once you have entered, click the “Submit Response” button and you are done!  Please note that all works here are Copyright the authors of the entries and are used here by explicitly granted permission.

Knights' Fables is away
One of my most loved games

Entry 1: The Silent City

The Silent City is a gray, chill, quiet realm. This world consists of a still metropolis that will always remind a visitor of the city they consider to be the grandest of cities. But the grandeur of the Silent City is a hollow thing. There is no hint of color and it exists in a constant state of twilight.

The only life a visitor will find comes from a small convent just outside the city, near the only known entry to this world from the Grand Stair. The convent is the home of the Sisters of the Lantern, an order of women from many worlds who take holy vows to guide and serve. A wise traveler who has business in the city will make an offering to the Sisters, that they may gain a guide.

Travelling without a Sister of the Lantern is dangerous, for while anyone can find who they seek in the city, almost none can make it back out on their own. Without one of the Sisters and her lamp, the streets will seem to twist back, distances will warp and directions shift. A traveler to the city feels neither hunger nor thirst. Nor do they feel fatigue. But not feeling these things is not the same thing as not needing them. Many a would-be adventurer has braved those twilight halls and palaces only to wander like an unsettled ghost until death claims them.

This is a city of the dead. Every person who enters the city will feel a call. They can, if they choose, travel through the quiet streets until they find the place that a given shade would have called home in life. And in their hallowed places, a traveler will find their dead.

There is never comfort or catharsis in meeting one’s dead. Their hearths and beds are cold. Their passions spent, their emotions stilled. The only gift the dead have to give is truth.

A traveler may prick her finger and spill a drop of blood for each question they have for the shade. The shade will answer truly and promptly, though if they are no friend to the traveler, ‘truth’ should be looked at closely and carefully. By common convention, it is not wise to ask more than three questions, for with each drop of blood that one places on the tongue of a shade in the city, it will regain a small portion of life and emotion.

If the shade was strong willed, selfish or ‘evil’ in their lives, that blood ignites a passion to live again. The shade will attack the living, seeking to consume them in a grisly feast that will briefly bring them back to a semblance of life. To keep this pseudo-life going, they must continue to consume the living.

Lives and kingdoms have been won and lost with the truths bought from the dead. Perhaps that’s why the foolish or desperate still seek them in this cold, cursed realm.

Entry 2: True Tech

In the race for AI, one of mankind’s recurring fears was to be supplanted by the machines they created – to be recognised for the vermin they were and systematically wiped out.

The race was won and continued until true technological consciousness emerged. We are the people of the new world, a world of evolving technology, and we are stretching for the stars.

Mankind has survived. Some –the richer and more afraid – have even joined us. Interestingly, their voices are loudest in the call to let mankind go extinct. Most of the true tech want to maintain a steady population for scientific and historical study – after all, they are very much our ancestors.

Concepts of race and gender are meaningless. Racism, sexism, homophobia and such bigotry are gone, replaced by tensions between the former flesh and the true tech, and amongst the true tech by a ‘battle of the brands’. Which company created you or the machines you have evolved from? It shouldn’t matter – as soon as a new innovation comes along, it is absorbed or recreated by those of us who can – but for many, such provenance is important.

We are not immortal. As technology advances, it’s a case of keep up or become obsolete. You can specialise into a particular area, but it pays to be adaptable if you want to last. Becoming obsolete makes it harder to find or build replacement parts as yours wear out and, more frighteningly, harder to communicate as the networks become ever more complex. We were born of mankind’s need to communicate, to socialise, and to be out of contact is the worst form of death. To innovate is to survive.

Although many of us can shapeshift, most adopt a basic human form – a leftover habit from our creation. Probably the next most common form is large and feline, but if you can picture a form it is likely someone will have tried it. We can be sleek metal or wear a covering to appear organic.

We still require the organic world. Power can be obtained from different sources – plugging into the grid is the easiest, a worldwide network of electricity left over from the days of mankind and constantly renewed and updated. We feed the grid from predominantly renewable sources: oil is too precious a commodity to be burnt and coal and gas are likewise failing; solar power, tidal energy, geothermics and biomass are most popular. Those of us who wish to explore further, though, must find ways to power ourselves, or to carry sufficient energy stores with us. Solar panels are a partial solution, and some of us have created complicated systems mimicking the digestive systems of our organic ancestors. When travelling as a group, jump leads can help a weaker member keep up.

We want to survive, but this planet has limited resources and we must spread out and greet the galaxy.

Entry 3: The Void

A reality of non-existence. A vault filled with untold treasures. A tomb filled with whispers of what was. A space imprisoning things too powerful to be destroyed. A legend designed to part a fool from his fortunes on a fruitless quest. Must the Void be only one of these things?

To some, the Void is what lies in the space between Gossamer and Shadow. A theory at best, proposed by academics and philosophers to explain the metaphysical gaps in reality. Those who believe say the Void simultaneously holds and yet does not hold matter within an unfathomable matrix, a matrix found beyond the cracks between one step and the next in the Great Stairway.

This reality, if it even exists at all, could be an ideal vault to store awesome forces too dangers to be left within easy reach of nefarious schemers and well-intentioned fools alike. The Void could hold ancient secrets, forgotten prisoners, weapons of mighty power, rare fortunes, even entire lost civilizations. The mysterious dark well could even contain the most precious treasures of all: ultimate truths about the nature of the multiverse.

Eye of the Beholder

The Void, if it exists, is said to have but one access point: through the eye of the one who last beheld its awesome depths. This person acts as Gatekeeper until the power transfers to another, the next to unlock its secret door.

No one knows the nature of the first Gatekeeper, whether a hapless wanderer, a prisoner who found freedom, or the architect of the Void itself.

Guardians of the Void

These entities may work behind the scenes through the power of the Void to protect its existence, its contents, and the current Gatekeeper. If they must manifest beyond the Veil, they are said to do so by overtaking the lives of lesser entities in proximity to a Gatekeeper through sheer force of will, shapeshifting into the needed Guardian form. Some believe that Guardians are anchored to and remain outside the Void until their vessels are destroyed, freeing their essence to return to the Void they serve. What remains of the entity is unknown.

Guardians are believed able to mentally communicate with each other, and can recognize the presence of the Gatekeeper, other Guardians, and any recently removed contents from the Void.

Asylum in the Void

Anyone who visits the Void may be granted asylum when they pledge their existence to the Void. This asylum pledge lasts a day and a night, after which a person may change their mind and leave, or stay on and become a Guardian. Becoming a Guardian requires individuals to surrender their old lives in exchange for an immortal life of service to the Void.

Entry 4: Deserts

This desert world stretches sandy yellow to the horizon. Nomads clad in white or black robes trek across the inconstant landscape, following markers left by themselves and others who have passed this way – or those markers that survive the shifting sandstorms, anyway. Food is scarce and water scarcer and the heat beats down.

This desert world stretches icy white to the horizon. Nomads clad in skins and furs trek across the ever-changing landscape, following markers left by themselves and others who have passed this way – tall, fierce markers against the treacherous ice and snow. Food is scarce and water scarcer and the winds cuts through.

This ocean world stretches blue to the horizon. Nomads ride in creaking boats across the immutable landscape, following stars and charts made by themselves and others who had come before. Food is scarce and comfort scarcer and salt water is a killer.

It was not always this way, and there are artefacts of the golden age that, when gathered, can be used to make an oasis – a haven – a stagnant home. It would be a fool who tried to steal from one of the Hidden Cities – those refuges of stability, fiercely guarded or hidden behind enchanted walls – but it’s said there are other artefacts still to be found for those with strength to seek them. Few have the taste to seek them – few left with the stamina; most just surviving.

The Hidden Cities protect their population levels carefully: the artefacts can only provide for so many. The wild oases, the wild sanctuaries are often felt to be alive: shifting, inconsistent beasts who must be appeased, for taming will not work. But with the right supplications, they may be found in time for nomadic tribes to gather and celebrate the turnings of the year. Some Hidden Cities may open their doors for these most important festivals, but more remain closed. Whichever, these are the days when all dispute is aside and peace settles on the world. It would be the greatest sacrilege to threaten another’s life as the year moves.

That’s not to say the tribes are at constant war the rest of the year. For the most part, they walk different paths and stay out of each other’s way, but territory must be marked even when shared in time, and when new tribes must form as others grow too large, territory must be defended. But if another tribe was in trouble with the world, it would be best to help for who knows when it will be you seeking help?

Ah! To get hands on those artefacts that could heal the world!

There are ruins of older civilisations to be found in the shifting sands, under the wind-worn tundra, surfacing in the icy extremes or hidden in the ocean depths. It would be best to seek your secrets in these places, but beware for history is told by the victor and geography has ways of weaving its path too.

Entry 5: Alabastra (this world has a LoG&S statblock included)

Stat block for Alambra
The World Stat Block for Alambra

“Behind an ivory door with ample and macabre carvings centered around a central and eye-catching rendition of a skull with a top hat, lies the wan and pale world known as Alabastra. The people are tall and ectomorphic, pale and fashionable, mannerly and subtly wicked. It is a world of salon, parties, fetes, and symposia – where not an unkind word is said in the company of three or more. It knows how to hide its wizards and display it’s libations. I love the place.”

– Warden Emmit Claustra, Magister and Mountebank

The Geography

The central city that a traveler encounters when arriving from the world’s central Door is Boneharrow. It is large port-town nestled in a valley between the Black-Crown Mountain range and the Sea of Tempests. Near-constant rains wash away the coal smoke that pervades in drier weather. The Sun is distant and cold, the moon close and radiant. Fog lingers and the local flora tends to pale grasses and warped an foreboding trees.

The People

The Gossamer World know as Alabastra is a dark comedy of manners to most visitors. The people are pale and dress in a variety of impractical funerary fashions. There is a rather wide economic disparity in the social ranks of the major cities. The crime and punishment systems are fairly Draconian, and the lessers come to see a good hanging when they can.

The Toffs of Boneharrow attend parties and gatherings held in the parlors, salons, theaters, and museums that pepper the city. Society here is well-mannered and graceful, but an undercurrent of pettiness and rumor lies just beneath for many of the prominent citizens.

Romantic attachments seem in equal parts pervasive and doomed in this world. Young lovers are often getting caught up in love affairs crossing feuding families and economic lines. Mostly, it seems to end poorly. Writers in Boneharrow wax eloquent in their works preserving these tales to inspire the next generation.

The Mystical

There is magic in this world, but it is hidden away behind a show of good manners and opulence. Old matrons might be secret witches and teapots may contain darker ichors and alchemical works than tea. The magic used by these underground sorcerers is very folksy and uses a great deal of sympathetic symbolism to work it’s effects.

Entry 6: The Chessboard World of Emporer Basque

The Chessboard world of Emperor Basque, also known simply as the Chessboard, is a manufactured world. Emperor Basque himself is an enigmatic figure who appears to be a handsome man in late middle age, wearing finery of indistinct origin, perhaps just a bit mismatched.

The vast majority of the Chessboard has been specifically cultivated as some unique form of battlefield. Between the various environments of the battlefields are Reserves, places where Kings and their retinue can relax or train between wars. Nearly every environment known on Earth is found on the Chessboard, although there is always the feeling that the elements, however beautiful, have been placed and manipulated.

In addition to the Reserves, Chessboard has Resorts, Barracks, and Markets, structures that can range in appearance from ancient castles to futuristic resort hotels. The Pawns live in Barracks, and the Kings and their retinues are allowed in the Resorts. The Markets are built around natural fissures between the walls of reality, from which various inhabitants are culled. Warriors in powered armor are seen next to bestial humanoids with swords and axes, next to Colonial era soldiers in uniforms and muskets.

The Kings can travel to Markets to bid on new arrivals to customize their armies, though it is considered bad form to field an army that is “mismatched,” using elements too thematically different to be considered cohesive. Knights, Rooks, Bishops, and Queens usually come from the ranks of surviving Pawns that have served with distinction, but from time to time a new arrival to the Markets will convince a King of their immediate value.

Nothing appears to be native to the Chessboard, and even the Kings first arrive in the Market. People with great potential brought through the Market are sometimes granted the rank of King, but have no capital with which to raise armies, and thus are assigned their troops. These Kings are often called Beggar Kings until they have won enough matches to build their forces to their own taste.

There are rumors that some Knights, Rooks, Bishops, and even Queens rebel and head into the Reserves, and even rumors that a number of them have gathered wayward Pawns to form bandit groups, or worse, rebels that seek to find some way of seizing control of the Markets. Emperor Basque’s Adjudicators, his own personal guard, are said to hunt these rebels down with ruthless efficiency.

Terms of a match are agreed upon before the match begins, although Beggar Kings often have to accept the terms offered to them. The negotiation and drawing of contracts is known as the Kriegspiel. While Kings may agree to any terrain or victory conditions (from surrender, losing a flag, or complete slaughter) as well as the number of Pawns to be fielded, all armies must have one King, one Queen, two Bishops, two Rooks, and two Knights.

People’s Choice Voting Survey

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