Tuesday, August 27, 2019

Goblin Brain: Free Range, Dorito-Fed, Organic Gaming Experiences

As some of you may know from my Crypt Cities posts, I am a mild fan of Dark Souls.

I wasn't always one, though. I used to dislike the concept of them quite a bit.

I still might, actually.

Years ago when it was first released, Demons' Souls sailed right past me without my having a clue. A few years later, I heard or saw the name Dark Souls pop up here and there, mostly in relation to this fanboy flame war that I still can't wrap my head around, eight years later.

(Seriously, the Elder Scrolls: Skyrim and Dark Souls are such fundamentally different beasts that it seems like the only common ground on which to pit them against one another was that they were both some form of RPG and they both happened to come out in the year 2011. What was the beef?)

Anyway, I grew dimly aware that Dark Souls was some sort of brutally punishing game with a form of progress loss that was by no means as bad as roguelike permadeath, but still unforgiving. It seemed like the antithesis of fun to me at the time, and I gently avoided it.

A couple of conversations with a peer in community college on the eve of Dark Souls II's release in 2014 got my mildly curious as to what the big deal was since the game had done well enough to earn a sequel. I think I also saw a Game Grumps Steam Train series on DS2 at some point that involved a bunch of commenters getting angry at some ironic "MLG Pro" video thumbnails with swag-hats and Mountain Dew...

But again, it didn't go anywhere.

It wasn't until late in 2015 that I took a more active interest in figuring out what this series was, because the YouTube channel Extra Credits had just started up its new LP project called Side Quest, partly to look at animation and game design, and partly to die a whole bunch. I was familiar with and fond of at least one of the Dans of Extra Credits, and that was my means of bridging the gap now, even if it sounded weird not to hear him pitch-shifted- I thought we just had similar voices.

So I tagged along and witnessed the ruined land of Lordran for the first time. As I watched I grew more interested and wanted to find out what would happen next. But I grew impatient in waiting for episodes to release according to schedule, so I began to peer beyond that playthrough. I started to browse the game's wikis and click on the other DS-related videos I saw on my front page. I had no means to play the game and experiencing it first-hand, so I did so vicariously through others.

Eventually I found ways around my usual lack of resources and gave the first game a shot, first playing to keep up with the progress of the videos I watched using a similar character, but soon overtaking them and forging on ahead. Except I wasn't really forging anything. I was stuck in my newly formed habits, still consulting the wikis and going into each new zone or encounter with as much knowledge as I could reasonably obtain beforehand.

This trend continued into Dark Souls 2 when I tried out Scholar of the First Sin, and repeated again in Dark Souls 3 some years later. The number of hours that I played while unaided and in the dark could probably be counted on both hands. I was also entirely offline for all three experiences.

And in doing so, I think many fans of Dark Souls might feel that I ruined the essence of the game for myself.

A core part of the game to many fans, at least according to the impression I've gotten, is blundering through those experiences naturally, by yourself. To fall for the ambushes until you learn to anticipate them, and then falling for the second one in a row once you've felt an instant of hubris. To not find every treasure chest or hidden room until your second or third playthrough of the game. To either carefully piece together the lore, ignore it entirely, or give up and go watch a VaatiVidya playlist so that you can act like a know-it-all to your friends. Phantoms are free to come and go, but you need to experience the game without the middleman of guides or LPers.

But if I did that, I would die. And dying is an embarrassment to be avoided, at least according to the myriad of "git gud" memes out there. My logic was--still is--if I won't be able to do it perfectly the first time, mastering every challenge while still learning it, in order to impress or at least not coax boos out of a (completely imaginary) crowd of expert spectators, then there was no point to really trying at all. The games stopped being proper games for me, and became more like interactive checklists that I needed to satisfy in order to feel like I had done not-wrong.

When I encountered NPC quest lines in particular, I was faced with the same shattering feeling that I'd get when was faced with morality choices with consequences or quests with multiple endings in more traditional RPGs like Dragon Age- If I didn't get the 100% golden ending for everyone at once, I as a player, as a person, was failing them. I grew physically sick when I thought I had missed a Lucatiel or Siegward of Catarina encounter. It became a reflection of my real-life fears that by not doing perfectly, I was actively damaging the life experiences of everyone around me.

I couldn't just "hold that L" when I was already over max equip load with a Havel's suit of armor made out of other Ls.

But I still wanted to do the video game thing because the areas, spells, and gear were interesting and there were still some forms of positive feedback that I could enjoy and want to return to. So my every strategy was based around the idea of trivializing the challenge the game was designed for. I was shielded up with an over-leveled health bar whenever I wasn't spamming sorceries or using outright exploits to get past non-mundane enemies. I shot Manus almost to death with a longbow from outside his boss arena, and juked the Dragon Rider into falling off of his platform.

I dreaded ever boss battle, which I thought of as nothing but a roadblock, and a check on my enjoyment of the 'fun' parts of the game, which I can't even define adequately. Ornstein & Smough, the high point of Dark Souls I for countless fans, was an annoying and tedious mess that I quickly forgot all details and emotions of after I got past them on the 11th or 12th try. Meanwhile the almost universally panned Prowling Magus and his Congregation in DS2 was a-okay in my book because of how brief and inoffensive it was.

I never finished a Dark Souls game, not all the way through at least.

My armored lady-knight in DS1 was eventually abandoned after I had burned out on grinding tens of millions of souls from the Phalanx Hollows in the Painted World- I really wanted to have my Elite Knight set on while doing Dark Wood Grain Ring backflips, and that needed a lot of Endurance.

I technically killed the final boss of vanilla DS2 with my greying old lightning cleric, but that was only after I gave up on the DLC zones, so I never saw Aldia and the like. Also I was feeling guilty for enjoying DS2 because at the time the feeling that it was not as good as DS1 was in full swing on the internet.

In DS3 I got to the isolated walkway where I could literally see the room where the Soul of Cinder shows up, and I even circumvented it to enter the arguably harder Dreg Heap and have a shot at getting the fiery scimitar pyromancy catalyst thing that I wanted for my pyromancer. But it just never happened. I never reached any of the endings.

And yet, when I switched to other games in order to get a breather, the feelings carried over with me.

The Banner Saga, one of the first games I ever wanted to back the development of (but lacked the money to), had to be played with a walkthrough handy. I even tried to no avail for hours to get a glitch to work where you could recruit Ekkil while also saving Egil so that no party members had to die in this grim, icy world where people are expected to die.

Multiplayer games of any sort always gave me performance anxiety, but after seeing the way your shame can be immortalized in Dark Souls invasion fail compilations, I just can't. It's impossible to imagine co-op anything, let alone PvP where the options are to lose or ruin another person's fun.

I've been staring at an installed copy of Ashen on my desktop for a few weeks now, after hearing that it was a somewhat less intensive "Dark Souls for people who don't really like Dark Souls".

Maybe I'll get around to it without reading too far ahead? It's hard to say.

Sunday, August 25, 2019

On the Trail of the Blue Wizards: An Amateur Campaign Idea

(By now, my readers will know that I have a faint grasp of tabletop mechanics at best. But I've had this idea knocking around in my head for at least two or three years now, and I figure I can communicate most of it without worrying about the gameplay part- that will be left for the viewer to fill in with what works best for their hypothetical tabletop group that takes long-term campaign advice from itchy goblins living behind a Burger King.

So, let's lay out everything I can think of to help a DM run a Lord of the Rings point-crawl drowned in gritty fanfiction cruft!)

The attention-grabber before the long plod

The world has been bent.

Numenor drowns, and the spirit of the Dark Lord has flown screaming back to the heights of Barad-dûr. A war is coming that will shake the foundations of an already fractured world.

But it is not coming yet. Armies are still building in Mordor and the West. Desperate alliances and clandestine deals are being struck. The world is taking a deep breath before the plunge.

And rumors are coming in on the desert wind that a man in blue has a job for someone like you.

You. A wretch. A scoundrel. Someone who's been all but chewed up and spat out upon the salt-sprayed stones of Umbar. Someone that no one should care about. Yet you've been called upon by name. Whatever the work, it will probably be better than waiting around to be found out, or knifed in the street, or dragged before one of the black altars of Melkor.

There may be hope for you yet.

In-Depth Premise

The premise of this campaign is to delve into a less touched-upon time and area of JRR Tolkien's Middle-Earth. As much lore can be drawn upon as you want, but you aren't beholden to following a thorough or even existing history.

Specifically, my idea takes place in the Second Age shortly after the Changing of the World, but before the War of the Last Alliance. Events focus on Harad and Rhûn, and the shenanigans that two of Tolkien's least talked-about wizards might have gotten up to therein.

Beyond that, little about this story has to be solid. I just offer a guiding list of suggestions. Want to dump a whole slew of MERP splatbooks into this instead? Go for it. Want to cleave close to the impressions of Christopher and other Tolkienists in realizing something that almost could have been canon? Try your best. Want to give a new home to those OCs of yours from that one Grelvish AIM chat room you hid from your friends since 1998? I won't tell.

Custom map of Middle-Earth by Peter C. Fenlon for Iron Crown Enterprises,
publishers of Middle-Earth Role Playing (MERP) from 1984-1999.

The wizards in question--the Blue Wizards--are difficult to pin down as any one thing, because they virtually never enter the narrative of the books, and what little was written about them was rewritten several times. In some versions they failed in their task and died, or were corrupted, or formed secretive cults of exotic and blue-robed magic users that no one did anything with until the makers of Lord of the Rings Online seized upon for Update 6. But for the purposes of this campaign premise, the last revision made before Tolkien's death is considered to be canon. That is to say:

"Their task was to circumvent Sauron: to bring help to the few tribes of Men that had rebelled from Melkor-worship, to stir up rebellion ... and after his first fall to search out his hiding (in which they failed) and to cause [?dissension and disarray] among the dark East ... They must have had very great influence on the history of the Second Age and Third Age in weakening and disarraying the forces of East ... who would both in the Second Age and Third Age otherwise have ... outnumbered the West."
 - JRR Tolkien, "Last Writings" written sometime in 1973, pp 384-85 of The Peoples of Middle-Earth, 1996.
What this actually means is nicely summarized by Tolkien Gateway.
  • The two Blue Wizards were sent to Middle-earth at roughly the same time as Glorfindel in c. S.A. 1600 (and similarly at the behest of the Valar), the Year of Dread, when Sauron forged the One Ring and completed the building of Barad-dûr.
  • The Blue Wizards journeyed into the East of Middle-earth, where they remained; they were not heard or seen of west of Mordor.
  • There they became known as Morinehtar and Rómestámo, Darkness-slayer and East-helper.
  • The Blue Wizards were able to hinder Sauron's operations in the East, aiding the defeat of Sauron in the War of the Last Alliance.
  • During the early Third Age and until the end of the Watchful Peace, they were tasked with finding where Sauron dwelt. They failed.
  • Morinehtar and Rómestámo ensured that the forces of the East did not outnumber the West, thus helping secure victory for the Free peoples in War of the Ring.
Of course it's impossible to think that the wizards did this all on their own and didn't get help along the way- even Gandalf needed aid and took a backseat role in his mission, which might have been the most important quest any of the Istari were even tasked with.

The Heroes

Given how secretive a mission this must have been, traveling beyond enemy lines into the depths of a Dark Lord's realms, the Blue Wizards might have had to be very clandestine. Moving from place to place looking like little more than wanderers, they must have worked through agents and elevated many an unsung hero to fight against the darkness far from the Westlands. Maybe most of them never knew the scope of what they were fighting for.

The story of the Blue Wizards thus becomes a story of ordinary, perhaps even deeply flawed people. Subjects of the Shadow showing their humanity and fighting tyranny even in the most hopeless of places. The thousand little rebellions that make up a single Resistance. In a world whose main protagonists have been criticized as being almost uniformly male, aristocratic, and white, this also gives the opportunity for so many more rich stories to be told.

Naturally, the PCs don't know anything about the wizards when they start to work for them.

All they know, as a motley assortment of exiles, escaped slaves, cutthroats, mercenaries, or any other unfortunates kicking around in the Corsair Haven of Umbar, is that they need a job that will pay, and protection. And this mysterious employer in azure from beyond the desert seems to be offering both.

Instead of coming from the ranks of (almost) always virtuous elves, dwarves, hobbits, and the free Men of the West, player characters come from cultures typically found in villainous roles. They are Near or Far Haradrim, Easterlings from distant lands, Khandish mercenaries, and Black Númenóreans fresh off the sinking shores of their drowned island home. Even people with orkish blood lurking somewhere in their ancestry can find a place in Umbar.

"Redemption" is a strong word with a lot of connotations, but it is appropriate for a story set in Tolkien's universe. It might be a motivation for some characters, or it might just be something for them to stumble into after spending long enough in the company of a being that you'd be forgiven for mistaking for a literal angel.

Or, the characters might never stop being a bit rotten, in which case the campaign takes on the dual nature of the Blue Wizards trying their best to babysit some very dangerous individuals out of turning into full-fledged villains who would add to their headaches.

Some enlightened foreigner from the north could be allowed as a PC, such as a Ranger acting as a suicidally deep spy on the Enemy, but too many characters like this would deviate from the flavor of the campaign.

And no elves!

Starting Location

Umbar isn't actively malevolent toward the rest of the world- at least not yet. Umbar simply wants what it wants and doesn't care care about the rest. Umbar knows only money, power, and lip-service to Sauron, whom the city might still remember as Tar-Mairon, erstwhile adviser and high priest to King Ar-Pharazôn. So long as one can satisfy the appetites of the wretched hive, one can survive.

Survival in those dusty streets is the first order of business before the PCs can even think about tackling the challenges that lie beyond the desolate horizon.

Umbar is located in the south of the Bay of Belfalas. It is the name of the city, as well as the natural harbor of enclosed rock in which it is situated. Near Harad lies to the south, and the Westlands can be accessed by sea to the north, though the fleets of Umbar have little reason to travel north except to raid hated Arnor and Gondor. The eastern land of Khand is also accessible by sailing upstream along the river Harnen and then turning east at the dreaded Ephel Dúath.

The city is rarely at peace, whether with its neighbors or itself.

Since the fall of Numenor and the "death" of Sauron's physical body, the Haradrim tribes have tried to throw off the yoke of Umbar with some success. Tribute is extracted from them mostly by force, and many a Black Númenórean adventurer is drawn to the Sunlands by the prospect of wealth and power in that unstable region. Most meet death at the hands of fiercely independent natives, but enough contenders like Herumor and Fuinur find success for the allure to persist. Open war between Umbar and the northern realms of their "Faithful" kin is unlikely at this moment, as all parties are still recovering from the shattering of their kingdom. But the Dark Lord survives, and conflict is almost inevitable. Already, small raiding expeditions push and prod at borders and defenses.

Within the high old walls of the city itself rages a quiet war between visceral lawlessness and slow, grinding oppression. The city is typically ruled by a pair of lords forming a duumvirate. There is perpetual competition between all members of their decadent court, and a lord doesn't last long in this city without being cunning and ruthless. Still, they and the powerful families of the city keep the peace and protect trade by any means necessary. Silver, salt, and slaves flood into the hazy, aromatic bazaars of Umbar every day, and the altars atop the city's highest ziggurats remain perpetually slick with the blood of sacrifices fruitlessly slain in the name of Morgoth.

But cruelty breeds resentment, and it could boil over into open revolt before long.

When it happens, hopefully it can be steered.

"Umbar" by Turner Mohan

Going Beyond

The bulk of this plot will unfold as I actually figure it out in later posts, but right now I am at least certain of its scope and direction.

If the party succeeds in coming together and surviving the dangers of Umbar, they are to set off across the vast desert of northern Harad, heading southward. After finally meeting with their mysterious employer in person, they trek deep into the south where savanna turns to jungle. The first major chapter of the story is completed when they do something that foils the Enemy's plans. Perhaps they rally several tribes together, or wrest some precious artifact of Elder Days from a hostile group.

After that, as the veil is peeled back from the true story and motivations, the party makes its way northeast. They must brave Khand, which now lies deep beneath the long shadow of Mordor. Finally, they might reach Rhûn for a very unexpected meeting. There, the last two-thirds of the plot will unfold.

The game is intended to be a point-crawl, with defined sites to eventually reach. But the vagueness of the map south and east of known Middle-Earth is to be used to one's advantage. Make up whatever you like to fill the huge, trackless gaps between each.

Tuesday, August 20, 2019

Lamplighters.

"There aren't many of us left these days. The ones who remember the sun. The ones who remember the stars before they went all wrong. Hell, most of you kids weren't even around when they discovered pallite, were you?

Oh, don't give me that look. I'm not griping. It isn't like my experience ever ripened into wisdom.

In fact, I envy you. The memory of what we've lost can be as bad as any lurker out there... well, almost as bad.

But that's enough reminiscing for this old girl.

Your spotlight's fixed. Broken filaments. Didn't get damaged or nothing- just shoddy workmanship that needed replacing. You got this from Amit's workshop, didn't you? He's about as brainless as nephews come, bless his shadow.

Caravan's heading out to the settlement outside of Oldglow in a few hours, isn't it? Good luck out there. I've been hearing rumors about breaks in the light fences along the road.

Keep your high beams trained on the flanks."

- Mira "Mama Sparks" Das, owner and proprietress of the Penumbral Preparations Mechanic & Pallite Depot


Bright Beginnings

The world had seen better days. Nuclear war was waged once, then narrowly avoided three more times. The global climate tap-danced back and forth over the point of no return for over a century. Milk-Eye made the jump from livestock to people and infected hundreds of thousands before a vaccine was created. Competitive flagpole sitting managed to become a fad. Again. Times were dark.

But the world slowly stood back up onto its feet.

Cities rebuilt themselves, carefully and deliberately. Politicians toned down their rhetoric enough to shake hands on armistices. Wind and solar farms sprouted up like glittering forests across countrysides, at least once enough people had bitten the bullet long enough to entice investors. Humans didn't all of a sudden realize that harmony was a sustainable way forward, but their track record began to suggest that upward turn.

Majestic, crystalline buildings rose up high, not to scrape the sky but to kiss it, as they stood cloaked in vertical farms and hanging gardens, their faces aglow with solar panels. Geodesic domes, perhaps a bit overused, bubbled up everywhere as people realized that now was their age. Elegant and garish art styles exploded onto streets everywhere as an era of blending cultures and philosophies reached its climax.

Nobody wanted to say it. Nobody wanted to jinx it. It looked and felt like a golden age. A brilliant dawn that mankind was waking up to, their minds still stuck halfway between dream and the boundless possibilities of a new day.

In the end, that caution saved a lot of people their disappointment.

It didn't save very many of them their lives, though.

The Long Night

One day, the world woke up to find that the sun had shrunk. It wasn't by much. Just enough to get experts scratching their heads and double-checking their instruments. But every hour after that point, the giver of life whom people had only recently reacquainted themselves with grew smaller and dimmer, as if it was getting further away. By the end of the first week it was barely an orange dot above the equator of a panicking world.

They theorized that something might have happened to profoundly disturb the planet's orbit around its star, but that didn't explain why all of the other stars were wrong.

As the sun grew smaller and the nights became more intensely dark than they had been for hundreds of years of human light pollution, the stars began to shift and twist out of their formations. Constellations rearranged themselves or broke apart entirely. New stars appeared nightly, while old ones winked out at random, as if the night sky were mocking anyone who tried to understand what was happening to the universe around them. Satellites vanished or were destroyed in erratic, decaying orbits. Space stations went dark.

No one knows what happened to the astronauts on board. Hopefully they only died.

The fear that gripped the world was that this was an end to civilization as they knew it. That within a few weeks--months, at best--every ecosystem on the planet would collapse, and the food supply would go along with it. Humanity would face a cold, lonely death by starvation in the darkness. They barely noticed when the last, vague suggestion of their beloved sun vanished into the gulfs of the night sky.

Most didn't live long enough to starve.

The deepening dark had grown and matured. It grew arms and claws to grab living things that strayed from the light, and teeth with which to gnaw them. Entire cities which had barely started withering were emptied out with little more than muffled cries and whimpers. The wilderness became anathema to life, and what still stalked those places could no longer be considered truly alive. One's own shadow became a deadly thing, to be scrutinized and guarded against, lest something unearthly rise up out of it to scrape at the light. The death toll will never be known, let alone imagined.

Those who remained learned to stick to the light. Everything that could be burned as fuel, was. They scavenged what they could in the inky skeletons of their homes, and then moved elsewhere to start all over again. Some groups cobbled together primitive generators to stay put with. A few even tried to farm in the flickering light of grow lamps. In a few years the norm of life switched from creativity and cooperation to fighting over scraps until it came one's time to get swallowed up by the night.

That is, until some damned, lucky fool discovered pallite.

Noxious. Cancerous. Beloved.

Unoriginally named for the pallid yellow light it casts in any solid, liquid, or gaseous state, pallite has allowed humanity to pretend that there is still a chance.

No one has a satisfying explanation of where pallite comes from, or how it was only discovered on the cusp of the endless dark. All that is known for sure is that it comes from below. It wells up in pools or accumulates in waxy, crumbly deposits. Sometimes it even discharges from vents in the ground into clouds of tangible light, but for whatever reason that form is rarer. Each nucleus of the new "element", for lack of a much better word, has a half-life that appears to adjust according to how much other pallite surrounds it. It produces almost no heat on its own, but it can power one hell of a combustion engine with a little pressure and abuse. It is the closest thing to a miracle fuel that this dying world can hope for.

It's also highly carcinogenic in all forms, raw or refined, and smells like kerosene and durian fruit had a baby, and then that baby soiled its diaper. Even mild exposure from a lifetime of use greatly increases risks of cancer and other diseases. Miners and siphoners rarely grow old enough to retire. The stench also clings to a person, and can damage senses of smell and taste over the years. But it's what keeps the darkness at bay, so people endure it.

Pallite lamps line the walls, floors, and ceilings of every livable space in the world today, and the extraction of more is one of the largest, most grueling industries in existence. When people dare to step outside of their homes or travel to other holdouts, they do so under the lurid glow of pallite lamps, both placed along roads and mounted on vehicles. It's what allows trade and communication to persist, and any harm is causes is worth it to make the world feel a little smaller and safer.

Those Brilliant Fools

It takes a lot of training to master the use of pallite and maintenance of anything that runs on it. It also helps to be versed in fighting off the darkness when a malfunction does occur- and it will.

Here enter the Lamplighters. Every camp worth its light has at least one or two of them hanging around, making sure the whole place doesn't go to hell. Equal parts engineer, guide, and mercenary, these people come from any walk of life touched by the tendrils of ennui and dissatisfaction- which is to say, all of them.

Most of them apprentice under another lamplighter, but a few of the larger towns and proto-cities dotting the landscape sport their own schools. In either case, they are drilled relentlessly to understand the ins, outs, and applications of pallite technology, while also picking up experience in a range of skills including things as far-flung as hand-to-hand combat, botany, glassblowing, team-building, and autohypnosis.

They brave the dark in between lights, keeping fences functional and settlements livable. They keep the lamp-wagons working in every caravan. They rig pallite flamethrowers to smoke anything that creeps in from the darkness. They turn to conventional weapons if flesh-and-blood bandits decide to decline diplomacy. They know when a caravan is doomed, and how to overload a pallite bomb to take everyone out mostly painlessly before the dark comes.

They are known by the smell of pallite, and the fractal-shaped scars left by shadow-wounds.

They are the closest thing to heroes this benighted world has.

Tired, traumatized, vitamin-deficient heroes.


Sunday, August 18, 2019

The Denerothi Sportballers.

"Watch yourself while you're stuck in the southwest dormitories. That's where the fourth-tier "Bleeders" like to hang out. Now, now. Don't despair. Just think of it like a little stint in prison. Keep your head down, and do your own time."
- Harl Rittuger, third-year senior, advising a group of first-year freshmen.

"SPOILSPORT"
- The carving on a custom weapon confiscated from a member of the second-tier "Dashers" after their confrontation with city authorities. The weapon combines all of the worst aspects of a machete and a flanged mace.



It is strange to see so many well-adjusted and friendly athletes here in our time spent at Porylus. Nary a spiked boot nor club has been spotted among them, and their colleagues and peers seem to regard them positively even when they aren't within line of sight or earshot.

I've inquired into this with both Kibra and members of the student body, and the general response I've gotten has been pleasant naivete. Apparently sports are treated very differently here compared to back home in Deneroth. I will describe a few of those differences below, so that I have some easy points to bring up in conversation in the event that I encounter one of these people the Monites call 'coaches'.

Deneroth has a very old, very proud tradition of athletic competition in and around the ITU. The first game played in the city is said to have been a match of organized pig-wrestling on the second tier, within view of the eastern gates to the University itself. Despite the occasionally painfully accurate stereotype of ITU being full of bony, midnight-tanned twits, the institution actually places a very high emphasis on physical health and fitness- a healthy body is a better vessel for a vast mind, and the like. It helps that Haraal, in all his chiseled, bronzed, and freshly-oiled glory, is often invoked as the patron god of competition and physical perfection.

Within a century of Deneroth's founding, there are records of the young people belonging to the founding families organizing themselves into teams to compete with one another. These teams were often divided according to the cardinal direction or tier the members hailed from, which infused the games with an undercurrent of neighborhood posturing and class struggle almost from the start.

When the University found its yearly registrations dwindling due to founding families raising uninterested children, merging together, or going defunct, it gradually expanded its membership by allowing non-founders to pay into the school via temporary adoption. This brought in an influx of young minds with bodies attached, and the ITU suddenly had enough people to form its first varsity teams. The diversity of games played up top was also stimulated by the influx of lower-tier youths, who brought with them their many games of foot.

Unfortunately, the school administration wasn't entirely sure what to do about the sport teams. The vast array of titles and positions of power in the university did not include organized sporting anywhere within their jurisdictions, and the thought of adding a new title into the mix was and is still seen as a deeply risky move that could upset the balance of power and radically alter the ranking system by as much as ±3.5 points.

So, while senior members or organizers of sport teams have some de facto recognition, they do not have any power to dictate what the teams do or how they spend their endowments each year. 'Coaches' do not exist. Ideally, this makes each team its own democratic body which makes decisions as a group. And for a time, that was the case. But by the year I am writing this in, the reality has changed.

Authority within a team goes to whoever is the most popular or able to wield any power they possess, or more often a combination of both. The head of a club becomes the top of a vicious pecking order which is in constant flux as younger members vie for their own place with the hope of one day rising to usurp their watchful seniors.

These are some of the brightest, wealthiest, most conventionally attractive young minds in the University- and lifetimes of being told so means that they know that all too well. Cults of personality exist here, as do dens of petty crime that the University is ill-equipped to deal with due to a lack of a regulatory bodies for sport-related groups, especially those who keep their teams headquartered outside of the campus. City authorities have somewhat better luck, but as with spoiled rich children anywhere, the protection of their families is never far off.

Funding goes wherever the members see fit, and it is not unusual to see one team loitering around the headquarters of another, weaker team while carrying horseback mallets to "encourage" them to pool their funds together for future projects. Survivors of this brand of collegiate thuggery tend to be hardened and smarmy in equal measure. Other times, a team might hang a piece of sport equipment above the doorway of a nearby establishment, signaling to all that the building and its business is within the club's turf and "protection". Any resistance to this racketeering tends to result in a street brawl that sees few if any of the instigators legally reprimanded.

It is a wonder that any of the clubs or their constituent teams have any time leftover to practice their sport, but somehow they do enough of it to make periodic games look quite spectacular. Bribery and kneecapping help to grease the wheels leading up to city finals, where some of the most larger-than-life showboating and fakery can be enjoyed every year. The games take care of so much of that primal urge for violence that their fans hardly ever indulge in rioting.

Ostensibly, because of Porylus' position as a sibling-city to Deneroth, the Campus here should be entitled and/or obliged to partake in athletic competition with the teams of ITU. Distance between cities tends to hamper that bond, however. And if I am being honest with myself, I hope it never becomes a routine thing. There is something precious and worth protecting about the sporting kids here.

I wouldn't want to see them invited to an empty field by a home team for a bit of "friendly scrimmaging", or to hear of one of their mascot pets being stolen and made to replace the hog in a game of bacon-catch.¹



¹ Bacon-catch is a recent, more extreme offshoot of the traditional horseback game brought by the ancient Ersuunians. Instead of striking a ball with mallets, the players use short lassos or hooked implements to grab a live animal, typically a greased hog, and drag it across a goal line. The pig typically dies before the end of the second of four-to-eight periods, meaning that if replacements aren't on hand, its carcass is dragged across the field and fought over for the next hour or so. This somewhat grizzly display ends once a winner is declared and the animal's remains are roasted in a victory feast, as the name of the game suggests.

Saturday, June 29, 2019

Goblin Brain: An Internet Diary for Me to Whine Into


It's strange, being the only goblin in town.

The most obvious oddity is that I'm sized all wrong for everything around me- though sometimes that can turn around in my favor. Sure, I need a couple of old world atlases to boost me up onto my "standing" desk, but half a standard granola bar is practically a meal for me. Squirrels and small dogs are a daily threat to my existence, but the storage closet under most stairways is like a loft apartment to me. Finding clothing in my size that doesn't have an OshKosh B'gosh tag somewhere on it is a nightmare, but as far as beds are concerned, every one's a king-size. Moderately tall grass is enough for me to get lost in, but sometimes it's good to be able to hide.

The strangeness goes deeper than that, though.

I've never been part of a community of other goblins or our cousins, to the point that I'm not entirely sure what subtype I am. I wasn't orphaned or adopted, though. As near as I can tell, I was born to my (thoroughly human) parents with zero pre- or post-natal changeling shenanigans. People even say I bear a bit of a resemblance to my father- it's the nose, mostly. By all rights I shouldn't be what I am, but I am.

I've made attempts to integrate myself into goblin life, albeit weak ones. I still invite Goody Mooncup's mail delivery marsh goblins over for coffee every once in a while, even if  they've been... unambiguous in saying how much they dislike my decaff. I realize that they are technically magical constructs of mud and sweet grass, but trying to define who is and isn't sufficiently "goblinoid" is a steep and slippery slope toward an ugliness that I will not abide here.

Where am I going with all of this...

Perspective, right. Perspective.

I'm only approaching all of this as strange--rather than my ordinary life--because the wonders of the internet have, over the years, allowed me to piece together a broad understanding of the human condition, or at least a couple of forms of it. As an added bonus and/or penalty, I've been able to do it all from the isolation of my burrow, or my old room back in my parents' place. It's genuinely fun and inspiring to read about you people, as horribly patronizing as that must sound. But sometimes, despite my best intentions, I really do not understand what brings big folk to do certain things. Like sprinkling gold on food, or attaching testicles to your pickup truck. But there are many more things that I find compelling, even if I've always been apprehensive to study them in person or in practice.

Something I've always heard references to, suggestions for, and parodies of, is the journal.

Now I'm sure I've left a record of past stages of my life lying around for me to peruse, if I knew where to look. Everything we do is imprinted with who and what we are at the time, and the changes in those seemingly unrelated records can be subtle hints to the changes in us. For example, my favorite color has over the years steadily shifted toward a tannish beige hue, ever since I realized in my teenage years how terribly narcissistic it seem for me to like the color green.

But the deliberate, conscious act of writing a record of yourself, for yourself has always been a weird but fascinating concept to me.

... So I guess I'll give one a shot?

That's the only way I know how to tie together the sloppy beginning and end of this post.

I will write a more personal, introspective series about anything in daily life that strikes me, and maybe it will be enjoyable to read.

I don't have a schedule to begin with, so in a weird way you don't have to worry about journal posts taking up a slot for more of my other projects. This will just be another occasional bit of word-blerf I throw out here, sometimes voiced and possessing the suggestion of production value, but usually not. That is a distinction that I want to keep associated with my episodes of Goblin Watch.

Speaking of which, I really should get to work on the next episode... Those Welsh coblyns aren't going to cwtch themselves.

Sunday, June 16, 2019

A Day in the Death, Part 2.

The coffin, he rested against a tree again. His staff, he asked the coffin's occupant to please hold onto, and so leaned it against that.

He then found himself a nice, sturdy stick with one tapering end that he didn't mind getting damaged. With this, he struck the earth. He dug and raked, and then cleared the debris away with his feet, until he'd made himself a clearing. Then he bit deeper into the topsoil, using both hands to twist and wedge the digging stick in and turn up dirt from a single deep hole. He did this several times, each at the edge of the clearing, until he'd completed a ring several paces in diameter.

Back into the trees he moved then, ears trained on the distant sound of trickling water.

It was a fine stream, small but clear, cut deep into the earth with the passage of time as it flowed down from the western hills. It did not take long for him to find the right type of rock at its banks, but it did take him a time to shape it. Until then, the clash of smooth, flat river stone on stone rang out up and down the banks. Eventually, he was satisfied with the edged fragments he held in his hands. The smaller, sharper flake, he tucked into his clothing, while he used the larger axehead on his way back to the clearing.

He whispered apologies and thanks to each flexible sapling as he struck its base with the rock. There was a woody knock, and a sharp rattle of foliage with each. It was a satisfying rhythm to beat out, and it only interrupted the dull roar of wildlife around him for a few moments each. Before long he was dragging several felled saplings with him. He stripped their branches and the more fibrous bark, which he thought would make fine rope later on. The first sapling was driven into one of the holes in the earth at the clearing. The old man mounded earth up around its base and packed it in tightly, and then he reached up to bend its other end down toward the ground.

He was lifted off of his feet before he could bring the other end down into its own opposite hole, which he also filled in.

Several more times he did this, each time tying the middles of the tense saplings together with fibers stripped from the bark. The finished frame was comfortable enough to sit down in, with room for tools and a bed if he was diligent. But for now, the skeleton needed ribs. These, in the form of shorter branches, he lashed in rings around the frame with thin vines once he ran out of softer bark. The lowest two were left open at one end, where he would put the door facing south. The bones needed skin, and so he ventured back out into the brush, confident that the coffin would keep an eye on things for him.

With the stone flake, he harvested the fronds from ferns and other plants along the ground level. And with each frond harvested, he spoke the words due to someone who was having a limb cut off. He took the time to study their leaves and their pinnation, thumbs running over every feathery edge briefly. A bushel was made, and a bushel was peeled apart to arrange tips-downward along the future wall, lashed to the branches with more creeping twine from the bushes. The old man felt a sweat coming on, and winced at the ache in his back from stooping for so long. But he had much more to do before he could rest.

The hours wore on and the sun began to blush dark and flirt with the western hilltops before he had angled the last series of leaves and tied them in place. A roof cap would be able to wait until morning- he expected no rainfall, at least not where he was. Hunger and thirst would not wait for him, however. He could already feel the pangs, and before long they would add to the shake in his hands.

First, he crept back down to the bank and laid down supine before its burbling current. He drank deep with his hands, until his stomach felt cold and swollen. Then he sat back on his bony arms and waited for it all to settle. Someday, he thought. Someday he would allow himself the luxury of a clay cup to drink from. Or perhaps a gourd.

Once it felt as though his insides weren't sloshing around with every step, he rose and moved back onto greener ground, where his digging stick once more became of use. The root vegetable bulbs he found were small and bitter, but if they spent a few hours soaking in the water, they'd be leeched of their toxins. He wouldn't be able to eat them that evening, but they would make for a decent breakfast. A small pile of rocks kept them in place as they laid submerged in the stream.

If they were still there in the morning, he'd eat easy. If an animal found them first, then... well, then nothing. Then that was a lucky animal.

Unlike the considerably less lucky fish which he began to eye next.

Monday, June 10, 2019

The Gutted Belly & Her Crew.

By now it is somewhat of an open secret that far below the surface of each adventurer-friendly world and all of its drama lies a lightless world of cruelty, brutality, and harsh wonder. Less well known is that this dim land possesses its own seas of unknown breadth and depth, and lesser-known still is that those seas are "sailed" by those who have been rejected even by the alien cultures of that dark below.

Of course it isn't always ruthlessness or dire prophecy that leads to these outcasts taking to the sea. Just as often it is bad luck, or some quirk of the individual. And like moths to an exceptionally dim flame, these freaks band together and find some semblance of fellowship upon the abyssal waves. Because together, they just might find fame, wealth, or glory upon the undersea.

Of course most find a watery grave beneath it, sooner or later. This bunch is probably no exception.

The Gutted Belly

The origins of this ship are as mysterious as the ship herself is ugly, but it is abundantly clear that it is not a normal vessel. While generally shaped like other ships of the Underdark, it is constructed in a manner completely unlike any other. It possesses many organic or non-euclidean elements to its geometry, and rather than being made of wood, its hull has an unsettling resemblance to flesh- though what creature all of that grey-green hide could have been taken from is unknown. And given that the ship's hull is one contiguous piece of material almost 20 fathoms in length, it is something best not thought about for long.

Also unusual for the subterranean world is that it possesses sails.

There is not a lot of weather to be had so far underground, except for faint, constant currents of water or air in or out of the vaults which keep them (relatively) livable. These currents are enough to stir a breeze or set the waves in motion to carry things adrift, but rarely can they be harnessed to move a vessel with purpose. Therefore most ships rely upon manual labor, primitive engines, or magic for propulsion. But, somehow, The Gutted Belly has sailed into port countless times over the years, her membranous airfoils turgid with a strong wind that is only ever felt in the ship's wake.

Notable personalities include...

Istoyn Maerret- Drow, Captain.

"Welcome aboard, lads! We'll be running through a known kraken haunt today, so I hope you've all got your wits about you. We need lively bait! What? No. I said 'bayt'. That's short for "bay technicians".We'll need you down in the cargo bay. Yes, that's what I meant. Hahah. Anyway, welcome aboard!"

The exuberant shepherd of deranged sea-gits himself, Captain Maerret is a living reminder that even the truly hopeless can survive and thrive on the Undersea- for good and ill.

Born to some insignificant piss-ant hill of a non-noble drow family in one of the many dark elf cities dotting the underground, Istoyn Maerret was a sickly child. When debt collectors and Lolth religious hardliners both came down hard upon the clan one day, he was one of several superfluous children given over as sacrifice or sold into slavery. Istoryn found himself on a galley rowing the breadth of the Undersea before long, and remained in that state well into his adulthood. At some point in his past that ship was destroyed in a freak accident, and the dark elf washed ashore alone. Another gulf of mysterious, unaddressed years passed by then, and suddenly the drow was hiring a skeleton crew in a coastal city to bring a ship to port from an undisclosed location. Hours later, the somewhat rattled sailors disembarked from the bizarre Gutted Belly, captained by the cockily grinning former galley slave.

It is no secret or scathing defamation to say that the ship and the crew it has attracted survives on luck. Almost immediately after becoming seaworthy, Captain Maerret and his crew began to pursue high risk, high reward objectives that ranged from legal trading ventures, to piracy and smuggling, to the most heinous of all professions: adventuring. Life is cheap, short, and utterly thrilling to most who sign onto the crew, making the captain's more unique derangements stand out less.

One doesn't live long in the Underdark without cracking a bit, and in Istoyn's case he seems to have developed a very efficient form of mental compartmentalization in order to cope with a myriad of stressors. He exhibits (or mimics) certain symptoms of personality disorders during downtime which make him unpredictable, and just a little uncomfortable to be around. Yet his penchant for brutal, calculated violence reminds everyone that he can be perfectly, horribly sane when needed. He consistently shows competence on the job, leads his crew from the front in times of danger, and cultivates an atmosphere of egalitarianism among his peers that is difficult to find elsewhere in the Underdark. The instances where he has saved a crew member's life, executed a stunning flourish to secure victory, or austerely foregone his own share of booty in order to keep things literally shipshape seem in general to balance out the occasions where he has expended considerable resources to sate his (mediocre) alchemical curiosity, or thrown an unpopular cabin boy to that week's newest beasty "because it seemed like an easy and amusing solution".

If you sign your contract with an honest name and do right by your crew, the captain can be counted on to lead you to the wealth or the exciting end you seek.

... So long as you don't make the mistake of calling his cutlass a scimitar. If you do, he'll simply have to demonstrate their myriad differences to you- at length, and in torturous detail.

Shursh- Quaggoth, Boatswain, 1st & 3rd Mates.

"It is the compact-given right of every last one of you to air your grievances on matters of ship governance. Just as it is my hammer's right to reply."

Most quaggoths exist in a state that one could be forgiven for calling "savage". The ash-furred bear people are necessarily brutal to survive in their environment, xenophobic toward all outsiders thanks to a drow penchant for enslaving them, and occasionally more hateful of any and all technology than even the most misinformed Luddites.

But as evidenced by one quaggoth named Shursh, they can clean up nicely.

Another former oar-slave, Shursh had been the prized catch of one dark elf reaver until he realized one day that the menacing crew actually feared his prodigious strength. He walked off of the boat at port with several torn-out spinal columns thrown over his shoulder that same day, and soon learned how to use his strength to turn a profit. Eventually this landed Shursh in the crew of the Belly, where his resilience and cool head under attack ensured that he began to outlive more and more of his superiors. Captain Maerret, strapped for able bodies, proceeded to pile ranks upon the quaggoth, who seemed not to complain- though he did later split the role of 2nd Mate up into dedicated Navigator and Medical Officer roles, delegating them to others because he simply didn't want to be bothered with that type of work.

Now Shursh is one of the most visible members of the crew, standing heads taller than most and representing the captain when he is away or indisposed of. He also holds the respect of much of the crew, though the fact that he often walks around with a massive carpenter's maul resting on his shoulder might contribute to that.

Letil Idki- Svirfneblin, Navigator.

"Attention crew, we are now approaching a known shipwreck reef site. We will be slowing wind propulsion by five knots in preparation for scavenging. Anchor is on standby for deployment. Shark status is currently unperturbed. And your weather forecast for this evening is whatever the hell I decide it will be."

One would be understandably curious as to how and why a deep gnome came to be part of a pirate crew. One would also be understandably hesitant to ask Letil after she electrocutes someone else for raising that very question.

Deep gnomes are a famously earthy people, if anything can be called "famous" about such a reclusive group. They were born from the earth, live in it, and shape it around themselves. They also tend toward pleasant dispositions, or at least avoid mucking around in other people's lives for the worse. But this society produces weirdos and imperfect fits like any other, and like any other it can do a plain awful job accommodating them.

Letil seems to be a druid, after some fashion. Inborn, intimately tied to aspects of nature, utterly powerless to ignore that power. And it just so happens that her power manifests in the fury of biting winds and churning waves, quite out of place in the tunnels of the Underdark. She was exiled early in life, and ironically became more 'earthy' only after the experience hardened her to be stone-like, body and soul. She never found her way up to the surface world, but she found an acceptable surrogate in the subterranean seas.

Now, Letil Idki is the navigator of the Gutted Belly. She conjured its earth elemental anchor up and bound it with hate and chains in equal measure, and now aids the corsair vessel in propelling itself without need for rowers. Hers is the enchantment which keeps the ship's sails turgid and bloated with conjured winds, and which allows its prow to cut so smoothly through the undersea waves.

Needle Threader- Grimlock, Medical Officer.

"Shh, child. I cannot hear your lacerations with you whimpering like that."

Needle Threader is perhaps the gentlest soul on board the Gutted Belly, not that that's saying much. Surprisingly open about her past, the grimlock explains that she was once a warren-matron for her clan of sightless subterranean humanoids. Children were raised communally, she explains, and it is with bitter fondness that she remarks she was once mother of dozens, despite never producing any of her own.

She doesn't like to recount what happened when routine tunnel renovations disturbed a particularly large nest of gricks. Somehow though, Needle Threader blindly groped her way through the Underdark until she came upon a port city which was cosmopolitan enough not to kill her on sight. Captain Maerret took her aboard as another one of his frivolous "acquisitions", only for her to prove useful after the fact.

The eyeless trogloxene now serves aboard the Belly as an exceptionally hands-on surgeon and medical officer, well known to the crew for her tendency to emit a constant, low humming during examinations or operations while rolling her head from side to side in what looks to an outside observer like a trance-like state. According to Needle Threader, it allows her to 'see' in finer detail, even when she's rooting around in a patient's guts. Surprising recovery rates attest to her competence, but her first-time patients are rarely comfortable around her, nor her vast array of knapped stone tools.

Doolploobdulilb- Kuo-toa, Chaplain.

"Le'suor'bren'sehan'aul'tel’lahr'ath'Blibdoolpoolp!*"
* "I bless this voyage in the name of Blibdoolpoolp!"

It's a common saying aboard the Belly that Letil keeps the wind in check, while Doolploobdulilb manages the waves- best not to piss either one of them off. And there is a considerable amount of truth to this. But while the svirfneblin is a very public and approachable fixture on the crew, the kuo-toa whose name is typically shortened to just "Doolp" for everyone else's sake is rarely so approachable.

Of uncertain age and identity but of absolute conviction in their goddess, this kuo-toa cleric or "whip" is a devotee of The Sea Mother, The Drowning Goddess, The Mistress of the Black Pearl, and Uncomfortably Buxom Lobster-Lady, Blibdoolpoolp. Though vocally hateful toward any and all surface-dwelling species--as well as most other species besides kuo-toa in general--Doolp's actions on board the Belly speak to a milder nature. As the ship's chaplain, the cleric's ministrations are directed at proper observance of ceremonies meant to placate and appease sea deities (such as their own). This keeps the ship from falling prey to the worst of dangers out on the undersea, and allows for the occasional seafood feast in honor of this, that, or the other thing.

Ostensibly Doolp is also tasked with seeing to the spiritual health of each crew member, but the reality is that everyone will say they are just fine and dandy in order to avoid the flabby fishnet-wearer coming around to their bunks one day and asking them if they have a moment of their time to spare for the Drowner of Lands and the Scourge of Sekolah.

Understandably, Doolp is the most vocal opponent of the continued practice of keeping and feeding the frenzy of sahaugin below the ship, but they haven't yet gathered enough votes to do anything about it.

Ulwiss Coaleyes- Duergar, Quartermaster & Accountant.

"Togrysh has not come to collect his bonus for volunteering to lead the boarding party three days ago. What is that? He died in the attack? Well, death is no excuse for tardiness. Tell the kuo-toa to raise him, and then remind him of that. The bonus will go toward his debt for the spell components."

Dwarves often get a bad rap. It seems that wherever one goes, one can always find the same stereotypes in place- that they fill whatever time isn't spent being workaholics with time spent as alcoholics, that they hate elves almost as much as they do goblinoids goblin-speaking peoples, and that every last one of them is given a beard and an axe at birth. And, most regrettably of all, there are just enough individuals who conform to those ideas to perpetuate the hate. Grey dwarves are treated much the same, with the addition of a healthy dose of vitamin D deficiency and totalitarian callousness.

Temperate, impassive, pacifist, and almost clean-shaven, Ulwiss Coaleyes avoids checking off nearly all of those dubious boxes. Unfortunately for Ulwiss the last box on the list was checked, first in pencil, then in charcoal, then signed in red ink, then sealed with wax, branded, circled and underlined a thousand times until the paper tore away and there were scratches on the desk, and then rewritten and copied in triplicate.

Ulwiss in the one who keeps the Gutted Belly financially solvent and ensures a well-ordered list of supplies and individual accounts, but he doesn't appear on any of his own payroll reports. This is because he doesn't accept payment for his work- his payment is the work. The work--or as he would write it, the Work--is an end in and of itself, giving a single all-unifying purpose to the sack of meat he occupies, and to the universe around it. Numbers, ledgers, tables, ink pens, and the hands that use them are all vectors through which Work may flow into something which is for the moment Unworked.

When Captain Maerret and his crew boarded the ship the duergar was on and slaughtered the rest of the crew, Ulwiss Coaleyes hardly looked up from his writing desk. Only the drow's cutlass prodding at his chin lifted his head, and only long enough for him to negotiate a contract with the captain, who was in good spirits after a battle ruthlessly won, so he humored the strange dwarf. No one really doubts that he'd do it again if the Belly is ever overtaken, but then again if the Belly were boarded, no one would really care what the book-balancer was doing.

Tongueless Tizzkar- Derro, Chief Cook.

"Unnyoy!*"
* "Enjoy!"

It's a strange, happy bit of luck that the crazed ramblings of the hereditarily insane derro people sound quite a lot like the humming or muttering of a top chef hard at work.This helps cement the idea that Tongueless Tizzkar knows what he is doing in the galley of the Gutted Belly. Unfortunately this illusion of competence normally dissipates as soon as one gets a taste of the food he prepares back there.

The title of "Tongueless" is not a literal naming- aside from a few teeth or finger joints, Tizzkar is quite physically whole. The nickname comes from his enormously thick accent, coupled with a speech impediment, which makes him sound like what most people might assume a tongueless person to sound like- though most have never actually met one in their lives to be able to make that assumption with any accuracy. It's rather mean, really.

Tizzkar is also tongueless in the sense that there is no way on or below earth that he is able to taste the things he prepares for the crew, or else they'd never leave the kitchen out of culinary shame. But his rates are low, his products and workplace are shockingly hygienic, and it brings a tickle of laughter to even the most dour brute's heart to see the manic little figure running to and fro, grey hair thrusting out in all directions like porcupine spikes from beneath a saggy, ill-fitting chef's hat.

Vashen Skitter- Chitine, Lookout & Sailmaker.

"Land ho, port side! Wait... wait, no. It's just a floater of chuul eggs... Breakfast ho!"

The loudest and most vulgar of the ship's crew is, appropriately enough, its lookout. Hyperactive, neurotic, and always inexplicably greasy, the man-spider makes good of his namesake all day every day, skittering up and down along the ship's masts. Less commonly he can be seen spinning strands of his own resilient web to mend damage in the sails. Most rare and begrudging of all are the times down below deck when he can be spied mending clothing with a needle or four in his dexterous, chitinous claws.

Despite a famous dislike for saltwater, Vashen is one of the few senior crew members with prior experience at sea. Much like Ulwiss, he originated from an opposing vessel, but unlike the work-addicted number-cruncher, Vashen willingly, even eagerly defected from the slaving ship dominated by Lolth faithful. One might think that a religion so centered on spiders and their various permutations would afford a measure of egalitarianism among arthropods. Instead, Vashen Skitter found himself firmly set among the bottom rungs of a strict, pseudo-theological racial hierarchy with nothing but ettercaps beneath him- and only because everyone hates ettercaps, including other ettercaps, he is quick to emphasize.

Scrubs- Scrag, Chief Beakhead Officer & Barnacle Remover.

"Scrubs iz done cleanin' hull, cap'n! Scrubs did a good job today. Scrubs took off twenny-eight new barnies! Twelve on port side 'n' sixteen on, uhm... not port side. Scrubs wuz wundrin', though. Duz cap'n fink if the seasonal meltwater from above ground is lowerin' water salinity to lethal-enough levels to kill off barnie larva, it could be damagin' fish health 'n' reducin' their nutritional value enough to impact crew productivity? Wut'z that? Get back t' work? Yessir!"

One day while coasting along during prescribed bedtime hours, the Gutted Belly struck something that made the crew fear that they had hit a reef or been attacked by some leviathan. But when the alarms and lights were raised, they only found a very stocky, mostly-dead scrag drifting in their wake. Out of curiosity and a desire to harvest some troll blood and/or fat for alchemical experiments, the captain ordered the crew to hoist the troll's body up on board. There they found that the prow of the ship had split its head almost in two, but also that the troll's regeneration was slowly knitting things back together. Fancy struck the captain, as it often does, and he cauterized a seemingly random portion of the aquatic troll's brain before the hole closed up.

When the creature awakened in chains shortly thereafter, it was docile to the point that it resembled a (poorly handled) lobotomy patient. It responded surprisingly well to basic commands given in Undercommon, and hardly tried to eat anyone after a week of impressive labor. Once Needle Threader gave it a clean bill of health (and determined that it was a he), the troll was given a tentative place in the crew as a heavy-lifter, beakhead toilet cleaner, and most famously, barnacle remover. And so he came to be known as Scrubs.

But Scrubs did not remain quite so placid. His job performance and amiability have remained constant throughout, yet his mind seems to have pieced itself together over the years. He reacquired language and complex problem-solving some time ago, and now seems to be working on abstract, conceptual thinking with the enthusiasm of a wide-eyed child who's walked into a library desperately wanting to understand all of the big words around them.

Grakk'ha- Goblin Lacedon, Figurehead.

"Who's that, pretty? Give ol' Grakk'ha a kiss~"

No one in the crew entirely remembers how they ended up with Grakk'ha. She's just always sort of been there. In a rather literal sense, she has become part of the ship. Specifically, she is the prow ornament of the Gutted Belly, lashed in place with just her arms and head free. She doesn't complain overmuch about this, and somewhat enjoys being the unofficial mascot of the crew. She'll even make a show of waving and shouting greetings when they finally sail to port- so long as they continue to feed her.

The small, gangling goblin woman was turned into a lacedon--an aquatic ghoul--long ago, and needs at least a semi-regular diet of carrion to stay what passes for healthy for an undead body. This, the ship's crew is able to supply her with regularly. But it's the rarer treat of live, humanoid flesh which she truly enjoys. As such, "a kissing session with Grakk'ha" has become the final destination for any mutineers or sufficient screw-ups who don't meet their end thrown overboard or at the hands of Istoyn and his unnerving powers.

K'shevash- Sahuagin, Honorary Disposal Officer.

"There is no friend or foe to the frenzy of K'shevash. There are only warmbloods who will or will not be dining with it tonight."

The sahuagin with a name almost as difficult to pronounce as the Chaplain's is not an actual member of the crew. In fact, they would probably eat any member of the crew who tried to parley with them or their tribe at closer than arm's length. (Though, to be fair, a number of proper crew members would also eat their fellows if push came to shove.)

Rather, K'shevash and its band are a bunch of exiles from the depths of one of the surface seas. How they found their way into the undersea, or why they've just sort of latched onto the Gutted Belly for so long, is unknown. But their presence is somewhat of a boon to the corsairs, for several reasons. They provide security from the other, lesser known threats of the deep which might otherwise try to attack the ship. They also eat much of the refuse from the ship's kitchens, in particular any meat scraps and offal to be had. And, as stated earlier, they have no qualms about eating any humanoids who find their way down into the wake of the Belly, with the seemingly sole exception of Scrubs- a compact was established after he ate several of them for making fun of his thoughts on causality one day.

In addition to providing a quick and easy method of disposal for the dead, the "Sharks" as they are affectionately referred to are also quite the deterrent from mutiny. Walking the plank takes on an even more grim character when you know that in addition to drowning, you'll be eaten in a creative fashion, over a period of time. And woe betide anyone who earns a keelhauling.

Anchor- Earth Elemental, Literal Anchor.

"Mmmmmmrrrrrdh...*"
* "A little to the left, Scrubs. There has been a mussel wedged under my shoulder for days now. Ahh, that's it..."

Anchor is, well... the ship's anchor. Summoned and bound in magical chain years ago by Letil, this elemental grabs a hold of features of the sea floor and keeps The Gutted Belly from drifting while at rest. It also acts as a lookout for dangers below the waterline, relying basic information to its mistress through a telepathic link when needed. It otherwise leads a rather solitary existence, content to lay on the seabed or drag along beside the ship's hull, doing little of note while the sahuagin swim past it, mildly annoyed that it isn't more edible. It is known to have an occasional, mostly one-sided conversation with Scrubs while the latter is removing built-up detritus from its craggy form, however.



Lesser-known personalities include...


Admiral Scratch- "Cat", Informant.

"Miaaaooo. Miao, mao, mao- HLGHKSHAULGH! ... Miao."

Whatever this thing is, it isn't a cat, and it does a rather poor job of imitating one. Members of the ship's crew still refer to it as one, however. They ignore the way its body shifts and morphs as it walks around on what might not always add up to four legs. They pretend not to notice when a tendril snakes out from beneath one of its unblinking eyelids. They just try to brush it off when some of its barbed hairs get stuck to a surface and cause mild damage to it as if from acid etching. They smile, call it Admiral Scratch, and make sure to leave treats out for it.

It does possess a rather catlike fondness for hunting rats, however. Perhaps a little too fond.

Admiral Scratch is ostensibly the obese calico longhair belonging to Captain Maerret. While he is the one person the animal spends the most time with, they clearly do not bond like a master and pet. More often, the Admiral leaps up onto his shoulder, sitting weightlessly as he stares unblinking at the dark elf. In turn Captain Maerret cocks his head and gives the cat an ear, at which point it proceeds to whisper to him. At least, it seems like whispering. No purr should sound that lilting, disjointed, or vaguely conspiratorial. Once he's spoken his piece, Scratch leaps back down to the deck and resumes his rodent vigil. Some believe that he is the real brains behind the captain, using him like a puppet. Others think that the Captain uses him as a spy on his own crew. Neither rumor has been substantiated, though the latter has slightly more credence in light of the list of would-be mutineers who have met sudden and messy ends aboard the Belly.

Hilivonsuul- Decapitated Illithilich, "Head" Adviser.

"..."

Anyone who's ever seen the inside of the captain's cabin will have noticed the grizzly trophy mounted on the wall behind his desk: a large, discolored illithid head, mummified into leather with its face tendrils braided together and then pinned together by bronze nails. There is no general consensus as to whether its eyes are milky and lacking pupils, or if it has pupils like an angry cuttlefish.

Captain Maerret is always happy to tell the tale of how he came across it, however.

Supposedly (and that word cannot be emphasized enough when dealing with one of Istoyn's tales), he slew the illithid with his very own hands and cutlass. One day early on in the drow's career of piracy while prowling the shore of one of the more treacherous vault walls, the Belly's crew caught sight of a battle unfolding. It was a chaotic three-way between githyanki, githzerai, and a small cell of mind-flayers trapped in the middle. Doing the only sensible thing, Istoyn ordered the ship to fire upon the melee on the rocks, scattering all parties and allowing for a landing party to loot the battlefield briefly.

Istoyn found a particularly withered-looking brain-eater, certainly not dead but not entirely alive either. He hacked its head off before it could utter a spell or make anyone's head explode, and carried the grizzly trophy back to the ship where he had it embalmed.

The part he leaves out of that story is that the head still isn't entirely dead.

Ensorcelled by dominating magic and kept in a docile state by a little-known source of psionic echoes which interfere with its ability to regenerate, there is little left of the desiccated head once known as Hilivonsuul, former acolyte of a coven of illithids who dabbled in arcane and necromantic magic. All that it can do is obey the will of its new master, who feeds it the names and thoughts of every soul upon the ship, living or dead. Hilivonsuul had known a thing or two about True Names back when its mind belonged to itself- after centuries of feasting on brains, one begins to hone their palette to pick out truly subtle flavors.

Much can be done with a Name like that. From subtly encouraging compliance with a captain in the pliable, to encouraging the sudden, explosive rupture of a dissident's head.


The Gutted Belly Herself- Taxidermied Aboleth Carcass, Marine Vessel.

"The sea, the sea, the sea, the sea, the sea..."

Istoyn definitely couldn't have killed this one. But since he claims to have built the ship himself, it is implied that he knew the creature, or at least its corpse. "Gutted belly" was quite an apt description for the state of the eviscerated aboleth when the dark elf equipped with a hammer, saw, and oscillating sanity ran across it. As distasteful as that is, the story only grows worse the deeper one goes. The Gutted Belly is not the largest ship on the undersea, but it is absolutely massive for an aboleth body, even taking into account the likelihood that all of that loose, flabby skin was stretched and smoothed out as far as it would go during construction. Aboleths never stop growing during their exceedingly long lifespans, so the specimen which became the Gutted Belly must have been old indeed. An aboleth's power also grows with age, raising the eerie question of exactly what could have killed such a being, only to leave it to rot on a scintillating beach somewhere.

The carcass still possessed some of that power when the marooned slave found it, in the form of powerful psionic emanations. They warded off virtually all other denizens of the deep, save for the drow who'd heard them throbbing in his skull ever since the wreck. They were the reverberating echoes leftover from a dying mind laid low and regressing, playing over themselves over and over again like the fever dream of a frightened child.

The sea.

The sea.

Where is the sea?

It wants to swim.

Swim away into the sea.

The sea.

Where is the sea?

The echoes have died down considerably since those lightless days. Only the most sensitive could still detect them, though their influence runs deeper than most might know. Such interference could be enough to prevent a certain head from regenerating, or perhaps stimulate the mental growth of a lumbering, formerly blank slate always clinging to the hull. It could even resemble blind, dumb luck at times, as The Gutted Belly herself strives to "survive" yet more perils in order to enjoy just one more swim across that vast, abyssal sea.