2023-04-27 Myrkheim people
Lunch break! My father in law was here and we talked about attachments in emails and how to pay for parking tickets online and other such interesting things and now I don’t want to go back to work for just a little bit. So blogging it is!
As you will recall, I’m working on a Myrkheim setting generator for Halberts and Knives. It’s all untested, but here’s the gist of it.
The map is abstract. Most locations are connected to three other locations. At the edges of the graph are six nodes that only have one connection.
A small map that looks like a spider web
A small map that looks like a spider web
The outer nodes S to X are special.
For the inner nodes A to R, I use three types of locations:
- tunnels
- shrines
- lairs
All tunnels are inspired by a monster:
- worms
- eels
- spiders
- crabs
- humans
- undead
- crocodiles
- slimes
- the warp
The monster determines the name of the tunnel and it determines whether it is “wet” or “dry”.
The shrines each belong to one of these powers:
- Set, inhabited by dwarves or snakelings
- Pazuzu, inhabited by dwarves
- Orcus, inhabited by dwarves
- Hecate, inhabited by dwarves
- Mitra, inhabited by dwarves
The lairs each belong to one of the following:
- spiders
- goblins
- ghouls
- myconids
- nagas
- salamanders
- newts
There are also random encounters:
- a dragon
- undead
- predators
- dwarves
- nightlings
- myconids
- snakelings
- a giant
It’s interesting that through incremental adding over the days and weeks it turns out that humans, for example, only have small camps in tunnels. Or that the dragon or giant can only be found via a random encounter. Or that dwarf lairs are always shrines.
Weird.
#RPG #Myrkheim #Halberts #Knives