Wednesday, December 14, 2022

Real History: Homo Floresiensis - Ancient Human

Dwarf Stegadon, giant rats, huge storks, Lomodo dragons and Homo Floresiensis. All existed thousands of years ago on islands to the south of Sundaland. Skip to 19:00 to see what the 'hobbit' people encountered on the island of Flores.

Sunday, December 11, 2022

Elephant Queens & Tiger Kings - 9: The Stolen Idol

(Click map to zoom)

In the last episode our galleys arrived at Nanbeg Gakwha a city of the Longheads and ended on a cliff hanger because I rolled a Weak Hit on the Reach Your Destination move.

On a Weak Hit you face an unforeseen hazard or complication. Envision what you find or Ask the Oracle. 

I need some inspiration for the complication so I'll roll on the Settlement Trouble, Action and Theme and the Major Plot Twist oracles.

Settlement Trouble table: 86: Stranger causes discord

Roll Action and Theme oracles.

Action: 14 Inspect. Theme: 75 Mysticism

Major Plot Twist: Someone or something goes missing.

Our galleys are moored at a large quay where dignitaries from the Longheads are waiting for us. Whether they are kings and queens, priests or warriors I don't know. Some of the most important looking of them are wearing tiger and leopard skins around their shoulders, their long heads decorated with brightly coloured feathers. Warriors carrying spears stand nearby, some of them with tattoos on their faces, dark circles under their eyes and the outlines of teeth around their mouths making them look like living skeletons. They are a frightful sight.

A translator is helping our leaders communicate with them, small gifts are exchanged and then the command is given to start unloading our cargo. We start lifting heavy bags, baskets and enclosed clay pots across the gangway on to the shore. It's clear that one of the goods we have brought with us is salt, something that's hard to come by so far from the sea. But I don't know what else we've transported. Whatever we are trading with each other, it must be valuable.

It seems from the conversation between our respective leaders that we are not going to immediately receive goods to bring back. We are beckoned get back on the galleys are then brought some food which consists of boiled meat and vegetables. Our leaders are taken into the city presumably for more lavish treatment.

We settle down on the on the benches of our boats or out on the deck, the smell incense is in the air in order to drive away the mosquitos. We sleep as best we can, our tiredness overcoming any trepidation.

A commotion wakes us abruptly in the morning, there is shouting from the deck above. We scramble from our resting places but before we can climb out a group of Longheads come below. Some shout at us and use their spears to corral us to one side while others frantically search every nook and cranny of the lower decks. After a while they seem satisfied and leave. One of the mariners comes down to explain that we have been accused of stealing a bronze idol from one of their temples. They are currently holding all out ambassadors and emissaries captive and it's unlikely that they will let us leave until they've found it. We've found ourselves in a dangerous predicament.

I ask one of the mariners if it's possible for some of us to visit our leaders. 

Ask the Oracle 50/50: 50 or below is No, 51 or above is Yes.

73: Yes.

I'm told that we are allowed to visit them with an escort. I decide to ask if I can visit them in order to see how I can help. It's unusual for a rower to make a request like this but I believe that I've distinguished myself on this mission enough that the mariners will give me a chance, they are clearly at their wit's end, unsure how to proceed.

Move: Compel with Heart (+1)

Action Die: Roll 1d6 + Heart(+1), 3 + 1 = 4

Challenge Dice: Roll 2d10 = 6 and 3

Weak Hit: They'll do what I want +1 momentum (4 momentum) but they'll ask for something in return. Ask the Oracle if unsure.

The mariners will allow me to visit the ambassadors but they want me to credit them with any success. They ask me what my plan is but since I don't have one I'll lie.

Move: Secure an Advantage with Shadow (+1)

Action Die: Roll 1d6 + Shadow(+1), 2 + 1 = 3

Challenge Dice: Roll 2d10 = 7 and 31

Weak Hit: Advantage is short lived, take +1 momentum (5 momentum).

I make up something about having dealt with this kind of situation before, in normal circumstances it would not be convincing but the mariners are willing to go along with it for now out of pure desperation. My idea is to to visit them on the pretext that we are bringing them some food. I ask if I can bring a group including my friend Auko. He trusts me enough to want to come along but for the rest I will need some volunteers. 

1d10: 4  

Four others trust me enough to give whatever idea I have a chance. We gather some baskets of fruit, nuts and dried fish and wait for the mariners to speak to some of the guards at the quay. The communication between our respective people is not easy but eventually they seem to understand what we want and we are motioned forward. The spearmen escort us from the docks into the city. The main street is paved with large, flat limestone tiles, some buildings are of the same material, probably temples and other important buildings. But most of the smaller houses and huts are made from various organic materials such as wood and bamboo, the roofs being covered with large leaves or woven grass. A light drizzle starts to fall as this city is deep in the rainforest. 

We are taken further into the city, now there are only stone buildings, then through a set of bronze doors, through a corridor and then finally a reasonably large room where the captives are held. The room has small openings at the top of the walls letting in light and air but is otherwise lit by oil lamps. There are benches and recliners on which the ambassadors are sitting, 9 in total, 3 for each of our boats. The Longhead spearmen stand at the entrance while we bring in the baskets of food.

The ambassadors are surprised that we are there and ask who sent us. I tell them that the mariners wanted us to come and find out more about the situation. I ask the ambassadors what they know.

Move: Gather Information with Wits (+2)

Action Die: Roll 1d6 + Wits(+2), 3 + 2 = 5

Challenge Dice: Roll 2d10 = 5 and 6

Miss: On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.

Thinking back to the complication that I introduced at the start of the session. The ambassadors seem to believe hat they're being set up by some priests who object to our presence. And they're using the disappearance of the idol as leverage. It may be that there are different factions within the city that are at odds with each other. I don't think we're in a situation where we can find the idol. It could be anywhere. Trying to force ourselves out could be incredibly dangerous. Perhaps if we somehow create a distraction? However we are in the middle of the city and our appearance is very distinctive.

I think we need to appeal to the other faction in the city and exploit the conflict between the two.

I'll generate details for the Priest Caste and for the other faction; Warrior Caste (The Longheads are a warrior culture ) with my Random RPG Faction Generator. Skim down for a narrative summary.

1. Caste or Faction Type: Warrior Caste

2. Origin: Splinter Group

3. Leadership: Council, Elected, self-appointed or selected on merit.

4. Motivation: Power

5. Method: Manipulate or Leverage: Using secret knowledge

6. Strength: Meticulous planning: Account for all possibilities and outcomes.

7. Weakness: Immoral

8. Secret or MacGuffin: Resource

8.6 Resource: Weapon

9. Complication: Need more or a specific resource

10. Inner Conflict: Competing whats. What should they be doing?

11. Outer Conflict: Political disruption: An unintended shift in the political environment is preventing the faction from achieving their goals.

12. Moral Compass: Let fate decide


1. Caste or Faction Type: Priest Caste

2. Origin: Local

3. Leadership: Elite. A small group of people.

4. Motivation: Revolution.

5. Method: Manipulate or Leverage: Hidden violence. Assassinations or secret raids.

6. Strength: Fanatical. Will stop at nothing to achieve their goals.

7. Weakness: They have a debt or someone has leverage over them.

8. Secret or MacGuffin: Person

8.6 Resource: Heir or claimant.

9. Complication: Need more or a specific resource.

10. Inner Conflict: Disputed leadership.

11. Outer Conflict: Direct opposition: Another faction or group is trying to stop them.

12. Moral Compass: Let fate decide.

Summary: 

There is a splinter group within the main warrior caste leadership. Some of the council members, motivated by power are plotting to remove other members to cement the position of their own clans. They've been trying to gather sufficient bronze spears and axes for their clan members but are struggling to get as many as they would like. The splinter group has been encouraged by the priest caste who believe the Longhead culture of this city is not adhering to their religion as they once did. 

The priests are becoming impatient and have resorted to subterfuge such as assassinations and now theft of the idol in order to stir up conflict. They want to show that the current leadership is ineffective. The splinter group of warriors is weary of making their big moves now and some of them are willing to out the conspiracy of the priests rather than risk showing their hand too soon. Our group is caught in the middle.

We are aware that we are being used in some kind of power struggle but aren't sure of the exact details. 

I think it's reasonable that we will be brought in front of the council of the warrior caste and the priests. 

Move: Secure an Advantage with Wits (+2)

Action Die: Roll 1d6 + Wits (+2), 2 + 4 = 6

Challenge Dice: Roll 2d10 = 5 and  7

Weak Hit: Advantage is short lived, take +1 momentum (6 momentum).

We decide that with what little we know that we need to get in front of the council as soon as possible. I coach the ambassadors into laying out a case to the guards as to why we should be brought before the council as soon as possible.

Move: Compel with Heart (+1)

Action Die: Roll 1d6 + Heart(+1), 5 + 1 = 6

Challenge Dice: Roll 2d10 = 5 and 3

A Strong Hit. They'll do what we want, take +1 momentum (7 momentum).

The ambassadors speak to the guards explaining that we have been thoroughly searched and no one has found the idol, in addition we have no reason to want to start any trouble since we want to keep up good relations between our cities. While the guards do not have a say as to when we will be brought before the council it so happens that some of them were observing us from a behind a curtain on a balcony above us.

The guards are called to escort us out, through various corridors to a large hall, perhaps three stories high. There are stone benches on raised platforms on which sit a dozen or so elders. It is much lighter in this room since there are large openings at the top of the walls, some birds are occasionally seen flying in and out.

With the aid of a translator the elders tells us about the accusations, however there is already bickering happening between them. The translator is continually interrupted and being given conflicting messages. Then some of the elders start shouting at each other. People start pushing and shoving each other, then some of the other people in the hall, nobles, priests and guards get involved in order to prevent a scuffle. 

Does the scene turn violent? Ask the Oracle. Unlikely 76 or higher: 58, no.

There is a lot of commotion but thankfully it doesn't look like any real violence breaks out. We are taken back to the holding room to await our fate.

Saturday, December 10, 2022

Real History: Denisovan - Ancient Human

A look at the Denisovans. From around the 22:00 it discusses the presence of Denisovans in Southeast Asia and Australia and how they mixed with modern humans, specifically the Melanesians, Papua New Guineans and Aboriginal people. This indicates migration along the Pacific coast in particular.

Monday, December 5, 2022

Real History: Rise and Fall of the Sea around Sundaland and Sahul

This animated map shows the rise and fall of sea levels around Sundaland over the centuries. From 04:30 it shows human migration paths.

This animated map shows the rise and fall of sea levels around Sahul, the area of what is now known as Australia and Papua New Guinea. It also shows the human migration paths from around the 4 minute mark.

Tuesday, November 22, 2022

Real History: Kiribati Coconut Armour

Kiribati armor was designed to offer protection from the shark-toothed swords, spears, and daggers that rival warriors often carried. The suit was a set of overalls and sleeves which were woven from coconut fiber. On top of this, a coconut cuirass was worn. This cuirass was distinctive, in that it often came with a high backboard to protect from back attacks.

Kiribati Coconut Armor - Not as Nutty as it Sounds! 

Friday, November 11, 2022

Netflix: Ancient Apocalypse

Graham Hancock, the author of books such as Magicians of the Gods has a new Netflix series out called Ancient Apocalypse. In the first episode he visits Gunung Padang in Indonesia. It is possibly a 20,000 year old megalithic site. I first discovered the idea that a civilisation existed at the end of the last ice age through Graham's books and the inspiration for this setting comes from some of his speculations.

Whether he's right or not, it certainly fuels my imagination.

To promote the show he is back on the Joe Rogan show which you can listen to on Spotify.


Saturday, October 22, 2022

Real History: New dates suggest Oceania's megafauna lived until 25,000 years ago, implying coexistence with people for 40,000 years

For most of Australia's human past sea levels were lower than they are today. Australia's mainland was connected to Papua New Guinea and Tasmania as part of a larger landmass called "Sahul". 

During the Ice Ages Sahul was home to a unique range of megafauna, which included giant marsupials, birds and reptiles. The extinction of megafauna in Sahul remains one of the most contested debates in Australian science.

Now, our new paper published in Archaeology in Oceania provides compelling evidence megafauna may have coexisted with people in the region longer than previously thought—and as recently as about 25,000 years ago. 

Read the rest here:

New dates suggest Oceania's megafauna lived until 25,000 years ago, implying coexistence with people for 40,000 years


Monday, October 10, 2022

Real History: Strange Animals From The Ancient Past

Nothing says Sword & Sorcery like strange looking animals from bygone eras. While we might be used to seeing dinosaurs that managed to survive to meet humans how about carnivorous horses, giant Amphibians and predatory flightless birds.

Check out these YouTube channels which provide loads of inspiration for Sword & Sorcery type beasts and monsters.

I learned from from one of these videos that there is evidence that humans in South and Central America hunted the Wikipedia: Gomphothere up to 11, 000 years ago.

And here's a clip from 10,000 BC. A cheesy movie but I do take some inspiration from it.

Wednesday, October 5, 2022

Real History: Virtual Angkor

I take a lot of inspiration from civilisations that seem to have developed 'low density tropical urbanism' like the Mayan and the Khmer civilisations.

The Virtual Angkor project is an educational site that was created to give people an idea of what 13th Century Angkor might have been like. This video gives you a little preview.


Friday, September 30, 2022

Orichalcum: The Magical Metals of Sundaland

According to Plato Orichalcum was abundant in Atlantis and second only to gold in value. But we don't know which metal it was.  Supposedly it was mined but others believe it was simply an alloy of copper, zinc, nickel and iron. Of course readers of this blog will know that Sundaland is a good candidate for the real Atlantis.

So is Orichalcum a simple alloy or a magical metal? If it's the latter what kind of properties does it have? Are there other magical metals in Sundaland?

Roll some d10s to discover the qualities of the magical metals of Sundaland.


Extraordinary Properties 1d10

1. Lighter than Aluminium

2. Stronger than Tungsten

3. More dense and heavy than Iridium

4. More elastic than Steel

5. Conducts electricity better than Silver

6. More beautiful than Gold

7.  More dazzling than Diamonds

8. More rust resistant than Stainless Steel

9. Can be polished to reflect light like a glass mirror

10. Sharper than a Diamond or Obsidian blade


Supernatural Properties 1d10

1. Can provide and/or store an electrical charge like a battery

2. Anti-gravitational

3. Glows in the dark

4. No known melting point

5. Can be shaped to amplify sound waves

6. Can be shaped to reflect light like a laser

7. Does not reflect light at all. It's darker than Vantablack 

8. Antimicrobial or healing properties

9. Magnifies or enhances brain waves and/or facilitates Psionic / Psychokinetic / Telepathic abilities.

10. Can not rust or corrode at all


Colour 1d12

1. Transparent

2. White

3. Yellow

4. Orange

5. Red

6. Brown

7. Olive

8. Green

9. Blue

10. Purple

11.  Black

12. Grey


Monday, September 26, 2022

Elephant Queens & Tiger Kings - 8: Arriving at the City of the Longheads

In the last episode I was press-ganged into becoming a rower on a galley that's part of a trade and diplomatic mission to Nanbeg Gakwha, a city of the Longhead people. We are slowly travelling up the river occasionally stoping to stock up on food and dealing with the dangers of the environment. I was instrumental both in finding food and in dealing with a giant pangolin which has put me in good standing with the members of the expedition.

We are almost a week and a half into our journey, the 3 galleys are making good progress and rowing isn't as strenuous as it could otherwise be, thanks to the monsoon winds blowing inland at this time of the year. There is a light misty rain falling and the air is filled with the cacophony of jungle wildlife. We haven't passed any villages in days and likely won't see any for a while yet.

The journey progress trackers is currently at 5 out of 10. I want to get to at least a 7 or 8 out of 10 before I risk making a progress roll. Remember I am using 3 Wits for these Undertake a Journey moves since the expedition is being lead by navigators and helmsmen of the galleys.

Move: Undertake a Journey (Formidable Rank)

Action Die: Roll 1d6 + Wits(3), 2 + 3 = 5

Challenge Dice: Roll 2d10 = 2 and 7

A Weak Hit: Reach a waypoint and mark progress.

We've made further progress (6 out of 10), -1 supply (3 out of 5 left).

Nothing remarkable happens, we make steady progress up the river. No signs of human activity. Just the dark jungle and the sound of birds and monkeys in the air. We set anchour just before dark and sleep until dawn for the next leg of our journey.

Move: Undertake a Journey (Formidable Rank)

Action Die: Roll 1d6 + Wits(3), 3 + 3 = 6

Challenge Dice: Roll 2d10 = 6 and 7

A Miss: You are waylaid by a perilous event. Pay the price.

Ask the Oracle: It is stressful.

Action: Overwhelm
Theme: World

Over the course of the following morning we continue our journey and then the first signs of humans. We start seeing the occasional carved stone pillar along the shoreline. They seem to be the height of two or three people and we can see that they are adorned with decaying flowers and surrounded by what looks like rotting fruit, if the clouds flies are anything to go by. And what's more, the macabre sight of human skulls. It's not clear to us what the purpose is of these pillars. Are they places of worship and offering, boundary markers or warning signs?

There are mutterings amongst the other rowers. Some of them have heard rumours about the Longheads and their vicious ways, in battle, towards prisoners and sometimes each other. The chatter increases, stories are passed around and then the arguing starts. Some of the rowers stop, guards start beating people. The rhythm of the rowing has been thrown off and the helmsman orders everyone to raise their oars out of the water.

While I sympathise with the nervousness of the crew I believe it's better to continue rather than let ourselves drift listlessly in the river. We shouldn't get separated from the other galleys as we don't know who might be watching us from hidden vantage points amongst the trees.

I'm going to try and speak to the crew to calm their nerves. I've gained respect amongst the crew due to being successful at finding food and defending against the giant pangolin, so I hope they will consider what I have to say.

I will give myself a one off +1 on a Compel move for the aforementioned reason. 

Move: Compel +1

Action Die: Roll 1d6 + Wits(3), 1 + 3 + 1= 5

Challenge Dice: Roll 2d10 = 5 and 2

It's a Weak Hit but I burn momentum to turn it into a strong hit. The momentum drops to +2 but I get +1 for the Strong Hit putting me back at +3 momentum.

Strong Hit: They do what I want.

I raise my voice to grab everyone's attention and explain that it is better to keep moving than to stay still. And that to turn back now, on our own, is even more dangerous. This seems to satisfy the crew, for now. The mariners in charge of the boat don't usually allow rowers to speak out of turn, but make an allowance for me this time when they notice the crew calm down and agree to continue. Everyone on the boat is once again aligned in a common purpose, to continue on. But in the process I've used up my favour with everyone on the boat. They'll have someone to blame now if anything goes wrong.

Move: Undertake a Journey (Formidable Rank)

Action Die: Roll 1d6 + Wits(3), 4 + 3 = 7

Challenge Dice: Roll 2d10 = 9 and 5

A Weak Hit: Reach a waypoint and mark progress (7 out of 10). -1 Supply (+2 Supply).

We all get back to work and row hard in order to catch up with the other galleys. A message is shouted over by one of the mariners to explain what has happened, which seems to satisfy everyone concerned. Mutinies can happen. We continue on and in the latter part of the evening we once again start encountering signs of human life. Huts by the water, then small villages. But the people we see fishing from their canoes, playing by the rivers edge or returning from a forest hunt are different from what we have encountered further down the river.

Their skulls are unmistakably elongated. A result of the the bindings that are applied to their heads as soon as they are born. We are amongst Longheads. They watch us suspiciously, occasionally pointing and shouting incomprehensibly at us. But not daring to venture towards our galleys. We also keep our distance and set anchour only once we are at a sufficient distance from any dwellings. At night there is a double watch and we are awakened earlier than normal to start rowing again.

Move: Undertake a Journey (Formidable Rank)

Action Die: Roll 1d6 + Wits(3), 6 + 3 = 9

Challenge Dice: Roll 2d10 = 7 and 3

A Strong Hit: Reach a waypoint and mark progress. +1 on the Journey Progress Tracker now takes to 8 out of 10.

I'm going to attempt the Reach Your Destination move.

Challenge Dice: 10 and 4 against 8.

Weak Hit: On a Weak Hit you face an unforeseen hazard or complication. Envision what you find or Ask the Oracle.

We make good progress over the next couple of days. This stage of the journey could be described as uneventful save for the fact that we are clearly being watched. Every time we pass a village there seem to be more people watching us from the river side or out on canoes. They still maintain a distance but it's we can tell that the word of our arrival is spreading ahead of us. Also we now notice the presence of groups of warriors, bearing spears, clubs and bows. Decorated with feathered headdresses and tattoos and body paint different to what we are used to seeing. 

Finally, almost 15 days after we left the City of Pearls, we navigate around a bend in the river to find ourselves at our destination. Out of the mist appears the light of burning fires, high up on stepped pyramids. Then pillars lining the river bank, as before with flowers and various skulls hanging from woven vines. Also more huts, gardens and pig pens amongst the trees. Occasionally a stone tower from which we are likely being watched.

I wonder what our reception will be like?


Thursday, September 22, 2022

Elder Beings: Truth of the Star Gods


Legends of the Star Gods: 

When the land was still young they came in their many ships, down from the heavens where they existed first. Here they, whom we call the travellers from the stars, found a forest covered land with abundant fruit and flowers, air filled with the songs of birds, the calls of monkeys, the growling of tigers and the trumpeting of elephants. 

They set out to build high towers and great palaces to make their homes in and recruited the animals to help them in these efforts. The animals were directed to dig into the earth for stone and jewels, and to cut down trees and divert rivers and lakes. And many of the animals were taught to speak so that they could more easily be guided in this work.

It is said that the star-travellers could take the clay from which all creation was fashioned and mould and press it into new shapes as they saw fit. To make small fruits grow large, to make beasts stronger or walk upright where before they were on all fours, to give a snake limbs or to even make a fish breathe air and walk on land.

However even in their wisdom there was disagreement amongst them. First arguments, then conflict and eventually open war; although it is not known why or to what end. Battles raged on mountain tops and in deep caverns. Entire cities were destroyed with terrible magic, and ever more fearsome monstrosities were created with which to chase enemies across open seas and down into deep mines where it was hard for them to reach.

Eventually the wars of the star-travellers ended, but with no ultimate victor or vanquished. The lands were ravaged and our people were there amongst the ruins. In service we had been taught how to carve stone and pour metal. How to sail ships and cast nets. And how to tend forest gardens and herd animals. This is how we managed to survive in the aftermath of so much devastation.

The travellers from the stars left in their ships, for reasons as mysterious as what brought them in the first place. Although it is said some stayed behind guarding in mountain fortresses or still lie resting in tombs in deep caverns. 

Even then there was no peace as the surviving animal servants warred amongst themselves for the inheritance that was left behind. Our people eventually prevailed over all others who then forgot how to speak, or perhaps choose no longer to talk with us because of what we did. Those that refused to submit fled into the forests and swamps, or into the cold mountains and the deep oceans where they plot to one day return and overthrow us.

Since those times we've multiplied, prospered and built new cities, using what we remember from our teachers to honour them, even attempt contact with them and request their return. There are ambitious amongst us who believe there is still yet more to learn from the star-travellers. And that there are to be found in the ruins of those ancient towers, cities and tombs knowledge and artefacts, magic and weapons that can benefit us still. There are even said to be the wrecks of some of their enormous ships situated in the remote parts of the land. Could they be repaired and sailed to the stars to meet their original captains? 

- Unknown Author 

 

Truth of the Star Gods:

Pick one or create your own truth.

1. The star-travellers are worshipped as gods but do not exist. They form part of or the entirety of the various pantheons of gods that exist in the religions of Sundaland. 

Religions are a collections of memes that are passed down through the generations; providing a survival benefit to societies by increasing group cohesions and codifying cultural knowledge. Some, often less pious, religious leaders are aware of the cultural power they wield and do so consciously. In the same way a great warrior leads an army a religious leader can lead and control believers. 

What kind of knowledge, 'magic' or technology underpins the power and authority of religious leaders? How do they use religion to lead or control believers? What kind of interpretations of the nature of the gods exist and how do they manifest in religions? What kind of different religions exist? How do they interact?

2. The travellers from the stars are gods from outside of time and space that were involved in the creation of the universe or perhaps closely tied to the ultimate creator. They came to earth in order to guide and teach humans and to help them develop civilisation.

The star-travellers are gods worshipped by the people of Sundaland. These gods interact with the world in seen and unseen ways but are capricious in nature and their aims and motives are not fully understood by humans. The people of Sundaland are at the mercy of the gods and do their best to gain their favour through rituals and religion.

What is the intention of these gods? Are they moved purely by self-interest or do they wish to impact humanity, either positively or negatively? Are they the ultimate power in the universe or is there something else out there?

3. The star-travellers are not gods but actually aliens that travelled to earth where they engaged in geo and bio-engineering projects using technology so advanced it seemed like magic. They genetically engineered several species to increase their mental and physical capabilities including the ancestors of humans. Variant human species such as Denisovans might be the result of these experiments or the initial stock that was uplifted. There were also experiments with reptiles, amphibians and newly genetically engineered creatures.

The evidence of the alien presence on earth still exists, albeit in a severely deteriorated state since it occurred thousands of years ago. There are various types of building and structures whose purpose we can not hope to understand as well as ruined cities, underground complexes and even space-ship wrecks to be found in Sundaland.

Where did the aliens come from? Why did they come to earth? What did they want to do here? Why did they fight amongst each other? Why did they leave? Will they come back?

Adventure Ideas: 

1. A newly discovered underground complex, lost city, ruined tower or star-ship wreck has been discovered near a remote village. The authority of your culture wants you to investigate the site and bring back whatever knowledge or artefacts you can find before neighbouring city-states hear about it as well.

Have other cultures learned of the site? How did they find it? Did the gods reveal the location to religious leaders? Are there elder-species (uplifted reptiles, amphibians, mammals) at the location? What can be found at the site?

2. A group of elder-species or elder-humans has reportedly moved into lands near our city-state. The people are fearful of might happen next. What are their motives and desires? Will they instigate violence, consume resources or attempt to live peacefully? The authority of your culture has a particular response in mind and wants you to set their plan into motion.

3. An ancient artefact has been discovered in a mine. It surely belonged to the Star Gods and has been brought to the religious leaders of your culture. However it is unclear what the purpose of the artefact is. Can you help find out what it is? Is it a weapon, a tool, or something else? How is it used? Who else wants it and what do they want to do with it? What are the consequences of its use?

4. Something has been disturbed which should not have been. A deadly disease spreads from an re-opened complex, a piece of technology has been activated and is transforming the land, elder-species have been set free from a hidden city after an earthquake, a star-god has been awakened from a thousand year slumber.

How are the various cultures in the land reacting? How will our way of life be transformed? Can anything be done to put a stop to this? Will our way of life end? Has the apocalypse begun? 


Tuesday, July 12, 2022

Real History: Lost Civilisations of the Amazon

More evidence for low density tropical urbanism. Similar to what the Maya might have lived like and what might have also existed in Southeast Asia in the past. Either in ancient Thailand and Cambodia or Sundaland.

It seems that the civilisations that existed in these jungles and tropical savannahs could thrive because they were tending the environment like a garden similarly to how forests in Europe were not completely wild, rather a resource that was actively being shaped and managed.


Thursday, May 19, 2022

Giant Sinkholes

South China is home to giant caves and sinkholes. One recently discovered contains an entire forest cut off from the outside. Scientists believe that it may be home to undiscovered species. 

What kind of creatures do you think you'll find within?


Wednesday, April 6, 2022

Elephant Queens & Tiger Kings - 7: Journey Up The River

In the last episode I was attempting to smuggle Areca Nuts into he City of Pearls in exchange for the right to live in the city. However my companion and I were captured by Balzar, who seems to be a head guard or military leader of the city. We have 'volunteered' or press-ganged into being part of a trade and diplomatic mission to Nanbeg Gakwha a city of the Longhead people

Early in the morning we are jolted awake as guards drag us up to our feet and march us out of the room where we have been held for several days. We gather in the hallway together with dozens of others and then through further halls and courtyards until we are out onto a large plaza where we are again joined by more captives led by guards. All in all there must be a hundred people. We are led through streets along canals and over bridges towards the edge of the city to a great port where many large ships and boats are moored. This is where the great trading vessels embark for the spice islands in the East or to procure Jade on the Northern coasts.

There is a throng of people on the quay. People are loading and unloading goods from the water vessels and carts with various wares bound for the markets in the city or further afield. Craftsmen in docks are making repairs to the decks and hulls while women mend sails and weave and twist rope. 

The guards push through the crowds leading us along a stone quay where 3 galleys are moored. They each have double layered deck, there are what seems to be about 25 oars coming down from the lower deck and towering above, each boat has two masts from which hang massive triangular sails made of matted fibres.

There are priests making animal offerings while chanting, the smoke of incense is in the air and bells are ringing all seemingly to bless the voyage ahead. However we are unceremoniously bundled up a wooden walk way onto the boat and below deck and to one of the benches where we are expected to take up an oar in pairs.

We wait several hours until finally we hear the beat of a drum somewhere behind us, we are shouted at by some senior mariners to deploy our oars and push off the quay and start rowing to the steady beat of the drum. The boats make their way out on to the river and at this time of year the monsoon winds are blowing inland from the sea allowing us to make our way into the hinterland. 


I will treat the journey up the river as a Formidable Journey (1 Progress per Success) and will roll for the navigators giving them a +3 for Wits to add to the Action die. I will also track the supplies of the expedition as usual, starting at 5.

Move: Undertake a Journey (Formidable Rank)

Action Die: Roll 1d6 + Wits(3), 5 + 3 = 7

Challenge Dice: Roll 2d10 = 9 and 7

A weak hit: Reach a waypoint and mark progress, -1 supply.


The initial part of the journey is uneventful. The river is wide and slow and the combination of sails and oars allow us to make progress up the river. I can see out from a gap in the hull that we are within the hinterland of the City of Pearls, the villages, farms and gardens that we encounter along the river are under its sphere of control. In the late afternoon we reach a village and trading outpost that has several large jetties where we moor. We are allowed to prepare food from the supplies and then sleep on the benches or on the deck. Incense is burned to keep us safe from the bites and stings of insects.


Move: Undertake a Journey (Formidable Rank)

Action Die: Roll 1d6 + Wits(3), 5 + 3 = 8

Challenge Dice: Roll 2d10 = 9 and 3

A weak hit: Reach a waypoint and mark progress, -1 supply.

We've made further progress (2 out of 10) and lost more supply (3 out of 5).


We are awoken as dawn breaks and after some preparations we cast off once again. Despite the hard work we've been treated quite well so far. It seems that the captains and mariners want to keep us in good health and good spirits. As we journey up the river I notice that villages and huts on the shore become fewer in number and the vegetation growing up to the water becomes more dense.


Move: Undertake a Journey (Formidable Rank)

Action Die: Roll 1d6 + Wits(3), 6 + 3 = 9

Challenge Dice: Roll 2d10 = 7 and 6

A strong hit: Reach a waypoint and mark progress.

We've made further progress (3 out of 10) supply remains (3 out of 5).


A couple more days pass and we are fortunate to come across some wild pigs on the shore which means we don't have to use as much of the supplies we've taken with us.


Move: Undertake a Journey (Formidable Rank)

Action Die: Roll 1d6 + Wits(3), 6 + 3 = 9

Challenge Dice: Roll 2d10 = 8 and 1

A strong hit: Reach a waypoint and mark progress.

We've made further progress (4 out of 10) supply remains (3 out of 5).


We have been travelling for almost a week, which has been uneventful so far. But I'm noticing only the occasional small village and more often there is thick forest growth overhanging the shore. I believe we are venturing deep into the jungle. 


Move: Undertake a Journey (Formidable Rank)

Action Die: Roll 1d6 + Wits(3), 4 + 3 = 7

Challenge Dice: Roll 2d10 = 10 and 1

A weak hit: Reach a waypoint and mark progress.

We've made further progress (5 out of 10) - 1 supply (2 out of 5 left).


We are just over a week into our expedition and it seems that we are running low on food and supplies so we take the opportunity to set anchour. We are tasked to take some canoes to a pebbled shore to see what we can gather nearby.


I'll roll for myself as well as the others. 

First I'll roll for myself.

Move: Resupply

Action Die: Roll 1d6 + Wits(2), 2 + 3 = 4 

Challenge Dice: Roll 2d10 = 2 and 1

A strong hit: Take +2 supply

For my companions I'll roll with Wits = +1 since the average rower will not be skilled at finding food in the jungle.

Move: Resupply

Action Die: Roll 1d6 + Wits(1), 3 + 1 = 4 

Challenge Dice: Roll 2d10 = 8 and 5

A miss: They find nothing useful. Pay the price.


I'll roll twice on my Food Staples table and twice on my Fruits table: Plant, Animal, Mineral and other Resources of Sundaland

10 Yam 

2 Banteng (wild cow) 

18 Starfruit

6 Artocarpus fruit

Move: Pay the price

48: A new danger or foe is revealed.


We spread out and make our way amongst the trees, bushes and ferns. This isn't a dense part of the forest so there is plenty of light. I quickly find some fruit and pull down what I can, wrapping them in large leaves, but then I recognise a particular patch of plants. I drop to my knees and starting digging in the ground with my hands, sure enough I've discovered some yams. Just as I'm about to call the others to help I notice a rustling amongst the bushes ahead. I freeze and remain as still as I can. There's further movement and I realise it's a Banteng. I then notice another, and another. I slowly move backwards and then jog to find crew with spears so that they can capture the wild cows. I leave them to it while myself and some of the others start digging up the Yams. Some of the others have also gathered various fruits but I've been the most successful by far. There is enough space on the boats for the Banteng which we'll keep alive until we need them. 


We now have 4 Supply. 

I wonder if the new danger is an Animal 0 - 45, Humans 46 - 90 or a Monstrosity 91 - 100.

44: Animal


As we're loading our bounty on to the canoes we suddenly hear screams from beyond the trees, then several of the crew come running out of the undergrowth. A large scaled beast burst out into the open. It's about twice as long as a man is tall and reaches up to the waist, but when it rears up on its hind legs, propping itself up with a long tail it towers above us. It screeches and brandishes sharp talons with which it lashes out at us. I attempt to duck out of the way and get to the canoes.


Move: Face Danger with Speed, Agility or Precision.

Action Die: Roll 1d6 + Edge (3), 5 + 3 = 8

Challenge Dice: Roll 2d10 = 8 and 4

A weak hit: You succeed but face a troubling cost. Choose: You are delayed, lose advantage or face a new danger. -1 momentum (now at +2 momentum).


I duck and roll out of the reach of the creature's claws. But it seems I've found myself separated from the others. Some crewmen are attempting to drive the scaled monster away with their spears but in doing so they're pushing me it towards me. I need to get past it in order to get to the river. 

I need to figure out what to do.

Move: Gather Information

Action Die: Roll 1d6 + Edge (3), 3 + 4 = 7

Challenge Dice: Roll 2d10 = 5 and 3

Strong hit: You discover something helpful and specific, take +2 momentum (+4).

I keep calm and realise that the creature seems to be in a state of panic rather than having a particular aggressive or ill intent towards us. It's scared of the spears being jabbed at it and by being to it's rear I'm adding to its anxiousness. 

Move: Face Danger with Speed, Agility or Precision.

Action Die: Roll 1d6 + Edge (3), 3 + 3 = 3

Challenge Dice: Roll 2d10 = 5 and 2

Strong hit: You are successful, take +1 momentum (+5).

It's splitting its attention between two perceived threats and when I see it's distracted by the others I dash towards the canoes. The spearmen start to back away and the creature now seeing a clear route to escape returns to all four legs and scampers off into the jungle.

Thanks to finding all the food and my close encounter with the jungle animal the crews believe I've been blessed in some way by the gods and spirits of this land. Whether true or not, it will help me stand out from the regular crew and might be something I can turn to my advantage later.



Monday, April 4, 2022

Real History: The Urbanized Jungle: Ancient Maya Garden Cities

This lecture describes what the Maya cities might have looked like and provide me a lot of inspiration as to what some of the cities in Sundaland might look like. I've linked to the relevant 6 minutes of the lecture at the 40 minute mark as that's where the useful information starts, the first section is all about LIDAR technology.

The lecturer described an urbanised rainforest or rainforest garden as a mode of living that's suited to that environment and very different from European or Asian towns and villages in pre-industrial times.

 

Monday, February 7, 2022

Beasts and Monsters: Veo the Giant Pangolin

 


Pangolins, also known as Scaly Ant Eaters are known for their protective scales (the only mammal know to possess them). They are solitary and nocturnal animals, living in burrows and hollowed out trees. They prefer to keep to themselves and will curl up if attacked by a larger predator but they also posses sharp claws and the ability to spray like a skunk. Wikipedia: Pangolin

The veo was a cryptid reported from the Indonesian island of Rinca, one of the Lesser Sunda Islands. It is described as a large animal comparable to a gigantic pangolin, and some cryptozoologists identify it with the Pleistocene pangolin Manis palaeojavanica.[3][4]

The veo was first described by the French naturalist Pierre Pfeffer (1927 – 2016), who took part in a 1956 animal collecting expedition to Borneo and the islands of Komodo National Park, including Rinca. In his narrative of the expedition, Bivouacs à Borneo (1963), Pfeffer wrote that an elderly Rinca hunter, who claimed to have once seen a veo, described the animal to him in detail.

Read more here: Veo and Wikipedia: Manis Palaeojavanica