Monday, July 3, 2023

Planet: Bennec

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Overview

Bennec’s continents are mostly covered in dense forests and jungles. A cleared valley in the southern hemisphere holds high-tech human settlement. The planet’s singular city sits on an eastern coast, surrounded by farmlands on three sides. The starport is located further inland from the city, connected by train. Low-tech human descendants of a previous colony live in the forest.

Quick Facts

B9565A9-B

  • Starport: B-class (good quality, refined fuel, non-starship construction)
  • Gas giant in system
  • Diameter: 9,000 miles / 14,500 km (slightly bigger than Earth)
  • Atmosphere: Thin
  • Water coverage: 60%
  • Population: 600,000
  • Government: Dictatorship
  • Law level: 9 (all weapons prohibited)
  • Tech level: 11 (interstellar)
  • Trade classification: Agricultural, non-industrial
  • Space lanes to: Sheen (jump-1), Braein (jump-2), outside the subsector (jump-2)

Government, Law, and Diplomacy

The planet is ruled by prince Enri de Manas. He enjoys high approval from his subjects thanks to frequent state-sponsored festivals, and discrete crushing of dissent. The police force, brightly attired in red and blue, is omnipresent in the city. The secret police goes unseen.

The nearby BST Triumvirate looms over Bennec, and prince Enri bows to their demands - anything to keep his throne.

Surface Travel

  • Starport - City: 15 minutes by train, 1 hour by ground car, 1 day on foot
  • Starport - Forest’s edge: 1 hour by train, 2 hours by ground car, 2 days on foot
  • City - Forest’s edge: 1.5 hour by train, 3 hours by ground car, 3 days on foot

Interstellar Travel

In a given week, ships with the following destinations may be present at the starport.

  • Sheen - 6+ chance
  • Braein - 9+ chance
  • Outside the subsector - 10+ chance

The Starport

Travellers arriving at Bennec’s starport will have to hand over any weapons to the customs office, to be returned when they leave the planet. A bribe of 200 credits or so will get most weapons through.

The starport is located in the midst of the farmlands, at the centre of a road and mag-rail network. Agricultural produce is taken to the starport and exported, while machinery and burner fuel is imported. The farmers’ constant battle against the encroaching forest requires huge amounts of fuel, which goes out from the starport on trucks and trains. Every safety measure is taken. If a container of burner fuel were to ignite, the consequences would be catastrophic. 6D wounds at short range, 3D at medium range. Anyone caught in the flames keeps burning for 1D wounds per round.

Next to the starport is the startown, where travellers and ship crews on leave go. There is a multitude of bars and cheap hostels, and also black market weapons and drugs. The police rarely visit the startown, but the gangs will come down on anyone causing trouble in their territory.

Bennec City


Bennec City, or just “The City” to most people, is the planet’s only city, and isn’t really that big. Home to around 300,000 people, it is a picturesque place with curving architecture, broad streets, and plentiful parks (with non-native trees).

The police are everywhere in the city, easily spotted in their bright blue and red uniforms. They treat middle and upper-class citizens cordially, and keep a close eye on travellers.

There is a gaggle of old Imperial noble families on Bennec, with palaces in the city, but none hold any real power save the ruling de Manas family. Power in the city lies with the police, the secret police, the army, and the mafia. Prince Enri carefully maintains the balance between them, to prevent anyone from coming for his throne.

Festivals are common in the city, filling the streets with citizens, vendors, entertainers, and parades. In a given week there is an 8+ chance for a festival to take place. Spend 1D x 50 credits to partake in the festivities, and throw Social Standing.

2 or less: Mugged by 1D3 goons. Want to beat you up and take your credits.

3-4: Entered a gambling den. If you have the Gambling skill, you win 1D x 500 credits. Otherwise, you lose 1D x 500 credits, and gain the Gambling skill at level 0.

5-6: Someone pretty wants to drag you into a bush in a park. If you go for it roll 1D. 1 - Misunderstanding, they get mad. 2-3 - A good time and then they’re gone. 4-5 - Friendly chat afterwards, can exchange contacts. 6 - They’ve fallen head over heels for you.

7: You eat lots of good food and see lots of good shows. A great day! DM+1 to all throws tomorrow.

8-9: Had a little too much to drink. Roll 1D to see where you wake up. 1 - A cargo train bound for the farmlands. 2-3 - A flowerbed, getting kicked by a cop. 4-5 - Outside a bar, some kids are rifling through your pockets. 6 - A married couple’s bed, one of them beside you. Steps are approaching the bedroom door...

10-11: Somehow made it into a private party. You are offered slow drug. If you partake, receive 1D wounds as normal, and you can pocket one dose.

12 or more: Helped a drunk noble get home. They give you a High Passage ticket as thanks!

The Farmlands


Vast crop fields and grazing lands for (non-native) cattle stretch inland and up and down the coast, punctuated by the homesteads of wealthy farmers. Automated machines perform most of the labor. The extremely nutritious soil gives great yields. The farms at the forest’s edge must continually keep the fast-growing trees at bay, burning down new growth every week or so. This job is still done manually, by workers in silvery protective suits, carrying burners. Treat burners as shotguns with a max range of Short, which hit mesh and cloth the same as jack, and deal 2D wounds. Anyone hit keeps burning for 1D wounds per round.

Each farm is a small village, home to around 100 people (rising to 150 for farms bordering the forest), including the owner’s family, laborers, servants, and security. Security is not legally allowed to carry anything more dangerous than nightsticks, but police rarely patrol the farmlands, and many farms have heavier stuff. Most farmers dislike travellers and don’t want them on their property, but as long as you don’t stray too close to the homesteads, you are unlikely to be noticed in the huge fields.

The farmer families are organized into alliances, competing with each other. They aren’t above paying travellers and other deniable people to go mess with their rivals.

The Forest


The dense forests of Bennec consist of tall broadleaf trees. Their canopies block out the sun, leaving the forest floor in gloom. When an old tree dies and falls, seeds on the ground become saplings as soon as sunlight hits them, and race to claim the exposed spot. Evolutionary pressure and powerful nutrients in the soil has created species that grow at extraordinary speed, especially in their earliest stage of life. The young trees even attack each other, with mechanisms such as lashing branches, strangling roots, and toxic sap launchers. Meanwhile, smaller, opportunistic plants try to latch on to the spiking trees and ride them to the top. Getting caught in a sudden tree-growing frenzy is very dangerous. Throw Dex 8+ or take 3D wounds.

Animal life on Bennec is entirely insectile, ranging in size from microscopic to dog-sized. The top predators, however, are plants. Different species use different methods to catch insects, but one plant resembling a large stump is the most dangerous to humans. When they sense vibrations on the ground or in the air, they open up and launch sticky tendrils in all direction, snaring their prey, before pulling it in to be dissolved. Throw Dex 8+ to avoid being snared. If snared, take 1D wounds per round unless in a closed suit. Throw Str 10+ to escape, DM+3 for each person helping you.

There are also humans living in the forest. The first humans arrived on Bennec many centuries ago, but these early colonists were unable to keep the forest at bay. It engulfed their settlement and destroyed critical technology, leading to disaster. The descendants of the survivors still live in the forest, as a number of tribes and small nations. Their technology is limited to basic metalworking (tech level 1). There is mutual distrust between the forest people and the “fire people” of the farmlands. The forest people believe that if you cut down a tree, you must let the forest reclaim the land where it stood. To drive the forest back and claim the land for yourself is to invite its vengeance.

The forest people exploit the quickly-growing trees for hunting and warfare. A common tactic is to lure your foe into an area with partially cut trees, then pull them down and catch the enemy in the mayhem of growth.

The tree-grenade is a weapon made from tree seeds and soil sealed inside a bark pot. When the pot breaks, the seeds are tricked into growing from the relative increase in light, violently lashing in all directions for a few seconds. A tree-grenade can be used at short range, with the hit chances of a cudgel, and dealing 2D wounds. Also throw to hit anyone adjacent to the target, DM-3.

Scenarios

- A family from Bennec City wants the PCs to find their eldest son, who suddenly ran off to the forest. He had been researching Bennec’s flora at the university, and the family fears his scientific obsession drew him mad. Actually, he was studying the substances in the soil that permit the flora’s hypergrowth, and fled when he learned the army wanted to exploit his research to create giant supersoldiers. He was allowed to stay at a village of the forest people, where he continues his research. Unfortunately, the army is preparing an expedition to find him and bring him back.

- A farmer alliance hires the PCs to find out who has been stealing burner fuel from their transports, suspecting a rival alliance. The real culprits are an underground anarchist movement, stockpiling for an attack on the royal palace.

- A “migration” of creeping vines bursts out of the forest and tears across the farmlands, strangling crops and cattle alike. Burners are ineffective. There is huge demand for extra workers from farmers evacuating their livestock, and the PCs can make a quick if risky buck. Strangely, people who come near the vines glimpse visions of great mist-covered trees. After two days, the vines reach the coast and disappear into the ocean. The PCs might want to investigate the origins of the vines themselves, or they might be hired as escorts by an expedition. If they were to travel in the direction the vines came from, they would find great mist-covered trees deep in the forest, sending out and receiving great waves of creeping vines. The visions become clearer and grander: This is but one synapse among many, sending and receiving signals in a slow, planet-spanning brain. It is forming a thought years in the making: “I am.”

Subsector Niedaoida

I picked up Classic Traveller for Free RPG Day (still free), looked at Tales to Astound’s Traveller Out of the Box posts, read Winds of Gath, and was inspired to roll up a subsector.

If I run Traveller, the travellers themselves would be more like those described in Winds of Gath: lower-class, poor, risking death in low passage for a chance to see the galaxy. No ex-military types starting with a ship and thousands of credits, you know.


A Short History

The first Imperium spanned the stars, holding nearly all of humanity in its grasp. It was a feudal construct, ruling through a hierarchy of kings, dukes, barons, and so forth. But central power collapsed, leaving every world to fend for itself. Some worlds retained their Imperial noble families, others rejected them.

Space is now divided between a multitude of independent systems and petty domains. A great power calling itself the New Imperium is on the rise, however. It has conquered several subsectors, but its territory is still just a fraction of the old Imperium. Time will tell if it can rise to dominance, or if it will falter and break.

Subsector Niedaoida

The Niedaoida subsector has been an unimportant backwater since the fall of the old Imperium. Recently, however, several local powers have asserted themselves, and the New Imperium has pushed into the subsector from the southwest.

The BST Triumvirate

An alliance of the former rival worlds Befandefa, Sheen, and Tench. Between the advanced tech of Befandefa, the agricultural industry of Sheen, and the manpower of Tench, the Triumvirate is a force to be reckoned with. It has recently taken control of the worlds of Iva and Anaretella with little trouble. Its neighbours tremble, wondering where the Triumvirate will turn its attention next.

The Bansko Expansion

The moon of Bansko is the subsector’s most technologically advanced world. Though sparsely populated, Bansko has built itself a massive robot army, and bought a navy from outside the subsector. The unstoppable robot soldiers have conquered Vicente, Kasman and Moller in quick succession.

The Auley Zone

For a long time, Auley saw itself as the subsector’s major power. Today, that is not so clear cut. Squeezed between BST and Bansko to the north, and the New Imperium to the south, Auley has hastily assembled an alliance with its neighbours Petrel, Daara, Jayasuriya, Roudnitska, and Tharu. Though in truth, most of these worlds have little to contribute. Auley has established military bases on each of them, granting at least symbolic protection.

The New Imperium

The New Imperium pushes into the subsector, and has claimed the major world of Kelvin as its beachhead. Kelvin has become a fully integrated Imperial world, meaning it is free to conduct its internal affairs as it pleases, as long as it pays taxes and contributes to the Imperial military. The minor worlds of Watson and Kreutzer have not been integrated, and are under the direct control of Imperial governors and bureaucrats.

Niedaoida

When the subsector was named, Niedaoida was its most powerful and prosperous world. It still has the highest population, but its glory days have long since faded. The world government has dissolved, giving way to many squabbling nation-states. Resource shortages have led to technological regression, and its once proud shipyards rust away.

Vibex Space

Vibex is isolated from the rest of the subsector. The world’s government are nervous about the inscrutable aims of the Enethyans, and has seized control of the nearly uninhabited world of Spragg to “keep a closer eye on them”.

Enethy

The Enethy asteroid belt is home to the only known intelligent alien species in the Niedaoida subsector - and even so the Enethyans are just a rumor outside of their isolated corner of space. They are in contact with the few humans who live in their neighbouring systems, but their goals are a mystery.

Full List of Worlds

 I'll link planets in this list as I write them up.

  • 01 Iva - C566468-6
  • 05 Auley - A234734-D
  • 08 Kelvin - A756720-C
  • 09 Kreutzer - B452568-C
  • 10 Prunum - DAB4532-8
  • 12 Anaretella - B799666-A
  • 15 Petrel - B469551-8
  • 16 Daara - C148545-8
  • 17 Watson - C673599-5
  • 19 Takan - D69A676-6
  • 21 Tench - B1007A9-D
  • 22 Gaffa - C441404-8
  • 23 Banshu - B566332-6
  • 24 Miconia - C3888A9-7
  • 26 Jayasuriya - BAC67A9-7
  • 27 Roudnitska - C539523-9
  • 30 Sheen - A577799-C
  • 31 Befandefa - B100458-E
  • 33 Niedaoida - C7A3879-6
  • 34 Moller - C300668-A
  • 35 Cephalotes - C669843-6
  • 36 Tharu - C6477B7-3
  • 39 Vibex - A122545-C
  • 40 Bennec - B9565A9-B
  • 53 Kasman - B999468-9
  • 57 Gemin - X220789-2
  • 58 Spragg - D687264-2
  • 60 Isen - E535459-8
  • 61 Braein - C224612-8
  • 62 Vicente - C201669-8
  • 69 Enethy - A000744-B
  • 70 Schood - C341644-7
  • 73 Bansko - B310456-F
  • 75 Wandell - B784247-6
  • 77 Blox - D310423-6
  • 78 Voken - E333259-6

Wednesday, June 21, 2023

The Necrons of Lord Okasek


The new 40k edition got me to build some Necrons.


Here we have Lord Okasek and his Lychguard. Like many Necron lords, Okasek is an insane egotist who considers himself immeasurably superior to his underlings, not to mention any other lifeforms.


For this miniature I had a special story in mind - it's Okasek's executioner, who decapitates those who disappoint their lord, and chains their skulls to his body. So devoted is the executioner that he has already attached a ring to his own skull, for easier chaining should he ever fail lord Okasek.

 

Okasek allows only his most favored servants a full assortment of limbs. These common warriors must crawl on the ground like worms.

These were inspired by the stone worm things from Elden Ring.



A scratch-built Monolith. I took some inspiration from Mesoamerican pyramids for this.



This was a fun army to build, and cheap! I just used a box of Necron Warriors and one of GW's Skulls boxes, plus bits, cardboard, plastic beads, and wire.

I might expand on the army later. The Skulls box comes with a giant skull, and it would be cool to make a huge metal skeleton...


Sunday, January 22, 2023

Dungeon23: Week 3

 

Rooms 16 - 22

16. 11 taxidermized birds of various species (Str 7, Wil 5, HP 1, beak d6) bickering and making noise. Empty shelves, compartments marked with bird species names.

17. Taxidermized skvader (half grouse, half hare; Str 7, Dex 15, Wil 5, bite d6) trying to break out of glass case. Worth 500 s in non-animate condition.

18. Five frames and a table with insects squirming on needles. Breaking one releases an angry, needle-armed swarm of insects (d8 blast).

19. Tyrannosaurus Rex skeleton (Str 18, Dex 8, HP 25, bite d12), too big to get out of the room. A number of displays that have held dinosaur skeletons (others have fled).

20. Corridor leading away and up to a barn.

21. Taxidermized crocodile (Str 15, HP 8, Armor 1, bite d8) gorging on taxidermized fish flopping around.

22. Stairs leading down to Level Two.

Sunday, January 15, 2023

Dungeon23: Week 2

 


Rooms 9 - 15

9. Pressed plants have grown out of their folders (stored in cabinets) and made the room near impassable.

10. Corridor covered in mold. Anyone who enters must pass a Wil save or have their brain infested by mold that will eventually develop a separate consciousness.

11. Coconut has grown into a palm. Broken gold filigree worth 100 s.

12. The moss room. Moss covers furniture and all surfaces. Will grow to cover anything in 10 minutes.

13. Table and chairs. Animate taxidermized bird (Str 7, Wil 5, HP 1, beak d6) carrying annoyed mold intelligence (from room 10).

14. Giant venus flytraps. If caught: d6 Str loss per turn, Str save to escape. The room is very moist. Sunlight enters by way of mirrors.

15. Gardener's closet. Watering can with sparkling water that will make any living thing grow to twice its size (permanently). 5 uses.

Sunday, January 8, 2023

Dungeon23: Week 1

 

Rooms 2 - 8

2. Empty shelves, compartments marked with mineral names. Scrape marks in the floor by the north doorway.

3. Three mineral combines (Dex 7, HP 4, Armor 2, fists d6) formed from mineral samples. Revere metal as an ascended substance. Admiring and praising a large geode decorated with gold filigree (200s, Bulky).

4. Three paintings of mountains and mines (50s apiece).

5. Large rock crystal which vibrates in response to sound. A very loud noise (eg. a person screaming) will cause it to explode (d12 blast).

6. Storage room with wooden crates. One is shaking and rattling. Contains mineral samples trying to form a mineral combine.

7. Drawing room.

8. Bar with three bottles of "mineral tonic". The drinker takes mineral form for an hour, and has Armor 2.

Sunday, January 1, 2023

Dungeon23: Week 0 (or 52)

Yeah let's do Dungeon23!

I'm sticking pretty close to the original idea. One room a day, trying not to think ahead too much. Of course I have some ideas for what's to come, but they're not set in stone. Let's see what happens.

The themes I'm thinking about for this dungeon are the diversity of life, the desire to classify and control, and the passage of time.

The system is Into the Odd.

I'm intending to make one post a week, with the seven rooms of that week... but the first week of 2023 is very short, so this post has just one room! Being alone on the page it got a longer description than most rooms will get.

When I start a new level I'll write a description of that level's general environment.

 

Obligatory notebook picture. A6 size, all pages blank.
Pretty flowers on the cover!

Below Earthley Manor

Lord Taxet of Earthley Manor was an avid collector of naturalia, and loved showing off his collection to distinguished guests. One night, the manor burned to the ground, cause unknown. The lord was nowhere to be found.

But the manor's basement, home to the majority of the collection, was untouched by the fire. Without doubt there are many treasures and secrets to be recovered below ground...


Level One: The Collection

Wooden floors. Walls and ceiling are brick covered in plaster, painted with plant and flower decorations.

This level is dark. There are candleholders with unlit candles in every room.


Room 1

 

1. Stairs leading up to the surface.

Three doorways. A word is written above each. West: ANIMALIA. North: VEGETALIA. East: MINERALIA.

A small cabinet with glasses, and a broken brandy bottle.