Tome of Worldbuilding Session 5 - The Other Planetoids
Previously
In the previous post, a basic idea of what nations exist on the non-starting planetoids was rolled up and some of their names adjusted.
Previous posts in the series using Mythmere Games books Tome of Worldbuilding and The Nomicon:
- Session 1: Genre & Theme
- Session 2: The Cosmic Machine
- Session 3: Broken Worlds
- The Codex
- Session 4: Foreign Powers
The Other Planetoids
Additional Details
Let's take a peak at what the other planetoids are up to. Hopefully something weird and metal.
| Planetoid | Roll | Rolled Result | Comment |
|---|---|---|---|
| Jhomor | 33 | Unusual lycanthropes |
Rolling on Table 4-34: Unusual Lycanthropy: Type of AnimalToWB results in a 14, which are monkeys or apes. I'm going to need something weirder, hoss. A re-roll brings up a 12, which is oozes or slimes. Were-oozes and were-slimes?? Okay, now we're getting somewhere. I just happened to landon one of the more out-there lycanthropes in the book that's probably perfect for this setting. The first in-world idea that comes to mind is the were-ooze infestation has spread to the ruling class on Jhomor and become a real problem. This is known to those on Nutiri, even if only as rumor. How do these oozenthropes relate to Nutiri? That's what Table 4-3: Significance of the Additional DetailToWB can help out with. A 1d10 roll of 2 tells us they produce a high-value commodity that Nutirians pay well for. Nothing jumps out at me with the oozes and a high-value commodity. I reach out for one of ktrey's tables, d100 - Treasure Transformations or Trusty Trade Goods. A 10 results in "Colognes, Perfumes, or Incense with Preternatural Properties". At first, I'm at a loss. Then it dawns on me... oozes, colognes, slimes, perfumes.... oh god. The sweet, romantic, and erotic aromas somehow come from the oozenthropes themselves. I'll leave the specifics up to mystery for now. This is something I wouldn't have come up with. Great. |
| 07 | Legendary high-tech city |
Which empire would this city be a part of - Sulorai or Nua-Sutrapa? A roll of the 1d6 Fate Die for 1-3 Sulorai and 4-6 Nua-Sutrapa results in 4, Nua-Sutrapa. This city is more advanced compared to the average tech level of the setting, which is already pseudo sci-fantasy. The book lists examples such as [1] more advanced ships, [2] fabled university, [3] major trade advantage, or [4] superb army. Rolling a 1d4 gives a 3 for a trade advantage. My gut feeling is this should be something crucial, like the fuel for whatever powers space travel. For now, let's call that power source "primordium" since it's a substance composed of matter extracted from the Primordials themselves. So the ability to traverse time and space come at the cost of consuming the very core of reality itself. This city has a monopoly on primordium. Before moving on, the city needs a name. I think the city should be named using a different table set than the planetoid. We'll use Table 11-6: High Elven Place NamesTN. This has no bearing on whether or not there's an elven influence on Jhomor, we're using it for vibes. Rolls are 14 (Ce), 8(wa), and 5 (vai) whichis Cewavai. I'm not sold, too soft. This is supposed to be a metal setting - reroll! This time it's 9, 14, and 6 which is "Iö", "thi", and "drai". Iöthidrai. That's better. |
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| Thol | 89 | Mostly arctic cold with unusual natives |
The Tome says this is a region but for our tiny planetoid this will apply to the whole body. My dreams of a Moorcock The Ice Schooner-inspired setting might happen. More about Thol is revealed on Table 4-58: Cold RegionToWB with a roll of 3. This means there are multiple city and town-sized settlments but spread out due to geography and climate. A roll on Table 4-59 Arctic LeadersToWB is also in order. That also came up as a 3, which determines that there's a giant or titan leader. These and cyclopses occupy a certain place in the multiversal mythology of my settings, so of course I like this. This being is maybe the last of its kind, lording over Thol with the wisdom (or tyrrany) of the ancients. Their (1d3, 2 = non-binary) name will be from Table 10-2: Colossoponderous Two-Word Place NamesTN. Rolled a 73 and 28. That's "Yeth" + "Harn" for "Yeth Harn", no hyphens. Maybe one of those words is a ruling title. Looking again at Table 4-3: Significance of the Additional DetailToWB for a connection between our starting planetoid of Nutiri and the cold of Yeth Harn's Thol. A roll results in the same thing as we got with city of Iöthidrai on Jhomor: a high-priced trade good. We'll hit ktrey's table again for a 16: "Rare Books: Vellum, Leatherbound, Brass Fittings, Esoteric Subjects". Okay, this is a challenge. The first thing that pops into my head is that there are vast ancient repositories of knowledge on Thol, buried beneath the frozen wastes. There's a trade - maybe black market - in data crystals from the planetary fragment's former civilizations. |
| 32 | Evil cult conspiracy |
Since we're going with alignment-as-faction in this setting, we'll change this to "chaos" cult rather than a straight up evil one. Rolling on Table 4-31: Evil Cult Basic DetailsToWB with a 3 reveals this cult is just one powerful force on the planetoid and there are other religions. Are these other religions the other powerful forces? Is this a case of the chaos cult against the other religions or are there more complex sectarian factions to play with? A chaos cult needs somethign to worship. The Tome has a table for that. Table 4-32: Who Does the Evil Cult Worship?ToWB results in a 1. An eldritch god! Can't say that narrows things down enough. This deserves fleshing out with Kevin Crawford's Silent Legions tables later. The book also suggests a roll on Table 4-33: Mode of Travel for the Evil Cult. I have to take a second here and point out just how niche of a table that is. A cult's mode of travel is probably the last thing on my mind. Which is great! Anyway, the roll is a 3. This result states the cult has connections to another organization that has deep-water ships. We'll change that to deep-space/pholigston, of course. The other organization is either "[1]a merchant guild, [2]a country, [3]a city-state, or even [4]smugglers" from Nutiri, the starting planetoid. Leaving this to fate, a 2 comes up on a roll of 1d4 for country. So the cult's financing or seat of power is a government on Nutiri. Plots thicken. |
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| Ucia | 95 | Jungle planetoid with unique inhabitants |
This result has us roll further on Table 4-62: Jungle RegionToWB. A roll of 5 is an "unsusual leader", which I assume means to roll on Table 4-63: Jungle LeaderToWB. Rolling on that table gives a 3, which is a construct. A jungle world ruled by a construct? Sign me up. We're directed to the constuct monstrous leaders section (how specific!) in Chapter 14. There are a few tables for this. The first, Table 14-8: Construct's Physical ResemblanceToWB, on a roll of 1d100 results in a 40: doll or puppet. I love the idea of a Puppet Lord of the Jungle but we need to metal it up some. The natural thing for a construct would be robots or androids. Since we did roll up doll/puppet, let's make it a former entertainment bot, the specifics of which are saved for later. Now let's roll on Table 14-9: Nature of the Construct's IntelligenceToWB table. We get a 3 on the d4 which makes it an avatar of a primordial power. The book lists out some nature-related themes for these powers but since we have Primordials right there in this setting, we'll go with one of them. I can't see this being an avatar of Law since they've broken away from their programming. Let's call it [1]neutrality restoring the balance by introducing some chaos into being of pure Law or [2]chaos pulling these beings away from the duty to Law. The Neutral Primordial it is. That's not all! On the Table 14-10: History of a Construct LeaderToWB table we get a 3 on the d6. This means it's been fully functioning for a long time and currently at peak ability. Let's say that none of its subjects know when it was created - or anything else about its origin at that! Maybe it's been inhabited by the Neutral Avatar since before the Wrath turned the known worlds into asteroids and dust. Still playing of the puppet theme, I'm thinking marionettes (although a different result) and our boy Pinocchio, so let's go with the "Trobadoric" tables in The Nomicom for their. This Primoridal Entertainment Bot Overlord of the Jungle World identifies as [1] male, [2] non-binary, or [3] female on a 1d3. 3, female. Rolling a 1d100 on the [1]first or [2]second (1d2, 1 = first) column on Table 23-2: Trobadoric Feminine Personal NamesTN gives a 53. Her name is "Dolça" - so her previous duty has something to do with "sweet". I feel like we're still missing the plural "unique inhabitantS" unless the leader fulfills that or maybe the rest of the inhabitants should be these doll/puppets? I think we will go with Dolça's subjects being an odd assortment of various entertainment bots, androids, and synethoids that have been liberated and joined her cause. We need a way to tie this to Nutiri. Back to the Significance table! The d10 lands on 8 which means [1]religious crusaders or [2]espionage. 1d2 result of 1 sets it to religious warfare. This would be an invasion of Nutiri. Maybe the liberation of all constructs is not a political movement but a religious one! Nutiri then, should have a signficant construct presence of some kind. |
| 64 | Minotaurs |
One of the few results that doesn't lead to another set of tables. The Tome just states that they control some settlements and there are roving and threatening bands of these minotaurs the wilderness. This group gives us a faction - or a few - to rival the Construct Rebellion. I'm tempted to spend more time on the minos but this is enough for a far away planetoid! At the very least, something about their leadership being jungle druids popped into my head. Plain minotaurs are kind of cool but not interesting enough. Playing around with the animal type tables in Tome of World Building, it was obvious I needed a more specialized table for swamp fauna. I whipped one up based on an internet jungle animal listicle: [1] tapir, [2] capybara, [3] anadonda, [4] ocelot, [5] macaw/parakeet, [6] okapi, [7] pangolin, [8] gibbon, [9] poison dart frog, [10] orangutan, [11] elephant, [12] sloth, [13] toucan, [14] python/boa, [15] spider, [16] black caiman, [17] gorilla, [18] jaguar, [19] piranha, and [20] tiger. Streamlining the list by removing redundant animals or stuff I just don't want we get: [1] tapir, [2] capybara, [3] macaw, [4] pangolin, [5] dart frog, [6] elephant, [7] spider, [8] caiman, [9] jaguar, [10] piranha(!). A 1d10 gives a 4, which is pangolins. Pangotaurs? Pangolitaurs?i What am I creating here?! |
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| Yvea | 05 | Giant swamp or chain |
We now have a small swamp world. This is an option I like having in a setting - there are some classic modules set in wetlands and they can always hide something interesting. There are four tables to expand on this. A roll of 9 on a d20 on Table 4-5: Vast Swamp DetailToWB results in the swamp containing a monster that trades with outsiders. It also gives us the option of having a vast city at center of the swamp. I'm not sure if the city inhabitants are the outsiders the monster trades with. I think we'll go with that. What do they trade? Curious. On to Table 4-6: Naming the Vast SwampToWB. Rolling a 3 on a d12 gives the swamps name an East Asian-inspired name from Table 9-2: East-Asiantic Terrain FeaturesTN. The first part from Column 1 is a 43 on d100 for "Ku". The second part, on [1] Column 2 or [2] Column 3 (1d2 = 1) is a roll of 87 for "tanga". The endless swamp of Kutanga. Rolling a d20 on Table 4-7: Swamp LeadersToWB, it lands on a 5. Hag. I feel like these have been featured frequently in campaigns I've been a part of as well as setting and adventures I've read. Because of that, my first instinct is to reroll here. Instead, let's use what we have here. We're directed to Chapter 14 again for monstrous leader tables. We're going to find out what kind of hag myth we're pulling from with Table 14-18: Legendary HagsToWB. A 4 means the hag has inhuman spawn, each a different type (ancestry, monster). We don't need to know anything about them until they're more meaningful to play other than a few names. We have to name the hag anyway, so let's start with her. First, I would like to just make her a wizard. Maybe she's become corrupted by her experiments but I don't want to play directly with the hag trope. I still want to keep a nod to hagdom by using The Nomicon suggested naming groups for hags. On a 1d4, the choices are [1] Britonnian sinister terrain, [2] Trobadoric terrain, [3] another Trobadoric terrain table, and [4] Russlavik terrain. That lands on 1, so we roll an 8 on a d10 for Table 26-9: Name-Titles for a HagTN and get "Sorceress". We then roll d20s on Table 6-14: Britonnian Sinister Terrain NamesTN two times. Once on either [1] column 1 or [2] column 2 (1d2 = 1) for the first word with a result of 3: "Arwad". Then on [1] column 3 or [2] column 4 (1d2 = 1) with a roll of 7 for "Carg". The Sorceress of Arwad Carg. Now for "the creature". Table 4-8: Swamp CreatureToWB uses a d20 and the die gives an 8. "Mutated shambling mound" that has powers from another table, Table 14-2: Default Benefits Provided by a Monstrous LeaderToWB. This takes a d10 and we roll a 10. Transforms a few chosen elite leaders (into other mounds?) with enhanced mental and spellcasting ability. For the shambling mound's name, we'll use either [1] option 1 or [2] option 2 for naming eldritch horrors. 1d2 gives a 2, so we use Table 26-8: Eldritch Horror Name Option 2TN. First part of the name on a d100 is a 30, "Iugu", and the second part is 17, "Gathu". Iugu Gathu it shall be. |
| 78 | Has culture that is the source of raiders and pirates that cross |
We're directed to roll a d8 on Table 4-56: Nature of Sea-RaidersToWB. A 3 gives the results of "worship strange gods" and that's it. Where the book decides to stop giving detail or not seems arbitrary with this. We can leave it at that. Maybe the gods they worship can only be known by interacting with them. Also note that the result wasn't "the source of raiders and pirates" but a "culture that is the source". Important to know that whatever is happening on Yvea birthed the pirates rather than them just setting up shop there. |
The Other Planetoids
Now that that's done, I probably should have just rolled one detail per planetoid. I just can't resist having multiple results and seeing what kind of relationship can evolve from the two interacting.
A summary of the details for these other locations:
- Jhomor - The elite ruling class is infested with oozenthropy. A delicacy exported is, strangely enough, a perfume crafted from the excretion of these ooze-people. It's also home to the legendary city of Iöthidrai, a high-tech metropolis grown wealthy from extraction of the material known as "primordium", used to power travel through the interplanetary medium by annihilating reality.
- Thol - Ice planet ruled by the cyclops tyrant Yeth Harn. There's a market for raiding ancient frozen ruins for data crystals, holographic scrolls, or some other way to hold knowledge. An eldritch god-worshipping chaos cult, secretly funded by a kingdom on the starting planetoid Nutiri, has infiltrated Yeth Harn's kingdom. This cult has access to a mode of transportation that no one else does allowing them to travel further than the local sector.
- Ucia - A jungle planetoid home to a faction of rebel constructs led by the mysterious Dolça, rumored to be planning an invasion of Nutiri. Roaming the jungles of Ucia are bands of warlike Pangotaurs.
- Yvea - A planetoid dominated by the Kutanga Swamp, ruled by the Sorceress of Arwad Carg. The inhabitants of its primary city maintain a delicate balance coexisting with the shambling monstrosity Iugu Gathu deep in the swamp. Yvea's reputation is one that of being a haven for raiders and pirates.
Next
The mapping starts!