I got turned on to the supplement Renegade Crowns for Warhammer Fantasy Roleplay (written by David Chart) by a fellow denizen on the Night At The Opera Delta Green discord. What Renegade Crowns is, is a kit. It is a kit with random tables for generating your own slice of the territory within the Border Princes, and populating it with monsters, lairs, villages and rulers for your Warhammer group to explore and politic with. And I have to say, the book is very good and brilliantly designed. Construction of the region flows organically from geographical placement of different biomes to natural results of points of political friction that the rulers of the area will vie for. I was also very impressed (and entertained by) the development diary included in the book called Making Masserschloss. I found another very well designed and written development diary on the RPG.net forums called Steve’s Renegade Crowns Diary. In addition, there is a GURPS adaptation of a Renegade Crowns development diary here. Inspired by the above three, I decided to try my hand at making a wild and (mostly) random driven Border Princes location of my very own. To make things easy on myself I googled how to make graph paper out of Excel and I used the humble Paint program to manipulate the images. Excel was great for setting the landscapes of the Borderlands because I could easily fill a large number of cells with a specific color indicating their terrain composition. So, let’s begin, shall we?
The geological results of the map of the region I’m calling
Two Geysers are interesting. Interesting in that there should be a food crisis
for anyone living here. A good half the map is unfarmable barren plains. I’ve
decided that that means the region is largely lacking in topsoil, and consists
mostly of rocky ground. It is bisected by a small mountain range. The only saving graces of this rocky expanse
of nothing are two geysers that produce rivers and the scrubland plains that
are sort of farmable. So, I
expect the rivers and scrubland plains to be natural resources to be fought
over, and that food would be a major import of all settlements in the area. It
is also possible that some folk turned to animal husbandry of grazing animals
(likely goats) and that may fare better in the scrubland plains and possibly
even in the scrubland mountains, assuming the latter is absent of greenskins.
There are four Ancient Ruins in the region. The first is an Arabyan ruin of an outpost
that dates back to the time when the Sultan of Araby attempted to invade the
Old World. I roll again and I find the reason for the ruins is magic and the
ancient menace that lurks in the ruin is a plague. I juggle these details in my mind. I decide
that the outpost is located in the mountain range, likely to have a lookout post
so it could have overview of the surrounding plains and badlands. Being a
military outpost, I figure it is self sufficient with a large enclosed
courtyard for training, a well, possibly sanitation that is approaching the
sophistication of a sewer, and a large barracks adjoining kitchen. As to why it fell? Well magic and a lingering
plague seem to me like the work of Skaven, so I imagine the proto-sewer accidently
broke into Skaven tunnels close to the surface in the mountain and the dastardly
rat-men took advantage by invading with poison globe bombardiers. Is the well
tainted? I don’t know right now. It would make the ruins more of a prize if the
well was untouched, that’s for certain.
All I can imagine is the lovely mosaic inlayed walls of the outpost
marred by a foul miasma that the Skaven left behind that clings to ground level
and keeps the bones and treasures of the outpost company. I also figure there is a minaret for the call
to prayer that is dwarfed by the outpost’s central scouting tower.
For my second ruin I also roll an Arabyan background. This time it is a fortress. Not wanting to
copy my previous decisions, I consider that this fortress also may have more of
a political oversight role, so it’s half a fortress, half an administration
building. Rolling nothing for the
ancient menace and the reason for ruin being resource loss, I figure the
fortress is unguarded and a good building to base a settlement in. I place it
in the grassy badlands to keep it away from the mountain outpost and I figure
it would be the main prize for a prince of that area. That is exactly what
happens, and a very interesting Dark Elven Knight actually takes up residence
there, but that is a story for a future blog post.
The third ruin is a recent human ruin for a change. Turns out it is the ruins of a settlement,
with a swarm as an ancient menace and a policy change as the reason for the
ruin. I figure since it is a recent
human ruin it might as well be about 100 years old. The swarm menace makes me think of Skaven
again so I figure a swarm of rats occupy the area and maybe they helped the
decline of the settlement into a ruin along. If a rat swarm was present in the
ruins, then because the land is significantly food poor, it makes sense that
the powers that be ordered the settlement abandoned simply because they could
see their rations would be running out in such a situation. I place the ruined settlement on the central
hills as I imagine the humans wanted to capitalized on a high place to oversee
the valleys and plains below.
The last ruin is a Khemri tomb. Since I have two squares of
desert plains on the map of Two Geysers, I place it there. This is going to be an old place I’m sure of
it with many ancient murals and statues still standing. I roll swarm again for
the ancient menace and this time I roll enigma for the cause of the ruin’s
abandonment. With enigma I figure the tomb
is largely untouched, with evidence of work and craftsmen present but dying where
they stood. An ancient curse perhaps? For the swarm I’ve seen the Mummy so I just
have to include a swarm of flesh-eating scarab beetles that patrol the
premises.
Next time, I roll up the Border Princes who are unlucky
enough to rule in this food-starved Province!
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