Old Maps and Starchasers

The oceans have always been eyed up greedily by humankind. Transport by boat was crucial for emergence of empires and economies over the few hundred years, and remains so today. Shipping routes aren’t the only thing to be jostling for; what’s in (and under!) the oceans are crucial too, from oil to food.

Our jobs are much easier nowadays with fossil fuel powered, enormous ships, not to mention highly accurate maps and nautical equipment.

Maps aren’t new though. They are more prolific, but there are many maps we have of older civilizations. These maps, especially before 1300AD, show other issues with traveling through the inky green: dozens of sea monsters.

A mosaic of a lion-sea creature. Its upper body is lion-like, but its lower half is a long fish tail, coiled around itself.

I’m reading Sea Monsters on Medieval and Renaissance Maps (Chet van Duzer) and couldn’t help but do a bit of world building here. The images in this blog post are scans of part of this book. (With hundreds more in the book!)

The creatures range from sea-pigs, to merfolk, to leviathans that could be mistaken for islands. In fact a common supposition was that “every land creature has an aquatic equal”. These creatures appear all over the world, corroborated on multiple maps. They were discussed in Green literature, known as “ketos”. Marco Polo in 1254 writes of spells needed by the pearl farmers which they incant to keep away the sea monsters.

An adorable pig-dog. A stocky creature with something like a dog's face, a pig's body, and flippers.
A “pig-dog”. I can’t imagine this guy was a menace. A familiar, maybe?

Then, quite suddenly, these warnings of sea monster being to disappear from new maps. Rare and rarer still throughout the 1500s, until today where maps are very dry. The oceans are empty of most nuisances, other than weather (which we’ve never really been able to tame). Not a winged sea dragon or a ichthyocentaur to be found.

What happened to them?

There is a place where these creatures can still be found, and witnessed quite safely by every person on Earth. Look up. What made the ketos disappear from our oceans and reappear as constellations?

Order of the Seraphic Seas

The Order existed for a few hundred years and then was dissolved once their job was completed. Their singular aim, given to them by the church and funded by vested merchants, was to tame the seas.

They did this, quietly and with great honor, by hunting the seas for “ungodly” creatures and extincting them by force. These paladins were efficient and thorough. As the might of man stood against the ketos, there was no doubt about the end of this road. The ketos would be wiped out.

A gentleman playing a lute with a fiddle, except he's half sea-creature. Like a centaur, but if it was a sea dragon instead of a horse.
An ichthyocentaur. Apparently that’s what this is.

The smarter, more sentient of these creatures, made a deal with something for protection. Like Noah and his arc, the creatures who accepted the offer of help were swept away from their waters to safety.

They shelter in the cosmos now, their eyes glinting down at night, watching. Awaiting a return? Trapped in a pact they can’t escape?

Whatever they were doing, they were exterminated from the seas and so the job was done for the Order.

The Starchasers

But stars don’t always stay in the sky. “Tiny, harmless meteors,” we’re told. “Safely crashed into the ocean, causing no harm,” they say.

Some escape the hell they were confined to, in the maddening space between silence and dark. In their escape, they make a beeline for the place they once called home.

It’s possible before the Order that these creatures were aggressive only in protecting their home. Now though, centuries of abyssal torture has driven them mad and their fury is all they have left. Not only that, but the vile darkness has left its mark on them. Twisting them. Granting them unearthly strength.

With the Order gone, it falls to a much more ramshackle group to deal with the mess. (This is where the players come in!) The Starchasers hunt down these creatures – on land or at sea – to finish off the Sepharific duties of the Order.

I think this is a fine premise for a monster of the week style game, and you’ve got hundreds of ideas for bad guys from actual maps. And, of course, cryptids.

A quickly receding land

My partner hates it if I fall to sleep before he’s gotten into bed, so I’ve started doing world building things in a journal whilst I wait.

Barren Lands

2,600 miles of roasting desert. It continues further north, but this is the furthest anyone has return from. The came back with stories of populous families of sandworms, vastly more than ever imagined. Presumably, it’s them that churn and digest the land and turn it all to sand. Giant insects have evolved to be light enough to not disturb them. Fire Wyrmlings grow too numerous to reach adulthood, such is their cruelty in their youth.

Duck Patrol

The ducks are huge creatures obsessed with pushing back the sand, northwards. They’re doing a surprisingly good job. Their flat feet do not summon the worms.

They are frequently poached. The Loyal Kindred protect them as best they can, but they have limited resources.

Gywin’s Scar

The wizards of Dirnt had an idea to repel the Barrens and it went badly.

It’s now the perfect home for climbing creatures, and one last expelled family from The Dales.

Loyal Kindred Of Lucian

They believe their god still lives, despite their obvious demise. Magic is powerful here, but not for the reasons they think.

The city is slowly diminishing as they pour resources into holding back the Barrens and appearing strong, avoiding war.

The Lick

The Sopp takes more land each year. These peaceful people had no choice but war when their request for asylum was denied from their neighbours. The choice was the fight to the death or die standing still.

Hapal Kingdom

Shrinking each day from war which they appear to be losing. A recent leadership change might bring peace, but it is not likely. They worship and endeavour to wake the elephantine gods. No one else wants this.

Hapal’s Loss

One farmlands, now salted earth. Thousands of people had to relocate to the “mainland” of the Kingdom.

Plaguelocked city of the Dirnt

They revel in their plague and the gifts it gives them: a sleepless life where the gods can’t peer into their thoughts. They are bat shit crazy and would gladly infect the world. The surrounding countries do all they can to keep them inside.

Vassel

The hierophant lives here, and she is adored by everyone. They all need her whispers from the gods. They’re all waiting for her to convince the gods to halt the Barrens and/or encroaching Sopp.

All countries donated land to her. They all kneel to those in her white robes.

The hierophant has not shared this knowledge, but they have developed technology to stay afloat in The Sopp.

Sinder

The fire tribes whose culture revolve around growth and burning. They claim all the land the fires take, and the other druidic tribes shrug and accept it. Why argue? Some years, Sinder is tiny.

They’re very careful to not let the fires stretch to Vassel.

Wet Ditch

The water druids do not like the taint of The Sopp. They build huge dams and fill their southern-most lakes with concrete and tar to slow The Sopp’s spread. It is not working.

The lakes of the water druids are the most beautiful scenery of any in all the lands.

The Dales

The forest druids. They’re forced to fell their own trees to slow the spread of Sinder. The oldest trees they have are thousands of years old, and their power stems straight from the ever living earth.

They will not fight Sinder, but would not mourn their loss.

Carth

We are rot. Breath in The Sopp and let it reign.

The Sopp has done something to them. They all hear each other over great distances.

They fight against the barren god though have no idea what it is. In a choice between desert and swampland, there’s only one choice, surely.

The Sopp

Mulched earth, rotten to the core. No foundations can be laid. Some creatures have learnt to survive it. One day, they may be all that is left.

Molton clay will often bubble up here and resolidify on the surface. This clay is perfect for homunculus.

Turn left at the fragile gibbon

“I doodled this,” they said, casually.

I’ve never been in an adventure with a maze. A dungeon crawl, where the plays have dozens of rooms to clear without a map, are sort of like mazes. Those are rarely designed to get the players lost, or feel trapped, though. It could be because, like Dyson says, that sense of confusion does manifest, but not in a fun way. You’re more like to have your players blindly stumbling from room to room, with the DM grinning with a sense of false achievement.

We could take our pointers from classic text based adventure games, or even point and click adventure games, where you’re given the list of exits from the current scene. The fog of war here is the DM saying, “you’ve not been north, so you don’t quite make out anything in the darkness.” Remembering that, “you have already been south, and you remember that that’s where the gnoll hides.”

An intelligence check might help the players understand the geography of the area, without a map. “With a 13 on your Int check, you are pretty sure that the room to the south is the one you bypassed earlier, when you were travelling past the waterfall.”

Of course, if anyone chooses to be a cartographer, give them an unlabelled version of the map or quickly sketch one out. This kind of play style should be rewarded.

Another feature from a video game that I believe is important is in these situations is travelling from nethack. If a player says “I want to go back to the room with the Naga statue”, I would not make them struggle to remember the way back. I’d definitely list off the rooms they pass through to get there (giving them the opportunity to change their mind and upping the tension), but ten minutes of “okay, I’ll go left. Oh, back then. Right?” isn’t fun.

(An adventure I reviewed a while ago used a maze-as-a-challenge, which was always visible, and the players could figure out how to manipulate it.)