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Let's hear about your Khromarium!
Have you written up an inn or a tavern? A thieves guild hideout? A forgotten temple or tomb, buried beneath the city streets? One of the mysterious black gneiss towers in old town? A ghost ship that appears in the harbor on special occasions, like full moons? A lost library filled with arcane knowledge or laboratory filled with ancient technology? Alien spacecraft sunken in the Lug Wasteland? Secret societies or powerful NPCs? Maybe you've sketched out rumor lists or even a basic map?
If so, I'd love to hear about it. I really like how Jeff has left much of Khromarium open to interpretation and customization, but I'm also curious to see what others have done. You never know what might come in handy or be inspiring. I'm planning on starting a Khromarium-based campaign in a few weeks, so I'll share my ideas as well.
Last, if you are a player, tread carefully here as there may be spoilers ahead. If you are a referee and are revealing key details that might contain a spoiler, either provide a warning at the top of your post, use the spoiler tag or hide key sections by matching the text color to that of the background. Thanks!
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Haven't done anything with it. I believe there a few nuggets in the published adventures to extrapolate from-such as the current Mayor; his guild affiliation, and the old city versus the post green death settlement/build up by barbarian settlers. I look forward to anything that anybody comes up with!
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Tim Callahan has been doing some cool stuff with it. Here is a map he worked up for the city:
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I basically use CITY STATE OF THE INVICIBLE OVERLORD as Khromarium.
Last edited by Maezar (6/25/2014 10:59 am)
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Khromarium is presumably based on Commoriom, in the Hyperborean stories by CAS. Smith doesn't really have a lot to say about that place (other the fact that it was abandoned after the government repeatedly failed to execute an outlaw who eventually turned into a blob-monster and engulfed the city - you know, the usual stuff), so you'll have to look elsewhere for inspiration. I do like the fact that Jeff left the details up to the individual referee.
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@Agricola - Good call! Some of my players have already read the Khromarium-based modules, so I had planned on re-tooling those with fresh stories and challenges, at which point I will keep an eye out for details.
@Ghul - Nice map. I like how he has a river running through the city. I may have a couple in mine to help delineate a few main areas. I might also add an area where part of the city is literally sinking into the sea, like Venice when it floods. Anyway, I also like how he's just labeled areas generally and not tried to map the contents of every single alley and street. I read somewhere, maybe at ODD74, that Morgan took a hexmap approach to it, which I could see that working well too.
@Maezar - That's a good idea. One point I'm still thinking through is how big I want the city to be. I think Jeff said his measures something like 10-12 miles across, 8-10 miles north-south, but I am not wedded to those dimensions. How big is CSotIO?
@Blackadder23 - Thanks for saving me the trouble of scouring CAS for references, as that had been on my list too. Luckily in this thread and in general I am not so much interested in learning the "true details" of Khromarium as represented in source material (though I am not opposed to it), as much as I am interested in seeing people share their ideas to create a good community resource. As for me personally, if I can include some iconic elements, like the black gneiss towers in old city, I will, but I plan to build out a lot of custom material as well.
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I don't have my books in front of me but I picture Khromarium as originally a fairly large city, although much of it now lays wasting away. The city at it's height spanned a failry large area, on both sides of the harbor. However after the decadence of the Hyperboreans and the ensuing Green Death much of it in now in disuse. The Old Town is a dangerous place where the downtrodden reluctantly cling to life, continually threatened by the depradations of the twisted beings that emerge from the darkness to prey on those whom will not be missed.
I picture a sprawling city, with the current occupants settled in the New City; a scattered horde of poor living in squalor amidst the Old City, where foul creatures come out at night. There most likely exists catacombs and secret tunnels below the city, especially under the Old City. The black gneiss towers that emerge from the shambles of the Old City likely also extend underground. I'd probably have a sprawling dungeon level under the Old City, with a couple lower levels for special areas, and connections up to towers as needed. I'm thinking some tower crawling would be fun: Hyperborean labs, undead, forgotten constructs, left behind treasures, lost magics, etc. Who knows what one may find in the "haunted" spiral towers of black gneiss.
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That was a great post, Bill. I agree there is a lot of potential for adventure in the Old City, from the spiral towers to the underground.
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First draft below (and apologies to Tim). You can see that I have departed a little from canon already, continuing the wall all the way around and tucking two harbors behind it. To the the north, the old city is separated somewhat by a few canals. As I said, this is just a first draft. I have a lot more work to do, adding various other areas and reorganizing it all, so don't judge me quite yet.
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Interesting! When I look at your portion of the city called "Sinking City", I'm reminded of of K.E. Wagner's version of Kordava, Zingara from Conan, The Road of Kings. What did you have in mind for that area?
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Ghul wrote:
Interesting! When I look at your portion of the city called "Sinking City", I'm reminded of of K.E. Wagner's version of Kordava, Zingara from Conan, The Road of Kings. What did you have in mind for that area?
I'm not familiar with that reference, but I have in mind a largely abandoned area older than the more populated areas to the east, but newer than the black gneiss towers in the old city. The architecture is distinct from the rest of the city and, for some unknown reason, the ground has long ago begun to sink below sea level, resulting in water levels ranging from ankle deep to waist deep to shoulder deep, with many places even deeper (usually more westerly spots). Most believe the area's cursed.
Periodically dead, bloated bodies wash up into the shallower streets that bridge the sinking city with the west shipyards area. Usually they're just drunken sailors who took a wrong turn on the way back to their ship, but rarely they have been ancient Hyperboreans who've finally floated out of their hidden tombs, complete with small fortunes in their pockets... or maybe that's just a story. There have also been scattered reports of strange fish-men lurking in the water, undoubtedly up to no good, but those have not yet been confirmed.
Most reasonable folk avoid the sinking city, same as they would the old city, but sometimes adventurers and treasure hunters explore it anyway, lured by stories of lost treasure hoards.
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That's fantastic, Chainsaw. Really inspiring stuff! In the KEW Conan book, that portion of the city that sunk is called "The Pit", and it is home to some of the most nefarious underworld people. Anyway, what you have here is great fodder for the imagination. I'd like to use some of these ideas in my own campaign!
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While I have sketch map for personal use, I've intentionally not given my players a map of the city. In my mind, Khromarium is a big, noisy, crowded, chaotic place. I want to foster a feeling that the players can never really know the whole place or feel too comfortable there.
Last edited by chrisj (6/29/2014 7:34 am)
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Ghul wrote:
That's fantastic, Chainsaw. Really inspiring stuff! In the KEW Conan book, that portion of the city that sunk is called "The Pit", and it is home to some of the most nefarious underworld people. Anyway, what you have here is great fodder for the imagination. I'd like to use some of these ideas in my own campaign!
Very nice of you say, Jeff. You're obviously more than welcome to use them as you see fit. I could post here for years and still be in your debt for AS&SH.
chrisj wrote:
While I have sketch map for personal use, I've intentionally not given my players a map of the city. In my mind, Khromarium is a big, noisy, crowded, chaotic place. I want to foster a feeling that the players can never really know the whole place or feel too comfortable there.
On the one hand, I can totally understand that sentiment. I also want Khromarium to feel the same way in my campaign. On the other, I have to admit that I am a very visual person and imagine that some of my players may also be from time to time. So, I plan to give them a map like I've shown here (apologies to Tim), as it gives us a common framework for thinking about the city and they would easily be able to access such vague information in real life anyway. As I have presented it (apologies to Tim), I think it can still have a large, unknown feel - I do not intend to map out each and every street and structure. I might place The Laughing Skull tavern in one hex and The Spiral Hell tavern in another. In each of those hexes there will be many other buildings that may be put to use down the road, but are irrelevant at the moment. If and when the time comes, I'll detail them.
When I think of an 8-10x10-12 mile city area in real life, I basically get an area from the southern tip of Manhattan to just north of Central Park, around Columbia U., but then the same thing on the East-West access. That's big. If you walk straight south from the top of Central Park to Wall Street briskly, unencumbered and making no stops, it will take you several hours and you will be tired (take a cab!). Everything north of Midtown would basically be the old city, with its gloomy towers, and everything south of Midtown being 1-4 story buildings, all jam-packed together in a twisting labyrinth of streets and alleys. It's a big, big area that I could never fill out even if I tried. Granted, much of it would be only sparsely populated given 30k people, but I think that's good. Leaves plenty of opportunities to add things. Oh yeah, we haven't even started talking about everything underneath the surface either!
At the end of the day, though, Chris, I think both approaches (map, no map) are perfectly valid. You have to do what works for you and your players.
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Threw together half a dozen inns and taverns for my campaign. Feel free to use and abuse in your campaign as you see fit. Spoilers follow, so my players should not read!
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Well done! You have some great hooks in there! This thread has made me want to run a city campaign at some point... i've spent many a day in the wilds of barbaria.
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joseph wrote:
Well done! You have some great hooks in there!
Thanks! I did not post the maps, stats and some random tables that would be incorporated for each location, but perhaps I will when I get there. For me, the hard part is coming up with a memorable location and a motivation for the people there, so that's where I started. My next step is creating a pool of 8-10 non-tavern NPCs and a few factions that bring hooks with them. I feel like a city campaign needs to have a few different elements pushing and pulling at the group all the time, making them feel like they have to be careful where they go, who knows what, who their friends are, what "side" they want to choose and so on, more so than you normally get in a dungeon. Anyway, we'll see what happens. There will be plenty of dungeon opportunities as well, of course.
This thread has made me want to run a city campaign at some point... i've spent many a day in the wilds of barbaria.
Cool. I have never really run a city campaign either, so I'm wondering if it will ultimately turn out like any other campaign's city+wildnerness travel+dungeon, but minus the wilderness travel. We'll see. I actually do plan to create many opportunities to adventure outside the city, but my campaign starts late in the cycle, when there's little sunlight, so wilderness travel will be very slow and dangerous until the PCs have gained a few levels. So, I set to creating some ways for them to gain levels in town and in the immediate vicinity around town.
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Agricola wrote:
Those are really great!
Nice of you to say, thanks. I think you could probably transplant these into any city if you needed a quick tavern, so I hope they are helpful.
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A few of those ideas are immediately useful IMC. Thanks, Chainsaw!