23 thoughts on “Hi all”

  1. A pillaged scavenger caravan. The tracks nearby are fresh and lead to a cavern-dwelling conclave of deathlanders using blood sacrifice to keep spirits at bay instead of lightning walls.

  2. Ruins of an ancient, pre-cataclysm castle used by the Deathlands Scavengers as a way point and camp. It’s near the blasted ash plains where they hunt for large, mutated moles that burrow near the surface when they are ready to mate. The particular ashen soil in this area dampens a ghost’s ability to detect life force, something the Scavengers use to great effect by smearing it all over themselves like war paint.

  3. A village built entirely in pre-cataclysm style, decorated for a fair day. The buildings are intact, the roads are smoothly graded. Even the flower gardens and feast tables are intact. But there are no people to be seen, and by the time you realize that the food and the tables are made of the same continuous substance, you’re nowhere near an easy escape route.

  4. I’ve used dog sized spiders called soul weavers. They’re blind and their webs catch ghosts or in the case of living prey it draws the soul out of the body to be devoured by these spiders.

  5. Stitchlike marks across the sands, the tracks of Deathlands sidewinders.

    A sinkhole in a field of ash that drains into an ancient sewage tunnel, where the ash mixes with moisture into kneedeep black sludge.

    The skeletal remains of a three-tiered aqueduct, festooned with clawbrush that obscures the occasional and rare white Deathlands lily.

    Lizete, a Whisper who wanders the wastes alone, recognized by the host of pale lizards that cling to her body like a cloak.

    Deep, jagged scars across a cracked plain, issuing plumes of moonsmoke around which ghosts quietly congregate.

    A broken rotunda containing the remains of an ancient electroplasm distillery, shunned by ghosts.

    A clutch of misshapen tents, ringed by a portable lightning barrier with a limited charge — the temporary camp of Deathlands Scavengers.

    A bubbling, sulfurous hotspring that erupts in a geyser at unpredictable times.

    Catsized silverfish, sweeping soundlessy across the landscape in search of paper or damp cloth to consume.

    The Rasp, an affliction which causes a creature’s flesh to stiffen and lose color until its victim resembles the attenuated marblework of a visionary sculptor.

    A perfectly-preserved section of pre-cataclym roadway lined with iron lampposts, in the middle of which stands an antique black coach hitched to four spectral horses.

    The Mirror Sea, scoured by glassdust devils, flat and hard underfoot but dizzying and bottomless as its Void sister when clear skies allow it to double the volume of the starfilled sky.

    A necropolis of iron markers like fingers reaching up from below, each attended by a single mournful soul.

    An intricate raised earthwork resembling a symmetrical labyrinth when observed from above, possibly the work of disturbed slagmoles.

    Bone’s Wish, a mile-wide crater dotted with the carcasses of Deathlands creatures in various states of decay, all facing toward the exact center.

    A shroud of ash that drifts down from above and settles across the landscape, nullifying vision, muffling sound, and staining every moist surface like scriveners’ ink.

    A work crew of ghosts in a light rain, shaping wet ash into open graves and headstones intended for your final rest.

    A spectral child, utterly lost and afraid.

  6. My absolute favorite Deathlands monster (who I created when GMing drunk) is the sand vampire.

    The sand vampire is the body of someone who had their soul burnt out by a psychic storm in the deathlands burning out their soul, leaving their body hollowed and burried in the sand for an indeterminate amount of time. Until one of the legion of insane, hungry ghosts in the deathlands tried to possess the hollow becoming bound to the hollow’s body and thus a vampire.

    These vampires are desiccated things with beastal alien minds and bodies perverted by the deathlands.

    As it is likely that the people would have been hollowed in groups these creatures travel in packs or schools searching for life to devour.

    They do not walk like normal humans, having lost the ability. Rather they ‘swim’ through the sands, just under the surface, this creates tell tale disturbances in the sand however the crew never find the source of these disturbances until the vampires attack. They leap out of the sand like flying fish, attacking their victims as they fly past until to slip into the sands again when they land.

    These creatures are true vampires which all the strengths and weaknesses meaning killing them is difficult.

    Correctly used sand vampire vampires can add a level of terror to visits to the deathlands which is truely wonderful.

  7. I’m gearing up to run a few sessions of Ghost Lines and have some random deathlands flavour noted down;

    – A crumbling tower inhabited by a lone scientist, a place of strange experiments, protected by an electroplasmic generator and a lightning barrier. Imperial authorities deliver food and electroplasm regularly in exchange for the strange fruits of invention. (possible twist: it’s actually the ghost of the scientist’s wife who is the genius – hence the need to live in the deathlands, so she can continue to tell the scientist what to do)

    – Hiram Bockus, a Natural Philosopher from Charterhall University, who was in the deathlands on an ill-fated academic expedition. His escorts are dead and his portable lightning barrier is dangerously low on fuel.

    – An electro-rail train in the middle of an ashen plain. How did it get stranded there, so far from any railway? What’s on board?

    – An abandoned and ruined high-gothic city, cathedrals and spires and statues and gargoyles. High in a distant tower within the city, a single window glows with candlelight.

    – A desolate plain with a great forest of gallows, hundreds of them, each with a single swinging noose. The ghosts of the hanged are here en masse.

    – Albino bats, ghosts of long forgotten cultures, ghosts of soldiers from ill-fated military missions, renaissance ghosts (frock coats and powdered wigs), a lighthouse with a lonely light shining.

    – An artificial sun: mir-s3-cdn-cf.behance.net

  8. A vast and silent salt flat, suspiciously empty of lingering spirits.

    A curiously glowing crystalline structure, not unlike a coral reef.

    A village empty for centuries, all the archaic spirit-warding runes intact save one.

    Each drop of rain has a voice.

    Your shadows all simultaneously point in a single direction. Upon investigation, you find nothing there.

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