Tag: sky-cable gondola

  • An afternoon with Shelmigarii, mistress of cables

    An afternoon with Shelmigarii, mistress of cables

    It’s a crowded day. New groups from Fort Ooshar are coming, fleeing the Fox and Crow, they are rushed and harried. The journey is not long. The families are large, mixed with halflings, goliaths and humans.

    Work gets harder with these large groups. The gondolas are large enough for a few horses, maybe a cart. These families are multigenerational, at times there are dozens of animal companions. One may have only geese, another family with dogs. There was one with oxen — they took ages. The mulgobs don’t like when they need to come up.

    An 8-bit style image of a small dragon about the size of a large cat that is the color of bronze-ish ale with blue buggy eyes. They are flying over a small person, likely a gnome, with a blue head covering and dark nearly black robes. There is a magic spell coming out of one hand. They are on an stage that looks like autumn ground cover with a small golden leaved tree behind them. The names below or Oolia Estererlia and Brewst Grisselle
    Made with reroll

    But seeing so many descend into a home without judgement, with an opportunity to build, with an opportunity to meet elves and dwarves with their magicks, with an opportunity to meet women from Mehmd and men from Crinth, the opportunity to meet the ratchets and the alchems and others from the Queen, the opportunity to meet Brewst Grisselle the ale drake and learn that not all dragons are Proctors hoarding knowledge with threats of violence — Brewst hoards alcohols and is getting along quite well with the alchems guild.

    Every day there are new people. Every day another conversation.

    Shelmigarii and Lukhchizh do not charge for their service. They’ve earned unfurled flags and banners from the Free City. This means the other goblins (all the Kon) in the area support them. Shel’s recent ratchets development and springwerks mean the mulgobs don’t work as hard. Lukh is working on employing some beasts rather than mulgobs, which is only possible because of the Free City empowers all thinkers rather than the caste system the Queen’s Lyfe demands.

    At the top of the cliffs, summer heat bears down harsh on the Grand Entry. Those pilgrims working down the ramps and steps will be full of sweat, but not as much fear. These Kin don’t understand the sky-cables. Many shake in fear as they ride down the thousands of feet through the fog into the bog-city past and through the ruins over the brackish waters and abandoned orchards.

    Shel never laughs.

    She’s scored of all the beasts. The weather and the cables aren’t scary. These are knowable things. These are math.

    Beasts and peoples don’t act according to math and strangers aren’t knowable, even known friends aren’t knowable. She loves Lukh, but calling him knowable isn’t accurate.

    A long sip of cool coffee. The next gondola up from Chupmolea better bring more. That bean is a blessing, much better than the teas in the Queen’s Land (Tsavancoast). She once again ponders if there is a way that the bean can replace tar-tree pods as fuel — the switch of smells from oily smog to roast would be worth it. She doesn’t have the knowledge. But maybe the lesser power could be made up using gears and springs…

    Her mind wanders sometimes. Operating the sky-cables is boring and routine.

    Thoughts are for new things… maybe the fruits could become oils. Lukh’s been chatting with another hob freed from service to invention who won’t join the guilds, but is working on new ways to harvest steam.

    There’s an unlatched safety bar she doesn’t notice.

    Shel keeps thinking about this. Less power, more gearing, some springs, maybe using that fruit that’s waste now, then a steam box, could maybe the airxip props help the gondola and then we wouldn’t even need muls or beasts.

    She sends the gondola with a halfling family and their dogs.

    The windsock swings fast. An unexpected storm? She checks the broadsheet forecast section. Oh, no. This is on the schedule. It’s going to be a rocky ride for those hin.

    She looks as they descend. Notices the safety bar free. Notices the sway. Notices the storm. Notices the danger.

    Wandering thoughts are a blessing, except when they are a curse. She curses the queen. She curses herself. She curses the sky and for good measure she curses the gods of this land even though she doesn’t believe in them.

    “Urp! Stop loading. See if you can bring that gondola back. Use everything you have.” She rushes to the head wheel to help.

    There is a nasty screeching noise as the metal cables halt to change path. Then there is a scream of terror as the gondola rocks off the cables.

    Another noise, this time a squawk, rises above the terrors and shouting, the breaking metals.

    Panic. It’s all panic now.

    Beasts and peoples all learning that their fears are real. The sky-cable isn’t safe (they’re wrong).

    None feel empowered, none capable.

    That squawk is a massive beast. A raptor the size of an airxip swoops overhead and dives at the sky-car. There’s a tiny man on the bird, hard to judge size at this distance with the massive bird unravelling understanding of perspective.

    As the car jumps off the cables the bird rushes to it. The car starts to roll to a side dozens of feet under the cable.

    A sharp command, sudden and cutting through the winds and terror is heard. There’s some Kirtin-ish to the tone with a bit of the Crinth rounding.

    The immense bird grabs the cart, carries it up to Grand Entry.

    Shel doesn’t want more coffee. She wants to hang out with Brewst after she fills out an after disaster report to establish a new checklist, one that involves two peoples in case her mind wanders again. That’ll start when she’s done shaking.


    This narrative slice of life was an attempt at Tuesday Afternoon, a technique to test world building to see if the created world makes sense for normal people.

    The image features an abstract composition set against a dark background. A network of jagged island shapes outlined in gold creates a prominent visual centerpiece. These shapes vary in size and orientation, resembling a natural or geological formation. The area surrounding this central structure is filled with bold, textured colors, including vibrant blues at the top representing the ocean, contrasting shades of green to the left representing the hills, deeper black tones framing the right and bottom, and hints of rust-colored brown towards the lower section. Below the gold outline, a small, stylized blue waterfall appears on the lower edge of the graphic, providing scale and enhancing the sense of depth within the artwork.
    Bog-city of Sheljar in abstract paint

    The Free City of Sheljar was the result of my first campaign in the World of the Everflow.

    Once a city destroyed by dragons and later an empire destroyed from within by The Necromancer with their zombies and Tunneling Nightmares, Sheljar is now a Free City, open to all thinking peoples who respect other thinking peoples. Its leadership is the first group of PCs. A bog-city of a thousand islands each little piece of land offers a place for a family to return, a neighborhood to emerge.

    Shelmigarii is one of the Queen’s women, a member of the ratchet guild. She and her husband run the sky-cable gondolas at the Grand Entry with its faster path to the city center or to Chupmolea (the goblin neighborhood) than the thousand-year old steps and ramps down the cliff. Shel is a tiny goblin and her husband a large hobgoblin. They have no companions nor children. They hired mulgobs (bugbears) to operate the ratchets, declining to use alchem nor magicks. Her background would be a cabbie, if playing D&D.

    Fediverse Reactions
  • First Sky-cable of Sheljar

    First Sky-cable of Sheljar

    When the goblins and the Lorebook Hunters decided to make Sheljar into a Free City, where all thinking peoples were respectedm there was a vast, several mile separation between the suburbs and caves that the goblins discovered and the former City Center with its library, temples, city hall and palace.

    The First Sky-cable was constructed to connect these places without worry about bridges, or Tunneling Nightmares, or frightening island of zombies. Now it is the most travelled sky-cable. The gondola rides high, so high that its towers peak above the frequent fogs.

    So high the weather is different.

    Photo by Constantin on Pexels.com. Gondola image for example. It doesn’t look exactly like this.

    As the players ride this sky-cable gondola they are in their first “hallway.” This path is dangerous. They are in a space where weather is different. There are creatures that may threaten them. This fastest route to the City Center may not be the shortcut they expected.

    Hazards

    Roll 2d4 about halfway through the journey in the sky.

    2. Uninvited guest — There is someone aboard the gondola with the party. The illusioned elf works for the Proctors of Grace. It casts Detect Magic while Invisible. If it detect magic it attacks. Use the stat block for the Evoker Wizard if the party is in Tier 2. If they are only Tier 1 use the Evil Mage.

    3. Frayed cable — The character with the highest Passive Investigation notices the cable is frayed. The group will need to discover a way to get the gondola to the next tower 100′ away or fix the cable. Tinker’s Tools, Vehicles (air), Vehicles (water) offer some solutions. The DC should be 15. If no one succeeds in fixing the cable and it does break there are rudimentary parachutes that reduce the falling damage to one half on a successful Dexterity save of 10. They are 60′ in the air.

    4. High winds — The gondola shakes violently. Each character should make a Strength saving throw (DC 13) or take 2d6 HP of damage and fall prone. Those that save take half damage and suffer no other effects. This is frightening but should have little impact on their ability to travel.

    5. Freezing rain — Though it was a moderate day beneath the fogs there is freezing rain up in the sky. Each character suffers 3d6 damage. A successful constitution saving throw (DC 10) results in half damage.

    6. Isle of horrors — With a Wisdom Check of 10 the party makes out a small island in the bog-city that seems to be overtaken by skeletons with a leader on a skeletal boar. This island is not hosting a tower.

    7. What’s that? — 0ff in the distance, at the statue there is a large, white winged creature. An Intelligence Check, DC 20, recognizes it as a white dragon. Ken would role with advantage. Skills that could apply are Culture (Ken), Arcana. A player could convince the DM of other skills being applicable. The dragon does not attack. It lurks, watching.

    8. Sabotage — The group notices the tower they just passed being attacked by group (party size +1) of zombies. If half of the zombies are destroyed the others retreat. The characters start 90′ from the zombies. They are able to stop or reverse the gondola. If the zombies are able to do 65 hit points of damage to the tower (AC 12) the tower falls.

    If they complete the trip they stop at the bell tower of a semi-abandoned temple in the City Center.

    Our intrepid heroes have discovered the the Free City of Sheljar isn’t a place of safety. Sheljar may be a dreamy government of respect for all, it is also a place of undeath, dragons and technology too fragile to survive with not enough people in the city to maintain it.

    I’ll admit these DCs and language probably don’t match the standard D&D style. Today’s Dungeon 23 exercise came up against a my go-to-bed soon deadline.

    I’m doing Lore 24, an attempt to write small lore elements daily in the year 2024. Each element will be something that’s come up in play or will come up in play within my homebrew World of the Everflow — there will be actionable threads for PCs to grab onto and advance the story.