Sneak Peek: Ruins of the Aggath Slime-Lords

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jamesmishler
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Sneak Peek: Ruins of the Aggath Slime-Lords

Post by jamesmishler »

Aggath Slime-Lord

(-44,000 to -35,000 BCCC)

The Aggath Slime-Lords were an intelligent slime-based species whose presence in the Wilderlands was coeval with the height of the power of the Markabs, to whom they were allies or servitors of a sort. They commanded vast arcane powers and enslaved other species to do their bidding. Sages believe that most of todays modern slimes, oozes, and jellies are descended from the Aggath, or from related creatures brought to the Wilderlands by the Slime-Lords. The Aggath are said to have fled the Wilderlands when the Markab left, though some may yet remain hidden in distant outposts, biding their time until the return of their fearsome masters.
Real World Equivalents: None.
Construction and Materials: Aggath structures are built of a black, blue, gray, green, and/or ochre glassy stone, known to sages as Aggath glass or Markab glass. Whatever art was used to create and mold it allowed it to be poured into set shapes, and somehow melded on a molecular level with material of the same sort, such that Aggath structures, and even entire settlements, seem to be carved from the same single, vast glassy stone. The glassy stone they used for building and in construction of their devices is virtually indestructible to any modern mortal art; dragon fire and pure elemental fire are the only things capable of causing it harm. Smooth curves are highly favored over sharp edges and corners, these being found only very rarely. Unlike the Markab and Alliance races, the Aggath used little in the way of metals in the construction of their buildings, or even in everyday life, save when necessary in their arcane devices and then, only encased within their glass.
Settlements: Settlements range in size from small, village-sized complexes to huge, miles-wide cities. Buildings and roads run together, over, under, and through each other, and buildings are connected to each other with underground tunnels and over-street passes, such that it seems the whole city is one vast, interconnected building. Some cities have canals along with or instead of roads; some roads and even canals are suspended in the air like vast aqueducts and bridges. There are many fountains and pools throughout every Aggath settlement, fed with an advanced system of pipes and drains, some still burbling with water from ancient springs.
Monumental Structures: The Aggath did not construct monuments, palaces, or the like, as their culture did not require them. An entire Aggath settlement is, effectively, a single vast palace designed to be shared by the whole community.
Fortifications: Settlements are built such that the outer walls of the outermost buildings are of the same thickness, usually 20 feet thick, windowless, and are no less than four stories tall, the outer wall thus being about 60 feet tall. Outer walls are perfectly smooth, and virtually impossible to climb. Towers are built along the outer wall at regular intervals, all with retractable domes and (now empty) weapon mountings. Usually only two to four roads pierce the outer wall, the gate doors being built of Aggath glass and designed to retract into the ceiling (though a mechanism that usually has long-since failed).

Towers are many, tall, and domed, with (now usually non-functional) mechanisms that allow the domes to split open and reveal the skies above. Most of these domes have mountings in the center of the chamber, resembling settings for siege engines. Several large structures in each city have vast domes, with the whole of the structure open to the sky when the dome is retracted; these structures are well ventilated through side towers that have many small pipes that open to the outside air.
Houses and Shops: Most structures have two to four levels, with an equal number of basement levels. Some basement levels have deep wells that lead to vast underground reservoirs or huge natural cavern systems. Walls vary from five to 20 feet thick, depending on the size of the building. Most structures are built for man-sized bipedal beings, with airy 10 to 15 ft. tall ceilings, as such were the size and form of the aggaths numerous slaves, but the innermost sections of most buildings will be accessible only by slime-form creatures, through doors and winding pipes mere inches tall and round. Buildings use long, winding ramps rather than stairs to connect levels. Narrow pipes often directly connect distant rooms, running through the thick walls. Rooms are often of irregular, winding shapes, with many bulbous pits, alcoves, overhangs, and shelves extruded directly from the walls. All rooms functioned variably as work, rest, and social chambers. There are no fireplaces or kitchens, at least, as can be identified with the human concept of such. Rooms were heated through a radiant heat from the walls, through the use of mechanisms usually long ages since fallen inactive.
Doors and Windows: Doors are uncommon within an Aggath settlement, as the Slime-Lords rarely had anything to hide from each other or from their mind-controlled slaves; as such, doors would have been an unnecessary impediment. Archways are wide enough for two man-sized beings to walk through. Windows are not found in Aggath ruins, as natural lighting was not of any concern to the Aggath.
Sewers: Each settlement is built complete with an extremely advanced system of round pipes and sewers for water circulation and treatment. The sewers range from 12 feet in diameter to mere inches, with excess water being directed to deep subterranean cisterns. Some of these sewers still run, being extremely well built, and can be very dangerous to adventurers, as working sewers usually still have mechanisms that liquefy non-liquid materials through a process resembling disintegration
Dcor and Furniture: Statuary is unknown, though numerous glass, stone, and gem urns and tubs, ranging from small through large sizes, seem to take the place of such decorations. Other dcor is also minimal; there are no friezes, or bas relief, or frescoes, or other form of visual art. Furniture is also minimal, with what little there was usually long rotted away, being made of temporary materials for use by slaves. Some sages speculate that the urns and tubs were Aggath furniture, as they are perfectly suited for slimes and jellies to sit at rest.
Relics: The ruins may remain lit in some places with strange glowing indigo, blue, or green stones mounted on the walls and ceilings. These stones glow with the power of a light spell. If removed, these stones will glow for 1d10 days, and then cease to function. Few other tools or mechanisms from the era will remain. Those that do will generally be strange fist-sized orbs or foot-diameter torcs made of Aggath glass, within which can be seen gold, platinum, adamantine, mithral, and magicum wires connected to various gemstones and jewels. Most will either be non-functional and drained or with minimal charges and perhaps more dangerous to the user than the intended target. Such objects include equivalents to the rod of thunder & lightning, staff of fire, wand of magic missiles, and other offensive arcane items.

The largest relics extant are strange, large disks that can be found in the large domed structures. These range in size from 20 to 60 ft. diameter disks 10 feet thick, of opaque Aggath glass construction, accessible through an iris portal and filled with a matrix of Aggath glass-covered glowing gemstone and metallic devices. Sages speculate that these were some sort of flying vehicle, as are mentioned often in the tales of the Markabs. Space is cramped within, as there is minimal room for slave races or loot; most of the space is designed to fit Slime-Lord anatomy. Most such devices are completely non-functional, and will evidence purposeful destruction through the use of incredible heat, like dragon fire. The few that can function will simply light up and make whining, whirring, and clicking noises when entered, as the devices require the mental commands of the Aggath to function properly. There is a 1 in 4 chance of such devices exploding cataclysmically within 1d10 minutes of being entered, as the ancient systems fail and terrible arcane energies are released in a massive fireball (those within the chamber containing the device must make a charisma save against CL 20 or die; a successful save indicates the victim suffers 20d8 fire damage. Those within the device when it explodes will die, no saving throw, unless they are immune to magical fire).

In some locations, skeletons of slaves can be found in situ, often evincing a burning or melting sort of doom; these skeletons bear a round collar around their necks, of unbreakable glass-like material, embedded within in which can be seen a lattice of wires of gold, platinum, and precious gemstones. When not worn around a living neck, these items are quite malleable, and can be pulled wide enough to be dropped around a man-sized head. Once worn, they conform to the size of the neck, and can never be removed. These collars cause the wearer to automatically fail any saving throw against charm-based spells or spell-like abilities.
Cemeteries and Burial Grounds: There are, quite notably, no catacombs or burial grounds, though if the city fell in a battle there may be many skeletons throughout and around the ruins.
Occupants: Only rarely have Aggath ruins ever been built upon by other races; the inhuman styles, indestructible materials, and unholy aura that seem to fill the ruins frighten off even the most base and stoic races. Even animals shy away from these places. Most such ruins have, thus, been overgrown and buried under millennia of detritus and growth, though some remain quite open and aboveground, as even plant life often seems to avoid these ruins, withering whenever it attempts to gain a foothold nearby. Open ruins may be home to any sort of creatures or none, though typically only aberrations and undead possess the wherewithal to live in these places. Hidden and subterranean ruins are usually home to unintelligent slimes, molds, jellies, and other degenerate modern forms of the Aggath; some may also be home to utterly ancient (and notably fragile) animated skeletons and ooze zombies, which answer the inhuman mental urgings of the semi-intelligent descendants of their slimy creators.
Distribution: Worldwide, though Aggath settlements were far more common in southern Karak, Ghinor, the Demon Empires, and more tropical regions. Aggath ruins are as rare as those of the Markabs, or even more so; they are often mistaken for Markab ruins. The Blueramp Ruins south of the Joyful Demon Hills in Ghinor (17: 1910) are of Aggath construction.
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Julian Grimm
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Post by Julian Grimm »

Nice. I find myself wanting to know more about these slime lords.
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Post by Omote »

It's write up like this that have me so psyked for Wilderlands of High Fantasy. THIS is what makes the Wilderlands stand out from other settings. THIS is what makes the Wilderlands more then just standard fantasy fare. Wilderlands and C&C are the perfect fit and I sure hope that they can truely come together one day soon.

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Julian Grimm
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Post by Julian Grimm »

This is making me want to get the wilderlands boxed set.
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Geleg
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Post by Geleg »

Wow, thanks James! This is one tasty teaser ... and another sign of why I love the wilderlands (as Omote said).

keep writing!
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