Showing posts with label Scrap. Show all posts
Showing posts with label Scrap. Show all posts

Monday, 12 May 2025

A Review of MALUSTRIOUS BROOD

 A book of monsters, of visions. A 102-page pure art book with “12 iconic monsters from the pastiche swirl of d&d's fantasy pool ….

“Gnome, Nereid, Salamander, Sylph. Ogres, Hags, Dragons, Basilisk/Cockatrice, Orc, Manticore. And two Very Much d&d , the Catawhere and Eye Tyrant.";




Art, and Expressionist art in particular, is hard to review and think about, so instead I forced the artist to do that, by interviewing them! What follows is a pretty wide-ranging interview gathered roughly into the following general subjects;

  • Texture
  • Colour
  • Composition
  • Form
  • Orcs
  • Big Ideas

There are lots of close-ups of fragments of the pages, used when talking about specific elements, and because I didn’t want to try replicating any of the full illustrations other than those already included in the promotional text. I wouldn’t want you to take the impression of these fragments as the impression of the works as a whole, let along when held in hand, which creates a much stronger impression.

Texture

pjamesstuart; ok so a huge amount of the book seems to be its textures. Are these different on every single page?

SCRAP_ULTRA_WORLD; Yup different on every page, each was hand layed (with the cut out images on top) out on a piece of real estate sign for ease in scanning. This actually turned out to have some problems later because I didn't cut the real estate signage to consistent size.

pjamesstuart; Did you have any particular plan for these?

SCRAP_ULTRA_WORLD; That each monster section should have its own unique background texture. That's about it

 

this is printed on the paper (my photo isn’t very good)


pjamesstuart; They seem to be made up of complex layers of actual physical materials treated in various ways, and maybe of some deliberate use of digital scanning errors? What else went into these?

SCRAP_ULTRA_WORLD; I'm not sure about deliberate scanning errors..oh wait no yeah the Catawhere has some . Oh and the Orc and Eye Tyrant chapter heads.

Done by dragging or moving an image while it was mid-scan.

One of the Catawhere was done with photocopy fuckery.

Some of the process for the textures involved digging through a box of ink and texture experiments and seeing if anything was suitable.

Or just messing around with whatever paints/oils/spraypaint/ink/paper I had lying around and then letting it dry outside, and then sometimes using it but often reworking it or not using it at all.

90% blind experimentation and then selective curating the results.

Though wanting each chapter texture to have its own feel meant sometimes I went "okay no more ink shennigans , going to have find something else"

John Blanche once said that with a really good picture,
even the smallest part of it, when examined in isolation,
should be interesting to look at, which I think is true of this book.


pjamesstuart; How did working on the textures intermix with choosing and making the figures? Did it happen in parallel? In Sequence?

SCRAP_ULTRA_WORLD; For the vast bulk of it the pictures were done first, then textures created and pictures arranged as the textures were done.

However the decision to create a chapter head meant needing to create a extra page (as to keep the page count divisible by 4) , and sometimes that meant creating more drawings for the extra texture page.

pjamesstuart; Whats a 'standard' (if any could be), workflow for making a page of Malustrious Brood?

SCRAP_ULTRA_WORLD; Um.. once the drawings were "done" (i.e I thought I had roughly enough be doing a crude layout) , I'd dig through my old projects and experiments and see if there was something. If nothing , try and think of something I hadn't messed around before with and if it felt appropriate to the vibe of the creature.

Then once this , sometimes considerably back and forth, process had created a use texture page , I'd then try and arrange some of the drawings on it.

This usually resulted in frustrations that I was going to have to cover up the most interesting bits of the texture, as none of the texture pages were created with that much considerable with where anything would go on top.

Sometimes the drawings would get swapped between pages as space and overall context demanded. I tried to get all the loose sketches together and also give the more developed ones space to breathe (often giving them their own page just for them)

So yeah it was a whole process of curation , reacting and adjustment , to get the drawings to work with each textured page, there wasn't just in the way of a deliberate plan.

 




The Orc probably had the most planning as I wanted to have them "echo" through the background of subsquent Orc pages by photocopying and repeating some of the drawings (sometimes on transparency film).

Plus trying to get a "very angry school boy creating a scrap book of murderers , weapons and world war 2 facts" feel to it

A quick video of the boards;


SCRAP_ULTRA_WORLD; Incomplete list of things used in the textures:

Rags, stained rags, old singlet, old t-shirt, design on old singlet blown up with photocopier to giant size, lace, glue, grease, baking soda, rust, blood, ink , spraypaint, butchers paper, vinegar, pva, spray varnish , water colour, ohp transparency , sewing diagrams, house paint, translucent paper, real estate sign imagery


Colour

pjamesstuart; There are many colours in this book. Did you have any kind of conscious plan or intended method, or did you just do everything based on VIBES?

 

Many forms are almost like beer tankards filled with a thick cloudy brew slowly mixing into something else


SCRAP_ULTRA_WORLD; Nothing super conscious , other than seeking a more diverse palette as the project went on

If I had planned it out more , I would of made more an effort to have the Nerieds be more greens and the Sylphs be more blues. As it was they ended up blending into each a little too much.

As a fix for that I post scan adjusted the Nereids colours a little and arranged the elementals by the name <Element> Elemental <Name> so the Sylph and Nereid wouldn't be right beside each other.

pjamesstuart; Most creature-types have a main dominant colour that appears in a variety of forms, and maybe one or two other spot colours. What tells you what colours something is meant to be?

SCRAP_ULTRA_WORLD; Again just vibes. Some got a bigger range of colour experimentation (ogres) , others arguable got too little (Salamander, Gnome) . I think the monsters that already had a strong consistent design, that I myself wanted to redefine (Orcs, the Elemental Spirits) , I ended up sticking to a narrow focused palette , while the ones were it was already wide open (dragon , ogre) I just went with whatever. I'm not 100% sure why though

(Eye Tyrant might be an exception here)

Basilisks got a lot sickly colours , and I wanted to really have some jaundice yellows, bruise purples , infected pus greens in there. Anything to make this thing look dangerous.

 

closeup of a highly polychromatic beast


pjamesstuart; What did you use? I see pens like biros, felt tip pens? Some things look like watercolours but could be created some other way.

SCRAP_ULTRA_WORLD; Yeah good old biros, felt tip pens of a variety of quality , ethanol to bleed inks out, water colours, water colour crayons, regular crayons, twink, charcoal , ink , acrylic paint, house paint, pencils, photocopy toner

 




pjamesstuart; Some colouring follows the shading a form might have, other colouring is more like you poured thick liquid into a glass the shape of the creature and shined light through it. Other is like lines of energy within a beast. Do you know when you start out what you are going to do?

SCRAP_ULTRA_WORLD; I think I always start with the "line" and add lines until it's done or it needs something else , then hit it with colour using whatever medium.

Then it's a case of adding more colour or line to fix whatever just went wrong and it either working out or turning shit , in which case start again.

I heavily favour mediums that can put on top of each in any order , as I don't think I've ever successfully done the old "little pencil, colour blocking, final inking" method. I've tried it , but it looks so lobotomized when I do it, I've all but abandoned that approach.

Crayons are a pain as you can't really go over them that well but can successfully go pretty much anything else, and allow colours that lack innate opacity to go over darks.

Back to the question: I have "hunches" and "itches" but every step is a surprise and something like a friendly but heated argument .

I've got a maxim about "an Okay drawing is useless" , so if a drawing feels like it's "okay" (as in I can reliably create something with that amount of Good) , I'll keep experimenting until it hits a "high tide mark" or otherwise rare quality I'm not sure I could get again. (this might not mean it's a final drawing, it might instead be saved to serve as guidance )

Or it's completely destroyed , but valuable data and inspiration is generated.

I think of this as sacrifices to Tiamat; and sometimes you just lose a drawing that seemed to have potential , and sometimes you get a happy accident.

Speaking of which:

pjamesstuart; This isn't really about colour but; some places monster faces & other things are scratched through, or blasted over, so it feels like the page was a screen and was glitching or a photograph that was overexposed. How did you do this?

 



SCRAP_ULTRA_WORLD; This is the whole "keeping going until the drawing is destroyed or brilliant" thing. Sometimes the page actually rips , requiring sticking additional paper underneath. Actually sometimes something on the other side ends perfectly fitting and getting used. The eye on the Antiphoenix from Veins of The Earth is actually a mark on a piece of paper that was beneath the initial drawing . It was revealed when a hole was torn from working on too wet ink and then permanent attached to the drawing when it perfectly fit.

This is Tiamat throwing me the occasional blessing for everything in art and life that I've inadvertently sacrificed on her altar .

One of the Manticore's has a similar effect , but I think it was me scrapping back layered crayon to rework something and the underlying effect was really good so kept it. I think I added a pupil though?

Composition


pjamesstuart; Thanks for the responses! Next I want to talk about COMPOSITION, (after that will be 'form' which will be the last one).

Do you know there is a kind of natural curl to a lot of your single-page compositions? Especially for the more lithe & loopy monsters? I will try to make a little image of this.

 




It begins at the top left, curves into the centre or lower right, forms a pool there and spirals out into the lower left again, often as a tail or limb

Other compositions are 'blot' or 'block' monsters which are placed like they were poured into the belly of the page and then slowly spread out.

The 'loop' in particular reminds me a lot of the Z shape Frazetta often worked into his painting.

Did you have any particular plan for composing the one page and two page images, or any effect you wanted to achieve?

What was the methodology?

How do you know if a page 'looks wrong' or 'feels wrong'?

SCRAP_ULTRA_WORLD; HUH

I did not know there was this SECRET SIGIL

Out of all the haphazard intuitive processes that went into this book, composition is probably the most haphazard of all.

The considerations are mainly so each drawing gets enough "space" and doesn't too greatly mirror or be similar to the surrounding drawings (including any on a opposite page)

EXCEPT when its a collection of "concept" drawings, where I thought it grand to show or suggestion the developing of the process and the various alternative possibilities that rapidly fire off in my brain

Other considerations is to with the gutter and place the monsters, were possible , so they don't look like they are running away into the gutter (so heads to the edge, tails to the spine)

Form




pjamesstuart; Edge Detection - does your brain have this? Because the vision of the world one often gets from your work is that things often just don't have boundaries, but kind of vibrate like quantum particles, or blur like a time-lapse map of the borders of eastern europe. I mean, are edges a thing in your reality?

SCRAP_ULTRA_WORLD; Yes But No. Like there's this deep deep deep contrary instinct in me that always seeks out contradictions, exceptions, inconsistencies, stray threads and just Points Them Out. I think it manifests in art (somewhat) by a resistance to going "yes this definitely the Limits Of This Things" , and a desire to portray the buzzing border of potential movement, past movement, spiritual intensity, failure of perception, stink, noise, unclarity

So it's like Post Modernism going "look at all these things obstacles that prevent us from seeing truth"

but unlike.. whatever strain of post-modernism is that kinda goes "so..guess truth isn't really thing", instead we must see The Noise as well as The Signal

like understanding the limits of truth should make us appreciate the effort for truth and not dismiss it to seek solipsism

pjamesstuart; dang you actually have a philosophy behind this

SCRAP_ULTRA_WORLD; It's more I getting philosophy from it if I look at it and think about Why, but ultimately I do it because it's my nature


pjamesstuart; Is a body for you just a carrier for eyes and teeth? The toothed grin is like a signature for your work. (Also, did you know in miniature painting some painters emphasise 'eyes and teeth', because they seem to play some dominant role in helping people perceive and organise a facial form?) If you have EYES plus TEETH, what is the third or fourth thing you need to show what something is?

SCRAP_ULTRA_WORLD; I think they are just really good at giving a coherence to something incoherent and because my drawings risk/are total incoherent explosion , slapping the teeth and eyes in there really gives it a hook.

The spine or jawline tends to be the first thing I draw



pjamesstuart; Do you study anatomy? Some images strongly suggest yes, but it is as if there are two spirits fighting inside much of your art, one trying to locate actual things in space, with muscles and gravity and skin and stuff, and the other being more like 'wait what if there was none of that and things were basically energy and not 'things' at all'

 




SCRAP_ULTRA_WORLD; yeah but badly? I'm terrible at drawing things in front of me , I don't have very clear "mental images" , drawing almost feels like sculpting with twitchy ambulatory wire to me? Like the pen starts making marks and I battle with it to get it to do something I want.

But spending frustrating time trying to draw accurate from a reference does help inform this "sculpting". To that end , I've attended life drawing books, have several (Probably over half a dozen?) anatomy books (human and other animals) and spend time and effort learning about the muscles and the bones etc.

I also find it really interesting because I Too Have Bones and Muscles and The Desire To Improve Them.

But I think it's know how impactful departure from plausibility is when it comes to monster design

pjamesstuart; Do you have preferred shapes? (A slight teardrop shape seems to come up quite a bit in a lot of your art.)

SCRAP_ULTRA_WORLD; I try and avoid falling into patterns too much , but the most consistent shapes that show up when I start scribbling are:

Long shapes like snakes, eels, sharks

Beaked shapes or triangle head shapes

Ambiguous quadrupeds

Hunched over big limbed bipeds

pjamesstuart; Do you know when a form is right? How do you know?

SCRAP_ULTRA_WORLD; It's like.. when someone tells a joke and the when you realize that you think its funny? In fact laughter is sometimes my reaction to when I get a form or expression right. There's a sense of both surprise and recognition ?

When a form is wrong.. it's either because it's obvious and absent of energy (something can be obvious and Have Energy though) or like something about it interferes with its own dynamic and needs The Energy Bolded or The Blockage Destroyed . Or I guess it's just gone completely wrong and its not even recognizable.

Orcs

pjamesstuart — How on earth did you come up with so many good pictures of fucking Salamanders? 😂 There's like three bangers in a row here.

SCRAP_ULTRA_WORLD — Lizards is a good shape

Think the palette there is a bit monotonous but the expressions are really good

Conceptual I'm most pleased with my riff on the orc


pjamesstuart — Tell me what you like about the Orc concept you came up with.

 



SCRAP_ULTRA_WORLD — That it riffs off the old use of it meaning "spirits of the dead", Tolkiens use of as the spectre of industrialized warfare, and dehumanization monstrosity cycles.

Plus having a fancy angle in suggesting they are a memetic virus that co-opts the " immunisation" response ( the fear of the enemy becoming or being orcs is a vector for infection as people justify their increase in brutality and ruthlessness)

But also can work as a pure game utility "it's okay to kill these guys because they are distilled war criminals"

Visually I tried to get some of the Orcs to have this ambiguous mix of panic, hate , anger, fear

While others are pure hell bastards



But yeah one of the nasty things about war propaganda that is tapping into the legimately fear that any human population has a capacity for brutality, and that brutality is easily expressed on outsider groups

And by exploiting that fear , it then feeds and utilizies that capacity

To be honest my original motivation for putting design notes in between the chapters was do a bit how fucking weird dominant voices solution to "fixing" orcs was to lean hard for into "we are 1000% here all our fans making their sexy noble savage baddie OC 😍😍😍"

But nah didn't think it was worth the page space doing a The Kids Aren't Right bit

The only bit I left in like that was mentioning the extra limbs on the Catawhere

I also had a bit about manticores getting wings from Gygaxian shenanigans idk just seems like filler

Ditto some early waffle about the origins of some of these, like fuck I just wikipediaring, people can do that themselves

Big Ideas


pjamesstuart; That was all I could think of to ask about the art in a 'pure art' sense, like about the acts of creation and construction, but I haven't asked any like 'meta level' questions, (which I tend to avoid), but you did have a fair amount of complex ideas about Orcs, so;

  • Are there any 'big ideas' you had about the monsters?
  • Anything you discovered or thought you understood more?
  • Anything you were trying to get across?
  • Is there..... a SUBTEXTS???? or like a metaphor or meaning or whatever, in these images?

SCRAP_ULTRA_WORLD; Yeah any "big ideas" I tried to include in the chapter heads.

While the initial idea was "do a bunch of versions of that monster" , the process involved exploring both what is the essence of that monster both visually and conceptually/psychologically.

With both very intertwined and probably inseparable, but still distinct somehow.

think exploring the concept-essence of each monster was far more of a reductive process; like is a hag a hag because she lives in a hut in the wilderness? Or is a hag likely to be in the wilderness because she's feared ? And then why is she feared? It's her power, and what are her powers etc?

Compare a manticore being in the wilderness , to me you start losing something of the manticore if you take it out of the wilderness, there's something about the manticore that is a manifestation of an unknown wilderness and the wild stories that start coming from it.

Actually as an aside here these are actually different wildernesses. A wilderness with a hag in it , is the wilderness "beyond the hedge" , a wildness just outside your lights and most tread paths. (so could be remote villages, sewers , slums, ruins, back roads, islands etc).

While manticore wilderness is "here be dragons" wilderness; blasted nigh untamable terrains and desolate vistas.

Having a "here be hags" on very remote area of the map or a manticore living in a forest a hour away from a city , creates interesting questions but I think both are subversions or deconstructions.

As in doing something interesting with a disconnection or conceptual jolt, which only happens if something about it doesn't quite make sense.

While exploring the visual essence of each monster was (mainly) and expansive process; seeing how far I could push it basically.

But note when I talk about any of this I want to be clear it's not the "ideas, theory, then art" that art academic likes to present as The Only True Path. All this is stuff I think about in retrospect or sometimes as a weird chattering aside in my brain as I work on something; it's commentary but it's not the navigator or captain

I think ultimately art is the space the between words, if its completely reducible in words then you should just use words

Good art often makes you be able to think about stuff and come up with big strings of words and ideas , but it's a terrible mistake to think that's ultimately Is The Work

 




SCRAP_ULTRA_WORLD; To use a tree metaphor , it's like a fruit tree. The art is both the tree and the soil and the mycoline web and whatever else . The words you can say about it is the fruit. Fruit is portable, countable, immediately digestible and a trade good. But to think only of the fruit and the not the tree (and everything connected to the tree) is a deep and profound foolishness .

As is dismissing any fruit tree not currently having pickable fruit as basically not existing

EDIT: Though this metaphor suggests as we only plant fruit trees for fruit , we only should create art to talk about it, but I reject both of these concepts, but must acknowledge that people could think that a) That's the only reason to plant fruit trees therefore the metaphor says..

SCRAP_ULTRA_WORLD; Wait one more thing and jumping back , with a couple of the monsters (gnomes, orcs) there's like a cluster of different big tangled concepts and my reduction process would be a deliberate rejection of basically alot of the most popular , but arguably essential concepts, that exist in current culture.

Orcs I guess digs deeper into the psychological underpinnings of the "barbarians at the gates" and brings in some of the Tolkien fear of industrialization, so that's still engaging with the popular view.

While gnomes basically rejects everything anyone has done in the last 100 years and tries to include knockers and kobold mythology as gnomishiness

 

FINAL STATEMENT 

pjamesstuart; Excellent. Finally, would you like to end the interview by saying anything grand, insane, overwrought and/or megalomaniacal? (Purely in order to maintain SCRAP WORLD brand coherence.)

SCRAP_ULTRA_WORLD; THERE'S ALWAYS FREE CHEDDAR IN A MOUSETRAP BABY

Behold; monstrum


A book of Others. A book of visions. A book where every night for a month, or a year, someone slept and deliberately had nightmares, or at least, deeply hallucinations, and each morning they woke up and drew pictures of those nightmares. (And then narrowed them down to the best.)

Every sophont dwells within a necessary cage of thought, one concept piled upon another, growing in slurries and small leaps, but only ever from one central point. Yet, in every case, the boundaries of expansion, of what can be comprehended, and of what can be imagined as comprehended, must be challenged; such is the flame of life and mind.

Thence; the Other, the known but un-known, a beast woven from what is and what may be.

The meaning of this is always discussed; mapped one way, the book of Others is just a map of self, for where else can the Other be conceived, so that, in roving further and imagining deeper, seen as a whole, the conception of self becomes more clear.

Others say 'no shut up this is actually a book of monsters' - a searchlight pointing outwards, illuminating the storm-wracked unknown, and the metaphor of a searchlight is perhaps the best; for those at one end, an honest attempt to pierce the dark, attention pointing out, but for those watching from the silence, a statement saying 'here am I'.

As critiques of course, we consider both at once.

All I dislike about it is the glued spine but book production and distribution from New Zealand is fucking nutty so take what you can get frankly.

You can buy ‘Malustrious Brood’

Sunday, 10 January 2016

The Cloudgrave Tree

Cloudgrave trees grow darker as they age.

Some trees are still blackening from the autumnal gold of their youth, their crown fronds mixing with the leaves of other trees. The oldest, the giants, are like tornado columns or the iron arrows of titans, striking from the canopy like banner-shafts above a host of men. The older a Cloudgrave is, the harder it is to see at night, the Old-Black, Night-King trees blot out moon and stars like phantoms in the dark.

The Cloudgrave crown tree is an unfolding diadem of fronds like the stems of an enormous fern uncurling, presenting tough and slender blades before the sun like fields of oversized grass. Its blade-leaves, shaped like hoplite swords, are a dark near-blue-green, but the Cloudgrave sap that crystallises on their edges is refractive blue. When you see the sun through a Cloudgrave crown, the fronds are haloed in blue crystalline fire that dances as the trees shift slightly in the wind.

The trunk of a Cloudgrave is rough and dense but difficult to climb, the bark grows diagonally down in tubes and is  frictive enough to shred ropes and fingertips.

As the tree grows higher, the lower fronds loosen and die, eventually crashing to the ground, crushing the saplings of competing trees and slowly releasing its crystallised sap into the earth, acting as a mild growth retardant. Large competitors are rare, the spaces taken by tough brambles, fungi and noxious flowers.


The smashed and fallen fronds of the Cloudgrave obstruct easy access much of the time. They decay  slowly and build up into a jagged mess at the base of the trunk.


The Blue Blood of the Trees

 The crown of the Cloudgrave tree is where the new fronds grow, protected by the Cloud blood sap, or 'The Blue Blood'.

There is a pool in the centre of the crown right at the top of the tree, 'the wound in which life enters'. The wound is full of azure resin in its most liquid form and this resin *is* the Zone, or at least, the foundation stone of its economy and the reason for its exploitation.

The Tree Blood oozes from the frond-blades and crystallises there, making them utterly inedible to any form of life (other than the shamefully torpid Stilt Sloth).  The resin pit captures and kills any bird or creature foolish enough to fall into its grip and mummifies the remains which sink to the bottom of the pool to be absorbed slowly by the Cloudgrave as it grows.  When a wind comes up, the wound fumes gusting from the crown disorientates climbing animals, and human beings, the well known 'Tree Dreams' (see page XX). In this manner is the tree protected.

The crown-wound sap is more potent than the crystal smear on the leaves of the tree and is much easier to harvest.

"Easier" being a relative term for a dangerous hallucinogen with the consistency and weight of semi-liquid tar which adheres instantly to human flesh, or almost anything else, on contact and which occurs about twenty stories up a dangerously frictive tree that likes to drop its absurdly large fronds without any apparent warning.

The only solvents that dissolve Cloudgrave sap are rare, expensive, and only partially effective, making it almost impossible for harvesters to remove unless they are willing to peel off the skin underneath, which most will eventually attempt, or face gradual encasement in a blue gemlike exoskeleton.

DM Knowledge

Most cultures in a D&D world don’t have enough abstract knowledge about biology and environments for the following information to be directly transmissible or easily explicable, but it might be useful for a DM to know.

(People may well have a highly sophisticated attitude towards their local environment and knowledge of things like fire regimes and the nature of particular species, but they generally don't systematise that stuff and spread it around.)

Cloudgraves are giant tree ferns and their life cycle is adapted to fire. The trunks are highly heat-resistant and become more so the older they get. The delicate organs of the plant are hidden deep within the trunk (the high silica content which makes the bark so abrasive also helps with this) and right at the top, hopefully far above the reach of any blaze. When a fire breaks out the trees drop their older heavier fronds and curl up their fresh still-flexible growth like an octopus retreating into a hole.

The heat carries the spores of the Cloudgrave high into the air. When they land they grow into small, apparently-unrelated gametophyte trees which develop both eggs and sperm. When six to thirteen feet high, the gametophyte trees exchange their wind-blown sperm, which then hatch into a new Cloudgrave in the heart of the pregnant gametophyte, consuming it as it grows.



Harvesting Principals.
Even small Cloudgraves are incredibly tall and harvesting one is highly skilled work. Only the most adept climbers should ever attempt it and a fall from any significant height is almost always lethal.

Harvesters often bring up light wooden platforms which they tie to the tree and use as a staging area to lower full buckets and bring up empty ones. This platform, slightly below the crown itself and therefore out of the wind, is less susceptible to Tree Dreams and, if they can afford the spare hands, a team will usually leave a member there, armed with a sling to threaten any Hook Birds that venture this high.

The next problem is lowering the sap to the ground without spillage. Harvesters must choose between lowering each bucket along with a member of the team (slower, more dangerous for the bucket rider, but more reliable) or lowering the bucket on its own (faster but more vulnerable to Hook Birds and likely to spill).

With the team divided, those left on the ground have the job of receiving and protecting the valuable sap, driving off Hook Birds, Spiderhead gangs and Maroons, and dealing with abusive Safety Teams (its effectively impossible to harvest a tree to the required quota without breaking some safety rules).

Since the two groups are so separate there is little they can do to help each other and it’s not impossible for a harvesting team to climb down to find the ground team wiped out by Maroons or killed some other way, or for a ground team to watch the sky team ascend, never to come down. They might be overcome by Tree Dreams, attacked by Moon Moles, or simply disappear, only to be found mummified in the tree wound many years later by another team.


Falling Damage


Due to the enormous height of the Cloudgrave, anyone falling is assumed to do so from a significant height.

Standard falling damage is d6xd100


If the DM is feeling generous they may apply the standard value only to NPC’s and animals and allow PC’s to take only for NPCs and allow PC’s to take only ‘lucky fall’ damage, allowing for a slightly greater possibility of a miracle survival.

Lucky fall damage is d20xd20

 


Harvesting for PC's

How big is the tree?

Tree Size
Height in feet
Climbing time
Pints recoverable
Small
100 to 130
½ hour
100 + d50
Medium
200+
1 hour
200 + d100
Large
260+
1 ½ hour
400 + d100

Who’s on the ground, who’s up the tree?

The PC’s must decide who goes up the tree and who stays down below. More climbers going up means greater safety and more sap harvested. Less people down below means less safety from threats on the forest floor.

Of course, only those with good climbing skills should ever be allowed to even attempt the climb.

In systems where not everyone has explicitly stated skills, only those with a ‘climb’ skill should be allowed to attempt it.

In systems where everyone has a certain degree of skill, only those with an above average rating in that skill should be allowed to try it.

It should be reasonably obvious in any particular game which characters are ‘climby’ and which are not. If non-climby characters attempt to push the issue, simply make them roll an individual standard climb test for the whole ascent and descent, inflicting falling damage if they fail.

Harvesting the Sap

Once up the tree, assuming no interruptions, a competent team of four can safely lower about 25 pints of sap per half hour

Rope

Standard rope is assumed to have 30 hp and to be however long they need to be. Hook Birds will often choose to attack rope rather than people.

In real terms it is probably practically impossible to carry about the gigantic amounts of rope required around the zone, or to manage its enormous weight as it hangs from the tree without a sophisticated pulley system and a series of relay points. If intelligent players point this out, they are right and you should deal with that however you usually deal with the confluence between intelligent players and inconsistent fictional worlds.

Remember that workers going about the zone are usually carrying huge coils of shitty hemp rope strung about themselves.

Rolling for encounters

Every half hour, each group, those above and those below, must roll a separate encounter die. On a roll of 1, an encounter takes place. Depending on their position at the time, each group has a separate encounter chart.

Encounters climbing the Tree


D20

1
Fall! - Lowest DEX member tests climbing or falls, others can test to execute a daring rescue but if they fail, they fall too.
2
Abrasions! d12 damage to rope or d4 to hands of random PC. (Ropes have 30 hp)
3
Fall! - Mass dislodgement, all test individually or fall individually. Rescues can be attempted as above.
4
d4 Hook Birds attack!
5
Fall! – Random PC must test climbing or fall. Rescue can be attempted.
6
d6 Hook Birds attack!
7
Tree Bees! PC’s must climb silently to avoid enraging them. Make stealth or DEX checks.
8
d20 Hook Birds attack!
9
Fall - mass dislodgement, all test individually or fall individually
10
One Hook Bird but its INT 18 and evil as fuck
11
Fall – random PC must test climbing or fall. Rescue is possible.
12
Insert bird! Deranged humming bird tries to insert living insect into random party members ear. They must evade or defeat the bird to avoid this.
13
Stilt Sloths in the canopy!
14
Rat-Panther nest disturbed!
15
Fall! Lowest DEX member tests climbing or falls, others can test to execute a rescue but if they fail, they fall too.
16
Zonal Worm disturbed!
17
Disco-leg! PC with lowest CON has stress-induced vibrating thigh muscle, group has to pause for a while. Add extra half-hour onto total climb time.
18
Clickers Individuals! Moving through the canopy, a mid-air encounter begins. If the ground crew has a sentry watching the canopy and they pass a WIS test to spot the Individuals, the climbers get a free round of action.
19
Sun through frond crystals causes trippy visions, DM may describe what they like to one PC.
20
Frond Fall!

Encounters at the Crown

                                       
D20

1
Sap Contact! Hand! Odds right, evens left.
2
Sap Contact! Face! d100% of face covered. If over 50% PC must roll a DEX test to close their eye fast enough to stop it getting in. 100% means testing for both eyes.
3
Sap Contact! Roll again 1-3 chest, 4 chin, 5 neck, 6 mouth.
4
Sap Contact! Roll again Odds right, evens left 1-2 forearm, 3-4 bicep/tricep 5-6 shoulder.
5
Sap Contact! Roll again. Odds right, evens left. 1-2 thighs, 3 crotch, 4 abdomen, 5 back, 6 ass.
6
Sap Contact! Feet! (harvesters rarely wear shoes) Odds right, evens left.
7
SapFall! You fool! Sap dislodged in lowering. All below roll a save vs breath weapon or suffer an attack with no attack bonus. If hit, they roll a d6 on this chart.
8
SapFall! You fool! Sap dislodged in lowering. All below roll a save vs breath weapon or suffer an attack with no attack bonus. If hit, they roll a d6 on this chart.
9
SapFall! You fool! Sap dislodged in lowering. All below roll a save vs breath weapon or suffer an attack with no attack bonus. If hit, they roll a d6 on this chart.
10
D4 Tree Dreams! PC with lowest CON rolls d4 on the Tree Dreams table.
11
D4+D6 Tree Dreams! The PC with lowest CON rolls d4+d6 on the Tree Dreams table. Or, another PC may accept the d6 and roll that separately.
12
D6+D6 Tree Dreams! As above.
13
D6+D6+D6 Tree Dreams! As above except a third PC may accept the third d6 and roll that separately.
14
Insert Bird!
15
Stilt Sloths migrating en-mass across the crown!
16
Zonal Worm disturbed!
17
Moon Moles disturbed!
18
Tree Bee nest discovered!
19
From the crown you see something approaching the ground team (roll a d6 on their table) but it’s hard to warn them in time!
20
Frond Fall!




Encounters at the base

D20

1
Safety inspection! Roll Safety team.
2
Masked Maroons!
3
‘Mister Company’!
4
‘Clickers Individuals’ in the trees!
5
Fiddlehead queue gang!
6
D4 'escaping' workers being chased by Security team!
7
Another team arrives, claiming they have been assigned this tree.
8
Tomb-rumour obsessed rando, convinced they have intuited tomb location, requests assistance, refuses to wait.
9
D4 workers found ‘hiding’ in roots, beg for assistance.
10
Slumber Monkey nest in roots!
11
Humbler Snail!
12
Fiddlehead Spider!
13
D4 Hook Birds!
14
D6 Hook Birds
15
D20 Hook Birds
16
D100 Hook Birds
17
Cephalophant sighting!
18
Dementia wasp! All non-pc’s flee in terror!
19
Rat-Panther attack!
20
Frond Fall!