Wednesday, May 6, 2026
Wednesday Comics: DC, August 1985 (week 2)
Monday, May 4, 2026
[Parsulan] The Weird Wood
The Weird Wood of southern Parsulan is an ancient forest infused with potent arcane energies. In halls of Magical Academy at Abraxad, surrounded and protected by the wood, it is labelled as Forbidden and students have been disciplined or even expelled for entering it other than by the proscribed paths. Treasure seekers and adventures from other places sometimes travel the forest, however, but many don't return.
What is known from the reports of those that enter it is that the forest is a place of unusual magical power. At the very least, it alters a visitor's perception of time and distance. The wood is also said to be the abode of strange spirits, beings inhabiting both biological and mechanical forms.
Faerie woodlands are hardly a rarity in Parsulan, but somehow, the Weird Wood has become infected or entwinned with technomagical devices in addition to its natural, elemental powers. Some point to its relative proximity to the Field of Fallen Colossi and suggest some stray, animate portion of the giant combatants may have made its way to the forest. Others argue that given the sheer number of constructs and amount armament debris found there, moss covered or half-buried, it must be the remnant of an assault by a substantial force. Perhaps in times past someone marched against Abraxad, and this is the result? If that is true, then Abraxad would surely have record of it in its extensive libraries, but those remain closed to outsiders.
Whatever their origins, it is these artifacts that draw the scavengers.
The commonly encountered fae of the forest are mostly harmless and appear as small, crude figures or vaguely animal or insect shapes of metal. They seem to mimic biological life in a rough but analogous way to the manner Meks resemble humans.
The larger, more dangerous entities are harder to describe with certainty. Some appear as beasts with mechanical and biological parts. Others are shifting shapes of churning metal, churning storms of fury and blades.
Friday, May 1, 2026
Weird Revisited: The Ahistorical History Setting
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| Historically accurate Aristotle? |
The changes can be big. Reign: The Conqueror (based on the novel Arekusandā Senki by Hiroshi Aramata) re-imagines the life of Alexander the Great as a sort of science fantasy thing with giant Persian war machines and Pythagorean ninjas. Or, they can be subtle, like Black Sails weaving historical pirates with a sort of prequel to Treasure Island. (The difference I see between this last one and a standard historical setting which would generally tend to insert fictional characters, i.e. the PCs, into history, is the "high concept" of the literary/historical mashup.)
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| A lesson on Greek myth every week? |
Let history be your guide, not your boss.
Wednesday, April 29, 2026
Wednesday Comics: DC, August/July 1985 (week 1)
Monday, April 27, 2026
In Alignment
Mostly discussions about alignment (probably since time immemorial) seem to circle around 3 opens about it: it is just a suggestion for roleplay; it represents cosmic teams of some sort and isn't about character morality; and most commonly its bad and we just ignore it.
Gareth Hanrahan's The Gutter Prayer suggests to me an interesting tweak to idea 2, one I haven't seen before. I mention previously the saints in that world who were empowered by the gods not due to faith or ideals, but rather due to be somehow psychic compatible with the deity, making passing divine power through them possible. You might say the saints are in alignment with the deity.
So, what if alignment was a bit like that? It does present being on a cosmic team but not a team the character chose, a team that they were born into. This connection would allow the character to speak alignment language and to be recognized as "marked" by that team, perhaps. Characters are free to behave whatever way they want, but they can't (or at least can't easily change) this affinity any more than they could change their bloodtype. It should probably be randomly generated or determined by class, I suppose.
For most characters, a lack of affinity with the ethics of the deity wouldn't be an issue under most circumstances, though for people like clerics and paladins who get more out of the connection, it would matter.
The metaphysical implications for a setting with this would be really interesting, I think. There are a lot of ways it could be operationalized.
Friday, April 24, 2026
[Parsulan] In The Red Wastes
In Southeast Parsulan, the Karkharoth badlands are an inhospitable, monster-haunted region of gullies and ravines between low, barren, red ridges, at times scarred by jagged rock formations like rows of fangs. In a broad canyon surrounding one of a rare oases is the fortress city-state of Kamazot.
The broken and desolate terrain isn't natural but instead due to the folly of man. In the Age of the Wizard Kings, attempts to push the then-fertile lands to even higher yields, coupled with sabotage from rival lands led to disruption of local fae elementals and a wounding of the land. The weakening of the polity made the region vulnerable to raids from the humanoid nations to the north serving to further depopulate the old kingdom.
The Demon War might have thoroughly returned the badlands to wilderness and ruin, but a warlord rose to organize disparate tribal groups and led them to re-occupy Kamazot. The armies unearthed ancient magitech weapons and restored them to the repaired fortress walls. The city they rebuilt developed into an autocracy organized along military lines, which persists to this day. Despite its regimented society, Kamazot has always been opened to outsiders who prove their worth. Even humanoids and those of monstrous ancestry are occasionally accepted into their society.
It is rare for rulership succession in the city-state to be passed hereditarily. Instead, the clan generals elect an Imperator. The current ruler, Dornon Gundark, is unusual in that he was a clanless outsider who rose through the ranks due to his battle prowess and canny out-maneuvering of rivals at a time when Kamazot had been weakened by poor leadership. He enjoys both popular support and the loyalty of most of the generals. Those less supportive are kept in line by his command of the Red Hawks, an elite force drawn mostly from those born outside the city and discriminated minorities such as humanoids and Darklings.
Dornon directs his forces to seek out magitech weapons to add to the state's arsenal. He is very fond of cannons, the bigger the better. He pays handsomely for the recovery of weaponry from ancient ruins and dungeons.
His interests in technology extend beyond weaponry, however. Recently a railroad line was completed linking Kamazot with the Northern Parsulan industrial hubs. The line passes a perilous route through humanoid territory, however, and must employ adventurers and mercenaries both the trains and crews effecting repairs. Another line is planned between Kamazot and the port of Ervessos, but interests in the rival states of the Lightbearer Republic and Grancazarel oppose to close and alliance between those regional powers.
Wednesday, April 22, 2026
Wednesday Comics: DC, July 1985 (week 4)
Monday, April 20, 2026
[Parsulan] The Lightbearer Republic
The youngest state of Southeastern Parsulan is at once ill-omened and favored with great promise. Morrgna, capital of the Republic, is famed for the strange lights that can frequently be seen in its night skies: the aurora-like ribbons and curtains of pale color, sometimes with faces or forms moving through them and the flickering will-o'wisps that pass through the streets or hang in place for a time before fading. Such lights are often seen in association with the irruption of shadow cysts and they do seem to foreshadow the difficulties the area has with demonic forces.
At the same time, the Republic seems to be on the rise. Less than two decades ago, it was a sparsely populated backwater, ravaged by the demonic Wild Hunt. The tide turned with the so-called Miracle of the Church of Saint Lampada, wherein Leonhart Urzen, now First Citizen of the Republic, led a band of refugees in repulsing an assault by a demonic host. The cost of victory was the death of Leonhart's adventuring companions and their retainers, a group now celebrated as the Fallen Heroes. Those Heroes are entombed with honor in a crypt beneath the great church, guarded by special Keeper-Priests, for reasons that are doctrinally obscure. They are venerated on All Heroes Day, and the night before their spirits and those of the city's other dead are propitiated with offerings and their forgiveness is sought through rituals led by the priests.
Leonhart guided the formation of the Republic by inviting in neighboring cities and towns, and organized a militia, both protect the land against demonic incursion and to collect magical artifacts that emerge from the shadow cysts and bring them to Morrgna's dungeon vaults for safe keeping. While citizens guard the cities and serve in officer roles, Mercenaries and adventurers compromise most of the forces sent into emergent shadow cysts and patrolling beyond the walls of the cities and towns. Those who die in service are considered to be added to the ranks of the Fallen Heroes laid to rest with the original group beneath the church. Though few would refuse such as an honor, agreement to this burial honor is said to be a stipulation of admittance into the militia's ranks.
Friday, April 17, 2026
Saints and Clerics
In the post-industrial fantasy, The Gutter Prayer, by Gareth Hanrahan, gods are essentially strange loops of magical energy, powered by worship and quite obviously a lot more trouble than they're worth. At least most of them don't eat the souls of living being like the gods in R. Scott Bakker's The Second Apocalypse series, but that's about the only thing one could say in their favor.
One of the interesting things in Hanrahan's portrayal are the saints. These saints are much like "The Gifted" in my Weird Adventures setting and in other posts in that they are people effectively imbued with super-powers by a god. As such, they make good inspiration for an approach to clerics in fantasy rpgs.
Saints differ from your standard cleric of the D&D variety in a few ways. One, they don't seem to cast spells, just manifest divine powers. Two, they aren't necessarily people of high faith, but ones who just happen to be on the same psychic wavelength as the god, making it easier for the god to establish a connection and work through them. Third, the saints, then, aren't the evangelists and expanders of a faith, generally, but it's holy warriors.
I've long felt that having clerical magic-users that are separate and distinct from regular priests and priestly hierarchies worldbuilding-wise, and this remains a really good approach, I think, and I feel like Hanrahan provides a flavorful implementation of it, with an interesting take on the gods, in general.
Wednesday, April 15, 2026
Wednesday Comics: DC, July 1985 (week 3)
Monday, April 13, 2026
Drifting Between Small Worlds
My vacant in Hawaii last week got me thinking about the subgenre of pulp adventure fiction that dealt with tales of freighter captains or sailors making having adventures in various ports of the South Pacific. The radio show Voyage of the Scarlet Queen is in this genre as are Howard's adventures of Sailor Steve Costigan. Aviators get into similar sort of adventures in the same locales as well, as seen in the 80s TV Tales of the Gold Monkey and the comic strip Terry & the Pirates.
I think the same basic setup of these stories could be transported to a science fiction setting. Imagine a group of relatively closely spaced, small worlds (to be "realistic" about it, they would likely have been placed there by an Arbitrarily Advanced Civilization). It could be a Dyson Swarm or its remnant like in Reynolds's Revenger series, or it could just something like the Vega System as presented in DC's Omega Men (which could be a kind of modular ringworld, I guess). Why small worlds? Well, I think it better reflects the island or city focus of the source material and makes it easier to place them relatively close together.
Whatever the setup, this system is on the hinterlands of "galactic civilization," a place where outlaws, adventurers, and malcontents would drift to from the more controlled, "safe" worlds. Within the source material, of course, this is the unexamined Western-centric view of South Pacific, but in a science fiction setting this could more genuinely be the case. Similarly, the elements of colonialism and exploitation of native peoples is probably something to avoid (unless one wanted to make that a central conflict of the setting), but like in Vance's Demon Prince series, a lot of unique or eccentric societies may have grown up there as generations of nonconformists fled the core. Perhaps among the ruins of an alien Precursor race, ideas about whom may be part of the eccentricity of some of the societies.
The vibe could be very retro pulp, but you could just as easily do it with inspiration from Cowboy Bebop or with an Alien/Outland aesthetic.





















































