Showing posts with label planet. Show all posts
Showing posts with label planet. Show all posts

Thursday, May 26, 2022

The Moons of Wanaxar

Art by TerranAmbassador

There are eleven moons of the gas giant Wanaxar. At least four of the moons are habitable due to their large size, the heat from their primary, and the churning of their molten cores. 

Ivo (Wanaxar I): Mud world, third largest of the major moons. It's oceans are kept muddy by the tug of Wanaxar, both it's gravity and the effects of its magnetic field on the metals in the mud. There are no intelligent inhabitants but mini-submarines adapted to its sludgy seas sift mineral wealth from it. There are some ruins in the highland regions and it has been suggested that this was the original homeworld of the Giff.

Halia (Wanaxar II) Fourth largest of the major moons, it is overwhelming covered by ocean. It's inhabitants are an intelligent invertebrate species known as the S'sessu, who look something like a cross between a earthworm and a salamander. The S'sessu do not appear to be native to Halia but don't discuss their origins with other species. S'sessu are widely disliked by members of other species owing to their extremely competitive and self-centered natures, but they pay well with radioactive isotopes from Halia's depths, so merchants from other worlds are willing to overlook their faults.

Ganameen (Wanaxar III): Largest known moon in the Solar System, Ganameen is a volcanic, world, mostly covered by cool forests. There are ruins on Ganameen relating to an advanced precursor civilization, but the main draw is its port, through which most of the goods of the Wanaxar system pass. Ganameen's native race are the dwarfish, hairy anthropoid Ifshnit. They are tolerant and easy-going, but not overly social. They let humans engage in most of the operation of the port, while they take a share of the profits.

Sallista (Wanaxar IV): Second largest of Wanaxar's moons, it was once the home of an advanced civilization, but now it is a scared, toxic ruin. Sallista is home to the Scro, a militaristic humanoid species with gaunt features. It is unknown if the Scro colonized Sallista after the destruction of its previous civilization (perhaps even having caused it) or if they are the mutated descendants of that people. Generally, Sallista is avoided, but the government of New Earth has taken the unprecedented step of using Scro units as troops in its operations in the outer system.

Sunday, December 19, 2021

Weird Revisited: Midnight in the House Tenebrous

This post first appeared in 2011...

 


There are places in Nla-Ogupta--that ancient, decadent, Venusian Venice--where Terrans do not go. The Street of Blue Vines was one of those. The buildings along it crowded close, as if trying to conceal some secret. The uncanny glow of bioluminescent lantern-jellies that cling to haphazard lines seem dimmer than elsewhere--as if they too were conspirators. It's said that in millennia past, when Sumer was young, the Street of Blue Vines was a place where cultists trafficked with inhuman gods. Old Venus-hands, deep in their cups, spin tales of cannibalism, and alien sexual rites. That's what the rumors say.  No Terran knows, and if any polite Venusian knows, they don't speak of it to off-worlders.

But on this night, a Terran does wind his way down the serpentine Street of Blue Vines. His stride is unhesitating--he hasn't come this way accidentally. He moves purposely to the darkened, leaning structure which bears no sign or legend, but nevertheless is known to the denizens of Nla-Ogupta's underworld as the House Tenebrous. He has come seeking this house, and the service it sells.  He's come to buy a man's death.


The Street of Blue Vines gets its name from the eerie, electric indigo vines and foliage that entwine 'round its most infamous denizen, the House Tenebrous. The House only permits entrance at night--in fact, it may be that it can only be located at night.

A seated, robed figured, appearing as a short and portly man, his features completely hidden in a cowl, asks any visitor who he or she might wished kill, and why. The figure’s voice sounds distant, and tinny, and seems to emanate from all around. The man never moves, even in the slightest.  Sometimes visitors get the impression that there are others in the room--the feeling of eyes upon them, or the hint of motion in the shadows of the audience chamber. Psychically sensitive individuals report “hearing” distant, unintelligible, whispers, and an unpleasant mental sensation not unlike smothering.

If the man chooses to accept the commission, the price is variable, and not always in money.  If a goal can be discerned from House's representative's payment demands, it is that they seem to be aimed at reducing Terran influence on Venus.

Eventually, though a space of week or months may pass, all victims of the House Tenebrous are found dead somewhere in Nla-Ogupta (or in one case, on a ship having recently departed there) without any apparent signs of violence or physical injury. Victims always appear to have died in their sleep, though often their face and bodies are contorted as if in fear or pain.

Monday, February 1, 2021

Appendix X Minus 1: Pulp Uranus & Its Moons

 

This continues my pulp DIY anthology of the solar system I first mentioned in this post on the Jovian moons. This time, another cold, distance spot less glamorous than Mars or Venus: Uranus.

"Planet of Doubt" (1935) by Stanley Weinbaum - "Something moved! Up! Up!" Pat screamed.
"Code of the Spaceways" (1936) by Clifton B. Kruse - A tale of far places, of men who are not afraid, of life on the star trail.
"Derelicts of Uranus" (1941) by J. Harvey Haggard - Here is Adventure and Danger. Mud-fishers, and a girl, — and a quasi-human looking for trouble.


And its moons, which don't see as much action as Jupiter's, have some stories, as well:

Titania
"Salvage in Space" (1933) by Jack Williamson - To Thad Allen, meteor miner, comes the dangerous bonanza of a derelict rocket-flier manned by death invisible.
"Shadrach" (1941) by Nelson S. Bond - Once, in Bible times, three men were cast into a fiery furnace—and lived! Now, on far-off, frozen Titania, three space-bitten Shadrachs faced the same awful test of godship.

Oberon
"Treasure of the Thunder Moon" (1942) by Edmond Hamilton - It's hell to be told 37 is too old to fly the
void when yon know where a great treasure lies.

Monday, January 4, 2021

The New Old Solar System


The "Old Solar System" with a wet, fecund Venus, and a habitable desert Mars, doesn't have the be the relegated to pulp retreads with gleaming, silver rockets. S.M. Stirling wrote a couple of alternate histories in his Lords of Creation series wherein Venus and Mars just happened to be habitable (well, not just happened to be, but no spoilers), but the stories were otherwise fairly hard sci-fi. The anthologies Old Venus and Old Mars have a few stories in a similar vein.

There's some reason you could put a pulp-derived but more rigorous in its details Mars or Venus in the background of an rpg setting like Transhuman Space or The Expanse or any other nearer future or solar system only sci-fi thing.

A habitable Mars or Venus doesn't require much of a stretch of scientific plausibility, but it might be fun to go full Edmond Hamilton or Leigh Brackett with fungal forests on Saturn or mud-mining on Io. I can't think of any reason why in an rpg you couldn't overlay the trapping of hard/near future science fiction on a completely pulp solar system.

Sunday, December 6, 2020

Weird Revisited: The Galactic Great Wheel


So here's the pitch: Sometime in the future, an early spacefaring humanity encounters a gate and gains access to a system of FTL via hyperspace (or the astralspace) and gets its introduction to an ancient, galactic civilization with arcane rules and customs a bit like Brin's Uplift universe. At the "center" of the gates is Hub, a place with a gigantic neutral territory station--like Babylon 5 on a grander scale. Hub connects to all the various worlds. Here's a short sampling:

Archeron: A war world, possibly one where a decadent civilization has kidnapped warriors form different times and worlds to battles for their entertainment.


Baator: The world of beings who (like the Overlords in Childhood's End) look suspiciously like devils from Earth belief, and indeed act very much like them, destabilizing worlds with Faustian bargains somewhat like in Swanwick's Jack Faust.

Beastworld: A planet where many animal species share a group intelligence.

Carceri: An environmentally hostile ancient prison planet.

Limbo: A world in an area of reality warping "broken space" where hyperspace spills in leading to a graveyard of ships.

Mechanus: Robotic beings out to bring order to the galaxy via assimilation. A somewhat (maybe) more reasonable Borg.

Pandemonium: A world only inhabitable in subterranean caverns, but even those are swept by winds that generate infrasound that can drive humanoids insane like the titular Winds of Gath.

Monday, November 9, 2020

Random Asteroids


Continuing my random old science fiction solar system generators here with one for the asteroid belt. The asteroids are much less specified than Mars or Venus in the fiction, but there are stories to draw on. The first thing to keep in mind is that asteroids in pulpish tales tend to be much closer together than in real life. Maybe not quite Empire Strikes Back asteroid field distance but close.

Basic Theme:
1  Gold in The Hills - The Belt is a rural backwater, but it draws prospectors and those who cater to them. Think boomtowns and eccentric mountain men spacers.
2  Islands in a Vast Sea - Strange societies, exotic ports of call. It's one part The Odyssey  and one part South Pacific adventures of  Voyage of the Scarlet Queen.
3  Lost Worlds - A more isolated version of the above. The Belt may even be mostly empty, but a few hidden worlds lurk there.
4  Place of Mystery - Mostly uninhabited now, but there are this wasn't always the case. There are tombs to rob, artifacts to loot.

Why is This Rock Different? (Note that the answer here will suggest things about other asteroids!) 
1  It's inhabited
2  It's a piece of some structure
3  It's actually a dwarf planetoid
4  It has an atmosphere and life despite it's small size

Who Are the Inhabitants?
1-2  Strange and varied beings, unknown elsewhere
3-4  The adventures, nonconformists, and/or criminals of other worlds
5-6  Native primitive human(oid)s--how they spread from rock to rock is a mystery

What Do Outsiders Do There?
1  Exploit Mineral Wealth
2  Exploit the Natives
3  Hiding Out
4  Homesteaders
5  Archeology/Exploration
6  Crashed/Maroon/Exiled



Selected Asteroid Belt Sources:
"Marooned off Vesta" Isaac Asimov
"Master of the Asteroid" Clark Ashton Smith 
The Twilight Zone "The Lonely" 
"Trail of the Astrogar" Henry Hasse 

Friday, November 6, 2020

An "Old Solar System" of Your Own


The "Old Solar System" is a term that has been used to refer to the more romantic views of our planetary neighbors before space probes and better observations through a wet blanket of reality over the whole thing. 

Back in 2019, I wrote a series of posts with generators based ideas drawn from fiction of the era about the three most important worlds of the Old Solar System. Check them out and roll up your own version!

Mercury

Venus

Mars

Friday, April 5, 2019

Planets For Planes


I alluded to this yesterday, but I thought I should expand on why I have a bit of trouble with the "Planes as Planets" idea. First, I should say, I think this is fine for a certain sort of "magic is misunderstood science" pulp settings, and it would work wonderfully with a conception of planet something like the ancient idea of the crystal spheres because then the planets basically are planes. (GURPS Cabal by Kenneth Hite sort of takes this approach.)

True, the planes as typically presented are a bit abstract, and any many cases it might not be immediately apparent what adventurers should do with them. On the other hand, "planes as planets" runs the risk of too much mudanity. In a magical setting, I feel like the environments need to be sufficiently strange (and challenging!) to explain why you just don't have them exist on the main setting world (or beneath it).

I think science fiction might offer some suggestions. This can get tough, because adventurers don't usually go around equipped with the sort of gear space explorers have to deal with hostile environments (though it certainly could be available to them). This means sticking a bit more to pulpier sci-fi with more human-friendly environments for inspiration.

Here are two examples from the work of Stanley Weinbaum I think would work:

Weinbaum's Uranus from "Planet of Doubt" is permanently shrouded in green-gray mists (visibility only out to a few feet) and heated not by the too-distant sun, but by volcanism. There are strange, swirling beings (or what appear to be beings) of solidified mists with "the faces of gargoyles or devils, leering, grimacing, grinning in lunatic mirth or seeming to weep in mockery of sorrow. One couldn't see them clearly enough for anything but fleeting impressions—so vague and instantaneous that they had the qualities of an illusion or dream."

Those apparitions are not what they seem, but I won't spoil it for you--and of course, it doesn't really matter to your setting what Weinbaum did with them, anyway.


Then there are giant, tubular beasts resembling a larger, stranger version of the processionary caterpillars of Eath--or when they are forming a "train," Jason Sholtis's googlopede. They are a hazard that can't be defeated by brute force (probably, though multiple fireballs cure a lot of problems!), but rather have to be overcome strategically.

All you need is the addition of some treasure player's might want, and Weinbaum's Uranus is ready to be explored.

Weinbaum's Venus from "Parasite Planet" is even more interesting, though its shear hostility may make it less suitable. It's tidally locked, with a desert hot side and a frigid cold side, and a strip of more hospitable (relatively) twilight zone. That zone is a mostly jungle, hotter than anything on Earth, plagued by mud eruptions that make encampment tricky. It's teeming with life of an unsavory, but gameable, sort:
A thousand different species, but all the same in one respect; each of them was all appetite. In common with most Venusian beings, they had a multiplicity of both legs and mouths; in fact some of them were little more than blobs of skin split into dozens of hungry mouths, and crawling on a hundred spidery legs. 
All life on Venus is more or less parasitic. Even the plants that draw their nourishment directly from soil and air have also the ability to absorb and digest—and, often enough, to trap—animal food. So fierce is the competition on that humid strip of land between the fire and the ice that one who has never seen it must fail even to imagine it.
If that's not enough, the air cannot be safely breathed, except right after a rain, due to the risk of inhaling mold spores that will sprout in the lungs. Food or water left exposed for even a short period of time begins to growth fuzz.


Terrans brave Venus because of its bounty plant-derived substances for pharmaceuticals, predominantly an anti-aging drug. Similar "potion ingredients" might tempt adventures. Venus also as a very D&Dish creature:
...the doughpot is a nauseous creature. It's a mass of white, dough-like protoplasm, ranging in size from a single cell to perhaps twenty tons of mushy filth. It has no fixed form; in fact, it's merely a mass of de Proust cells—in effect, a disembodied, crawling, hungry cancer. 
It has no organization and no intelligence, nor even any instinct save hunger. It moves in whatever direction food touches its surfaces; when it touches two edible substances, it quietly divides, with the larger portion invariably attacking the greater supply. 
It's invulnerable to bullets; nothing less than the terrific blast of a flame-pistol will kill it, and then only if the blast destroys every individual cell. It travels over the ground absorbing everything, leaving bare black soil where the ubiquitous molds spring up at once—a noisome, nightmarish creature.
Again, something that brute force might not be the best way of countering.

Those are just a couple of examples. Weinbaum's fiction is in the public domain at least in some countries, so visit the internet and read more about them.

Thursday, April 4, 2019

The Weird Solar System of "Life on Other Worlds"

"Life on Other Worlds" was a feature that appeared periodically in Planet Comics in the 1940s. Most were drawn by Murphy Anderson, but the writer is unknown. I am not completely sold on the sometimes promulgated "Planes as Planets" idea in regard to D&D's Outer Planes, chiefly because I think it sometimes sells planes and planets a bit short on weirdness, for some reason. Reading some of these "Life on Other Worlds" segments and thinking about them as planes as caused me to rethink that position.

Take Saturn, for instance:


Mercury is more conventional, but still:



Thursday, March 14, 2019

Random Mercury


Mercury is the least defined of the inner planets in pulp and early sci-fi. Beyond it being tidally locked  (which we've since learned it actually isn't), Mercury had no fixed characteristics, other than being generally more inhospitable than the other planets I've already dealt with: wet Venus or desert Mars. A lot of stories use Mercury for "Man Against Nature" stories, either for survivors of some sort of disaster or rescuers of survivors. But hey, when you've got your own Mercury, you can do what you want with it!Let's randomize:

Problems with Getting There?
1 None
2 Solar Storms (heat, radiation)
3 Magnetic Anomalies

Where’s the Action for Earth Folk?
1 Day Side
2 Twilight Belt
3 Night Side
4 The whole planet


Day Side Life?
1 None
2 Silicon-based lifeforms
3 Insect/Arthopods
4 Energy/Plasma beings
5 Whoever they are, they live underground
6 Alien robots/cyborgs

Earthlings on Day Side?
1-2 Not if they can help it. It’s got lethal heat and radiation with special gear.
3-4 Crazy prospectors in protective domes
5-6 Maverick archeologists after ancient artifacts
7-8 Fearless scientists studying the Sun (or Vulcan!)
9-10 Just robots

The Twilight Belt Terrain:
1 Badlands
2 Mountains, canyons and a cave network
3 Weird, crystalline forest
4 Torrid jungle, wracked by storms

Twilight Belt Life?
1 Hairy humanoid primitives
2 reptilian monsters
3 Plant-like
4 the same sort of beings as Day Side

Earthlings in the Twilight Belt?
1 Criminals hiding out
2 A small, struggling colony
3 Castaways
4 A scientific expedition


Night Side Terrain:
1 Cold, rocky desert
2 Odd crystal formations
3 Ruined Cities (and roll again)
4 Ice

Night Side Life?
1 None
2 Crystalline beings with telepathy
3 Incorporeal ergovores
4 Androids left by ancient inhabitants
5 Viscous, slime-like colonial intelligence
6 Creatures strangely resembling supernatural terrors of Earth legend

Earthlings on the Night Side?
1-2 Not if they can help it. It’s cold, dark, and unexplored.
3-4 Wanted men
5-6 Maverick archaeologists after ancient artifacts
7-8 Survivors from a long-lost rocket crash
9-10 Exploratory robots

Sunday, March 10, 2019

Random Mars


Mars shows less variation that Venus in pulp and old sci-fi sources. Still, not all Marses are alike, so you deserve your own unique yet very derivative one! Let the randomizing commence:

Basic Theme:
1-2 Dying - The world is desiccating and civilization is trying to stop it/adapt to it. 
3-4 Worn Out - It lost the planet formation lottery and is a dried up, "failed earth." Civilization is of any sort
5-6 Doomed - The world is drying up, and civilization is too decadent to care.

Atmospheric Density:
1-2 Complete breathable
3-4 Anyone not from the Andes or Himalayas will need to acclimate
5-6 Earth folk need oxygen

Temperature:
1-2 Like Southern California
3-4 Gobi Desert Spring in the day, Gobi Desert winter at night
4-5 Artic Circle

Water?
1-2 Poles and canals only
3-4 Nothing above ground, no canals
5-6 Some shallow seasonal wetlands where once were mighty seas


Dying World Civilization:
1 Wise and Noble but tinged with Melancholy
2 Overly Cerebral
3 Passionate and Vibrant but Tradition-bound and/or Factionalized
4 Post-technological
5 Post-sophont
6 Only the Robots are Left

Decadent Civilization:
1 Atavistic; Fallen into Primitivism
2 Withered bodies, minds consumed with the distant and abstract
3 Devoted entirely to bloodsports and other dubious pleasures
4 Consumed by meaningless sectarian struggle
5 Enslaved by something
6 Destroyed by war, with few mutated survivors

What do Earthmen Want?
1 More room
2 Drug Tourism
3 Ancient Technology
4 Powers of the Mind
etc.

Friday, March 8, 2019

Random Venus

Modern science tells us Venus is a hellscape resulting from runaway greenhouse effect, but that was not always the way we imagined it to be. Early sci-fi and pulp sci-fi Venus was general assumed to be verdant under its eternal cloud cover. Sure, even before space probes spoiled all the fun, Venus had already been conceived of as a harsh desert wracked by storm (see Anderson's "Big Rain"), but mostly it's drippy jungles.

That still leaves a lot of variation. Here are some random charts to make your own pulp Venus or similar worlds:

Basic Terrain:
1-2 Oceanic
3-4 Desert
5-6 Jungle
7-8 Swampy/Low-lying
9-10 Tidally Locked (as seen in Weinbaum's "Parasite Planet."  Dayside is a desert and nightside is frozen. Action's in the Terminator)

Basic Theme (probably applies to anything but desert, but up to you)
1 Eden - Almost too pleasant and inviting
2 Primeval - Like Earth in an earlier age, perhaps the Mesozoic or Triassic?
3 Hostile - Too hot, too wet, too fecund, too alien. Humankind finds it tough. Roll below.
4 Hell - Like hostile turned up all the way. Roll Below.



Why So Inhospitable?
1 Endless Rain (Bradbury, "Death-By-Rain")
2 Parasitic Life
3 Horrible Storms
4 Giant Monsters
5 Everything Wants to Eat You
6 The Natives Have a Horrible Secret

Dominant Lifeform
1 Reptilian* (includes Dinosaurs in the pulp era)
2 Amphibian
3 Plant/Fungal
4 Icthyoid
5 Humanoid
6 Hyper-evolved - brain things/energy creatures

One Notable Thing
1 Gaseous Sea
2 Alluring Slave Girls/Guys
3 Rare Element
4 Mysterious Artifact
5 Giant Trees
6 Ancient Ruins
add your own!

Thursday, October 25, 2018

Zarthoon


In moments stolen from other projects (or day jobs), Jason Sholtis and I have been bandying about ideas for a Sword & Planet setting for some future publication. It's still taking form, but here are some facts about Zarthoon as we currently know them:

  • It is a planet orbiting a G-type star, 66 G. Centauri, some 30 light-years from Earth. It is about one and a half times larger than Earth, but is less dense, so it has a similar gravity. It has one moon, but also a glittering band of dust, where perhaps another moon once orbited.
  • Some people of Earth have come to Zarthoon in the past, by mysterious means. Indeed, the primary intelligent species seems to identical to Terran humanity in all respects.
  • There was a nuclear war centuries ago. Zarthoon's advanced civilization was mostly destroyed, only ruins remain of once advanced cities on most continents, though there are a few cities, including the domed city of Azmaron, which hold on to a bit of their former glory. In most places it is a "points of light" setting where city-states are isolated and surrounded by monster and mutant-infested wilderness.
  • Much of Zarthoonian technology is based around the radioactive mineral called zuranite. Its radiation is focused to provide beam weapons of deadly force, used to power the buckler-like hand-shields that are the only protection against those beams, and to power the anti-gravity engines of fliers.
  • Most disputes aren't settled with zuranite ray guns, but instead with swords, graceful rapiers edged with crystalline adamant so that no metal armor can resist them.
  • Not everyone has access to fliers and so many rely on beasts of burden, including the swift, flightless avian zurch, and the beaked and elephantine vastidars.

Size comparison of a vastidar and a human

Friday, August 31, 2018

Weird Revisited: Star Warriors: The Azuran System

This post is from 2015, but I really like the map, so I felt like it was worth revisiting...


This is a "work in progress map of the Azuran System, location of the Star Warriors setting I've done a couple of posts about. Some of these worlds have been mentioned in other posts, but here are the thumbnail descriptions of the others:

Yvern: Humans share this tropical world with sauroid giants! They have learned how to domestic these creatures as beasts of burdens and engines of feudal warfare. Some Yvernians are able to telepathically communicate with their beasts.

Vrume: The desert hardpan and canyons of Vrume wouldn’t attract many visitors if it weren’t for the races—the most famous of these being the annual Draco Canyon Rally.

Zephyrado: Isolated by its “cactus patch” of killer satellites, Zephyrado is home to hard-bitten ranchers and homesteader colonists—and the desperados that prey on them!

Geludon: A windswept, frozen world, Geludon is home to mysterious “ice castles” built by a long vanished civilization and the shaggy, antennaed, anthropoid Meego.

Robomachia: A world at war! An all-female civilization is under constant assault from robots that carry captives away to hidden, underground bases--never to be seen again.

Darrklon: Covered by jagged peaks and volcanic badlands shrouded in perpetual twilight, Darrklon is a forbidding place, made even more so by its history as the powerbase of the Demons of the Dark. Few of the Demons remain, though their fane to Anti-Source of the Abyss still stands, and through it, they direct the Dark Star Knights and other cultists.

Computronia: A gigantic computer that managed the bureaucracy of the Old Alliance and served as its headquarters. It is now under the control of the Authority, and its vast computational powers are used to surveil the system.

Elysia: Elysia was once a near paradise. Technology and nature were held in balance, and its gleaming cities are as beautiful as its unspoiled wilderness. Elysia’s highest mountain was site of the training center of the Star Knights. Now, the Star Knights have been outlawed and the people of Elysia live in a police state imposed by the Authority.

Authority Prime: This hollowed out asteroid holds not only the central headquarters of Authority High Command, but its training academy and interrogation and detention center, as well. 

Monday, October 17, 2016

Jovian Revelry


The most farflung civilized court of the Cosmos is that of Bethor, the convivial Oyarses of Jupiter. In the great hall of a domed palace bobbing in the variegated clouds, the revels are ceaseless, though the partcipants are everchanging.

Bethor himself is a laughing giant, bearded and ruddy-faced. His head is wreathed in laurel. The bejeweled cup in his hand is always full, despite the way he seems to heedlessly spill its contents with his gesticulations.

All the delights of the Cosmos find their way to Bethor's table: Mercurian wines, Venerian viands, the finest game meat of Earth. Beyond food and drink, entertainers of all sorts are invited by the monarch for his guests' pleasure--though the palace is hardly the full extent of diversions to be found close at hand.

Jupiter has many moons, and several of these host gambling houses, bordellos, and other places of pleasure. Small vessels flit between these worlds, but the more adventurous and properly accoutred travel betwixt in batwinged flying suits.

One of the most singular recreations is hunting leviathans, the great beasts that swim Jupiter's cloud depths. Hunters do not always come back alive, but all that do bring a tale with them. It is said that the only thing that may truly darken the mirth of Bethor is talk of Scarred Rahab, the greatest of the leviathans, in whose terrible pursuit Bethor is doomed to die in some remote future.

All the wealth of Jupiter is stored in coffers and compting houses are located on Io. Other great banks of the Cosmos also have houses there. Such wealth in one place might attract would-be thieves, but among the contingent of guards there is no less than a dragon--and the wrath of Bethor, who wields Jupiter's lighting, is not a thing to be trifled with.

Monday, February 8, 2016

Three Worlds: A Strange Stars OSR Excerpt

From the pages of the upcoming Strange Stars OSR, here are three worlds detailed in Stars Without Number style:

BOREAS
Tags  Seagoing Cities, Zombies
Enemies  Animated bioroid beast, Vrzemko Koprdazak xenophobic local kommissar, Zyta Hrenj paranoid ranger
Friends  Scientist Jarka Lissik seeking communication with the Cold Minds, Local trader Balok Zek
Complications Transport breakdown out on the ice, Dead from a sunken warship animated by the Cold Minds
Things Container of weaponized microorganisms; Exclusive trade contract with the uldra
Places Ranger station beneath the ice, The subsurface levels of a trading settlement

Tags  Desert World, Local Specialty
Enemies Crazy bot-breaker Haxo Ysgar; Robber gang
Friends Merc Faizura Deyr working for the bot-breakers, Free trader supplying bot-breakers
Complications.Von Neumann machine swarm, A malfunctioning giant robot 
Things Hidden entrance to the mysterious planetary substructure, A forgotten, ancient giant bot
Places A shanty town; A junkyard


PHOBETOR
Tags  Local Tech, Flying City, Badlands World
Enemies Industrial spy disguised as a technician, Dark dream-dealer Arden-Decima
Friends Customer interface specialist Soren-Tertia, Short-duration reverie designer Alex-Quintus
Complications A loosed frumious bandersnatch, Wealthy BASE-jumpers wingsuit-flying to the planet’s surface
Things An experimental dream drug product, A captured art-monster, weaponized dream-tech
Places The sky city of Eidolon, An ancient underground vault

Thursday, February 12, 2015

Random Planets


There are a lot of good planet generators in science fiction rpgs from the very science-minded ones in GURPS Space and the original version of 2300AD to the more adventure-oriented ones of Stars Without Number and Starblazer Adventures, with Traveller and others somewhere between the two poles. None of these really focus on the quick creation of the sort of cliched (and I don't mean that negatively) worlds that populate pulpy or comic book space opera and space fantasy.

I've been toying with working on a series of random generators for exactly those sorts of settings. A more granular series of tables is probably to come, but I wanted to present an alternative "quick stock planet" alternative list first:
  1. Amazon Planet: Women warriors who either have no males or keep them in as slaves. The opposite is the misogynistic Man's World. The lack of the other sex may result from a Secret.
  2. Anachronistic World: Strangely resembles a historical Earth period, culture, genre, or work of fiction.
  3. Bucolic Backwater: A sleepy agrarian world where no one expects anything interesting to happen. Its native culture or cultures are likely to be irritatingly quirky.
  4. Casino World: Vegas in space.
  5. Crossroads World: A myriad of races and cultures congregate for trade, religious pilgrimage, or the like.
  6. Desert Planet: Whether hot or cold, this world is bone dry and harsh. Better to stick to the few oasis or canal cities and stay away from the volatile, deep desert-dwellers.
  7. Ecumenopolis: A planet-spanning city. 
  8. Forest/Jungle Planet: Titanic trees (and possibly tree-towns) and an over-abundance of wildlife.
  9. Hellworld: Incredibly hostile environment whether due to ultra-deadly fauna, toxic atmosphere, poisonous biosphere or some other factor. There is always a good reason to travel here, however.
  10. Ice World: Sheathed in thick glaciers, this planet's inhabitants are inured to cold or live in compounds protected from the elements.
  11. Junk World: Detritus from an ancient civilization (or a current one) covers this world.
  12. Pleasure Planet: A world famous, or infamous, for its hedonistic pursuits. Likely a vacation destination.
  13. Paradise Planet: An idyllic world, either obviously highly advanced or hiding behind a faux-primitivism. where all wants and needs are fulfilled. Of course, that may just be how things appear and it is, in fact, a False Paradise.
  14. Prison Planet: The most notorious criminals in the galaxy are kept here, possibly with political prisoners. Likely to somewhat inhospitable natively, otherwise it would be used for another purpose.
  15. Ruined World: A post-apocalyptic planet, scarred by the fall of a previous civilization, perhaps long ago, perhaps relatively recently. 
  16. Swamp World: Humid and fetid; full of things that slither and crawl.
  17. That’s No Ordinary Planet! Roll on the sub-table below.
  18. War World: Inhabitants have been locked in an age old conflict between two blocs, factions, or a neighboring world. The landscape is devastated and the people mistrustful, heavily armed, and possibly mutated.
  19. Water World: Planet-spanning oceans with floating cities or mer-folk.
  20. Wild World: Only rudimentary civilization at best, but plenty of dangerous megafauna.
Some of these aspects can be combined, of course. Any single-biome world might have another theme, as well.


That's No Ordinary Planet! Sub-table
  1. It's alive
  2. It's artificial
  3. It's a gigantic spaceship
  4. It's a petrified giant
  5. It's an egg
  6. It's a shell around a slumbering space god-monster.

Thursday, January 29, 2015

The Fae Moon

The sphere of the Moon is a threshold, the place where travelers from the Earth pass into the more rarified aether of the heavens. Despite its proximity to the Tellurian sphere, the Moon is untainted by Man's fall. It's inhabitants are the faerie of old who have built their strange mansions and gardens in the luminous, silvery wastes, on the banks of viscous seas like liquid obsidian.

The fair folk rule over an insectile people they either found there or fashioned with their arts after their arrival. These are the Selenites. They do not speak to humans so far as is known, but they do have a language of mental emanations they use to speak with their masters.


The Moon faerie trade with the Earth. They sell oneiric wine, rumored to be made from the scintillant, diaphonous gray petals of the night-flowers they cultivate amid the geometric, coral-like, alabaster growths of their gardens. It was also the faerie who provided the King of Albion with his heir, Gloriana, gestated in a great egg in an underground grotto. The egg—round, quivering, and iridescent as a soap bubble and filled with a milky fluid stirred by opalescent swirls and eddies—was brought down to Earth and delivered to the King by a company of fae, their gangling limbs and moths' wings only slightly less luminous than moon itself.

Friday, December 19, 2014

Baroque Space: Among the Asteroids


I may do a more robust drop dice and random table thing for this that might be fairly applicable to weird islands, but for now here are some asteroid encounters for this setting.

1. A dwarf planet inhabited by naked, acephalous dwarfs. They are primitive of speech and manner and cannot be understood, nor do they understand any Earth language, though they do comprehend Enochian, the language of the angels. They zealously guard a crashed starship and their shamans perform crude rituals before it, including (perhaps) human sacrifice.

2. What appears to a solid asteroid at a distance, is only a loosely held pile of gravel, rocks, and sand. Any ship landing will likely sink to the core and become trapped. Debris from previous, unfortunate landings is buried within.

3. A peanut-shaped asteroid with a vertiginous, tumbling spin and the giant, vitrified skeleton of an angel embedded in the surface of one end. The crystalline bones would fetch a handsome price, if they could be mined.

4. A small world with great mounds at either end like giant anthills. Dome-headed, dwarfish creatures less than two feet tall dressed in skins and brandishing cudgels and spears swarm angrily from each if any vessel should land. The creatures from either mound are roughly identical, save that those from one are orange and the other purple. They will attempt to overwhelm any intruders they find and drag them back inside their respective mounds.

6. A rocky, desert world where lives a wretched hermit. He is along but for one-eyed, whimpering things he calls his "dear companions." Perhaps he has been driven made by his isolation, but his rants will frequently return to a great treasure who's location he alone knows.

7. A jagged. ice-streaked asteroid with a faintly luminous, ice gynosphinx, much larger than the sphinx of Egypt, in a gorge between peaks. There is rumored to be a great antediluvian treasure horde buried beneath it, but no one has found it. The sphinx emits a vibration that causes the space armor to thrum ominously, driving some mad who are exposed to it for too long.

Thursday, November 20, 2014

Faces of Mars


On Google+ the other day, Evan Elkins sparked a conversation about the portrayals of Mars in the works of Clark Ashton Smith, CL Moore, and Leigh Brackett. While there are a lot of differences between their future red planets, they start from a Barsoom base and had an ingredient ERB never utilized: colonialism. Not that it was a particularly glaring oversight for Burroughs to ignore it; his earth folk on Mars were never numerous and trickled in one at a time. These three, though, developed there respective Mars into something less fairy tale or Gulliverian travelogue and so they had it--but they dealt with it differently.

In Smith's Mars stories ("The Vaults of Yoh-Vombis," "The Dweller in the Gulf," "Vulthoom") have colonialism merely as a background. The native Martian aihai are largely just set dressing. They act as bearers or as guides for the earthling archeologists and treasure-seekers that are the protagonists of Smith's tales. The history of Mars is more potent--and more deadly. Earthmen seem to have free rein on Mars in the present, but that only gives them the freedom to blunder into ancient places where they don't belong. The Curse of King Tut's Tomb and Fawcett's doomed expedition to the Lost City of Z are good templates for Smith-style Mars adventures--as might be Lovecraft's At the Mountains of Madness.

CL Moore's protagonist is not a treasure-seeker or archaeologist like Smith's and his fate is not as grim. He's not a representative of colonial authorities--in fact he's often hiding out from them--and exists in a criminal underworld made up of native Martians and outcasts of other worlds. He might be Charlie Allnut in the African Queen or Jake Cutter in Tales of the Gold Monkey--except the same ancient horrors Smith's protagonists unearth are still lurking out their, waiting to snare the unwary. Despite Moore's more multifaceted approach, her stories still don't involve resentment Martians might have against the Earth. The colonization is still mostly window-dressing.

Brackett's portrayal of Mars is much like Moore's, except that deals specifically with the tension between colonizer and colonized. This is something that develops; her earliest Mars stories are more straightforward sci-fi adventures. Eventually though the Tri-Council of worlds is seen to be of secondary importance to "the Company." Brackett's Martian's for all their Celtic names resemble Native Americans as they were beginning to be portrayed is Westerns like Cheyenne Autumn or Duel at Diablo. There might also be a bit of Heart of Darkness in Brackett's Mars, at times, though her protagonist is unique: an outsider, himself, and more savage than any Martian drylander. This doesn't make him any less resented by the Martians though, because they don't just resent people of Earth as their conquerors, they resent them for being young upstarts with less history. Brackett for all it's Old West by way of the Middle East flavor is more than a little China under the thumb of the Great Powers in the the early 20th Century.

There are ancient secrets lurking on Brackett's Mars. too. (You pretty much can't have pulp Mars without them.) Here, though, it isn't greedy colonizers digging them up or merely stumbling upon them, its Martians hoping to use them against their enemies (i.e. mostly the colonizers). Unfortunately, for them, they are seldom exempt from ancient dangers.

What's the point of all this? Well, I think this distinction is strong (though certainly not solitary) distinction between the Mars of these respective authors. Gaming in any sort of colonial Mars setting would require some consideration of how that fact of this colonization will impact the PCs and their actions.