Friday, September 29, 2017

Dungeon Fantasy: A Local Gazetteer

I allowed myself to be convinced to run a GURPS Dungeon Fantasy game. My plan is to do it in a self-aware, classic Gygaxian dungeoncrawl sort of way. We'll see how that goes. Anyway, much of the setting is only vaguely defined (and much recycled from my pre-internet D&D campaigns), but I do know the focus is the Dungeons of Zyrd which are situated (naturally) beneath the half-ruined but still sanity-imperiling Castle of Zyrd. Zyrd in this case being a mad archmage and near-deity.


Base-camp for most delvers is the nigh-lawless boomtown, Gryfalcon. The town squats on the left bank of the River Fflish across from the old Imperial fortification of the same name. Located at the head of navigation, it provides a convenient place to deprive delvers of their haul and to bring new treasure seekers from elsewhere. 


Lake Murrn is north and west of Gryfalcon. Rustic Mudfoot halfings live in stilt-houses. Villages sometimes build out on the water. There are rumors of human sacrifice of outsiders to appease the giant, alligator snapping turtle, Old Ironjaws. There is quite possibly a crashed alien flier half-buried in silt beneath its waters.

Lichwode, north and somewhat west of Lake Murrn, is a small forest dotted with several burial mounds. The locals assume these barrows hold ancient Elvish treasure or even far older Coleopteran refuse, but they also assume them to be haunted. The man-shapes burnt permanently into the grass and the curiously life-like statues of some pockmarked stone with faces contorted in abject terror, found in the area may support this belief.

The Dharwood is floodplain bottomland forest along the Fflish, haven for humanoid tribes, escaped slaves, and outlaws.

Carsulth is a bustling Imperial port at mouth of the Fflish.  Its broadminded folk are friendly with smugglers and pirates, when proper recompense is offered for their lack of prejudice. Some, perhaps many, of its nobles practice diabolic heresy (a perversion of the already self-serving Rannite Cult of Ascension) at least in private.

Thund Tribes in the foothills of the northwest dwell barbarians who pride themselves on their warriors' flowing locks and feathered, barbaric finery.

Wednesday, September 27, 2017

Wednesday Comics: Storm: The Slayer of Eriban

My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.


Storm: The Slayer of Eriban (1985) 
(Dutch: De Doder van Eriban) (part 1)
Art by Don Lawrence; script by Martin Lodewijk

When last we left our heroes, they were drifting on a giant seed-pod into space. As luck would have it, they see a ship heading in their direction. They try to get the attention of the crew, but the ship doesn't change course.

The ship passes them close enough to see the seemingly obivious, cloaked crew, but too far for them to get to. Nomad quickly formulates a daring plan. He makes a knife throw that cuts one of the ship's lines. As it swings out under tension, he jumps and grabs it. He climbs aboard the ship and gets a surprise:


All the crew are dead. Exploring the captain's cabin they find a curious sarcophagus. And inside:


Storm is puzzled as to why the sarcophagus is bigger than it's inhabitant, but the three leave the mystery to explore elsewhere. Storm and Nomad go into the hold and find only the earth that creates the ship's gravity.  Suddenly, they hear Ember calling to them.


The boy explains that he was not in a coffin but a regeneration-capsule calibrated to his aura. He also addresses the three as his servants, asserting Pandarve sent them to replace the ones he lost. He introduces himself as Renter Ka Rauw, professional assassin of the Eriban.

The three aren't willing to be servants. Renter demonstrates his abilities. He throws Nomad. He lays Storm out with a kick, and blocks Embers strike with a club.


Finally, he threatens to kill Nomad with a touch. Storm and Ember have no choice but to surrender. The boy assigns them duties while he meditates on a course. Ember is angry about being assigned to cook. Storm counsels his friends to calm down and bide their time.

TO BE CONTINUED

Monday, September 25, 2017

Operation Unfathomable Comics

While Jason Sholtis and Jez Gordon are hard at work getting the larger parts of Jason's magnum opus finished, I'm lettering the comic written and illustrated by Jason, that will appear in the Operation Unfathomable Player's Guide stretch goal.  Here are a couple of pages:


Sunday, September 24, 2017

Arriving on Gathox

In the short time I've been a member of the Hydra Cooperative, there have been a few products we didn't get to publish that we would have loved to do. Gathox the Vertical Slum was one of those that got away. It landed with Mike Evans DIY Games, who Youwasted no time getting it out, so now everybody can see the wonderful and weird products of David Lewis Johnson's imagination.

You may know Dave as a talented visual artist whose work has graced a number of small press publications--including my very own Strange Stars. The same creativity so on display in his visual work informs Gathox, which I will thumbnail for you as a locale like something you might have seen in the halcyon days of Heavy Metal magazine. More specifically, Gathox is a world-shambling giant with a ramshackle, multiethnic (and multi-species) city built on top of and in him. Dave spends over a 130 pages outlining the locations, people, and races of Gathox, plus he provides variant rules he uses in his campaign. 

To give an idea of the tone, let's take the Gongwarped Fishmen, one of the races/cultures thumbnailed in the book. They are fascist-fishheaded beings, who live underground and practice secret and forbidden pseudoscience. Even worse are the species-supremacist, chicken people called Vulzari who reproduce by transforming others into more of their kind. See what I mean about Heavy Metal?

The supplement goes on to outline locations in the city and interesting NPCs. There are pretty short and punchy: more detailed than the original Wilderlands of High Fantasy, but with an economy of words not found in the a lot of modern, major publisher books.


Next comes the section on house rules, which is substantial. Variant classes are given that again convey the flavor of the setting like cosmic doctors (Nne of several types of magic-users, or more precisely "mentalists.") and mutants (Complete with random mutant tables!). A simple skill system is introduced in the form of "wheelhouses" and there are new rules for health and healing. Gathoxian equipment is discussed--and in many cases illustrated. Finally the subgame of "gangland play" is introduced that does similar things in a loose way to some of Blades in the Dark's gang rules but with a thoroughly old school implementation.

If any of this sounds interesting to you, you should pick this up, because I'm only scratching the surface here. The only fault I can find with it (and it's a small one) is that it could have used more of Dave's art! Yes, there is a lot of it here, but their were some spaces in the layout that practically begged for more.

Anyway, you can get it on rpgnow. So go get it already!

Friday, September 22, 2017

Dungeon Fantasizing

I was talking with some guys on G+ about running GURPS Dungeon Fantasy (as the boxsets just made in out to backers last week). I don't know if I will, but if I did I think these images would help set the mood:

“I don’t trust them though. Thrill-seekers. They court danger. And they’re quite unscrupulous graverobbers for the most part. Anything for gold and experience…"

Bill Willingham

Shuji Imai

They say the Overlord is mad...
Alex Nino

Built atop the ruins of an ancient Coleopteran civilization...
Stefan Poag
In the Dungeons of the Mad Archmage Zyrd...
Andrew MacLean

Thursday, September 21, 2017

Azurth Adventures Digest Review

Over at Enworld Chris Helton has a review of the Azurth Adventure Digest. Check it out if your still on the fence about purchasing it. You might want to hurry, though, I have less than 30 copies of the print copy left in this printing.

Monday, September 18, 2017

Some Science Fantasy Hexcrawl Influences

I spent the rpg-related portion of my weekend getting copies of the Azurth Adventures Digest ready for mailing (There are still copies available. Get yours today!). My work on the Ghostlight Fen thing got delayed, so it seems like a good time to talk about influences of the as yet nameless setting of which its a part.

Lord Valentine's Castle (Robert Silverberg): A distant planet settled by humans and other species long ago. Despite a science fictional underpinning, it operates much like fantasy with mostly primitive technology and things like the Lady of Sleeps that promotes moral behavior by sending dreams and a competing King of Dream that sends nightmares.

Planet of Adventure (Jack Vance): A Planetary Romance (or Planetary Picaresque) which stands above the myriad of planetary romances due to Vance's wit, interesting alien species/cultures, and quirky minor characters.

The Coldfire Trilogy (C.S. Friedman): A science fantasy that (like Silverberg's Majipoor) feels more like straight up fantasy. Friedman adds the innovation of a rationalization for the existence of "magic" (not unlike Jorune).


The Prime Mondeign stories (Rob Chilson): These are in the dying earth subgenre, perhaps a bit more science fictional than Vance's stories (something a bit like a more rationalized and less computer gamey Numenera). These stories haven't been collected, but you can read one of them, "The Wortling," here.

The Spire by Simon Spurrier and Jeff Stokely: A Medievalish society of various aliens and mutants on a planet long ago settled by humans.