Friday, October 1, 2010

Inscrutable Yian


The people of Yian are considered a mysterious and alien presence in the City, and the New World in general. Much of this prejudice and fear is borne of misunderstanding. Still, the stereotypes are accurate in one respect--the Yianese are an ancient people with ancient secrets.

The misunderstanding of Yian begins with its name. This empire of the ancient East is not actually called Yian in its own tongue.  Yian is actually the name of the mystical and secluded city only sometimes accessible on this plane, where the dread (and perhaps inhuman) rulers of the country dwell. These are the Ku’en-Yuinn, “the Deathless,” undying sorcerers thought to be lich lords surviving from prehistoric Lemuria.  Most feared of all is the August Personage of the Black Jade Mask, the one whom Westerners call the Emperor of Yian. 


The common folk of Yian are humans like any other who, despite the stereotypes in the West, are not “yellow-skinned.” The high folk of the City of Yian do indeed have skin-tones ranging from lemon to saffron. These folk also tend to be tall, whereas the common Yianese are shorter than most westerners. Also, the high folk of the purest ancient bloodlines often have a slight inhuman, sometimes even bestial, cast to their features.

The common folk of Yian began immigrating to the New World in the last century, looking for economic opportunity and freedom from the yolk of the often oppressive rule of the Deathless lords and the high folk. They have unfortunately met with distrust and oppression from the Ealderdish majority in the New World, too. Despite this, large and thriving “Yiantowns” have grown up in the City, and the metropolises of Hesperia.

The high folk of Yian seldom immigrate. When they are found outside of their native land, it is almost always a single individual encountered. Yianese criminal societies and occult groups are often run by such expatriates, though of course seldom publicly. There is some truth to the pulp novel image of the sinister and secretive Yianese crime lord, but its regrettable that all Yianese suffer for the actions of an ancient and often wicked few.

Thursday, September 30, 2010

Your Character's Old Job

Following up on my earlier post, here are the are some of the background occupations for adventurers I plan on using in my own upcoming Weird Adventures game. These backgrounds suggest the broad, noncombat skills character’s will have. For skill checks, I plan to use a "Target20" sort of mechanic, wherein d20 plus appropriate modifiers must be greater then or equal to “20” to succeed. Using a skill within the purview of the the background will garner an additional +1 in addition to the pertinent ability score bonus on the skill check.

All of this will require a good deal of GM discretion. I will probably allow two background occupations if a player had a real good concept. Bonuses in that context wouldn’t “stack” though, if they happened to have similar skill sets.

It should also be noted that, with a few exceptions, I view any class as able to take any background occupation (though some would be a better "fit" for one or another), though that will modify the nature of that occupation somewhat. A Tough Guy scientist is a “Two-Fist Scientist” while a Magic Man amateur detective becomes a “Occult Detective.”

Anyway, here are a few examples:

Academician [requires Int 12+]
The Ivory Halls of Academia didn’t hold enough excitement for you--or perhaps your hunger for knowledge ran to topics not considered appropriate by those in your department. When you’ve proved your theories, they’ll have to listen.
Skills: Academicians will have a primary field of study, and some knowledge of related fields. They’re probably just well-read in general.

Big Game Hunter
You’ve tracked tigers through Lemurian ruins, and bagged woolly mammoths in the snow-bound wastes of Borea, but some of the biggest, deadliest beasts can be found closer to home...
Skills: A hunter will know the habits and characteristics of animals he follows, and be able to follow their tracks and sign.

Dilettante
There’s only so many hours you can spend at the club or charity events before the ennui becomes unbearable. It’s adventure you crave! That and another glass of single malt.
Skills: Etiquette and savior faire. The dillettante (unlike the socialite) has dabbled in various subjects and has a good chance of having a superficial knowledge about an array of topics.


Gangster
There are guys who are good to have around in the event there is a need to get physical, but guys like that are apt to get other guys sore at them. And when those other type of guys get sore, morticians get busy. Sometimes, guys of the aforementioned first type maybe oughta decide a change of career is in order. You, my friend, are a guy of the first type.
Skills: Gangsters are likely to known the prominent criminals in town, and locales related to criminal activity.

Wednesday, September 29, 2010

Warlord Wednesday: Return of the Gladiator

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Return of the Gladiator" and "Hound from Hell"
Warlord (vol. 1) #29 (January 1980)

Written and Pencilled by Mike Grell; Inked by Vince Colletta (first story)

Synopsis: Travis Morgan spots a Theran outpost set ablaze. Entering the fortification, he’s amazed at the amount of slaughter he finds. Suddenly, a woman with dagger jumps at him, knocking him from his horse.

Morgan is only surprised for a moment. He punches the woman, knocking her aside. The woman doesn’t believe his assurances that he means no harm. She's seen the insignia of his shield, and she says that the raiders who attacked her village carried a banner with that same sign.

“So its come down to this,” Morgan says. He remembers when he and the other escaped gladiators raised that banner in the name of freedom. Now, they’ve forgotten the dream, or squandered it.

He picks up his helm and prepares to go. He tells the questioning girl he has unfinished business to attend to.

Morgan tracks the rogue army into difficult terrain. He out-foxes a sentry, and finds that its a former comrade, Daedelus. Gun drawn, he tells the warrior to take him to the camp.

Morgan is surprised by how few of his old band are left. Daedelus tells him times have been hard, but now they have a new leader--whose appearance interrupts there conversation. Morgan recognizes him.

The leader is Ghedron, former soldier of Kiro. He still bears the cursed axe he had been tasked by Machiste, his king, with destroying. Morgan warns him that the curse of the axe won’t allow him to put it down, but Ghedron demonstrates that he can--because he chooses to pick it up again.

He tells Morgan he now leads the Warlord’s former army, and there’s nothing he can do about it. Morgan replies there’s one thing--and challenges Ghedron to one on one combat, gladiator-style.

The two square off in an arena improvised in a volcano’s caldera. Morgan avoids Ghedrons blows, then lands one of this own, only to find Ghedron has cheated by wearing armor. He delivers a savage kick that sprawls Morgan out. Ghedron swings his axe to deliver the coup de grace, but Morgan slices upward with his sword, removing Ghedron’s axe-hand at the wrist.

The hand and axe tumble into the still open part of the volcano. Ghedron, screaming, stumbles back into the volcano himself, just as there is a brief eruption of fire. The demon which had inhabited the weapon is visible for a moment in its death throes.

Daedelus asks Morgan to lead them again, but he declines. He tells them that they must start taking responsibility for their own actions. That’s what freedoms about.

“Hound from Hell”
In Wizard World, Mungo Ironhand has summoned the three-headed dog he wanted, but now he, Mariah, and Machiste are menaced by the creature.

Machiste tells him to send the dog back, but Mungo hasn’t gotten to that chapter in his magic scrolls yet, as doesn't know how. As the dog leaps at Mariah, Machiste must take matters into his own hands. He grapples the beast, riding it around the room until it manages to buck him off.

Machiste’s helpless as the dog leaps. Mungo’s managed to think of a spell that might help. He casts it, and what lands on Machiste is not a three-headed dog, but a three-headed bunny!

The danger over, Mariah and Machiste demand that Mungo send them home. The sorcerer agrees, but “forty’leven” hours later, he still hasn’t managed to cast a spell that will do so. Mungo suggests that Wralf the Wretched, the head wizard around there, might be able to help them--but Wralf’s a “nasty fellow,” and the price may be steep.

The three mount up on diatrymas (horse’s not having evolved yet) and head off to seek Wralf.

Things to Notice:
  • The seventies super-heroine, technicolor racoon-eye make-up sported previous amongst Skartarian women appears again
  • Ghedron wears more clothes than the usual Skartarian, but does garb himself in purple, the traditional color of comic book villainy.
  • forty-'leven?
Where It Comes From:
This story is a sequel to Warlord #7, which showed Ghedron not disposing of the axe as instructed.

The title of this issue's main story likely comes from the 1971 Italian sword and sandals film of the same name.


Diatryma (now called gastornis) was a large, flightless bird living in the Eocene (56-34 million years ago).  It did overlap with eohippus the horse relative (once thought to be a horse ancestor) also mentioned by Mungo in this issue.