Sunday, January 16, 2011

Descent in the (Real) Depths


Adventurers traveling to a remote jungles to enter a gigantic cave, inhabited by things like poisonous centipedes isn't just the stuff of table top fantasy.  The February issue of National Geographic has an profusely illustrated article about an epedition to Son Doong Cave in Vietnam.  The cave's at least 2.8 miles long and is some places as tall as 460 feet.  Check out all the pictures and an interactive map here.


Not enough for a jaded delver like yourself?  Well, marvel at the the crystal formations in Mexico's appropriately named Cave of Crystals.  If that's not an adventurous environment (minus, you know, the extreme heat of 136 F and 90-100% humidity) I don't know what is:


Note the size of the people in relation to the crystals!

Friday, January 14, 2011

Grip of the Octopus


Astral cehalopods or astral octopuses are extradimensional sentients, and either conquerors or gourmands, or some mixture of both. They are parasites feeding off the subtle emanations that radiate into the astral space from intense human emotion. They appear as large and admittedly somewhat fake looking octopuses when viewed under astral-sight, but are otherwise invisible.

Astral octopuses of different groups, or perhaps just different tastes, prefer different emotional spectra, which they dine on exclusively. Some have a taste for anger or fear, while others favor love or passion. Others of more exotic dietary preferences, like paranoia or religious ecstasy, have been encountered.

These creatures bind invisibly to a human being's astral body. By delicate, astral manipulations of their hosts’ consciousnesses, they are able to influence them to to actions or behaviors more likely to lead to the emotional flavors they favor. They do not control behaviors--at least at first--merely make their preferred course of action seem more reasonable. Over time, however, this influence grows and their favorite emotional diet becomes their hosts’ usual emotional state. This too often leads to an early death, mental hospitalization, or incarceration.  Though some hosts are able to resist for decades, magical intervention is the only way to free them from the creatures once and for all.

Mercifully, astral octopus infestation is rare. It is most commonly seen in adventurers who have had contact with the raw astral plane, those suffering certain curses, or mediums or spiritualists who have engaged in astral projection. However, those who have attended seances or engaged in the use of certain recreational alchemicals have been known to be afflicted.

Thursday, January 13, 2011

Call for Cartography


In working on Weird Adventures, I’ve become aware that my mapmaking skills, while fine for my little gaming group, are not up to the standards I want for a commercially available product. With that in mind, I thought I’d summon the power of the web to help make up for that deficit.

I’m going to need at least two maps for the book. One of a sort of a standard “fantasy map” variety--a continental map. Another will be a little bit of a departure--a map of a “modern” urban center, of which this map of Gotham City would be a resemble example:


I’m willing to pay for said maps, of course, though obviously my budget isn’t extravagant.

So my question to the ether is: does anybody know where I can find a good rpg cartographer? Self-nominations are welcome, as are enquiries for more details. I can be reach at my blog email address: theinscrutabledr3[at]gmail[dot]com

Wednesday, January 12, 2011

Warlord Wednesday: Brotherhood of Death

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...

"Brotherhood of Death"
Warlord (vol. 1) #40 (December 1980)

Written and Pencilled by Mike Grell; Inked by Vince Colletta

Synopsis: In the royal palace of Kaambuka, Ashir complains to one if his minsters about the dreariness of kingly business. Suddenly, he sees someone interesting entering the palace--his friend Morgan, and Shakira. Ashir jumps down, sword drawn, to “settle an old score.”

Morgan and Ashir engage in a friendly duel. Morgan concedes that Ashir’s gotten better--now he’s a second rate swordsman rather than third. Guardsmen runs to their king’s rescue, but Ashir assures them everything is fine.

Morgan, mindful that the hellfire sword must always taste blood if drawn, gives it a little from his own thumb.

Later, Shakira reclines as she engages in conversation with Ashir. Ever the ladies’ man, he asks her why she stays with a savage like Morgan, contrasting the Warlord with himself. At that moment, Morgan enters in fancy duds similar to Ashir’s. Shakira’s verdict: they make him look ridiculous. Ashir’s serving girls have a different appraisal...


Ashir bemoans the boredom and drudgery of kingship compared to the excitement of a rogue’s life. The latest torment heaped open him: a political marriage to another head of state--a woman he has never even seen! He’s sure he’ll have to give up his harem for a fat wife.

Morgan suggests they do something reckless to celebrate his bachelorhood before it ends. Ashir suggests a royal hunt, and Morgan and Shakira agree.

In a dark chamber beneath the palace, conspirators watch our heroes in a crystal ball. Their robed and hooded leader wishes to assassinate Ashir before he can be married and solidify his place on the throne. The Guardsman Mustulous suggests a poisoned dagger, but his master silences him with a warning that he will obey or be food for the creature in the pit. The master raises a small charm made from an animal claw, and says he has a plan.

Later, in the forest, Ashir prepares to administer the killing blow to a charging, wounded stag with his dagger. He jumps across the beast’s back and drives the blade into its heart. Morgan and Shakira watch, and Shakira wonders why he takes such chances. Morgan replies, jokingly, that he has nothing to live for.

Morgan catches sight of a sabretooth stalking from the jungle toward Ashir. He cries out to his friend as the creature pounces. Ashir is too surprised to act, but Morgan lunges and meets the cat in midair!

He puts the beast in a full-Nelson, Tarzan-style, but it throws him. It moves forward to attack, until its distracted by Ashir, raising his bow. Again, the beast jumps at him. This time, Ashir is prepared, and his arrow takes it in the eye.

The cat’s dead. Shakira wonders why “her brother” attacked Ashir in the first place. Morgan finds the master plotter’s charm braided into the cat’s fur--and he points out the identical one dangling from Ashir’s belt. He realizes it was a set up.

Watching in his crystal ball, the master knows their stratagem has failed. He tells Mustulous that now they’ll do things his way. He cautions that this time there must be no mistakes--and the Warlord and his companion should die, too. Mustulous vows he will not fail. Looking down at tentacles writhing in a pit, the master reminds him of the consequences, otherwise.

Returning to the palace, Ashir is grousing about a return to boredom. It’s Shakira that first spots the masked assassins waiting to strike, and dispatches the first with her spear. Then Morgan and Ashir have their swords out, and the assassins quickly fall.

When the melee is over, they find the men are from among Ashir’s guard. Ashir realizes his political enemies have deeper resentments than he thought! Morgan suggests that he could abdicate, since that’s what he’s been wanting anyway.

Ashir’s had a change of heart. He’s finally found something that makes a king’s life interesting!

At that moment, trumpets sound the approach of his bride-to-be. Ashir’s new found joy evaporates. Morgan reminds him that it’s his duty, and suggests that he really doesn’t know that she’s going to be ugly.

Ashir is unconvinced, but goes to the window to look out at his intended. He exclaims in surprise at her beauty. Morgan, on the other hand, is dumbstruck.

Riding in his own on lost mate, Tara!

Things to Notice:
  • Ashir wears the same outfit as in his previous appearance--either he was a well-dressed thief or he's a shabbily dressed king.
  • Shakira's spear always seems to show up when she needs it, even when she doesn't seem to have had it with her in previous scenes.
Where It Comes From:
This issue shares its title with a 1976 blaxploitation action film, but its real inspiration seem to Ruritanian romance with its outsiders visiting a kingdom and becoming embroiled in political intrigues and assassination plots.

The name of the treacherous Mustulous, recalls the Latin word for "weasel-like", mustelus.

Tuesday, January 11, 2011

Murky Waters

“...haven’t much time. They’ll come for me soon, but I must record some fragment of what I’ve seen. The world must know what it is they’re plotting...They’re old--terribly old. From the muck they must have watched our ancestors crawl up onto land. Even from the beginning, their cold, alien intellects must have plotted our enslavement...”

-- Excerpt of transcript of audio tapes made by Professor Henery Gilmarth
The entire university was saddened by the news of the death of folklorist Henery Gilmarth. Gilmarth was found drowned in Mirky Creek, near a Southron town of the same name. Gilmarth had gone to record the peculiar hand-fishing techniques used by some rural Southrons to pull catfish from their dens.

Gilmarth had sent a cryptic message by wire to his research assistant in the City. It suggested these fishing activities were actually connected with some sort of cultic ritual related to the veneration of some unusually large, and up to now unknown to science, species of catfish.

When Gilmarth did not return on his scheduled train, inquires were made. His belonging were found in his hotel room, though the reel from his tape recorder had been removed and apparently hidden amid the clothes in his suitcase. No trace of Gilmarth was found, until children playing in the creek sighted his body a week later.

Local police have ruled his death accidental.


OLD ONE (intelligent catfish species)
# APP.: 1-4
AC: 4
MOVE: 90” (30”)
HD: 4
ATTACKS: 4 (1 bite 1d6, 2 feelers 1d4)
SPECIAL: dominate, slime
Old Ones are sentient fish resembling catfish. They are an ancient race, perhaps the oldest intelligent race in the world, and have an abiding contempt for other species. The Old Ones dominate and co-mingle their blood with isolated human communities along the rivers in which they dwell.

On a successful hit to an opponent, or if an opponent hits an Old One with bare skin, the slime which coats their skin gets may get transferred. A victim must make a save throwing or experience hallucinations, and perhaps paranoia, for 2-8 hours. Scrubbing the slime off with soap or an organic solvent will half the duration of effect. On a damaging bite, genetic material may be conveyed by some unknown means into the victims bloodstream. On a failed saving throw, the skin around the area begins to alter in appearace--to change into a an Old One/human hybrid form. On one short exposure, the effect is short-lived perhaps 2-16 days, but longer with lengthier, repeated exposures.

Three times per day, Old Ones can, with concentration, mentally enslave a person within 30 feet. This functions like the dominate person spell, and allows a saving throw every 24 hours to escape thralldom.

Monday, January 10, 2011

Foul Language

The Canadian film Pontypool presents a “zombie” outbreak with a novel twist. The zombifying vector is a neurolinguistic or perhaps memetic “virus.” Some sort of infectious agent that hijacks certain previously innocuous English words, and when understood, begins overtaking the minds of its victims. As William S. Burroughs would have it: “The word is now a virus.”

Fantasy or weird fiction already presents a kind of malevolent Stendahl Syndrome in the pages of Chamber’s The King in Yellow, and Lovecraft’s Necronomicon. And of course, there’s also already the idea that words themselves have magical potency--Vancian Magic, anyone? Power Word Kill?

Perhaps magical formulae could get infected like the English language does in Pontypool.

Or perhaps something more has been lurking there all along. Maybe magical words or ideas are a virus or a living thing of some sort already. Maybe they don’t turn the user into a zombie or kill them, but maybe they have goals all their own.

Could it be that people who become magic-users are the ones that magical language or symbology can’t destroy or transform into some mindless creature? Or maybe they survive exposure, but all mages are driven a bit mad.

Maybe a they can “fire,” but they can never truly “forget.”

Sunday, January 9, 2011

In Deep, Crimson Shadows


Check out the great art above from Chris Hűth for the upcoming (I promise!) Weird Adventures setting. This is, of course, the Red Dwarf--the malign genius loci of Motorton in the Steel League.

Since the days when the site of Motorton was a plague-pit for Old Fort Narrows, the area has been the home of the dwarf. He’s a harbinger of calamity; doom in a dapper, red suit.

Rumor says that those unlucky enough to have an audience with the dwarf are brought to a Room with Red Velvet Curtains (sometimes just “The Red Room”). Visitors--survivors--describe the room as located in the basement of a ritzy old hotel, but no one has been able to relocated the building or provide directions to it later.

What comes from a meeting with the dwarf can’t be predicted. Sometimes, he’ll tell his visitor’s future. Other times, he’ll ask them for a favor, or tell them how they can get their heart’s desire. However it starts, it always plays out badly.

It’s worth noting that the infernal criminal organization known as the Hell Syndicate stays out of Motorton.  It’s the dwarf’s city.

Characters may have heard other rumors about the dwarf:
  1. He can’t be hurt by anything but a magical weapons.
  2. The tea he sometimes offers visitors can bring strange visions, and cause madness
  3. He carries a pocket watch whose hands only move when someone dies--or maybe when someone particular dies.
  4. Bones excavated from the old, mass plague graves can be used to ward against him.
  5. He’s only dangerous because Motorton’s sick. If the city could be healed, the dwarf would be benevolent.
  6. The dwarf is only a midget human sorcerer cashing in on an old legend. It’s all smoke and mirrors.
  7. There’s a red leather journal of a young girl, who died in an asylum, that contains, in its ramblings, the red dwarf’s true name, and the ritual to bind him to service.
  8. The dwarf is always accompanied by the same gang--a black-haired moll in a red dress with a silky voice, and twin bruisers with the same first name.
  9. The Red Room is actually the lowest level of Hell. The dwarf is actually Morningstar in disguise.
  10. The dwarf isn’t a real entity at all, just the physical representation of the death curse of a Native shaman on the Ealderdish invaders. Treating it like a real being only increases its power.

Friday, January 7, 2011

Weird (Non-)Fiction

Want to crank up the weird or strange in your game? Here are works from my library that I’ve found inspirational in doing just that--and with some thought they're applicable to many different genres:

Arktos: The Polar Myth in Science, Symbolism, and Nazi Survival by Joscelyn Godwin: What’s weirder than Antarctic Nazis? Well, that’s just the--uh--tip of the iceberg. The Hollow Earth gets covered here, too, of course. Kenneth Hite called it “The Best Interdisciplinary Book on the Poles” [for the purposes of High Weirdness] in Suppressed Transmission, which pretty much says it all, really.

Grimoires: A History of Magic Books by Owen Davies: Every practitioner of the magical arts, from the dungeon-crawling magic-user to Dr. Strange, has need of magic tomes. This book details the real world history of such books from the ancient world to Anton LaVey, with stops in Lovecraftiana and the Third Reich along the way.

The President’s Vampire: Strange-but-True Tales of the United States of America by Robert Damon Schneck: Did Andrew Johnson pardon a man guilty of drinking the blood of two sailors? What’s the deal with the diminutive mummies found in Wyoming? And what happened in Massachusetts in 1853 when a cult gathered to assemble a machine messiah? All the answers may not be found in this Fortean tome, but the discussion of these bits of esoterica will at least allow you to understand the questions.

Find these books and others like them at your local library...And if you can’t find them there, go to a better library. I hear Miskatonic University has a great one...

Thursday, January 6, 2011

Tall in the Saddle


Heroes in the Strange New World don’t come much bigger than Jaymes “Big Jim” Trane, seen here on the steps of the Freedonian High Court House. Trane was a star of numerous Heliotrope Westerns, starting in the silent era, but also a real Freedonian lawman.

As his height would suggest, Trane was the son of a half-giant woman and her minister husband. Trane began working with horses at a young age, and dreamed of running off and joining the circus, a notion looked upon unfavorably by his parents--an opinion not a whit improved when actually he ran off and joined one. After years with the circus, performing for the crowned heads of Ealderde and the potentates of the Orient, he wound up in the region between Freedonia and the Vast Plains Territories known as the Native Concession.

Here, he became a ranger, upholding the law and mediating between the Native tribes and the white settlers. He brought down outlaws like Heck Thorn and his Roaring Boys; and more exotic menaces, like Ancient mummies (taller than he) risen from burial mounds, and the urbane Zingaran vampire lord, Don Sangre.

A series of dime novels insured Trane’s fame grew even more, to the point where it was unclear where truth ended and tall tale began. Trane did, in fact, train a giant prehistoric cat to serve as a mount, but generally preferred horses, and kept the cat on his ranch. He did ride a elemental tornado like a bucking bronco, through use of a magic lariat, but did not in fact, ever lasso lightning with a telegraph cable.

His legend made in Freedonia and the Native Country, Trane went on to conquer Heliotrope in over a hundred Western films. He insisted on authenticity whenever possible, shooting Guns in the Ghost City in an actual ghost town, and Beast of Shudder Flats with an actual desert landshark. He also appeared as a matinee “singing cowboy” in several pictures, displaying a surprisingly good baritone.

Wednesday, January 5, 2011

Warlord Wednesday: The Unfinished Dragonsword


I’ve discussed before some of the other fantasy and science fiction series that ran as back-ups in Warlord. Today, I’ll take a look at the saga of Dragonsword, appearing in Warlord #51-53. The series was written and created by Paul Levitz, with art by Tom Yeates.

Dragonsword tells the story of Thiron, an apprentice warrior of King’s Isle, sent by his masters to kill a dragon as an initiation. Thiron’s accompanied on this quest by his smart-aleck squire Dysillus, who is apparently a chimpanzee (though he refers to himself as a halfling at one point). The pair fairly quickly locate the dragon, and after a short battle, Thiron slays it.

Unlike a lot of tales of dragonslaying, that’s only the beginning of this story, not its climax. Thiron’s sword, bathed in the blood of the dragon, now seems imbued with the dragon’s spirit and power--and it talks in the dragon’s sibilant voice. This was apparently all according to Thiron’s master Jerrand’s plan, and that of King’s Isle’s ruler--the Archmage Anna--who mostly is called “Archmage,” presumably because “Anna” lacked the desired gravitas.

The Achmage plans to use Thiron and his dragonsword to kill her former partner,the Emperor Quisel, whose overstepped his bounds by acquiring a magical battle axe from a pact with the Netherworld. The Archmage says the axe is so powerful, it could perhaps leech all the magic out of the world and kill them all.

The whole group teleports to Quisel’s citadel so Thiron can slay him. They encounter skeletons along the way, butThiron easily bests them. One vanquished skeleton begins to warn Thiron that Jerrand and Anna are not to be trusted and will betray him. Jerrand crushes the skeleton to shut it up, and Anna quickly ushers Thiron along on his quest. Dysillus, at least, begins to get a little suspicious.

The group confronts Quisel. Anna aknowledges that her and Jerrand’s ancient vows won’t let them fight him, but Thiron can. Quisel taunts Thiron, asking if he’s bothered to ask why he was needed in all this, why didn’t Jerrand or Anna wield the dragonsword?

Thiron doesn’t listen to any of this and keeps fighting--that’s until Quisel disarms him. Thiron begs his companions to give him his sword, but they won’t. Anna says they cannot, that only Thiron’s own hand can save him.

Quisel, laughing, raises his axe for the killing blow...

And so the tale ends. Dragonsword remains incomplete to this day.

This short and unfinished series is interesting because its aesthetic is a bit more Medieval than most fantasy comics. It may show the influence of Prince Valiant, but perhaps owes some inspiration to the film Dragonslayer, which opened in June of 1981--though this was only a couple of months before Dragonsword’s debut.

Maybe one day Dragonsword will get a collection, but I wouldn't hold my breath.

Addendum: Learned reader Austin points out my post title is fallacious and Dragonsword did indeed have an ending!  It was featured in the next issue, but not noted on the cover.  That's what I get for relying on the internet and not verifying.  Ah, well!  Expect a complete review at some point in the future.

Tuesday, January 4, 2011

Monster-slaying in Suburbia


Sprawling as the City is, its hegemony extends beyond the borders of the five baronies, into suburbs and to more distant, smaller urban areas. These areas face the same sort of challenges as the City, albeit on a smaller scale. Wandering monsters occasionally come in from the countryside, or up from ancient catacombs. Creatures which specifically hunt humans sometimes find isolated, small towns or suburbs easier pickings, at least for a time. Then there are human threats from rogue thaumaturges, strange drifters, robber gangs, and the like.

Many suburbs and small towns don't haven’t enough funds in their community chests to hire many former adventurers as law enforcement, if any. Often, they have to provide their own protection, and so form vigilance committees, sometimes with several “clubs” or branches under the auspices of an elected body. In some places, people from all walks of life practice with weapons to defend their community.

Just like in the old days, mob justice can be miscarried, so adventurers should take care. Get fresh with the wrong waitress in a two-bit town, or flash too much magic to scare the rubes, and they might find themselves facing a gang of armed townsfolk.

Monday, January 3, 2011

You Never Forget Your First...Dragon

My first adventure and I get a dungeon AND a dragon?”
- Chad, 2011
Yesterday, a group I’m gaming with reconvened after a holiday season hiatus. My friend Chris is GM of a Pathfinder game set in Eberron. Last time, our intrepid band, trying to find a way through a ruined castle built inside a gigantic cave, freed a fighter (a new player, our friend Chad) who had been held captive by performance-enhanced goblins working for some mysterious big bad. Agnar (as he named himself) quickly showed us what kind of fighter he was going to be, by rushing heedlessly unto an alchemical laboratory (from which several goblins had been attacking us from cover), killing a goblin alchemist, destroying a shelf full of potions, and setting the room ablaze.

That was Chad’s first ever rpg session. Yesterday was his second...and he killed a red dragon.

True, she was a weakened thing, and hobbled by some magical chains of some sort (how weakened, and hobbled in what way, remains mysterious), but she was still a dragon, and with her special goblin entourage, could have easily done us all in. With a little bit of tactical planning, a bit of luck--and no small measure of daring--we triumphed.

It’s been enjoyable to sit back and play instead of game-mastering, but what’s been most fun is seeing a new guy get into gaming. I should say Chad just isn’t a guy who’s never gamed before--he’s a guy who’s been actively disdainful of gamers, thanks to the customers he had to deal with back when he worked at a comic book store. To see the unbridled fun of getting scaling walls, taking goblin scalps, and charging a fifteen foot tall dragon with a frost axe turn a hater into a player...now that’s entertainment!

Sunday, January 2, 2011

Dungeontron


I caught Tron Legacy last week. It was entertaining, though not of the caliber of my other holiday visit to the theater to see True Grit. The internet has led me to believe that a lot of people have a great deal of affection for the original film, which I had interest in as a kid, but never any great passion.

What I most liked about the first film was the design aesthetic, something that the new film “updated”--I think, to its detriment. French comic artist, Jean “Moebius” Giraurd was responsible for many of those designs, and his seventies Metal Hurlant sensibilities come shining through. Sensibilities which had their impact on the imagination of old school gamers through the work of Moebius, Druillet, and others.

Of course, Tron’s “world inside a computer” concept was always silly, and even more hard to buy today when the public’s knowledge of how computer’s work is greater than it was in the early eighties where they were essentially “magic boxes” to most of the populace. Still, if gaming and comics have taught me anything, its that cool things don’t necessarily have to make sense.

It strikes me that old school style adventuring could take place in a world of a Moebius/Tron aesthetic. Programs could have different functions lending to fighter, magic-user, cleric, thief sort of divisions. Maybe clerics, for example, are genuinely the priests/mediators for the “User” cult, interfacing with the System’s mysterious and puissant architects and programmers?

They could travel through glowing, block dungeons on a monochrome grid searching out abherrant code or virus-monsters which endanger the system (one could borrow freely from ReBoot here too, which did some of the conceits of Tron better, but without the cool design elements).  In classic old school style, digital adventurers could be champions of the system's Order against viral-haunted, error-filled Chaos.

Saturday, January 1, 2011

Happy New Year!


Young 1927 looks all business.  2011...we'll have to see.

Friday, December 31, 2010

Calendars & Girls

In the City, as in our own world, the wall calendar is a popular place for pin-up art. Major corporations, like car or tobacco companies, can afford to commission their own art and have their own unique calendars printed. Smaller businesses, eager for promotional items, turned to companies that produced generic items like playing cards, match books--and yes, calendars--featuring pin-up art, which could be imprinted with their own brand.

Brun & Bonnell were one such company, and they specialized in promotional items for expedition outfitters, gun shops, smiths, pawnbrokers, appraisers, and other businesses who catered to an adventuring clientele. One of their lines featured “women in peril” illustrations--in this case, pin-up girls in exotic locales menaced by monsters. Below is the preliminary illustration by the renowned artist Reno, which appeared in a 5887 calendar produced by Brun & Bonnell:


For those interested in the City’s calendar (beyond the pin-ups, of course):

The months of the year:
Shiver
Gelid
Bluster
Vernal
Floral
Midsummer
Swelter
Ripened
Harvest
Redfall
Erefrost
Aforeyule

And the days of the week:
Godsday
Loonsday
Pyresday
Wyrdsday
Stormday
Lovesday
Mournday

Thursday, December 30, 2010

The Titan and the City


The City once had a singular protector. A bronze-gleaming, orichalcum titan who watched, unsleeping, from atop the highest spire, and sped through the streets in pursuit of evil-doers. He was the greatest gift of the City’s greatest artificer, a wizard of science and thaumaturgy, who built the son fate had denied him. A son with an intellect and moral code as superhuman as his impregnable body.

The father and his City watched his son and creation with pride. The titan woke the somnambulist army of an insurgent nightmare, helped raze the hellish Charnel Gardens, smashed the Reds' war-behemoth nest, and nearly lost his life incinerating the Damnation Photo in the primal fire of his own alchemical heart.

It was all over five years ago. It was then the old wizard died.

The titan has barely been seen since. City-dwellers glance upward, and see the lights on the 86th floor of the Imperial Building that never go dark, but whatever the titan does in his creator-father’s laboratory, he doesn’t share with the world. People ask, “can a construct grieve?”

But the titan still goes out into the City, using all his resources to make sure he’s unseen. He goes to where he can't help but be reminded of a time where his strength and intellect were not enough.  He watches a lovely woman in eternal sleep.  A woman whose life he saved, but whose spirit he could not. He recalls with absolute clarity every detail of the brief time he knew her. He watches her with eyes that don’t blink, but dim a little with something that might approximate longing, and regret.

Perhaps the question people should ask is: “Can a construct love?”

Wednesday, December 29, 2010

Warlord Wednesday: The Feast of Agravar

For the last time in 2010, 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...

"The Feast of Agravar"
Warlord (vol. 1) #39 (November 1980)

Written and Pencilled by Mike Grell; Inked by Vince Colletta

Synopsis: Travis Morgan bids faithful Aton farewell. He says that he may have fallen short of the dream who gave his former army, but Aton has done well. As Morgan departs on the back of his winged horse, Firewing, Aton tells him that he hopes he finds what he’s looking for.

Once they're airborne, the black cat accompanying Morgan transforms back into Shakira. After meeting his daughter she had never heard of, Shakira wonders aloud what other secrets he’s hiding. Morgan retorts that he’ll spill his secret when she tells him hers.

Their banter is cut short as a flock of pink pteranodons attack!

Morgan and Firewing manage to out-maneuver the winged reptiles. As the companions continue on their way, a man watching them from the ground below talks to a mysterious wooden box bound in bronze. He calls it “Master” and agrees that--despite the pteranodon’s failure--they shall yet triumph over the Warlord.

Miles away, Morgan sights yet another ancient ruin and wants to explore. Shakira (predictably) is entirely incurious about the past. As Morgan prepares to enter the ruins,she notices talon scratches on Firewing's flanks. She scolds Morgan, telling him he should treat the horse better, that he should stop treating him like a possession. Morgan asserts that Firewing does belong to him. He enters the ruins, leaving Shakira to tend the animal.

Even in the darkness inside, Morgan can make out Atlantean machinery. He hears a hum, and knows some of it must still be active. He inadvertently trips a sensor, and the lights come on, and the facility comes to life.

Shakira joins him inside.  She asks what this place is. Morgan explains what he knows of the history of the Atlanteans in Skartaris: how they civilized war to the point of it being as easy as pushing a button--and how that was their undoing.

The two enter a living area and are suprised to come face to face with a robot, who greets them. The robot bows, and introduces himself as “Bogg.”

Bogg says his function is to serve. He was built by the Atlanteans, but over the years he has had the oppurtunity to serve the representatives of the many cultures who have passed through since the Atlanteans destroyed themselves.

Bogg offers the two drinks. Shakira laps at hers like a cat. As Morgan sips his, he asks if Bogg gets many other visitors. Bogg says "no," as the locals fear and shun this place. He was beginning to get concerned; the Feast of Agravar is at hand, and its been a long time since there have been celebrants.

Before Morgan can ask what the robot means, he notices Shakira is out cold. The wine is drugged! Morgan moves to attack Bogg barehanded, but succumbs to the drug’s effect himself.

Bogg drags our unconscious heroes from the room, and the robotic housekeeping unit tidies up behind them, removing all signs of what has transpired.

Morgan and Shakira wake up bound to a stone table in front of a pit. Bogg explains why he brought them here. The Atlanteans built their complex over the lair of Agravar. Long after their passing, Agravar was able to break free from his prison. The Feast of Agravar was a rite observed by the primitive tribe who took refugee in the complex. They saw Agravar as a god.

Morgan can’t believe that Bogg buys that primitive superstition. Bogg replies that he does not, but periodic feasts do seem to keep Agravar from wrecking more of the complex. In this way, Bogg fulfills his primary function--that of custodian.

Shakira doesn’t want to participate in any feast. She turns back into a cat, slips her bonds, and bounds away. Bogg goes after her.

At that moment, Agravar emerges from the pit:


Meanwhile, Bogg searches the complex for Shakira..and finds her, as she (now back in human form) blasts him with an Atlantean weapon she and Morgan saw earlier.

Back in the feast chamber, Morgan bursts his bonds to fight for his life. He hurls a piece of machinery at Agravar, but the device is destroyed by contact. Morgan realizes its body must be made of a “molecular acid”--which also explains how it burrows through solid rock. Knowing he can’t fight it, Morgan makes a hasty retreat.

Agravar is faster, and is almost upon him. Luckily, Shakira comes to the rescue with the blaster. She shoots Agravar through the head, killing it. The two leave the facility, as automated housekeeper goes about cleaning up the monster’s body.

Outside, they find Firewing’s saddle, but no Firewing. Shakira tells Morgan she set him free. Morgan couldn’t own him, he could only enslave him. She returned him to the skies. He has more important things to do, she says--and somewhere in the skies we see Firewing flying close to a winged mare...

Elsewhere, Aton is worried as he comes upon the grounded and damaged Lady J--the ship that carried Jennifer Morgan--on some Skartarian shore...

Things to Notice:
  • There's an almost literal "Chekhov's gun" in this issue.
  • The housekeeping robots in the complex are almost Jetson-like in their comic efficiency.
Where It Comes From:
This issue seems to combine elements of two previous issues.  We've got the ancient robot gone bad from "The City in the Sky" (issue 8)--the names of the two robots (Bogg and Tragg) are even similar--and the sacrifice to a snake creature in ancient ruins from "War Gods of Skartaris" (issue 3).

Bogg is even closer than Tragg to their likely inspiration: the robot Box from the film Logan's Run (1976).  Box is a former servant (his job was to freeze sea food and store it) whose interpretation of his programming has drifted a bit list like Bogg.  Box also has an expansive and gregarious personality like Bogg.

Not long after his appearance in the story, Bogg says his function is "to serve man."  This wordplay on the duplicitous robot's part is a reference to the 1962 Twilight Zone episode, "To Serve Man," based on a short-story by Damon Knight.  The story's famous twist is based on the same play on the meaning of "serve" as Bogg's comment.

Agravar is a Spanish verb meaning "to make worse."

Tuesday, December 28, 2010

One Year with the Sorcerer's Skull

Today is this blog’s first anniversary--or it will be, at exactly 1:22pm. That's one year and over 300 posts of the sorts of things my friend and first follower, Jim Shelley, was tired of hearing about over email, so he suggested a started blogging about them.

115 public followers (and about 60 shy folks on feed only) later, I’d like to think my ramblings have found some sort of audience.

Here are some interesting stats from the year:

Heaviest Traffic Day: May 3, 2010, with a bit over 5,000 unique visitors, riding off the popularity of my cousin’s Temple of Kazoth map, and my first AD&D character, after my friend Chris “Invicible Super-Blog” Sims twitted about it, and somebody linked to it on metafilter.

Most Popular Post Otherwise: My posting of the map of H.H. Holmes’ Murder Castle on May 16. It’s also the post with the most “legs”, still getting a fair number of hits to this day.

Most Commented Post: "The Old-School RPG Blogger Advancement Table" with 35, on September 17 (it’s good to know I didn’t totally peak in May!).

Media Inspiring the Most Post Titles: Song titles and lyrics apparently give me the most inspiration, as I’ve gone to that well for titles around two dozen times, with lines nicked from old spirituals, David Bowie, Steppenwolf, and the Ozark Mountain Daredevils, among others.

Anyway, thanks to all of you commenters, followers, and linkers for giving me the encouragement to keep this going!

Monday, December 27, 2010

Time Gone By


I took in the Coen Brothers’ rendition of True Grit on Christmas day. My short review: It’s very good. It also got me to thinking about an element of Westerns and other historical genres that often seems neglected in fantasy and science fiction role-playing games.

An exchange between Texas Ranger LeBoeuf and Rooster Cogburn about where they served in the Civil War sets the events of True Grit in a specific time, or at least, a specific era. This is pretty common in Westerns, though there are, of course, ones that take place in the vague “Old West.” It seems to me, there are roughly five eras in the the Western genre:
  • frontier era of buckskin clad mountain men and the wild places.
  • Civil War and the Indian wars with blue versus gray as backdrop.
  • The post-Civil War Indian warfare
  • The classic gunfighter era of a mostly Indian-free West with range wars and gunfights in corrals
  • The Dying West of aging heroes and outlaws whose time has past
Now, no one comment (please) to tell me this list is historically inaccurate!  I'm well aware that, in real history, these eras aren’t distinct and overlapped quite a bit.  I think this rough, somewhat fictionalized progression suits my purposes here. These eras aren't always important to what the heroes in Westerns are doing, but they define the world in which their exploits take place. The world of the 1840s frontier is very different from 1881 Tombstone, and even moreso from 1913 Mexico.

So I wonder how many people have exploited the march of history as backdrop in their fantasy games. True, Medieval sorts of societies changed quickly less than that of the nineteenth century, but they did change--and fantasy worlds maybe even more so. Is the adventuring experience for characters in one decade the same as the next? Has there been a revolution, or a new dynasty come to power? Maybe a plague, even collapse of a mighty empire?

Is history something happening in your games, or it only something that once happened in the remote past? Do progressive campaigns reflect the passage of time, or do they tend to all take place in a nebulous “now”?

Friday, December 24, 2010

Happy Holidays!


I hope everyone has a great holiday....


...here are a couple of pin-ups to help spread the cheer.

Thursday, December 23, 2010

It's Yule-time in the City

In the City, the ancient Yule season is marked by visitation from two preternatural entities. During these twelve days--spanning the end of the month of Aforeyule and the beginning of Shiver--forces of light and dark, law and disorder, do symbolic (and sometimes actual) battle in the wintry night.

The first is of these entities is a beloved bringer of joy. Old Father Yule brings gifts to children--and rarely, adults in dire need. Not every act attributed to him is really his--tradition has gift-givers acting in his name--but the results of his actions have been seen, and the being himself encountered, too many times to be discounted. What exactly the red-robed, bearded presence is is matter of conjecture. Some hold he’s merely a powerful (and eccentric) thaumaturge, but most believe him to be an eikone, perhaps the transformed remnant of a forgotten, pagan deity, saved (Oecumenical Hierarchate averrs) by the power of the Redeemer.

Old Father Yule is a jovial fellow--unless someone tries to bar him from his rounds of gift-giving. Then, they find his mastery of the winter elements, and control over the flow of time, make him a formidable foe.


The second entity is neither beloved nor a bringer of joy. The Grumpf is a horned, furred, goat-legged humanoid, with a long and mobile tongue. The Grumpf punishes the wicked (it is supposed), but also generally creates mayhem and chaos. He runs or rides through the City, or jumps across roof-tops, frightening people and animals in the process. He damages property (particularly that of churches) in minor ways, and yells elaborate and improbable obscenities. Most seriously, he occasionally snatches up lone, and (it should be said) mostly ill-behaved, children and switches them in public view. He sometimes does the same to young ladies he finds alone--though he tends to threaten poor girls with this torment more than he actually follows through.

The ill-behavior of the young girls so menaced has never been definitively established.


Adventurers have occasion to interact with these two entities. Every year, some make a game of pursuing the Grumpf through the City. He’s occasionally been driven away for a night or two, but despite much swearing of solemn oaths (and much swearing, in general), he’s never been vanquished.

Father Yule, on the other hand, is a target of less noble interests, and sometimes comes to adventurers for aid. The Hell Syndicate never interferes with Yule, but some unbalanced, lone evil-doers seem to have a peculiar fixation on undoing the holiday. Often the adventurers Father Yule summons to his service are ones that others might say were in need of a moral lesson of some sort.  Father Yule's intentions in this regard remain mysterious.

Some have suggested that Old Father Yule and the Grumpf are actually twins--or perhaps even two sides of the same entity. A force of balance, briefly unyoking order and chaos to make a holiday more memorable-- and strange.

Wednesday, December 22, 2010

Warlord Wednesday: The Shape of Things Gone By

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...

"The Shape of Things Gone By"
Warlord (vol. 1) #38 (October 1980)

Written and Pencilled by Mike Grell; Inked by Vince Colletta

Synopsis: Travis Morgan and Shakira and flying long on their new winged steed, whom Morgan has decided to name “Firewing.” Morgan points out to her the Terminator--the point where the inner world of Skartaris folds back onto the outer world. There looking for the coast so they can follow it down to Shamballah, but Shakira spots something else on the sea below.

Men on board a ship--the Lady J--from the outer world, are in a battle with a aquatic reptile. Despite their guns, they seem to losing.

Never one to be overly cautious, Morgan leaps from his mount, sword in hand. He lands on the back of its neck, and drives the Hellfire sword into its skull. Its brain destroyed, the “loathsome leviathan” slips beneath the waves with Morgan in tow. The Hellfire sword seems to be stuck. Finally, Morgan pulls it free and rises to the surface, a trail of blood following him.

Climbing on board the ship, he asks after the injured man. The other man (surprised Morgan speaks English) gives his name as Pat Chambers, and says the injured man is the captain, Harry Grimes. At that point, Chambers is in for a further surprise, as Shakira flies down on Firewing. Morgan introduces the beautiful woman as “his cat,” but offers: “it’s a long story.”

Morgan asks how they got here. A voice behind him responds: “Through the North Pole opening...”

Morgan looks around--and now he’s the one in for a surprise:


It’s Jennifer, his daughter! She confronts him for abandoning her. Morgan’s explanation is that she was eight years-old when her mother was killed. The Air Force was no place for a little girl--then Vietnam happened. He sent her to live with her Aunt Marie, who he thought could better give her “the kind of things a girl should have.”

“Everything,” Jennifer replies, angrily, “but a father.”

Jennifer explains what happened after he left:


And now she finds him running around in a loincloth like some savage--(she gestures to Shakira): “and God knows what else!”

Perhaps eager to change the subject, Morgan asks how they found him. Chambers tells him it was because of Stryker. In his obsession with revenge against Morgan, he had tracked down Professor Lakely to force him to give up Morgan's location. Lakely heard how the press had hounded Jennifer, and came to her to tell her that her father was still alive, and in Skartaris. Chambers helped Jennifer organize the expedition.

Morgan has Shakira and Firewing go aloft and guide the ship to shore. Afterwards, Shakira flies oof, bored by their English conversation. Jennifer asks how a place like Skartaris can exist, but Morgan doesn’t really have any answers for her. He instead wants to know why just three of them came on the expedition. Jennifer says there were more, but the others died. Chambers reports their numbers are even fewer now: Captain Grimes is dead.

The three bury him, and Jennifer places flowers on his grave. No sooner are they done, than a group of armed men attack. Morgan tells Chambers to take Jennifer and run for the boat as he holds them off. Morgan drives off their first assault, but he suspects they’ll get reinforcements and come back.

In moments, his predictions are right. They return in greater numbers, and Morgan hears one cry: “Death to the Barachian raiders!” Morgan realizes the men think they’re pirates!

He begins to explain when a spear carrying a familiar banner flies in between the combatants. Morgan recognizes the banner as his own! The man on horseback that threw it is unfamiliar to him, though. The man replies that he’s Morgan’s herald. Morgan realizes it is young Aton, now grown to adulthood.

Aton tells his men that Morgan is the one he’s been telling them about. The Warlord who leads a fight for freedom. The men cheer. Jennifer can’t understand their words, but she senses they see her father as some sort of hero, and wonders if she’s misjudged him. Morgan replies, “No, I think you had me pegged about right.”

He suggests they talk and get to know each other better. He tells her the story of his time in Skartaris, of his companions and family, his successes and failures. In the end, Jennifer says he’s given her a lot to think about. Morgan tells her to take her time. He’ll have Aton look after her a minute while he takes care of something.

Back on the Lady J, Morgan confronts Chambers who holds an uzi. “I gather that’s for me.” Morgan says.

Chambers realizes Morgan knew all along. Morgan tells him it wasn’t hard. When he saw him shoot the sea creature with an uzi...well, he knew only the Israeli army and the secret service have those. Which is Chambers?

Chambers replies that Stryker was his friend. He blames Morgan for what happened to him. He was the one that proposed the idea of the expedition to Jennifer--all for a chance at revenge.

But he throws down the uzi. The one thing he didn’t count on was falling in love with Morgan’s daughter!

Morgan tells him not to take it so hard. He wouldn’t have killed him anyway. Chambers is confused until he looks behind himself--and sees Shakira poised to throw a spear in his back!

After repairing the Lady J, Chambers and Jennifer are ready to return to the outer world. They plan to keep the secret of the inner world--no point in Skartaris dying like the outer world is. Morgan asks if she thinks she can help that world. She responds she’s going to try.

They set sail, and Morgan bids farewell to his last link to outer Earth. Shakira complains she couldn’t understand a word they said, so she doesn’t know what happened. Morgan says he’ll tell her about it...sometime.

Things to Notice:
  • This is the first appearance of Jennifer Morgan who, based on the dates given in the story, is 21 years-old at the time of this issues publication (and since Warlord seems to occur in pretty close to "real time," at the time of the story).
  • Again the odd flow of time in Skartaris is reinforced as we're reintroduced to Aton as a grown man.
  • Morgan assumes nothing has changed about the availability of uzis in the outer earth since he's been away. 
Where It Comes From:
The title of this issue is likely a play on The Shape of Things to Come--which is the title of a 1933 novel by H.G. Wells, among other things (including one song extant at the time of this issue was written).

"Barachians" probably comes from Baracha, a pirate haven in Robert E. Howard's Conan stories, but it could have been suggested by Barrachina, a Province of Spain--and also a restaurant in San Juan Viejo which opened in 1963.

The Uzi is a submachine gun officially adopted by the Israel Defense Force in 1951.  The U.S. Secret Service did indeed use the Uzi as their standard submachine gun from 1960s to the early 1990s.

Tuesday, December 21, 2010

Solstice


21 WYRDSDAY.  Winter Solstice * * * Four days before Yule * * *  Since colonial times, City-dwellers from the Northern Old World, including the Old Money Dwergen, pass a bribe to the constabulary so they can practice midwinter mummery by dressing like goblins and other bogies and capering around bonfires in public places.
- From the Almanac of the City 5888: “Accommodated to the Five Baronies But May Without Sensible Error Serve for the Entire Metropolitan District, the Greater Hegemony, and Even Points More Distant”

An ancient Winter Solstice legend among the people of Northern Ealderde holds that the night belongs to Bertha, Queen (also called “Grandmother”) of the White Women--the cast-out witches of the North. On this longest night of the year, the Dwerg-folk would huddle near their hearthfires, their windows shuttered tight, while Bertha and the White Women ruled the night, accompanied in their revelries by goblins, boggarts, and other malicious beings (now extinct). Woe came to any good-folk they caught outside. They either died of fright, or were torn apart by the celebrants in ecstatic frenzy.


The Northern folk developed an apotropaic ritual, wherein they disguised themselves as the various humanoids and malign spirits they feared so that they could pass among them without harm. Today, many people of Northern Ealderdish descent honor their ancestors on the Solstice by dressing up in costume, getting inebriated, and partying.

It was been noted once or twice--though not given much attention--that a somewhat higher number of disappearances and murders occur among the revelers on this night. The inevitable result of drunken foolishness surely, except that more than one shaken and haunted-eyed murder has claimed they had no control over their actions when they committed the deed--indeed many claim no memory of the event. Many of these assaults are committed against complete strangers, so that there is no discernible motive.

And then what are we to make of the few people every year who claim to have glimpsed a pale crone, clad in white, moving silently among the crowds? And the fact that many having this experience require brief hospitalization for inconsolable fear, boarding on hysteria, afterwards?

Monday, December 20, 2010

Santa Claus is Coming to Town


For a venerable holiday icon, Santa Claus sees a lot of action. Could the Easter Bunny conquer the Martians? I think not.

Not only does he best alien invaders, but he teams up with Merlin to whup Satan in this 1959 gem, which could only come from south of the border. Frank L. Baum (of Oz fame) retcons Claus into Oz lore, and has him Santa raised by a wood nymph, educated by a council of magical creatures, and gifted with immortality. The Japanese thought that was so cool they made an anime about it with the appropriately anime-ish title Young Santa’s Adventures (Shounen Santa no Daibôken).  In The Lion, the Witch, and the Wardrobe, Santa Claus (or Father Christmas across the pond) shows up in Narnia to give the Pevensie kids the magic items they need to beat the White Witch.


Claus isn’t always the good guy, though. The far future of Futurama has a Santa Claus robot who takes down the naughty with extreme prejudice. The DC Comics anti-hero, Lobo, under contract to the Easter Bunny, goes after a badass Santa who’s abusing his elves.

All this makes me wonder if Santa Claus makes many appearances in gaming. Sure, most of these appearances are somewhat comedic in nature--but too comedic for Encounter Critical, or even Old School D&D? I think not.

John Stater gives us cool yule magic items, and a certain red-clothed demigod in NOD #6. Has anybody else had Santa come down the metaphorical chimney of one of their games?

Sunday, December 19, 2010

Armor Class: 9?


Descending.  And, of course, not taking into account any dexterity bonus.

Friday, December 17, 2010

Seeking Answers?

Occasionally, I've been asked questions about the City and the Strange New World (some in person, some via email) by the inquisitive among you.  Maybe the answers to some of these will be of interest to others...

Does the City have a name other than just “the City?”
I sort of dealt with this way back in my first post introducing the City. It does have an “official” name, which I’ll probably save to reveal in Weird Adventures--not that its anything spectacular, but I’ve got to retain some mystery, haven’t I?

This world’s history seems to closely parallel our worlds. How closely? Was there like a Revolution War in the City’s world?
The Strange New World, and its strange earth as a whole, are certainly pretty close in many historical details to the earth we know. In some ways, it resembles our world more as its seen through some popular media. The Old World of Earlderde is more of a crazy quilt of bellicose, small states--often with eccentric governmental systems--like something out of The Prisoner of Zenda or The Mad King, than it is historical Europe post-World War I.  In the West of the New World, desperadoes, and wild Indian (or Native) tribes exist side by side with automobiles and other "modern" conveniences, much like how our real world West was presented in some old time radio shows and movie serials.

To the specific question about the Revolutionary War: No, there wasn’t one. The Ealderdish colonizers were too involved in their own squabbles to ever really keep close tabs on their colonies. Eventually, they were just able to declare official independence. 

Are there vampires in this world?
Yep, and werewolves, and mummies. Vampires, I’ve talked about in this post, revealing them as the addicts they are.

When are you going to put some of this stuff in print?
When I get it ready. :)

I have, of late, considered putting together a free pdf with expanded versions (perhaps with annotations) of some of the topics I've posted on which won't see much coverage in Weird Adventures

Also, I have in mind a detailed adventure locale set in the Strange New World: the expansive estate of a wealthy, reclusive--and recently deceased--wizard.  Here's one hint: "Rosebud." 

Of course, Weird Adventures gets my creative energies first.

Anyway, else out there in Internet-land has any short asnwer questions like those above, you call always post 'em in the comments, and maybe I'll answer them. :)

Thursday, December 16, 2010

Monster Canyon


In the West of the New World is one of the geographical wonder. Nearly 400 years ago, when Eadlerdish explorers were first making there way across the western desert, they came to a huge, steep-sided canyon they described in their writings as “a great abyss.” The Natives told them it was impassable, and the abode of monsters. Those early explorers only went far enough to determine the apparent truth of the Natives’ words, and turned back.

It would be 200 years before any Ealderdishman found a way across, and thus proved it was not impassable. The “abode of monsters” part remains true to this day.

The feature is today known as the Grand Chasm, or the Colossal Canyon--and sometimes, the Monster Canyon. It's around 500 miles long, up to 20 miles wide, and reaches a depth of nearly a mile and a half. The Red River runs through its depths, cutting deeper into rock in a time-frame of eons, though some thaumaturgists believe the scale of the chasm indicates something more than natural forces were involved in its making.

The canyon has tributaries--”lost valleys” which boast flora and fauna long extinct in other parts of the world. Procurers for circuses and zoos sometimes enter these regions to bring out beasts for public show, as do alchemists in search of exotic botanical materials. Scientists point to the unlikelihood of viable animal populations surviving in such small places and suggest that vast cave complexes must underlie the entire region, providing a wider habitat.

Other places in the canyon attract adventurers and other treasure-seekers. There are ruins and entrances to caves, some of them previously inhabited or even perhaps made by some human hands. Tombs of the Ancients or some allied culture promise treasure, and ancient magics.

Any treasure to be found there is never easy to acquire. Getting into the canyon is difficult--the easiest way is to come downriver--though there are precarious trails that wind downward from the rim, if you can find a guide. Guides come at a price, and may not be completely trustworthy.


Once a way is found, things only get more dangerous. Wayward flying reptiles from the lost valleys pluck travellers from boats or trails. Cavern crawlers, cave fishers, and other strange creatures (the results of ancient magical experimentation gone awry?) crawl forth from hidden recesses of the chasm when they sense a meal. Then, there are primitive human tribes--some too debased to be worthy of the name--descended from Natives or lost expeditions often fallen to superstitious worship of the canyon's monstrous inhabitants, and sometimes cannibalism.

Still, adventure and treasure calls, and there are always those brave or greedy enough to make the descent.

(My article on the lost cities of the Grand Canyon in the world we know would be instructive and inspirational here as well.)