Friday, June 24, 2016

More Descriptions for Hypothetical Hexes

by George Barr
4. On a frozen pass on trail to Hleng, the wind carries the hypnotic, banshee song of the Fell Waeroo, that chills the blood and draws prey into its clutches.


5. A permanent fae mist overhangs a small forest in the vicinity of the village Trinell. It hides the remnant of an ieldrawood. A small pack of wildling ieldri make their homes there, harrying and possibly stalking and killing any non-ieldra who enter. By way of a taunt, they will allow themselves to be seen before they strike, their cherubic faces gleaming with feral cruelty amid the uncanny foliage.


6. A small carvanserai displays an unusual relic: the skull of an usually large skarzg. The innkeep, Gan Thrut, says that tracks (like four clawed human hands) show that a family of smaller but still deadly skarzg still haunt the area. The local Prefect is paying a bounty on any further skulls delivered.

Wednesday, June 22, 2016

Wednesday Comics: Master of Kung Fu

Last week, I picked on the first Master of Kung Fu Omnibus from Marvel. It was pricey, but it's some classic Bronze Age stuff, and given the rights issues involved, it is even less likely to see print again.

The series Shang-Chi: Master of Kung Fu was conceived out of necessity in 1972. The necessity being that Marvel was unable to obtain the rights to Kung Fu, the popular TV series. Marvel looked back to that pinnacle of Yellow Peril baddies, Fu Manchu, and crafted new character (a previously unknown son, Shang-Chi) and tied him into Sax Rohmer's stories.

The series is most written by Steve Englehart and has art by the like of Jim Starlin and Paul Gulacy. Stuff like this:

And this:


Stuff like that. Costly the collection may be, but you can't argue with the quality.

Monday, June 20, 2016

Three Descriptions in Need of Hexes

by Konstantin Komardin
1. An Amazon, Kai An Zura, is encamped beneath the boughs of an ancient tree grown from a seed brought from another world. She waits for something. A band of Gogs is desperate to remove her from  her camp, but so far they have had no success.

by juuhana
2. The tents of an itinerant mystery show are pitched in a clearing. Strange, half-working machines of the Ancients bring otherworldly sensory experiences or troubling, waking dreams. In one tent, a bored young medium smokes up wayward spirits with the polychromic fumes from a long-stemmed heka-pipe. Her turban hides a silvery tattoo of a third eye on her forehead. She will not speak of it nor of Hidden Ulumé, her home.

by P. Craig Russell
3. A small hilltop with frozen tableau: a courier in somewhat antiquated livery seems to pause from his journey to have a meal. What has held courier, mount, fire, and cookpot suspended in time for many years is unclear, but anyone who comes close enough to touch any of the above will fall prey to the same stasis.

Thursday, June 16, 2016

Chances Are Walter Velez Has Illustrated Your Game

Sure, it's the Frazettas and Fabians, or Blanches and Buscemas--or even Elmores and Caldwells whose art fueled most of our gaming imaginations, but at least for my game, the works of George Velez hit a bit closer to what the reality is at the table.

Exhibit A. See that? That's a pudgy wizard running from a dragon that looks like it doesn't have a whole lot of hit points.

This is all the PCs trying to parley with the leader of the NPCs at once.

The fight didn't go exactly how you planned? Quelle suprise.

Hassled by annoying little people? It's been known to happen.

Wednesday, June 15, 2016

Wednesday Comics: Storm: The Battle for Earth

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.

Storm: The Battle for Earth (1980) (part 5)
(Dutch: De Strijd om de Aarde)
Art by Don Lawrence & Script by Dick Matena

The Azurian ship arrives to take Storm to Mars for negotiations and exchange him for Ember. As soon as Storm is aboard the spaceship, "Ember" is revealed to be merely a projection.

Soon, the real Ember and Storm are brought before the Grand Council. They are offered the choice of having their minds erased--or death. They choose death rather than live as puppets under the alien yoke.

Meanwhile, Solon and Balder have traveled to Mars. They free the convicts working on the canal and incite them to revolt. In the chaos, the former Supervisor runs off with a plan to restore his position.

He is brought before the Grand Council and informs them of the army that's coming. He asks only for the right to kill Storm and Ember who brought about is discommendation. The Council grants his request:


The execution is broadcast to the rebels to get them to stop fighting. Storm and Ember appear to be blasted to nothingness. The Grand Council is confused by the lack of bodies. The Supervisor reveals his deception. Those two are useful to him and the Grand Council who humiliated him is not:


The Supervisor plans to complete his coup on another Azurian colony. He takes a spacecraft and forces Storm and Ember to go with him. Storm secretly programs a random coordinates in the dimension control, however, and they are dropped into the middle of a storm. The Supervisor, convinced the larger craft is doomed, abandons ship in a small vessel.

Storm manages to safe the ship and pilot it back to Mars. There they reunite with their friends and make plans for peaceful co-existence with the Azurian former convicts. Many other Azurian former colonists accept the treaty as well, but on the Moon, a new Grand Council of hardliners forms. An armada of ships sets out for Earth to purge the disloyal Azurians and kill Storm!

Monday, June 13, 2016

Into the Ether


Our 5e Land of Azurth game continued last night with the party finally getting a demonstration from Princess Viola of the projector they found several sessions ago. The projector is an etheric viewer and if left on long enough, it can open a portal into the etheric realm. Within the glowing circle of light cast by projector the party sees the guy above trying desperately to get their attention!

When they can finally talk with him, he says he is a Super-Wizard named Zuren-Ar. He claims to have rebelled against his people for their crimes--the crimes that led to their destruction--and was made a political prisoner in the Etheric Zone for his trouble. His partner was also a dissident, and she is imprisoned somewhere "even worse." That worse place is the Carnelian Hypercube, a prison in the deep either where those who offend the gods (perpetrators of "Crimes Most Cosmic") are locked up.

Zuren-Ar would be detected due to his immense super-wizardry, but he reasons the weaker PCs could slip into the prison. And he has a plan to do it.

The players were not immediately trusting of Zuren-Ar, but no one from the Princess to the Abbot of the local shrine of the Handmaiden of Knowledge had a lot of information on the Super-Wizards or the Hypercube to refute his story. Eventually, their desire for adventure and their hope for treasure carried the day. They got the Princess to blast their weapons and armor with radiation to make them ethereal-ready, and off they went.

Zuren-Ar's plan was this: He knew of a bounty hunter transport of prisoners headed for the Hybercube. The party could take them out and use the bounty hunters' credentials to get past the ten-eyed giant security guardians on the outer surface of the Hypercube.

The bounty hunters and their caged captives were on the back of a giant eel-thing. The hunters were a motley bunch of "astral mutants." The leader, Maloclus:


And his compatriots, the warrior-monk Maarta and the very excitable, necro-blast wielding Drednar:


The hunters were tough, but six on three (Zuren-Ar sat back to gauge his allies' ability) wasn't a fair fight. Their strange weapons, alas, were not particularly lootable as Maarta's sputtering energy blades required psychic training and discipline, Drednar's wailing-ghost necrogun was powered by his personal connection to the Negative Energy Realm, and Maloclus's plate armor was cursed (according to Zuren-Ar).

The party talked with the other prisoners. Only two of the three were left as a negative energy being had escape during the melee. One was a rabbit-man named Jaka Oloap from the world of Lagomorfa who claimed his crime was offending the Bright Lady (Rabbit Folk goddess of the Moon) by flying a craft to the moon and crashing the rabbit godlings' lunar revelry. The other was an elderly sadsack who said his crime was instituting "excessive bureaucracy" when he was administrator of his world. Neither of them were going to rat the PCs out to the prison guards.

The lizard man piloting the eel just wanted to get home to his latest five hundred hatchlings, so he piloted on. To the Hypercube they went...

Sunday, June 12, 2016

Ethereal & Astral


My 5e Land of Azurth game continues this afternoon and it may well see the PCs sojourning into the Etheric Zone (i.e. Ethereal Plane). Here are some old classic posts I wrote on the two from which I'm be mining some ideas:

"Plane Talk About Ethereal Matters"
"Ad Astral (Plane)"

Thursday, June 9, 2016

Discovering the Hill Cantons: Some Questions for Chris Kutalik

As any reader of my blog knows, setting creation is an interest of mine. With Misty Isles of the Eld out, it seemed like a good time to pique the brain of a consummate rpg world-builder, Chris Kutalik.

Some things you’ve said have given me the impression that the Hill Cantons evolved from earlier settings of yours or at least revisions of earlier setting ideas. Is that the case? What relationship does the current setting bare to the ur-Cantons?

I had played a couple months of 3.5 (my only exposure) in an Austin's friends immediately before launching the Hill Cantons in early 2009—but it was the first time that I had played a tabletop rpg after an almost 25-year break. I had fallen back into my first love, historical miniature wargaming, three years before (mostly for the zen of painting miniatures over frigid Detroit winters).

Starting to think about actually running a campaign just opened up the flood gates of my imagination, but the first rush of things was heavily influenced by the hobby-driven reading of periods I was painting armies for. The pike and shot era (16th-17th century) was pretty high on that list and it just clicked with my deep impressions of the whitewashed Slovak towns I lived in with their baroque chapels and museums to forgotten wars against the Turks. And my brain was on fire with Henryk Sienkiewicz's trilogy (With Fire and Sword, the Deluge, and Fire in the Steppe),  a series set in the anarchic steppe wilderness of the then immense Polish-Lithuanian Commonwealth. I just knew that my game had to have broad-mustachioed, fierce (but noble) cossacks, feathered hussars and the great sweep of a vast, hotly-contested borderlands. That vision melded in my mind with my own personal obsession  with the heretic-driven battles and social upheaval of Bohemia of the Hussite Wars. So the ur-Cantons was something much more of a thinnly-skinned, mush up of a real world time and place—very much the setting of a historical wargamer in other words.

But a funny thing happened as I got closer to the game and had to design adventure sites.  I revisited on the fiction front old fantasy favorites like Jack Vance. Lyonesse in particular swept me away and the tone and flavor started seeping in. But even more so in the first year was the gonzo spirit of Holmes basic (my first brush with the game). So you had sleestaks sharing hill tops with wandering, puffy-shirted and slash-hosed landsknechts trading bits of repartee.

In other words all this shit got thrown into a stew that was still pretty distinct at first but increasingly just became its own thing with its own peculiar dynamics.


One thing I love about the published Cantons stuff is the mix of “serious” world-building, pulp fantasy color world-building, and some outright farce (much of which seems drawn from personal experience)? Is that all accidental or do you have a clear idea when you write something whether it feels like the Cantons or doesn’t?

Hmm that's a surprisingly difficult question. I think you hit some of the Big Three in the Hill Cantons, a mixture of: a. my love intellectual exploration of our pre-industrial world (so I will geek out reading an in-depth study of weird-seeming currencies like spiral snail shells and coral cones in Africa that gets translated into a whole giant snail hunting economy inside a ruined, time-shifted city); b.There is a layer of the Hill Cantons that is for sure accidental in that it evolves straight out of the unpredicatibility of play in a long campaign with beautifully anarchic players. So you have on-the-spot creation and co-creation that come straight out of the whimsy of the moment. Like when Cole (who plays the murderous clown Taurus) asked me in the middle of a session, “how do you have half orcs but no vanilla humanoids in your world?” Which led to a whole somewhat hilarious narrative between the two of us about how orc slave-lovers were a hotly-fought over population in the decadent Hyperborean civilization yadda yadda.

But most of it is not purely accidental, yet also not totally intentional in the strictest sense of the word. Mostly when I am writing or just ruminating on the setting there is a huge amount of free association involved and it's occasionally quirky ass stuff well out what I normally draw on when thinking about D&D and rpgs. So the usual wells are books or personal experiences.

The humor often comes out of the particular dry, pessimistic strain of  Czech humor with its two souls of low humor farce and absurd, subtle satire (put together in some of the Czech classics like Hasek's Good Corporal Svejk) and that's as much or more about my upbringing as its my reading. Like you can hear the dark humor of my dad channeled into a lot of those places in the Cantons.

I think it explains my attraction to Vance's picaresque writing and how his tone and thematic attention to the absurdity of human social and religious mores show up a lot in the world. (You know, when it's not just killing creatures and taking their shit in a dungeon.)

So you know the players run into a buzz-saw-wielding Human Resources bot repeating “downsizing” or hear rumors of the Isle of Bureaucrats and its troubles with the neighboring Isle of Cannibals. Or encountering (and freeing) the chained and dying Slavic Pagan god, Veles, under a lake near their holding.


Your players (at least on G+) have contributed elements to the Cantons that have appeared in publications? I would think there would have to be something a player has come up with at some point that just didn’t fit with your conception or you just didn’t like. Do you have a canonical Cantons in your read and another at the table (like Barker’s “real Tekumel”) or do you just let it go where it goes?

They have indeed, especially Fever-Dreaming Marlinko which has probably more than a healthy amount of easter eggs and campaign in-jokes. Co-creation has always been something I enjoy in the running of the campaign (you know like that half-orc joke above). I bent the stick back a bit in the published version of Misty Isles, a campaign area that the players have never actually reached. It's for the best perhaps as Marlinko did get some constructive criticism over the in-jokey Church of the Blood Jesus, a syncretistic marriage between the medieval church and local dionsyiac rites founded by a drunk Irish priest player-character. In retrospect I would have cut the entire section. It worked well enough an organic evolving humor bit in the campaign, but it's thematically jarring and perhaps borderline puerile in translation.

That last question is well-timed. I had the good fortune in playing in a Jakallan underworld game at North Texas RPG Con a few days ago with Victor Raymond, a former player in MAR Barker's Thursday Night group. Chatting with him the next day he relayed how often when Barker was asked if such and such NPC created by a EPT gamemaster would fit into his Tekumel, the professor would more often than not say something like “oh yes such and such, I know him well” and then launch into a long discursion about his or her personality and position in the empire. I love to death that embrace of others creativity alongside the absolute confidence, the real sense of weight and reality in your own mindspace world (also what a wonderful bit of showmanship, really).

I'm not there (yet at least). I will freely admit to spending stressful hours at work or late insomnia nights ruminating and day-dreaming about totally non-game related parts of the setting like what a typical day is like in the streets of Marlinko, but really it's much more of a place that evolves with the needs and events of the game. It's very much still just a place to sustain D&D like things in other words.

Well mostly.

Wednesday, June 8, 2016

Storm: The Battle for Earth

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.

Storm: The Battle for Earth (1980) (part 5)
(Dutch: De Strijd om de Aarde)
Art by Don Lawrence & Script by Dick Matena

The saucer holds an Inspector of the Azurian Grand Council. His arrival (plus a timely avalanche) allows Storm and Solon to escape capture--and even comandeer the saucer. For all his failures, the Supervisor will be expected to give an accounting before the Council.

Storm and Solon discover the ship they have us a dimension-ship when they find themselves in another universe--and under attack by a winged, reptilian creatures that live in space. The creatures are about to break into ship, but Solon shifts them again to a watery world. That doesn't turn out so well, either:


They shift a third time, and finally, they're back in the Himalayas. The creature attached to their ship dies. By the time they get back to the monastery, though, the Supervisor and the Inspector have taken off, bound for the Grand Council on Mars--and again taken Ember with them.

On Mars, the Grand Council punishes the Supervisor for so mismanaging things on Earth. It's set to work with other convicts on the dome-vaulted canals. The Grand council plans to correct the Supervisor's mistakes--and the first step in that agenda is dealing with Storm.

They contact Earth and demand Storm come to Mars, otherwise Ember will be killed. Storm agrees, only on the condition that the ship that comes to bring him to Mars will also return Ember to Earth. It's agreed.


TO BE CONTINUED

Monday, June 6, 2016

I Was Going to Stat These Guys for 5e...

...but I was too tired after getting home from NTrpgcon, so "Toast" and "Toast, Burnt" will have to wait. I did not get the Field Guide to Encounters (where those two "monsters" come from), but I did get this other old Judge's Guild stuff from the con: Shield Maidens of Sea Rune and Operation Ogre. The former is part of the Wilderlands, the latter has a fairytalish cover and a modernish title and content that doesn't really match either. In fact, Siembieda draws a completely different sort of ogre on the cover than the interior. I also picked up what a think is the last of the Talislanta books I didn't have, Thystram's Collectanea, and the Role-Aids supplement, Undead.

I demured from Chaosium's Thieves' World Companion and some Japanese D&D modules, mostly due to price--beyond the quite reasonable objection that I wouldn't use them. Not a bad haul, though.

Sunday, June 5, 2016

Mortzengersturm at NTrpgcon


Saturday morning I ran a playtest of Mortzengersturm, the Mad Manticore of the Prismatic Peak. It went well, with the player's really diving in and giving the pregens some really funny characterization. And in the case of Billy Longino's Zabra Kadabra, illustration:

Zabra stole Mort's magic items!
Dennis Higgins described Azurth in his first exposure as "Disney meets Adventure Time!" (presumably with the man-eating manticores being a given. Justin "A Field Guide to Doomsday" Davis said he kept imagining it all as a Rankin-Bass stop motion feature. Justin's lips to God's ears!

Kreg Mosier, fellow Hydra Collective member Humza "Legacy of Bieth" Kazmi, and my wife Andrea (who's played this adventure 3 times now1) rounded out the group. It was a good time.

Friday, June 3, 2016

NTrpgcon Day One

James Aulds had this shirt made from my design and it is awesome
North Texas rpg con had an auspicious start for the Hydra Collective with our very first official con booth. All our stuff was selling well as were Jason Sholtis's adventure zines (the exclusive disappeared before I even arrived) and artwork by Jason and Dave Johnson. Positive things were said about Strange Stars by at least one old school luminary, which was gratifying.

Yesterday evening, my wife Andrea and I and a few other Gplussers, including Mike Davison, played in Jason's Operation: Unfathomable game (Andrea's pull quote: "truly unfathomable" (in a good way)). My pregen was a timelost Buck Rogers/Rocketeer type named "Smash" Hannigan so I got to subject the group to my attempt at a rapid-fire, mid-Atlantic accent. It's the little pleasures, you know?

Today, time to hit the dealers room and spend money on things I don't need by must have. I'll be manning the booth this afternoon, so if you're at the con and I haven't met you yet, stop by!

Wednesday, June 1, 2016

Wednesday Comics: Storm: The Battle for Earth

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.

Storm: The Battle for Earth (1980) (part 4)
(Dutch: De Strijd om de Aarde)
Art by Don Lawrence & Script by Dick Matena

It's been months and the Supervisor still hasn't returned Ember. Luckily, Solon remembers (finally) that the Supervisor used to talk about a secret base in the Himalayas. Storm and Solon take off to find it.

With poor visibility in the driving snows, they crash their plan into the mountain. They survive and make their way into a cave only to be set upon by another threat:


They drive the creature away, but the melee led to the collapse of the tunnel entrance. They have no choice but to go deeper into the cave where amazingly, they find a jungle valley.  After being chased by a reptilian monster, they make a raft. The current is strong and they are carried along not to a falls, but to a torrent of water streaming upward! They're carried up it and their raft is smashed on a ledge. From there, they pass through a tunnel and step out again into the snows--with the Azurian Chultu Monastery in sight.

An Azurian patrol has discovered the the wreckage of their plane and informed the Supervisor. He watches Storm and Solon approach with a captive Ember close at hand. Our heroes walk right into a trap.

Suddenly, a strange spaceship appears out of nowhere:


TO BE CONTINUED

Monday, May 30, 2016

X-Men: Apocalypse & Changing Times


I saw X-Men: Apocalypse Friday, and if you liked First Class and Days of Future Past you'll like this one too. A complete aside from the overall point of this post: contrary to many Marvel fanboys and girls I kind of like it that Fox rather than Marvel Studios gets to make X-men movies because (1) the X-men have long been sort of a sub-universe within the comic with their on distinct feel, and (2) if Marvel had had all there characters from the beginning, I don't think we would have seen an Ant-Man or even an Iron Man movie this soon--and we'd probably have Wolverine on the Avengers.

Anyway, one thing about the latest trilogy of x-films is that that are firmly rooted in specific eras of recent history (the 60s, the 70s, and the 80s), even if their evocation of those eras is more akin to Happy Days than Mad Men in accuracy. This is a departure from the Marvel Studios films which are always up to the minute "now" (except flashbacks) and most comic books which are in a strange present, that keeps getting retconned as time moves forward. Stan and Jack may have told us that Reed and Ben fought in World War II but by Byrne's Lost Generation limited in the '90s, they weren't even out of college in the 80s--and now they are probably younger than me.

The reasons for this are understandable, but it doesn't have to be that--in the comics or in your superhero rpg campaign. Maybe most campaigns don't run long enough to see much history pass during them even if you had the sessions take place more or less when they were played, but there's no reason you can't start in the past and skip ahead, playing a certain number of sessions in each era or maybe establishing a "legacy setting" by running a short campaign as "the Justice Society" before moving to the present (or at least a couple of decades) to play their legacies. The setting quickly gets historical depth that means more to the players than backstory the GM just made up.

The Wild Cards books edited by George R.R. Martin are on example of this sort of campaign and Marvel: Lost Generation is another. Both are fairly different, which shows the versatility of the concept. 

Sunday, May 29, 2016

Mortzengersturm Playtests


My NTrpgcon of Mortzengersturm, The Mad Manticore of the Prismatic Peak is just 6 days away. This past week there were not one but two playtests of the adventure: one Friday by Jeff Call (whose art will grace the adventure when published) and one by me yesterday with a group of seasoned gamers other than my regular one. Both sessions seem to go really well and will inform some minor tweaks I'm make to the adventure at the con and also to the eventually published thing.

After spending a good bit of time this past week on the pregens, I was curious to see which one the players' picked. Sir Clangor (fighter), Minmaximus the Mighty (dwarf fighter), Wulf Howlen (barbarian), Moonflower (elf ranger), and Brother Mudwort (frogling cleric) were chosen, so both the intelligence-based spellcasters and the thief were eschewed--probably having some implications on how they made to approach problems later.

One interesting thing was how much I forgot! Having written the thing based on an adventure I ran in my regular campaign (almost a year ago now, admittedly) I didn't necessarily prep in the way I might a published adventure (Orr either my desire to adhere to adventure-as-written is stronger with my own stuff! Likely a bit of both.) and so there were so fun (to me) details and NPC bits that fell by the wayside. I didn't really effect the players' enjoyment, obviously.

Another was how things play differently in the context of an ongoing campaign than they do in an isolated adventure. I've tried with the pregens and through the adventure itself to convey the feel of the Land of Azurth, but interacting with the Clockwork Princess of Yanth Country or encountering a bunch of weird creatures with punny names plays differently depending on how much you've run across this stuff before. Again, I don't think that effects player enjoyment, but it gives me something to think about in terms of generizing an adventure enough it can be used most anywhere and without losing the flavor that makes a particular setting (hopefully) interesting, because with an adventure or adventure locale derive from an ongoing campaign, that was part of the alchemy that made it fun.

Wednesday, May 25, 2016

Wednesday Comics: Annotations on Future Quest

My on-going look at Don Lawrence's Storm will take a break so that we can dive into Future Quest, the first of DC's re-imagining of classic Hana-Barbera characters. This will contain spoilers.

"Part One: Lights in the Sky"
Future Quest #1 (2016), Written by Jeff Parker; Art by Eric "Doc" Shaner & Steve Rude

"A Distance World." The story opens with what appears to be the origin of Space Ghost as the last survivor of a Green Lantern-esque group of space peacekeepers. They they all wear uniforms resembling those worn by Jace and Jan (and Gleep) in the Space Ghost cartoon. The opening caption ("years before") suggests Space Ghost's adventures do not take place in the future,  point that was unclear in the various cartoon series.

Looking for Strange Phenomena. Next, we're introduced to the members of the Quest team: Jonny, Hadj, Benton Quest, "Race" Bannon, and their dog, Bandit. They seem pretty similar to the original versions from the 1964 series, though Jonny and Hadj are older than they were when they were first introduced.

Birdman. Two characters are introduced as government agents visiting Dr. Quest: Ray Randall and Deva Sumadi. We're given a couple of clues to Ray Randall's other identity: He has a pet bird named Avenger and we're told his superior is named Falcon 7. He is (as confirmed later) Birdman, solar-powered secret agent superhero, who worked for Inter-Nation Security in his 1967 cartoon series. He was never given a secret identity in those adventures.


One of the Other Three Great Minds. Dr. Quest is still contending with his arch-nemesis, Dr. Zin. Zin appeared in 4 episodes of the original 1964 Jonny Quest cartoon and on episodes in the 80s and 90s revivals. Here, he is working with F.E.A.R., the villainous organization that opposed Birdman in his series. Zin's spider-eye robots that appear later in this issue first appeared in the 1964 episode "The Robot Spy."

"Where do you think it came from?" Hadj and Jonny come across the body of a creature from a dimensional rift that resembles Tundro, a member of The Herculoids. In another rift they peer into they see Space Ghost, Jan, Jace and Gleep, Shazzan, Mightor, and the Herculoids. Space Ghost had crossovers with all of these other characters in the six part "Council of Doom" arc in 1967.

Monday, May 23, 2016

Further Tales of Vo

There are two human(-ish) tribes dwelling in the Vale of Vo. Both are likely the descendants of the folk who crashed their ship into Vo sometime in the distant past, and both claim the ancestral hero of Liberator-Vo.

The Vozerai are a pious people who live an austere and simple life, rejecting of physical pleasures, that dwell in the nose section of the ship. Even dama-fruit is not to be overly enjoyed, lest it lead one to impiety, and from impiety to death in the jaws of the bugbears. This ultimately serves the wheel of life, true, but it is impious to throw away existence lightly. Vozerai society is somewhat theocratic, ruled by cleric scholars, but theses Learned Ones only wield as much power as the number of folk they can sway to their interpretation of the record of accumulated utterances and noises of the bugbears. One thing all Vozerai Learned Ones agree on, whatever their other doctrinal differences, is that the Voyanki are heretics deserving of devouring by bugbears.

The Vozerai are all invisible as is typical from creatures in the Vale of Vo. They have the cultural habit of murmuring or mumbling to themselves, either their inner thoughts or scraps of prayer, so as to make others of their kind aware of their presence. They try to stifle this habit when bugbears may be in hearing.

The Voyanki live in the former tail section of the ship. They hate the preachy, milksop Vozerai for long-nursed but vaguely-remembered grudges, but it may be that they are also a bit jealous. By some trick of heredity, the Voyanki are not completely invisible but only mostly so. Their flesh is utterly transparent and their bones are a very pale white with a faint pinkish tinge. For this reason, Voyanki are somewhat more likely to be meals for the bugbears. They have become into strong warriors for their own defense--and to raid the better supplied Vozerai. The war chants and cries of the Voyanki sound like an attempt to mimic the bugbear voices. Their greatest warriors claim to wear bugbear skull headdresses, but of course, no one has ever seen them.

Sunday, May 22, 2016

A Tale of Vo


The Vale of Vo looks pretty enough, but that is because the carnage is invisible. The valley is a demiplane or pocket dimension bound by two tall mountains and a ring of hills. Its small stands of forest and orchards of fruited tress are divided and crossed by cobbled paths and clear brooks and streams; a bucolic tranquility only visibly marred by the strange craft that has crashed awkwardly across it's middle, leaving a scar in its wake. The vessel, too, was injured in its arrival; its torpedo shape is broken along is width, leaving two colorful, enameled chrome sections: nose and tail.

Art by Al Williamson. The ship before the crash, perhaps.
No inhabitants are visible in the Vale of Vo, because every animal in the valley is invisible. They are made so by eating the fruit of the trees: the dama-fruit. The dama-fruit is roughly tear-drop shaped and a pinkish color striped with yellow-green. It's flesh is like a papaya's in texture and tastes something like a grape mixed with a apple with hints of fond childhood memories and notes idle summer days. Consuming of most of one fruit will make a man-size creature invisible for 2d6 hours. Regular consumption of the fruit (at least 5 days) will lead to invisibility for 2d4 days after the last fruit was eaten.

The inhabitants of the valley have had to adapt to this condition. Bats have filled the niche of birds, and some of these sing eerie songs in the dappled tree canopies. The primary predator, the dread bugbear, uses smell to find its prey--which is an imperfect method, but good enough to make the bugbears a great threat to the vale's human denizens.

The humans call the bears "bugbears" because they are something out of nightmares, but also because they make an at-first-faint hissing, buzzing, rustling, droning sound that reminds one of insects, but in truth sounds more like mostly-static on a radio. If one was the stand near a bugbear for long enough (this would not be advisable) one might come to discern a tone behind the surface noise that swells and subsides, and this might precede a low, warped, and crackling voice or voices that would be near unintelligible (if truly there at all) but might repeat numbers or nonsense phrases before being swallowed again by the tone and the noise. Sometimes the voice (or voices) is said to cut sharply and suddenly into the static and to say something with great insistence but no greater clarity.

The occurrence of the voice has lead one group of humans in the Vale to assume the bears are gods or at least speak for the gods. These are the Vozerai. More on them tomorrow.

[freely adapted from Dorothy and the Wizard of Oz by Frank L. Baum]

Thursday, May 19, 2016

The Paper Town of Azurth


Paper Town (it is said) in some sense occupies space in the Uncanny Valley in the west of the Country of Yanth, but the most reliable way to gain entry to the town is via a map. Potentially any map will do, but it must be one noting a nonexistent settlement, street or island. These fictitious entries serve as gates to Paper Town.

As is common with magical places, gaining entrance is not as simple as finding a suitable map. Luckily, the legend regarding Paper Town's creation delineates the necessary procedure. Paper Town, as the story says, was a gift given to Princess Hyacinthia of Azurth on the occasion of her birthday by a mysterious stranger. He informed the Princess that she could not visit Paper Town in person, being compose of something other than paper and possessed of general lack of flatness as she was, but her shadow could—with the proper attire. The stranger traced the outline of the Princess’s shadow on a large sheet of paper and cut around its edge. The cutout was taken to a place where the stranger’s map showed a hamlet to be but was not. The cutout vanished, like a piece of paper slid under an unseen door into an equally unseen room.

The fact Hyacinthia never regain her shadow nor have many who have repeated this ritual might give some pause, but that detail is not frequently repeated.

In Paper Town, the cutouts become paper doll doppelgängers of the person that served as their model. These visitors find unfolding streets of pop-up trees and citizenry and flat facades that elaborate to Escher-architectured structures when entered. The city seems endless, but the clever observer will note that it recycles itself to appear so. As the preceding portion grows, the receding part folds up behind. This can happen in any direction: Tall towers erect themselves when an evil sorcerer flies up to his sanctum. Dungeons unfold like inverted houses of cards when heroes go delving. The ostensible ruler of Paper Town, Princess Seven, paper doll of the long dead Queen Hyacinthia, makes the final decision on how "permanent" a new structure is in her city.

One attractive trait of Paper Town is that it conforms to a visitor's imagination in certain ways. Anything one wishes for may be found there, though anything of value is likely to require a quest or be obtained in a way that makes one not want it after all. In other words, Paper Town adheres to laws of story.

The archons or godlings that truly rule Paper Town enforce this reality zealously. These Great Tall Tailors, or Scissor Men as they are sometime called, will catch paper doll visitors who are ill-fitted for the story the Tall Tailors wish told and snip, snap, snip, reshape them into a more pleasing arrangement. The Tall Tailors are paper themselves (Or perhaps they are the shapes left when slender, lank-limbed manshapes are cut of paper?) save for their gleaming, scissor hands. Their shadows are also Tailors but their shadow-scissors cut the spirit exclusively while their metallic doubles cut the physical.

It is said that the Book of Doors, a book where every page is a portal to another place, originated in Paper Town, but how it came to be in the wider Land of Aurth is unknown.

Wednesday, May 18, 2016

Wednesday Comics: Storm: The Battle for Earth (part 3)

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.

Storm: The Battle for Earth (1980) (part 3)
(Dutch: De Strijd om de Aarde)
Art by Don Lawrence & Script by Dick Matena

Solon has come to offer Storm help, saying he can show the humans a way into the city of the Azurians. He wants revenge on the Supervisor who sent his men to their deaths. Balder doesn't trust him, but Storm agrees to go along.

Solon leads Storm, Ember, and a nameless extra across a marsh where he seems to prove his intentions by saving Storm from a monster. They enter the city from an old sewer pipe, and make their way through the tunnels until they come up through a manhole and find:


Balder gloats to Solon they they discovered his treachery by him discussing his plans over an open comm. He throws Solon, Storm, and Ember in the dungeon.

Meanwhile, the extra, though fatally wounded, made it back to the camp to tell Balder what happened. Enraged, Balder leads an all out assault on the city. Though the humans fight bravely, the advanced technology of the Azurians inflicts heavy losses.

The Supervisor watches the battle on his viewscreens but also finds time to get grabby with the beautiful serving girl, Silene--who it turns out is the fiancee of Solon.


She steals his keys from him and frees our protagonists. They run to open the gate, but some where along the way, they lose Ember in the crowd. There is no time to look for her. In the control room, Storm and Solon take out the guards and raise the gate. Balder and the army pours in. The fighting is fierce, but eventually the Azurians are overcome.  The Supervisor has one surprise left though:


He demands a ship and safe passage for himself and his remaining men. Mordegai grants their request. The Azurians fly off to an old, deserted Chultu Monastery in the mountains once known as the Himalayas.

TO BE CONTINUED

Monday, May 16, 2016

The Shooting Star Folk


The Shooting Star folk (or Asterians) are a vagabond and rowdy bunch, who are generally not welcomed among the Stars and Planets that comprise polite society of the heavens. They are forever crashing into things, (Planets, Stars, each other) and despite the danger, consider it a great thrill to do so, burning bright and screaming to the void.

Sometimes their dives or their landings sap them of too much celestial energy, and they must consolidate themselves into more suitable forms for whatever place they find themselves. There they wait until their fellows scream by and rescue them. [The Warforged for 5e is a reasonable approximation of earth-bond stats.] A few are known to be in the Land of Azurth at present.

Despite their unruly nature, the Shooting Star folk have a monarchy. The Tsar of Shooting Stars is Zorka. He holds little real authority over his far-flung and itinerant people, beyond being revered as the most daredevil and thrill-seeking of them all. His holds court in the void between Mars and Jupiter when he isn't out surveying the heavens on long orbits.

Sunday, May 15, 2016

The Hanna-Barbera Multiverse

With the news that DC is doing a crossover with some Hanna-Barbera characters, it got me thinking about applying a DC style multiverse to their diverse stable of characters. This might be useful for a Hanna-Barbera Supers Universe game. Here's what I've got so far:

Earth-Anthropomorphic
Description: Anthropomorphic animals capable of speech exist side beside with humans and have humorous adventures.
Series Examples: Huckleberry Hound, Yogi Bear, Magilla Gorilla, Peter Potamus, Quick Draw McGraw


Earth-Familia (or Flintstone)
Description: A world where humorous family adventures take place. Civilization was very advanced in the Stone Age and dopplegangers of famous people in the 20th Century recur in various eras. By 2062, there is at least one city in orbit.
Series Examples: The Flintstones, The Jetsons, The Roman Holidays

Earth-Quest
Description: A relatively (in comparison) mundane world of pulpy heroics. There are no costumed heroes and no talking animals, though pets may display near human intelligence.
Series Examples: Jonny Quest, Clue Club, Jana of the Jungle, and Valley of the Dinosaurs and (in the future) Sealab 2020. The unadventurous There Are the Days may also take place in this world, if anyone cares.

Earth-Mystery
Description: A world with a inordinate number of meddling teen mystery solvers and their unusual sidekicks. Some animals here have human-level intelligence and limited speech, but this may not be a universal condition and they are still treated as animals. There is at least one costumed superhero on this world, possibly more. By the 2070s, there is extensive undersea settlement. Astro and the Space Mutts may also take place in this world, meaning the Jetsons's dog has a counterpart in this universe.
Series Examples: Scooby-Doo, Funky Phantom, Captain Caveman, Galloping Ghost and Buford, Speed BuggyDynomutt, (in the future) Jabberjaw.

Earth-Superhero
Description: A world of costumed and non-costumed heroes across multiple eras that take on super-villains.
Series Examples: Birdman and The Galaxy Trio, Space Ghost, Mightor, Teen Force, Shazzan, and The Herculoids.

Earth-Impossible
Description: A world of superheroes that are more cartoonish in nature. This may also be the world of the child heroes without adult involvement.
Series Example: Frankenstein Jr. and the Impossibles, The Powerpuff Girls, also possibly the Space Kidettes.

Friday, May 13, 2016

Dictionary of Azurth Update

Here's the latest version of the Dictionary of Azurth with entries from recent events in my game (the Motley Isles, the Confection Perfection, and the Chromic Witches) but also new stuff like Roquar the Nome King and Wizardry, the magazine for the magical practitioner.