Thanks to everyone who came to my aid after Friday's post and offered suggestions of settings to riff on. I actually might wind up dabbling in more than one as so many good suggestions were offered. First though, I think I'll start with Minaria, the setting for the Divine Right board game.
Monday, September 27, 2021
Minaria
Thanks to everyone who came to my aid after Friday's post and offered suggestions of settings to riff on. I actually might wind up dabbling in more than one as so many good suggestions were offered. First though, I think I'll start with Minaria, the setting for the Divine Right board game.
Friday, September 24, 2021
New Flesh On Old Bones
Staying busy with other stuff (including gaming sessions), the blog has suffered from me having a lack of time to cogitate sufficiently for many posts on new ideas. I thought it might help to go back to the old standby of riffing off an existing setting. I find constraint sometimes stimulants creativity and placing boundaries on things limits the number of tangents that can distract you.
So, I thought it might be interesting to take some older setting that was perhaps open-ended in its approach or sparse in its presentation and see how I would develop that. At least, it's an idea to consider; whether I get around to it or not is another matter.
But what setting? The perennial favorite to "make one's own" is the Wilderlands. But there are two published, individual visions of that, and blogs with other good versions (and some good versions on blogs that are now lost as Atlantis). I don't know that I have anything to add there without getting really variant, and I've never really got the Wilderlands in the way these folks seem to, so I would really be riffing off them to some degree.
Another setting similarly sparse in its original presentation is the Greyhawk folio. The later box set, for that matter, is only a little more detailed. While not as popular as the Wilderlands for this sort of thing, certainly folks have offered there own take on it to--here's Evan again.
Beyond those, what else? The Known World (pre-Gazetteers) is terse in its original presentation in The Isle of Dread, though the helpful (for the neophyte GM) cultural references might hem it in more than the ones mentioned previously, despite it's shorter length. Is there anything else? Powers & Perils' Perilous Lands, or does in that way lie madness? (It's not really terse at all, but curious unspecified in some ways.)
Wednesday, September 22, 2021
Wednesday Comics: DC, December 1980 (wk 2 pt 1)
Monday, September 20, 2021
Dark Sun: The Sand Raiders
I've run two sessions now of Dark Sun using Forbidden Lands (and the Burning Sands Dark Sun adaptation you can find online). To keep it easy as we were getting used to the system, I decided to run the short adventure in the 4e Dark Sun book.
At the caravanserai of Dur-Taruk, the party (Eowen, Elf Ranger; Insam, Ranger; and Keeb-Raa, Thri-Kreen druid) accept a job from a dwarf factor named Urum ath Wo of the merchant house Zawir. It seems a Zawir caravan arrived with one wagon missing and with it its cargo of grain, wine, and wood. Fifty silver was offered for clear directions to the cargo or its return, and the party is eager for the coin.
The party is able to pick up the trail of the lost wagon and track it to a place it was set upon by saurian silt runners. In fact, some of the silt runners are still there, and the party engages them in combat, ultimately emerging victorious. The bodies have attracted the attention of a pack of kruthiks. The party has to kill them before they can follow the tracks showing where the silt runners too the cargo. They lead to the ruins of an ancient tower.
Stealthily approaching the tower, the party finds a vault where the silt runners and their leader have taken the cargo and the still-living wagon crew. The leader is a largely reptilian creature who has a dagger coated with some greenish ichor. He doesn't get a chance to use it because Insam puts an arrow through a gap in his carapace and kills him.
In the battle that follows, one silt runner escapes but the others are slain. The party decides the cargo is too much trouble for them to carry back, but they free the crew, and after making camp for the night in the vault, they return to Dur-Taruk in the morning for their payment.
Sunday, September 19, 2021
The Dwarf Folk of the Wilderness
Art by Jason Sholtis |
Another Antediluvian people of the Wilderness are often called names that would translate as some variation of "dwarf." They arrived as the retainers of the First Folk lords who called them simply "the smiths." They were, and often still are, forgers of implements of bronze and iron, and cunning artificers.
Thursday, September 16, 2021
Weird Revisited: The Black Train is Coming
“A black train runs some nights at midnight, they say..”
-- Manly Wade Wellman, “The Little Black Train”
Hobo-goblins, human tramps and bindlestiffs, and other Brethren of the Road, tell stories in their camps of a preternatural train that runs from this world to planes beyond. This lore is seldom shared with those outside their communities, but folklore records regular folk having chance encounters with the phantom.
The appearance of the train changes with time. It always appears old, like it has a decade or two of service behind it behind it, but otherwise stays current with locomotive technology and styles. It's not marked in any way, and has been described by observers in paradoxical ways. It’s plain and nondescript, yet powerfully commands intention. Some feel an intense unreality upon seeing it, others the cold hand of fear.
The train starts on mundane tracks, but as soon as it's "out of sight" of its observers it begins to shift into other realms. Some dreamers have seen it crossing the lunar wastes from the vantage of the parapets of the Dream Lord's castle. It is known to make stops in depots in the Hells. Planar travelers have attested to seeing rails that fade into nothingness at the mouth of the gyre at the bottom of reality.
Mostly, it seems carry certain dead to the afterlife, though why it comes for some and not others is unknown. Hell Syndicate snitches know of it, but not who operates it. Angels likewise keep a serene silence. Most who ride the train are dropped off in the waystation realm of the dead, from there to travel on to their souls' final destination. Some, however, are taken directly to the outer planes. Others seem to ride the train for longer periods of time. They're found snoozing in couch cars, or drinking and playing cards in the dining car. Waiting, perhaps, for something. They’re sometimes inclined to conversation, though they seldom have anything useful to say.
Adventurers have sometimes used the train as a quick ride, either to the Other Side, or the Outer Planes. Hobo-goblin glyphs sometimes point the way to likely places were the train may appear. The train’s gray, nondescript, and seldom seen staff do not object to taking on new passengers, so long as they pay the fare--which varies, but is always in silver.
There's always the option, for those with fare or without, of hopping one of the train’s empty freight cars, but riding an open car through other planes is a dangerous proposition, and the boxcars are only empty of freight--not necessarily other travelers.
Wednesday, September 15, 2021
Wednesday Comics: DC, December 1980 (wk 1, pt 2)
Monday, September 13, 2021
The Fire and the Void
Our Land of Azurth game continued last night with the party in the midst of exploring the strange, ruined temple beneath the Crooked Hills. The party ran afoul of a group of skeletons that they quickly dispatched. They avoided a pit trap where they also found another strange item--a vial of silvery liquid. They were disappointed to find it wasn't magical.
They came to a room with a relief of a muscular, bearded man holding a scorched brazier. The group tried burning something in it and a secret door opened. On the other side was a room with a large oven with a roaring flame inside. They discovered the flame was a fire elemental who suggested it needed to be bribed to allow them to pass through to the run beyond the oven. Dagmar gave it gold pieces, which it melt in its flames. Then it parted like a curtain to allow them to pass.
On the other said was a wide, shallow bowl with a whirling void on the inside. As the party began to investigate, a group of the sleepwalkers came in. They largely appeared to ignore the party as one took a couple of items the party took to be trinkets and dropped them into the void where they disappear. When that was done, he extended a hand expectantly to the party.
They decided to give him a trinket to see what happened. He took it and put it in the void. They kept giving him the trinkets they had, even the newly acquired silvery vial, and they all disappeared. The sleepwalkers turned and left.
When they were gone, the party investigated the room further. Waylon figured out that the void was only an illusion. Items dropped into it went down a passage. Erekose found a secret lever to open a secret door. What they found, down a short passage, was essentially a glorified closet with a number of trinkets and other items that had been dropped into the void.
Mindful of the townsfolk's warning about the trinkets exploding, they cautiously experiment with putting groups of them together in the same place, but nothing seemed to happen. Eventually, they divided up the nonbroken items and took them with them.
Friday, September 10, 2021
The First Folk of the Wilderness
This is a follow-up to this post.
The First Folk were the earliest inhabitants of the Western Lands, that is certain. Their tradition holds that all people emerged from the navel of the Earth, somewhere in the far west, but that they, the Children of the Dawn, were specially loved by the gods who taught them their secrets, which the first Folks used to found the earliest civilizations in the world in the Eastern Lands.
Some human scriptures teach that the First Folk are the hybrid children of rebellious greater spirits, sometimes falsely called gods, and humans. They cite the Great Flood as the True God's punishment for the iniquities of the First Folk and their parents. This religious condemnation did not stop human tribes from studying under the First Folk and learning their craft and science. Of course, these humans, too, committed the same sins in the eyes of God, perhaps, for was not their island home destroyed in a cataclysm for their wickedness?
After the Flood, the surviving First Folk lords and their people returned to the shores of the Western Lands. There they found members of their own race, fallen in their own reckoning, living primitively in the endless forests. They sometimes met these kinsfolk in peace, sometimes in violence. They raised new cities, though perhaps not as glorious as those in the East. The barrows and ruins of these people are still found, though in the end a strange fall overcame them, so that they were only a shadow by the time the first humans came West.
These human tribes sometimes warred with the surviving First Folk from the East, but over time became beloved of the the First Folk of the woodlands. Later human tribes would not be so receptive to the First Folk ways.
The Folk of Forests have receded ever further as human civilization has encroached upon the dark wood beyond the mountains. It is wise for travelers to abide by their rules and attempt to placate them, however, as they have be known to punish those who do not respect their ways.
The First Folk of the east were taller (perhaps as tall as 8 feet, with some of the ruling class of the great kingdoms of the East even taller) and in general, considered more beautiful than humans. Their lifespans were exceedingly long--before the Deluge they were immortal--and their physical capabilities exceeded those of man. Their eyes and sometimes their faces, were said to have a subtle radiance about them, perhaps a suggestion of their Celestial heritage. The Folk of the Forest are not as tall, and often more angular, but still strangely beautiful, possessed of a glamor, it is said.
Thursday, September 9, 2021
Solar Trek Episode Guide - Updated
In honor of Star Trek's 55th anniversary (yesterday), it seemed like a good time to revisit my 2019 posts on Solar Trek, a solar system confined, more hard science fiction rationalized Star Trek. Here are all the posts to date, titled with the TOS episode/setting element that inspired it.
Wednesday, September 8, 2021
Wednesday Comics: DC, December 1980 (wk 1 pt 1)
Monday, September 6, 2021
Weird Revisited: Herculean Labors on Labor Day
1: In the first labor, Hercules killed the Nemean lion. Given the Olympians penchant for genetically reviving extinct species, this was probably a cave lion of some sort. Perhaps a specimen of Panthera leo fossilis as big as Panthera leo atrox, the America cave lion: something like 8 ft. long and 4 ft. tall at the shoulder. The being invulnerable thing is probably just fanciful exaggeration--or is it?
3: Hercules only captured the Golden Hind of Artemis (the Cerynitian Hind). This was one of a group of specialized genetically engineered deer of genus Eucladoceros kept by Artemis. They were engineered so (like modern reindeer) the females had antlers.
4: Next Hercules captured the Erymanthian Boar. I've written about these "giant boar" previously.
5: The stables of Augeas were really, really disgusting. Why were his livestock immortal?
6: After that, Hercules slayed a group of Stymphalian birds--which of course aren't birds at all.
7: Hercules captured the rampaging Cretan Bull. As previously established, this creature wasn't the father of the Minotaur. Instead, it was a large auroch as enraged and violent as that big buffalo in White Buffalo (1977).
8: Capturing the Mares of Diomedes was difficult because they were carnivorous. They must have been some mad creation of Olympian science.
9: Next Hercules stole the belt of the Queen of the Amazons, Hippolyta. This belt was a gift of Ares and a symbol of her authority, but didn't have any particular powers. Probably.
10: For his next labor, Hercules does a little cattle-rustling. He goes to an island of Erytheia far the the West (probably modern Spain) and steals special cattle (likely bioengineered to produce something for the Olympians--perhaps a component of nectar or ambrosia?) from Geryon. Geryon is said to have three bodies, which probably means his consciousness runs in three duplicates. He also had a 2 headed dog.
11:Returning to the far west and still messing with Olympian pharma, Hercules stole the Golden Apples of the Hesperides. He had to kill a dragon (or a guardian of some sort) and dealt with Atlas, who was the artificial intelligence of an installation that protected against threats from space.
12: Finally, he captured Cerberus. This guardian of Hades is a nanite swarm often taking the vague form of a large three headed dog.
Have a good Labor Day!
Thursday, September 2, 2021
A Different West
Being in sort of a Old West/Frontier mood of late, I got around the checking out a couple of things that had been on my list for a while, but I just kept never getting to.
The Nightingale (2019) is an Australian revisionist Western from the director of The Babadook. In it's basic plot, it's a tale of revenge, not unlike Hannie Caulder (1971), but the resemblance to traditional revenge Westerns, even revenge Westerns based around women, really ends at the plot synopsis. It's more interested (like many revisionist Westerns) in examining the plight of indigenous peoples, but it takes the particular angle of the allowing its oppressed Irish woman protagonist to develop empathy, through recognizes the points of similarity between her experience and that of her Aboriginal guide. While perhaps not as brutal the last Australian Western I watched, The Proposition (2006), it is tough viewing in places, particularly the assault on the protagonist and her family. Still, it's a good film on its own terms, and it's always interesting to see Western film tropes and themes played out in places besides North America.
The Wind Through the Keyhole is the last book (to date) written by Stephen King set in the Dark Tower universe. It's outside the main story of that series proper, but includes those characters in framing device. While sheltering from fantastical storm, part tornado and part polar vortex, Roland relates a tale of his youthful days as a gunslinger to his friends. Embedded in that story is another story, a Mid-World "fairytale," that his mother had read to him as a boy, "The Wind Through the Keyhole." This story within a story tells the tale of a young boy living on the edge of the Endless Wood who must contend with a malign fairy, a swamp (complete with a dragon), and his own encounter with that same sort of storm, in a trek across a dangerous wilderness to get a cure for his mother's blindness from the wizard, Maerlyn.
King's feel for his fantasy world keeps getting stronger. While there are clear points of intersection with our history, he relies less on characters or incursions from our reality (or realities like ours). The Dark Tower novels that were mostly about Mid-World (Wizard and the Glass, Wolves of Calla) were my favorites of the series, and I think this short novel does what they do even better. I wish King would write a collection of other Mid-World tales.
Wednesday, September 1, 2021
Wednesday Comics: November, 1980 (wk 2, pt 2)
Monday, August 30, 2021
Weird Revisited: Comics' First Barbarian
Crom was the creation of Gardner Fox and first appeared in Out of this World #1 (1950) from Avon. Fox tells us that Crom’s adventures come to us courtesy of “long-lost parchments recovered in an underwater upheaval, translated by a lingual expert,” but I suspect he made it all up. He also took a lot of inspiration from Howard's Conan yarns.
Anyway, Crom’s a yellow-haired Aesir living in an age forgotten by history, and he’s got a problem. His sister Lalla have been kidnapped by ape-men called Cymri (which may or may not tell us how Fox felt about the Welsh). Crom makes short work of the ape-men, but he and Lalla wind up adrift.
They end up on an island. Good news: It’s full of lovely women. Bad news:
The wizard is named Dwelf, and he’s got a job for Crom. Dwelf wants him to bring back water from the fountain of youth which was built by “people from the stars" and will one day be lost “under what men will call the Sahara desert.” Dwelf threatens Lalla if Crom doesn’t get the stuff for him--and then hypnotizes him to make double sure.
Crom sails to fabled Ophir. He sneaks into the city and while he’s casing the tower that houses the fountain, he meets a girl who doesn’t really get the concept of sword & sorcery tavern-dancing:
Crom takes the girl (Gwenna) dancing and formulates a plan to get into the tower by first being thrown in jail. It works, but once at the tower, he’s got to fight panthers and some guards. He dispatches them all with his sword “Skull-cracker.”
When he gets to the fountain he finds he guarded by a giant snake! He kills it, too, but is almost done in by the queen of Ophir, herself, Tanit. He takes her hostage so he can get out of the city:
By the time they’ve escaped though, Tanit has warmed to Crom and is asking him to come back and be her king! She and Crom deliver the water to Dwelf, who suffers the ironic fate of being turned into an infant.
Not really into childcare, apparently, Crom leaves the wizardling and decides he and Tanit should head back to that kingdom she’s promised him--with his sister Lalla, too, of course. They don’t make it back without adventure, but that ends this particular issue.
Crom goes on to have two more improbable adventures in the pages of Strange Worlds.