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Tuesday, March 1, 2011
Mantis Prey
The Mantid Sisterhood are ascetic warrior-nuns and servants of Law from the outer planar realm sometimes called the Octachoron of the Archons. They appear as full-scale, porcelain, marrionettes (without visible strings), in the form of insectoid centaurs, with feminine upper bodies, like slim ballerinas. They wear sphinx-like expressions on their perfect, identical faces.
They are sent out to the Prime Material to hunt down those guilty of transgressions against the Grand Algorithm of the Archons of Law. Transgressors need not know they have committed error--the judgement of the Archons is final; the punishments of the Sisterhood precise...and always delivered with the utmost serenity.
#Enc.: 1d6
Move: 40’(120’)
AC: 3
HD: 7
Attacks: 2 (strikes)
Damage: 2d8
Save: C7
Mantid sisters have the abilities of the Monk class at 7th level (except for feign death, and resistance to ESP, which are superseded by other abilities). As constructs of a sort, they possess darkvision, immunity ot mind-affecting effects, and immunity to poison, sleep, paralysis, charm, and disease--anything that requires a target be a biologic living being. They are able to travel via dimensional doorways from plane to plane at will.
Monday, February 28, 2011
Mosquito, Repellent
In San Zancudo, from the shade of a cantina, one can watch a colorful parade in honor of the national “bird”--the mosquito.
San Zancudo straddles the treacherous strait between the northern New World continent of Septentrion and the southern Asciana. The way through is difficult due rocks and a peculiarity of geology which causes the depth of the passage to change--the volcanic rock pushed up periodically by subterranean pockets of steam. Only the San Zancudan pilots know the timing of these movements, and the way through, from the Meropic Ocean to the Tranquil.
The strait isn’t the only unusual thing in San Zancudo. In previous times, it’s jungles were home to a speices of mosquito that could grow to the size of a small dog. These creatures were never numerous when compared to their smaller cousins, but dangerous due their voracious hunger for blood. A eradication campaign earlier in the century was thought to have wiped them out entirely, though there is some evidence this may not be the case.
The celebration of mosquitos San Zancudo may not be innocent frivolity. There are rumors that the pagan cult which once worshipped an obscene, vampiric mosquito goddess still exists in the deep jungles. The old temples may still hold orgiastic rites where victims are sacrificed to the god-thing, manifest in a monstrous cloud of mundane (but ravenous) mosquitos. The giant insects are held to be the goddess' prize servitors and the enforcers of her will.
San Zancudo straddles the treacherous strait between the northern New World continent of Septentrion and the southern Asciana. The way through is difficult due rocks and a peculiarity of geology which causes the depth of the passage to change--the volcanic rock pushed up periodically by subterranean pockets of steam. Only the San Zancudan pilots know the timing of these movements, and the way through, from the Meropic Ocean to the Tranquil.
The strait isn’t the only unusual thing in San Zancudo. In previous times, it’s jungles were home to a speices of mosquito that could grow to the size of a small dog. These creatures were never numerous when compared to their smaller cousins, but dangerous due their voracious hunger for blood. A eradication campaign earlier in the century was thought to have wiped them out entirely, though there is some evidence this may not be the case.
The celebration of mosquitos San Zancudo may not be innocent frivolity. There are rumors that the pagan cult which once worshipped an obscene, vampiric mosquito goddess still exists in the deep jungles. The old temples may still hold orgiastic rites where victims are sacrificed to the god-thing, manifest in a monstrous cloud of mundane (but ravenous) mosquitos. The giant insects are held to be the goddess' prize servitors and the enforcers of her will.
Sunday, February 27, 2011
More Elephants on Parade
Last week, I talked I chronicled an unusual elephant-shaped building in the City. The inspirations for that post were the three exemplars of zoomorphic architecture constructed by James V. Lafferty in the late nineteenth century. The first (and the only one still in existence) was “Lucy,” built in 1881 in what is now Margate, New Jersey. Lucy is 65 feet tall and 60 feet long. Here’s the plan for Lucy filed with the U.S. patent office:
Lafferty built one larger. The Elephantine Colossus, built on Coney Island in 1888, was 122 feet tall. It was destroyed in a fire in 1896, but here’s a diagram of its insides:
The third was 40 feet tall, and built in Cape May, New Jersey, in 1884. It was named “The Light of Asia,” but known as “Old Dumbo” to the locals. Never financially successful, it was partial torn down, and what left of it was burnt in 1900.
I think any of these structures would make an unusual set-piece in a Victorian (or perhaps an unorthodox Old West) game. They certain could inspire similar structures for use in any era or setting.
Lafferty built one larger. The Elephantine Colossus, built on Coney Island in 1888, was 122 feet tall. It was destroyed in a fire in 1896, but here’s a diagram of its insides:
I think any of these structures would make an unusual set-piece in a Victorian (or perhaps an unorthodox Old West) game. They certain could inspire similar structures for use in any era or setting.
Friday, February 25, 2011
Rogue Elephant
To adventurers in the City, the question, “have you see the elephant?” has a different meaning than elsewhere. Some have encountered an infamous, wandering hotel in the shape of an elephant, now the residence of a dangerous (and possibly insane) sorcerer.
The Mastodon Colossus, or Hotel Elephantine, was built as a tourist attraction on Lapin Isle in the City’s barony of Rook End. The (admittedly eccentric) architect Jamis Maguffin constructed it through consultation of certain codices of the Ancients--and some magical materials probably dating to Meropis dredged from the City’s harbor. The elephant was twelve stories tall and had stout legs 60 feet in diameter. It had 31 guest rooms, a gallery, tobacconist's shop, and an observation deck shaped like a gigantic howdah.
Most spectacularly, the whole thing was planned to move. Maguffin promised that when all of the thaumaturgic glyphs and enhancements were complete, the elephant would be able to ambulate without any seeming change to the rooms on its interior. These enhancements, unfortunately, would take some time.
Eleven years later, when the thaumaturgical working was (supposedly) nearly complete, the elephant walked away one night with a compliment of guests. Most have turned up dead in various locales, all over the world and beyond, in the four decades since.
The theft and the murders were laid at the feet of Hieronymus Gaunt, lich and (self-styled) wicked sorcerer. He and a band of miscreants entered the elephant and completed the rituals to give in motion. Since that time they've travelled the world in decadent style, taking their seemingly unending orgy of dark thaumaturgy, baroque perversity, and deadly amusements where they may. Sometimes, when it amuses Gaunt, they take others aboard and survivors have reported stores of plunder, both mundane and magical.
I may do a post on the real elephant-shaped buildings of our world in the next week. Until then, read more about them at your local library.
The Mastodon Colossus, or Hotel Elephantine, was built as a tourist attraction on Lapin Isle in the City’s barony of Rook End. The (admittedly eccentric) architect Jamis Maguffin constructed it through consultation of certain codices of the Ancients--and some magical materials probably dating to Meropis dredged from the City’s harbor. The elephant was twelve stories tall and had stout legs 60 feet in diameter. It had 31 guest rooms, a gallery, tobacconist's shop, and an observation deck shaped like a gigantic howdah.
Most spectacularly, the whole thing was planned to move. Maguffin promised that when all of the thaumaturgic glyphs and enhancements were complete, the elephant would be able to ambulate without any seeming change to the rooms on its interior. These enhancements, unfortunately, would take some time.
Eleven years later, when the thaumaturgical working was (supposedly) nearly complete, the elephant walked away one night with a compliment of guests. Most have turned up dead in various locales, all over the world and beyond, in the four decades since.
The theft and the murders were laid at the feet of Hieronymus Gaunt, lich and (self-styled) wicked sorcerer. He and a band of miscreants entered the elephant and completed the rituals to give in motion. Since that time they've travelled the world in decadent style, taking their seemingly unending orgy of dark thaumaturgy, baroque perversity, and deadly amusements where they may. Sometimes, when it amuses Gaunt, they take others aboard and survivors have reported stores of plunder, both mundane and magical.
I may do a post on the real elephant-shaped buildings of our world in the next week. Until then, read more about them at your local library.
Thursday, February 24, 2011
A Tale of Two Cities
On some moonless night in the City, you can look across the Eldritch River and see on the other bank a shining, alien city with buildings that look as if there made of blown glass and infused with a pale, fluorescent glow. In the morning, you might look again at the same place on the far bank, wondering if the strange city had just been dream, and you’d see the gray smokestacks and worn docks of humdrum Hoborxen, and you’d be sure you that it had been.
And you’d be wrong.
Since the earliest days of Ealderdish settlement, strange things have been seen and heard in the area that would eventually become the city of Hoborxen. These irruptions from elsewhere have only increased over the centuries since. Now, in the night, the working class neighborhoods and decaying waterfront of day Hoborxen are intruded upon, and sometimes replaced, by an otherworldly city of tall spires, all its buildings made of something resembling glass, warm to the touch like the mantle of a recently lit lantern.
Every night, some part of Hoborxen is replaced by the intruder--sometimes only a single structure, other times an entire neighborhood. On nights of the new moon, Horboxen is entirely replaced. The city begins to appear at dusk, as if emerging from an unseen but evaporating fog, or coalescing from the dying light. The strange glow of its structures rises slowly; it's brightest at midnight and wanes toward dawn.
Exploration of the glassy structures usually turns up everyday detritus from Hoborxen, most of which is of little value. Sometimes, things lost elsewhere in the world turn up here, but again seldom anything of real value except perhaps to the one that lost it. It’s a common tale among adventurers that there's a great treasure haul somewhere in the city, but no one has retrieved anything more than a few enigmatic, otherworldly trinkets.
Would-be treasure-hunters should weigh the likely gain against the potential dangers. A number of people entering the areas of the alien city are never seen again.
The people of Hoborxen are inured to these nocturnal visitations, and rarely remark on them, though addiction, violence, and suicide are more common there than in neighboring towns. No one knows where they go when they’re elsewhere. “Nowhere,” they say, and shrug and turn away.
Some thaumaturgist muse darkly that there may come a time when Hoborxen will be gone entirely, every night. And after that, will the incursion spread?
And you’d be wrong.
Since the earliest days of Ealderdish settlement, strange things have been seen and heard in the area that would eventually become the city of Hoborxen. These irruptions from elsewhere have only increased over the centuries since. Now, in the night, the working class neighborhoods and decaying waterfront of day Hoborxen are intruded upon, and sometimes replaced, by an otherworldly city of tall spires, all its buildings made of something resembling glass, warm to the touch like the mantle of a recently lit lantern.
Every night, some part of Hoborxen is replaced by the intruder--sometimes only a single structure, other times an entire neighborhood. On nights of the new moon, Horboxen is entirely replaced. The city begins to appear at dusk, as if emerging from an unseen but evaporating fog, or coalescing from the dying light. The strange glow of its structures rises slowly; it's brightest at midnight and wanes toward dawn.
No human inhabitants of the alien city are ever seen, but it's not completely deserted. Fairy-like creatures--obscenely jabbering, cinereous, and moth-winged--sometimes buzz about its streets or lewdly call from high perches. A low growl, a sound as much felt in the bones as heard, periodically reverberates through the streets, and some explorers have claimed to heard a woman crying or laughing softly.
Would-be treasure-hunters should weigh the likely gain against the potential dangers. A number of people entering the areas of the alien city are never seen again.
The people of Hoborxen are inured to these nocturnal visitations, and rarely remark on them, though addiction, violence, and suicide are more common there than in neighboring towns. No one knows where they go when they’re elsewhere. “Nowhere,” they say, and shrug and turn away.
Some thaumaturgist muse darkly that there may come a time when Hoborxen will be gone entirely, every night. And after that, will the incursion spread?
Wednesday, February 23, 2011
Warlord Wednesday: The Gamble
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...
Writing and art by Mike Grell; inks by Vince Colletta
The hard-to-breach tower with treasure inside is a Sword & Sorcery staple, perhaps starting with the Conan story "Tower of the Elephant" (1933).
Bantuhm is perhaps derived from Ban Thum, a district in Thailand, or Bantoom, a Barsoomian city-state.
"Tevalco el Cint" is a pseudo-Spanish name; "el cint" is apart of several Catalan place names.
Warlord (vol. 1) #44 (April 1981)
Synopsis: On a lonely Skartarian beach, Jennifer Morgan awakens to the sound of a voice commenting on her beauty, and finds herself under the gaze of a hooded man carrying a brass-bound wooden box on his shoulder.
The Tevalco el Cint intervenes to offer Morgan a deal. There’s “a certain jewel in a certain tower at the center of a walled maze” that el Cint will exchange for their horses. Morgan reluctanting agrees, and soon the three are standing outside the large gates in the wall around the tower.
Things to Notice:
Along the Terminator, the rim where the outer North Pole meets the inner world of Skataris, Morgan and Aton arrive at the city of Bantuhm. Finding Jennifer is their goal ultimate, but Morgan's brought them to this “den of thieves and assassins” because he needs a good swordsmith. He must have a replacement for the magical Hellfire sword which he was forced to give up to escape its malign influence. Morgan tells Aton to find a bar and he’ll meet him later.
Aton hasn’t even gotten his drink before he’s enticed into a game of chance by the roguish Tevalco El Cint, over the warnings of the establishment’s barmaid. A simple shell game is what el Cint offers—and a small wager.
When Morgan finds Aton later he’s looking downcast over his ale. Morgan has had no luck finding a blade, and it doesn’t improve his mood to hear Aton lost their horses gambling! Morgan’s response to this news:
The Tevalco el Cint intervenes to offer Morgan a deal. There’s “a certain jewel in a certain tower at the center of a walled maze” that el Cint will exchange for their horses. Morgan reluctanting agrees, and soon the three are standing outside the large gates in the wall around the tower.
Morgan wonders why there are no guards. El Cint tells them they're not needed. He ushers the two through the gate, telling them the difficulty isn’t getting in, but getting out—and he slams the gate behind them, locking it somehow. The key to the gate, he assures them, is in the same chamber as the jewel.
Morgan and Aton have no choice; they start out through the hedge maze. The correct path is hard to find—and the maze has deadly traps, including rabid dogs that come running at them out of the darkness. Morgan and Aton have to dispatch them without getting bitten, which they succeed in doing, but at the cost of Morgan’s remaining ammunition.
Making it through the rest of the maze without incident, the two come to the door in the base of the tower, guarded by two apparently empty suits of armor—one which turns its head to follow them when they’ve past! They're only a little ways up the tower stairs when they realize the suits of armor are behind them.
Morgan knocks one down with a handy flaming brazier, proving for certain that no one is inside. More suits of armor join the chase, and with the fire is spreading. The two run into a room where they find the key and the jewel. Aton snatches up the key, but the room is ablaze, and Morgan isn’t about to let them burn to get el Cint his treasure. The two are forced to jump from a high tower window into water below.
When the two walk back into the tavern, el Cint is surpised to see them—he had bet 100 silver pieces that they wouldn’t make it! Since they don’t have the jewel he won’t return the horses, but he does offer Morgan an attempt at his game: a chance to win the horses against their service in another enterprise. Morgan agrees.
Then Morgan tells the now one-handed el Cint how it is:
Morgan and Aton walk toward their horses, and encounter a black cat that transforms into Shakira. She tells Morgan not to be so surprised: she told him they’d meet again. She asks where they're going. Morgan doesn’t know, but he does know they’ll have to make a side-trip to pick up more ammo first.
Much later, the trio ride into the ruined city where Morgan stashed his ammunition. While Morgan and Aton retreive it, Shakira walks into an old room and activates a monitor, making it show an image of how the city must have looked in ages past. Shakira sheds tears, staring at it. Then, she turns the computer off and leaves the room.
Things to Notice:
- The Terminator tavern girl sports the raccoon-eye make-up not seen in Warlord sense the seventies.
- Was Shakira following Morgan and Aton all this time? It doesn't seem likely she'd just turn up in the same city.
- We get a hint at Shakira's mysterious past.
The hard-to-breach tower with treasure inside is a Sword & Sorcery staple, perhaps starting with the Conan story "Tower of the Elephant" (1933).
Bantuhm is perhaps derived from Ban Thum, a district in Thailand, or Bantoom, a Barsoomian city-state.
"Tevalco el Cint" is a pseudo-Spanish name; "el cint" is apart of several Catalan place names.
Tuesday, February 22, 2011
Prez's Day
I missed the real Presidents Day, but maybe American Presidents-Might-Have-Been have their own separate day? There are a lot of these guys, as a quick look at tvtropes will reveal, but one of the craziest is America’s first teen president--Prez.
This idea was the brainchild of writer Joe Simon (most famous for his work with Kirby--solo he gave us Brother Power the Geek) and artist Jerry Grandenetti. The series is predicated on the notion of a Constitutional amendment lowering the age for eligibility for office (which may have been inspired by the 1968 film Wild in the Streets). The upshot is a teenager gets elected, and who better than a earnest and idealistic kid from Middle America whose mother even named him “Prez” ‘cause she thought he’d be President one day?
Prez Rickard served for 4 issues. An unpublished story appeared Cancelled Comics Cavalcade #2. Prez also had a continuity-busting crossover with Supergirl.
President Rickard had an evenful time in office. There was a U.S.-Russia chess match resulting in chess-based crime, and an act of war by Transylvania, with vampire bats as a bioweapon.
Then there were domestic threats. Prez's attempt to outlaw firearms (as one might expect) earned him the ire of a group called the Mintueman--and an an assassination attempt. From this misadventure, the young president learned peace and love weren’t the answer to everything.
Prez’s tale was told again in Sandman--recast as a sort of modern fairytale which fits the material nicely, even though the original comic was more goofy than anything else.
So let’s take a moment this Un-President’s Day to remember Prez: The First Teenage President of the U.S.A.
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