Sunday, January 29, 2012

The Way of the Gun

“...a gun isn’t a thing of miracles. It’s a mechanical contraption that is capable of just so much and no more.”
- “One Hour” Dashiell Hammett

In the world of the City, it was opined over a century ago that “Forces beyond Man’s kin make the wizard, but with his own hand Man makes the gun, and so makes himself the Wizard’s equal.” Firearms represent the triumph of scientific arts like alchemy over the arcane; A triumph which has shaped the modern world.

The oldest firearms utilized the chemical explosive now called black powder. Given these older weapons were made by individual smiths rather than factories, they are more likely to bear enchantments. There are still matchlock and flintlock weapons in use by adventurers for this reason. The Dwergen-made wonderbuss is an example of such a weapon.

Historical sources attest to another (rarer) explosive called red powder, which is now lost. This rust-colored explosive was a closely guarded secret of a cabal of alchemists. (This group is supposed to have been called the Brethren of Steropes and resided in a mobile flying monastery always hidden behind a thunderhead--or so legends say). The compound was activated by exposure to light. It was used in guns of a wheellock mechanism where the striking of two crystals caused a small flash of light. It was also used in ceramic grenades and even in “time delayed” explosives that were placed at night, to go off with the coming dawn.

The modern form of gunpowder is a so-called “smokeless propellant” as it produces negligible smoke compared to the older compounds. It’s made from the alchemical fixation of “smokeless fire,” the same para-elemental substance (airy fire) of which jinn are composed. Modern, mass-produced guns are seldom enchanted--not purposefully, at least--but being close to death and strife sometimes leaves an arcane imprint. Adventurers and special government agents do sometimes use custom ammunition of a magical material or mundane bullets enchanted for a specific effect.

The City has stricter gun control laws many localities in the Union--at least nominally. Ownership or carry of any firearm small enough to conceal requires a license. These are issued by the police department (and usually require a bribe or a friendly contact to acquire, in addition to the licensing fee). Loaded long arms are illegal to carry (and even carrying unloaded ones will invite police involvement unless one can convince them one is on the way to a shooting range or to a hunt), but their ownership is not restricted.

In the Union overall, cities and towns closer to the wilderness or to uncleared caves or ruins have fewer restrictions than safer areas.

Friday, January 27, 2012

Any Requests?


Maybe it's because I'm in spitting distance of 600 posts and people have had time to digested Weird Adventures (and if you haven't, check out Booberry's review), or maybe it's just because it's Friday and I'm lazy, but I'm inclined to take suggestions for future posts.  So if you've got questions (burning or otherwise) you want answered about the City or the Strange New World, or some hint from a precious post you want me to expand upon, now's your chance to ask.  I won't necessarily do a post on every suggestion, but any I get will form my list for consideration when it's time to revisit the City. 

Here's some things I've thought about--but don't feel bound to this list.  It might be worth revisiting the (mis)adventures of Cap'n Clanton in the South Tranquil Sea.  There's also the Old World east of Staark as yet unchronicled.  There's always room for more famous adventurers of yesteryear. 

So that's what I've got. Anything from the audience?

Thursday, January 26, 2012

Where's Your Head?

One of the strangest artifacts of the Ancients is the so-called Spectral-Head Harness. The device is a heavy, wide-shouldered pectoral of some reinforced leather-like material attached to a thick, rune-inscribed collar of black ceramic. The device is strapped to a wearer by a harness that seems composed of what seem like industrial hoses that follow lines of the wearer's ribcage. Once the device is strapped into place, it activates.

Jarus Shanck, adventurer and assassin, who gave his name to the City barony of Shancks, is the only recorded bearer of the artifact. What we know of its operation comes from accounts by Shanck’s associates. When Shanck was secured in the device, it began to emit a low hum. The sound lasted a few minutes. During this time, the flesh and hair on Shanck’s skull seemed to sublimate as a cloud of roiling mist formed around his head. Soon, only his skull was left, seemingly floating in the mist. Given that Shanck had never been considered a handsome man (He was extensively scarred, it was said, from too many narrow victories as a boy fighting giant rats in the gaming pits), this wasn’t an especially great loss. Interestingly though, the flesh of his skull was not actually gone. Close observation suggested it had merely been transformed--become hazy and indistinct--and mostly hidden by the mists it seemed to diffuse into.

Jarus Shanck always explained that his head had gone "elsewhere." Whatever that meant, the device seemed to grant the powers of True Seeing, Arcane Sight, and at least at sometimes, Precognition. Some claim it was futuresight that led Shanck to kill the sea creature, Thraug--but no one knows for certain. Shanck also ceased to need sleep, though his body still needed rest through inactivity. Attacks against his head would pass harmlessly through the mist and suffocation or drowning had no effect. It has been theorized that attacks that could effect the astral could have harmed his head, but this remains unproven.

Besides the obvious cosmetic effects, the harness had other disadvantages. The longer Shanck’s head spent wherever it went, the more he became distracted from things on the material plane. Increasingly concerned about this problem, Shanck finally sought to have the harness removed--and discovered another downside.

After Shanck’s death, the harness is said to have unlatched on its own. None of his lieutenants claimed it, and it disappeared from history. If the rumors about Shanck’s hidden treasure trove behind the cliffs along the Eldritch are true, it maybe that that is where the harness can be found--awaiting another head.

Wednesday, January 25, 2012

Warlord Wednesday: Future Trek

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...

"Future Trek"
Warlord #80 (April 1984)
Written by Cary Burkett; Penciled by Dan Jurgens; Inked by Dan Adkins

Synopsis: At the end of last issue, a wolf-headed, bare (and hairy) chested New Atlantean captain and his troops had the drop on Tara and her Shamballan soldiers in the weapons cache cave. Before Captain Wolf-head can seize the weapons for the glory of New Atlantis, a stranger in black appears and starts shooting things with a ray gun.

That gives Tara and Scarhart the opening they need:


They make short work of the New Atlanteans. Before they can thank their mysterious benefactor, he’s disappeared.

Somewhere in the future, Morgan, Shakira, and Krystovar are chowing down on some fine nutria-stew and chatting with Dr. Reno Franklin. He thinks he’ll probably be able to return them to their own time once they get the kinks worked out of the saucer craft. Right now, they only go forward in time.

Our heroes will have to wait. Weeks pass. Krystovar studies English, Morgan explores the futuristic complex, and Shakira gets bored and does something rash.

In cat form, she sneaks up of the complex via an air duct (despite Morgan’s warning about the temporal incongruity between inside and outside). Following some interesting smells, she comes upon a fine denizen of the future:

It looks like cat is considered fine eating in this time because future primitive and his gang chase Shakira, forcing her to hide in a ruined city.

Later, back at the complex, Shakira angrily interrupts Morgan and Reno to ask why Morgan didn’t come looking for her when she’s been gone for days. It’s the time difference again; For those inside the base, she’s only been gone for a short while.

Intrigued by Shakira’s story, Reno suggests they check out the ruined city. Morgan concludes that the destruction could only have been caused by a nuclear attack. Reno finds a calendar showing the date is later than he thought: The devastation occurred sometime after October 1 2303! Realizing his life has become a Twilight Zone episode, Reno freaks out a bit. Morgan tells him to man up. They need to organize a scouting expedition to find out just how much devastation there is.

The scientists have got a small plane that Morgan can fly. They decide to fly out over Salt Lake City (the closest metropolitan area) and see what they can see. Morgan tells Reno he’s been to the future before, but this one is different. Reno explains that, theoretically, there are an infinite number of alternate future timelines.

Salt Lake City is bombed out. Morgan prepares to fly in low to look for survivors, but:


Futuristic soldiers bring them aboard with a sort of force beam. Morgan tries to explain who they are to the captain of the group. Unsurprisingly, he’s skeptical of Morgan’s story of secret time travel projects. They’re arrested as spies…


Things to Notice:
  • The Shamballan soldier extras with Tara and Scarhart seem to appear and disappear in different panels.
  • There's little continuity between the dress of the Shamballans and the New Atlanteans here and last issue.
  • Morgan's military training doesn't lead him to offer any other suggestion to the future Air Force captain than "call the President" to confirm his tale of a secret government project.
Where It Comes From:
This issue references Morgan and Shakira's previous jaunt to the future Australia in Grell's last storyline (issues #69-71).

Tuesday, January 24, 2012

How Many Are Out There?


So it looks like the orders of Weird Adventures are getting out there.  Over in the Land of Nod, Matt had some kind words.  It's got Bill the Dungeonmaster fired up over at The Crown and the Ring, and Jack, spinner of Tales of the Grotesque and Dungeonesque, has got a copy in his hands.

Anybody else got theirs yet and care to let me know?  I think the lord of Gothridge Manor is still waiting...

Monday, January 23, 2012

In the Belly of the Beast


Leviathans are perhaps the largest and most mysterious denizens of the ocean depths. These gigantic creatures dwarf both whales and reptilian sea serpents. Their name in the gurgling language of the sea devils translates roughly as “monster-thing stronger than even the gods.” Despite their great size, the creatures are seldom seen, and carcasses are rarer still.

Some have suggested that the size of leviathans is impossible and therefore indicative of a magical nature. It has been theorized that the creatures' rarity is a by-product of the fact that they actually swim through the etheric substructure of reality, only passing through the physical world’s oceans incidentally.

The discovery of a leviathan carcass always instigates a mini-”gold rush.” The flesh and bone of the beast are of interest to alchemists (synthetic insulating blubber was an outgrowth of study of the leviathan) and thaumaturgists who use various leviathan parts for spell materials. Leviathan ambergris can be used to make perfumes and colognes easily infused with charm or suggestion properties. It’s also a psychoactive and can be smoked to produce a euphoric effect and intense sexual desire that in some individuals manifests a a mania lasting 10 x 1d4 minutes.

Less scientifically minded individuals hope to salvage treasure swallowed by the leviathan in its journeys. Whole ships laden with cargo are sometimes found (this is facilitated by the fact that internally leviathans are cavern-like, evidencing a strange paucity of organs). The loot-minded must be wary, however. Strange miasmas are sometimes produced inside a dead leviathan that can cause death or mutagenic effects on the unprotected.

Sunday, January 22, 2012

Get Your Motor Running


I watched the science fiction anime Redline from Madhouse Studios last night,and it got me thinking about the “crazy road race” genre. You know, things like Cannonball Run (1981), It’s a Mad, Mad, Mad, Mad World (1963), and the Hanna-Barbera cartoon, Wacky Races. I think this sort of race set-up is rife with gaming potential.


The genre goes beyond mundane (well, not that cars with buzzsaw wheels are mundane to begin with) auto-racing. Redline puts the race in a sci-fi context as does Yogi’s Space Race (remember that one?). Thundarr gets into the game with the “Challenge of the Wizards” episode. Almost all the animated version of this trope have vehicles tricked out with weapons, and some live action one’s do, too--see the rally sequence of the criminall underrated live-action Speed Racer with it’s morning-star armed viking racers.

Obviously, Car Wars could do this sort of think. The ever prolific Matt Stater's Mutant Truckers would work, too. Fantasy systems aren’t out of the question, though (see Thundarr). And of course, you can do this sort of thing pre-automobile. A race to become leader of a kingdom or some such (similar to the tournaments for leadership in Mystara's Ierendi or the titular Empire of the Petal Throne) could use various sorts of fantastic mounts or maybe flying ships--or flying carpets. However you choose, just get those those charcter's on the road to adventure!