Tuesday, February 14, 2012

A Valentine from the Sorcerer's Skull


Happy Valentine's Day to all you folks in Internet Land.  I've got a lazy post--FtSS classic--for you today.  Last year's look at "Love (and Sex) in the City."  If you haven't read it, it's new to you!

Oh, and here's a little something from Enoch Bolles:


Monday, February 13, 2012

Afterlife During the Wartime


Explorers in the planes beyond have recorded two noumenal realms devoted to the concept of war, though from two different perspectives. One is a shining realm of trumpets sounding the call to glorious battle for a righteous cause. The other is a grim place of endless, grinding war of attrition, leading to an apocalypse they may never come.

The Halls of Valor or the Fields of Glory is the name given to the after-life for the heroic warrior dead of several pagan faiths. Its trappings are pre-modern, though never in history did swords and spears so gleam, or armor so shine. The warriors revel all night in feasting halls and walk out at dawn (strangely hangover free) to do battle with representatives arriving from places of evil and chaos (or at least the representations of such beings). Occasionally (if that word has much meaning in a timeless place) tourneys are held, and the warriors pit themselves against each other. While dire wounds are suffered, they heal quickly and wound and pain are forgotten in the face of glory.

There have been some warriors of the Oecumenical faith, or even soldiers from modern times, who fell in battle and were taken to Halls of Valor in some sort of cosmic error. Some warm to the place after a while, but others seek a way out by appeal to the pagan gods who rule there. Sometimes, angels try to recruit such misplaced warriors to serve in the Heavenly Hosts. This is considered by the eikone Management a tidy solution to the problem of a misplaced soul.

The other realm is a place of blood-red skies, where clouds of ash are buffeted by winds thick with the smell of death. This is the Plains of Armageddon, the Eternal Battlefield. Here, the souls of warriors damned by their actions in war are conscripted as soon as they arrive into the army of one faction or another. Weapons are supplied by agents of the Hell Syndicate or the demon lords of the Pits; They use the armies here as proxies for their own agendas. Warriors from infinite worlds and all of history do battle in bleak and blasted landscapes where no one is truly trustworthy and most hands are actively raised against every other.

Some of the damned delight in bloodlust and slaughter and give themselves over fully to their not entirely metaphorical demons. Others seek desperately to escape and sign faustian deals to return the the Material world as diabolic thralls. Others are lucky enough to make contact with the agents.of Heaven and make other deals for a chance at working off the stain on their souls.

Sunday, February 12, 2012

When Rise the Stone Giants!

Some islands in the Tranquil Ocean are noted for their rough-hewn monolithic statues. Sometimes these are whole human figures with oversized heads, other times just the heads. Explorers have wondered at these statues and proposed various theories of their origins. Only a few have witness first hand the statues' most startling secret: They aren’t statues at all.

The stone giants of the Tranquil Ocean are living things. It is believed that they are the remnant of a once wider spread species (similar beings have been encountered in other parts of the world), but they now only exist in numbers on scattered islands. Though they appear to be constructs, post mortem examination suggests they are living beings (though composed of more earth elements than humans) with a rocky integument. It's is theorized that (like gargoyles) the body of a stone giant slowly petrifies further over their long lifespans. It appears that this process may lead to the giants spending longer and longer periods immobile until they become sessile--statues, for all practical purposes.

It’s unclear how stone giants reproduce--or if they reproduce at all. Specimens which appear different ages (based on size and their level of activity) have been observed, but there are no apparent sex differences, nor do their appear to be infants or children requiring the care of adults. Some have suggested the stone giants came (or were brought) here from some distant world, but the true is unknown.


Stone giants spend long periods of time in torpor. They can stay immobile so long that they can be partially buried by sediment. Whether this is strictly physiologic or partially purposeful is unknown. Mobile stone giants can speak in booming, sonorous voices, but the immobile aged become incapable. There is some evidence that stone giants possess telepathy, and the ancients of their kind may continue to communicate in this fashion after they are immobile. Human psychics often report uneasy or fearful feelings around them that have been theorized to result from the giants’ attempts at communication at frequency below that which can be interpreted by the human mind, but can be “felt."

Caution should be taken in dealing with stone giants. They are territorial, and may attack those they feel have trespassed. Natives of islands with stone giants placated them with blood sacrifices in previous times, though it’s unclear the giants took any particular notice.

[Treat these stone giants as stone golems or greater stone golems, except that they aren’t constructs. Oh, and just in case anybody missed it, I did an interview about the origins of Weird Adventures with Chris Kutalik over at the great Hill Cantons blog last week.]

Friday, February 10, 2012

Welcome to the MEGADUNGEON!


Looking for something for a little weekend family fun?  Why not a little delving? Sean Robson--half of the creative duo at Hopeful Monster Creations knows just the place.  He's developed a simple and fun update on the dungeoneering board game.  Megadungeon! delivers what you remember from that classic game of yore, but updates it with modular dungeon tiles and multiple levels.  And it's recession-priced at a mere $2.00.

I had the pleasure of checking this game out while in playtest, and I can say Sean has built a lot of detail into a fairly simple ruleset.  I'm looking forward to giving it a whirl with the nephews when I can pry the game-controllers from their hands.

Get it here.

Thursday, February 9, 2012

Manuscript found in Airship Wreckage, 5877



The journal of geologist Farnsworth Lake, found in the wreckage of the airship Orvendel, is the only hint we have of the fate of the Altamont Arctic Expedition of 5876. Despite it’s undisputed authenticity, the veracity of its account is controversial.
Throughout much of the early voyage, Lake describes the view of the world below as obscured by thick mists. Temperature readings of the rising air are notably higher than typical for northern Borea. Proponents of the “Polar Homeland” theory have suggested this was due to the volcano-surrounded island which was home to the ancestors of the Natives of the New World. Skeptics accept the possibility of volcanoes, but dismiss the idea of lost tribes. No credible land or sea expedition has been able to approach the area thanks to malevolent ice elementals and death frost winds.


When they had flown north of the mists, Lake describes the mountain-ringed Polar Continent, quartered by sea channels. Here, the airship made landfall and managed to make contact with the obsidian-skinned dwarf people who inhabit the ancient, perhaps pre-human cities built into the sides of the mountains. Previous expeditions had painted the dwarves as savages (and possibly) cannibals, but Lake suggests the gifts of gems the expedition brought may have placated them. Lake records that the dwarves recipricated by giving Altamont's group a portion of the tusk of a giant walrus and ancient sculptures (perhaps idols) recovered from the cities. The fact that none of these artifacts were found in the wreckage is made much of by the manuscript's critics.

Soon after leaving the dwarves, Lake records that the radio operator sighted a party of “beautiful but strange-appearing” women. These women were described as having skin like porcelain and being utterly unaffected by the cold. Historic accounts report “amazons” on the Polar Continent, but no other expeditions have ever recorded a sighting.

Altamont had planned to turn back at the edge of the maelstrom at the center of the “ring” of the Polar Continent, but for some reason, the Orendel strayed closer to the imposing spire of the Black Peak. Lake records that they begin to drift in the wind, their propellers pulled off by the mountain's magnetism. Blue fire was seen dancing across the hull. Lake theorized this was the anti-magic field of the Peak interacting with the alchemical coatings.

It was in the second day adrift that Lake describes the moaning sound beginning. All the crew heard it, though it was louder for some than others. At first, they thought it might be a natural phenomena, but soon they discerned that it was more like a chorus of voices. Their sleep was disrupted by the sound. Lake confesses he has a mounting sense of dread as the Bleak Peak filled the horizon in front of them. He reports seening shapes moving beneath the at times almost mirror-smooth surface of the mountain.

At this point Lake’s account becomes more terse and (perhaps) more confused. He mentions two of the crewmen as being “gone” but he does not comment on the particulars of their absence. He records entries he dates earlier than previous entries, but that clearly occur after. He relates Grandon’s (the historian) obsession with “runes” on the Peak that Lake cannot see. Finally, he writes that Altamont plans to extend sails to try to catch the wind and and turn southward.

The Orendel's wreckage was recovered 10 months later from an ice flow. No bodies of the crew were found, but as all the supplies were left aboard, it seems unlikely they abandoned the craft purposely. No further evidence of their fate has ever been found.

The greatest barrier to the acceptance of the manuscript's account is reconciling it with the last radio communication received from the expedition.  Though the journal appears to be written in Lake's own hand, Altamont reported that Lake died during the encounter with the polar dwarves, nearly two weeks before the journal's last entry.

Wednesday, February 8, 2012

Warlord Wednesday: Revolution

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...

"Revolution"
Warlord #82 (June 1984)
Written by Cary Burkett; Penciled by Dan Jurgens; Inked by Dan Adkins.

Synopsis: Wrongly imprisoned as spies aboard an aircraft in the post-nuclear war USA of 2303, Morgan, Krystovar, Reno, and Shakira are transported to futuristic Washington, D.C., A city strangely unscarred by the devastation they’ve seen elsewhere.

As the officer that captured them turns them over to Secretary Dubrow, Morgan still has faith he can correct this misunderstanding. He hasn't noticed the “weaselly sadistic villain” look Dubrow has about him, and gets beat to unconsciousness and dragged to the slave camp for his trouble.

See that look on Dubrow?


Anyway, in the present of Skartaris, Tara is frustrated that she can’t go after her mate in another of the saucercraft. The leader of the New Atlantean contingent the Shamballans beat last issue let it be known that they had captured Tara’s warship. Warrior queen that she is, Tara can’t let something like that stand:


Back in the post-apocalypse, Morgan wakes up bruised in a slave pit. Krystovar is with him, but Shakira and Reno must be being held elsewhere. Another slave, a former engineer named Duncan, explains how a laser defense system protected Washington from the worst of the destruction. All non-military citizens had been conscripted into work crews for repairs. These had eventually evolved into slave gangs to keep the city running.

The slaves are hauled out of the pit to go to work in the hydroponic gardens that grow the city’s food. While at work, Morgan stares too long at the President with that slimy Dubrow beside him and gets zapped for his trouble.

Morgan has had all he can take. Back in the camp that night, he lays into Duncan about not fighting back. He gives the other slave a rousing, patriotic speech about freedom!


All of the slaves buy it. Not for the first time, Morgan is leading a rebellion.

Making use of Duncan’s engineering expertise. Morgan is able to block the flow of the hydroponic nutrient solution, causing pressure to build up in the big tanks until they blow. The slaves start seizing weapons from the surprised and injured guards. With Morgan’s heroics setting an example, the slaves secure the area and seal it off. Morgan plans to find his missing friends and keep fighting:


Things to Notice:
  • Once again, Warlord gives a pessimistic view of future fashion. Dubrow's outfit looks like the seventies leisure-suit version of a Star Wars outfit.
  • Duncan bears some resemblance to Machiste and plays a similar role in the story.
Where It Comes From:
This issue recalls Morgan's slave revolt at the gladiator school back in issue #2.  Like in the older stories, Morgan employs an American history quote in his speechifying.  This comes up in later series as well.

Monday, February 6, 2012

Mystery House


It's most often found at the end of a stretch of dirt road, be it along a lonely bayou in the South, perched precariously on a ridge in the Smaragdines, or rising like a mirage out of the hardpan in the West. Those that seek it seldom find it without magic, but the lost are somehow drawn to it. However visitors arrive, few can forget the sprawling mansion known as the Mystery House.

One story says that Hulysses Mulciber, heir to the Mulciber Repeating Arms Company, was troubled by nightmares of a gaunt gunslinger riding ahead of an army of the ghosts of those who had died due to his family’s rifles. A medium told him that he should build a house designed to confuse and confound the spirits to escape the wrath of the Spectre of the Gun (as she named the gunslinger) and his vengeful army. Another story (more prosaically) holds he began the house as an elaborate gift to his wife who was angry over his philandering. Whatever the reason for its construction, records agree that building originally began in the Smaragdines.

The house even as conceived twisted and turned back on itself--it was almost a maze--and that was before it gained a life of its own. Hulysses didn’t live to see it; he died of blood poisoning following an accidental shooting in a hunting accident. The weapon that did the deed was, of course, one of his own company’s. His wife Ansonia, fervent believer in the reality of the grim Spectre, completed the project and paid numerous thaumaturgists (real and otherwise) to lay all sorts of protections on the house. And construction continued.

Whatever protection conferred to the house didn’t extend to Ansonia. She died of thirst, having gone mad and gotten lost in her own house. It was shortly after her death that the house disappeared from its original lot.

There are some stories of treasures in the house--mostly the mundane riches of the Mulcibers--but most who seek it do so out of curiosity. Most who find it, though, didn’t mean to. Those that have been there and survived report doors to nowhere, hallways that turn back on themselves, and rooms that shift. The stale air is filled with the low, arthritic creaks and groans of the house twisting and rearranging itself, and the distant sound of heavy footsteps--and jangling spurs.