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Monday, February 4, 2013
And the Superhuman Krewe
The Southron canal city of New Ylourgne has a culture all its own. This is as apparent in its magical traditions as anywhere else. While a professional, (somewhat) public, and singular Thaumaturgical Society holds sway in the City, New Ylourgne is home to a patchwork of societies and cabals, secretive in their teachings but often flamboyantly public in their rivalry.
Despite the tales sometimes heard in the Sorcerers' Quarter, most of these mystical societies or “krewes” don’t trace their traditions to the Averoignian magocracy that once ruled the city. Most seem instead to date back about fifty years, and the oldest rarely more than a century. They began as as social clubs for local thaumaturges (and non-thaumaturgist adventurers), who threw public parties and helped fund parades and celebrations related to Oecumenical holy days. These krewes began to compete for public acclaim, and thaumaturgical spectacle was part of winning these contests.The spells that created illusions and wonders became closely guarded secrets, hidden behind layers of coded language, and artificial mythology, unique to each krewe.
There was some precedent for these organizations. The mages of the Black Folk had long formed gender-specific orders for socialization and the exchange of knowledge.These orders waged ritualized magical battles in order-specific costumes in the city’s streets. Though this practice was suppressed by the ruling Averoignian sorcerers, it was never completely eliminated. The krewes may have been inspired to a degree by these groups, and in turn the Black Folk orders have conformed their primary ritual performances and competitions to the Oecumenical holiday calendar.
The krewes typically have exalted or archaic sounding names, harkening to some legendary founder or progenitor. The officers of the krewes (which are typically almost every thaumaturgy practicing member) take on ornate and nonsensical titles, and often go masked in public performances to evoke an air of mystery. Much of this mummery is magical enhanced; in many ways, the krewes are as adept as illusionists at fooling the public.
While the vast majority of the krewes are only out for fun and entertainment, the magics they wield are very real. Though it happens less these days, it’s not unheard of for serious magical feuds to exist between krewes that have ended in death.
Sunday, February 3, 2013
Talislantan Space: Kasmirans
Kasmirans are a short, lean, humanoid species with heavily wrinkled skins. Displaced by the Great Disaster, they now inhabit an arid world near the Seven Worlds Alliance's border with the Zaran Expanse. Despite their origin as refugees, the Kasmirans have become a wealthy people, though how they acquired this wealth is not entirely clear. They are infamous throughout the galaxy, however, as misers and shrewd negotiators.
The Kasmirans have maintained (and expand) their fortunes through investment banking.They have a reputation for ethical behavior and conservative investment, but also infamous as sticklers for the letter of contracts and for their hard credit terms.
Kasmiran society is divided into clans. The heads of these clans elect a Chief Executive Officer of Kasmir. When the Kasmiran clan leaders lose confidence in a CEO, he or she is replaced--and memory-wiped to insure the protection of secrets. This process is referred to as “beheading.”
Their desire to protect their wealth (and the wealth of their clients) has led the Kasmirans to become experts in both physical and data security. Prevailing Kasmiran aesthetics in physical security measures tends to favor clockwork mechanical devices with only sparing use of electronics; they extend this mechanical design into the nanoscale.
Kasmir City, the capital of the world of Kasmir, has a walled and check-pointed city center full of windowless high-security towers where the wealthy Kasmirans reside. Offworlders that work for them reside in the more modest areas surrouding it.
Friday, February 1, 2013
Hidden Lands & Inner Space
Here are a couple of maps from the pages of Marvel comics that could be put to good rpg use.
The first is from the pages of Micronauts. It gives me flashbacks to organic chemistry but also provides a basic layout of Homeworld:
This one is of a hidden land of prehistoric holdouts in Antartica: Ka-Zar's Savage Land:
The first is from the pages of Micronauts. It gives me flashbacks to organic chemistry but also provides a basic layout of Homeworld:
This one is of a hidden land of prehistoric holdouts in Antartica: Ka-Zar's Savage Land:
Thursday, January 31, 2013
A Bug of a Different Color
Here's another obscure Star Trek species for Starships & Spacemen:
Movement: 90' (30')
Intelligence: Average
Psionic Potential: 4d4, inactive
Hits: 1d8
Armor: -2
Combat Skill: 12
Save: L1
Attacks: 1
Damage: By weapon or 1d4
Morale: 7
XP: 10
Nasat are short humanoids vaguely resembling Terran isopods. They are known to the Federation in the 23rd Century, but are not yet members.
Nasat average 4 ft. tall and have 8 limbs, but typically ambulate bipedally. Either of their upper pairs of limbs may be used as manipulators. Though they have an internal skeleton, they also possess thick plates of carapace that extend down their tails. Their integument is either green, blue, red, brown on yellow.
These colors divide the Nasat into “shell-groups” which are geographically co-mingled but divide their society in a way analogous to kinship groups in human societies. Nasat have no other concept of kinship. or even pair-bonding. Mating is a casual affair, with no real associated emotion. Children are raised in communal nurseries and shepherded through adolescence by minimal support from members of their shell-group.
Nasat are cautious, often to the point of cowardice from the perspective of other species. They make poor fighters, but have a natural aptitude for technology and make excellent technicians and engineers.
Note: Em3Green was a thief and expert lockpicker who appeared in the animated series episode “The Jihad.” His species was named and further members were introduced in the ebook series Star Trek: Starfleet Corps of Engineers .
Wednesday, January 30, 2013
Warlord Wednesday: Citadel of Fear
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...
"Citadel of Fear"
Synopsis: Crossing the desert on the way to Kaambuka, a merchant caravan is attacked by “the Warlord and his blood-mad horde.” The survivors of the caravan are taken off to the Citadel of Fear. The Citadel’s master is Desaad, chief torturer of Darkseid, who’s indulging his sadism at the expense of the captives. When the technological illusion drops away, the Warlord is revealed to actually be Y’smalla, the former Vashek assassin. She allied herself with Desaad in her quest for vengeance.
Meanwhile, the real Morgan and his companions are returning from the castle of V’Zarr Hagar-Zinn--still without a means to save Jennifer. He’s also not looking forward to facing his wife Tara and telling her he’s now in love with Mariah! Shakira is disgusted with him and rides off on her own.
Mariah and Morgan ride into a town where Morgan is immediately attacked. The two are taken captive and the townsfolk plan to burn Morgan alive! A bystander rushes to a horse to ride to Shamballah and tell Queen Tara.
He arrives just in time to see a person with the appearance of Morgan shift into the form of Desaad and kidnap the Queen. The man doesn’t want to tangle with a sorcerer, but he rides back to the town, arriving in time to save Morgan and Mariah from being burned at the stake. (It’s a good thing Shamballah and this town are so close.)
This helpful fellow leads Morgan and Mariah to the Citadel of Fear where Desaad is already subjecting Tara to his tortures. Morgan may be in love with Mariah (thanks to a magic charm Mariah bought) but he feels honor bound to save Tara. Mariah, for her part, is starting to feel guilty about manipulating him.
Y’smalla warns Desaad that Morgan is coming. The Apokolipsian villain plans a reception for the Warlord. When Morgan arrives, he sees Tara reclining in sybaritic indulgence with wine and two guys. It’s all an illusion courtesy of Darkseid. Morgan wavers for a moment, but then V’Zarr Hagar-Zinn’s magic ring kicks in:
Desaad knows the jig is up. He tries to blast Morgan but hits Mariah instead. Morgan returns fire with his pistol, destroying some of Desaad’s machinery. The torturer decides his work here is done and makes his escape. Desaad’s device is falling apart--and both Tara and Mariah are in harm’s way! Who will Morgan choose?
Morgan runs for Mariah, who suddenly has an attack of conscience. She throws the love charm in a nearby fire. She tells Morgan to save Tara. With the charm destroyed, Morgan makes an about face and runs to save his wife. A certain black cat bounds in and transforms into Shakira. She helps Mariah get to safety.
Our heroes are all safe, and Morgan and Tara are reunited. And Mariah:
Desaad leaves Skartaris, his mission to destroy the legend of the Warlord far from a complete success but not a total failure, either. He’s also left Y’smalla behind with tools to cause chaos as a parting shot.
Things to Notice:
Warlord #115 (March 1987)
Written by Michael Fleisher; Art by Ron Randall
Synopsis: Crossing the desert on the way to Kaambuka, a merchant caravan is attacked by “the Warlord and his blood-mad horde.” The survivors of the caravan are taken off to the Citadel of Fear. The Citadel’s master is Desaad, chief torturer of Darkseid, who’s indulging his sadism at the expense of the captives. When the technological illusion drops away, the Warlord is revealed to actually be Y’smalla, the former Vashek assassin. She allied herself with Desaad in her quest for vengeance.
Meanwhile, the real Morgan and his companions are returning from the castle of V’Zarr Hagar-Zinn--still without a means to save Jennifer. He’s also not looking forward to facing his wife Tara and telling her he’s now in love with Mariah! Shakira is disgusted with him and rides off on her own.
Mariah and Morgan ride into a town where Morgan is immediately attacked. The two are taken captive and the townsfolk plan to burn Morgan alive! A bystander rushes to a horse to ride to Shamballah and tell Queen Tara.
He arrives just in time to see a person with the appearance of Morgan shift into the form of Desaad and kidnap the Queen. The man doesn’t want to tangle with a sorcerer, but he rides back to the town, arriving in time to save Morgan and Mariah from being burned at the stake. (It’s a good thing Shamballah and this town are so close.)
This helpful fellow leads Morgan and Mariah to the Citadel of Fear where Desaad is already subjecting Tara to his tortures. Morgan may be in love with Mariah (thanks to a magic charm Mariah bought) but he feels honor bound to save Tara. Mariah, for her part, is starting to feel guilty about manipulating him.
Y’smalla warns Desaad that Morgan is coming. The Apokolipsian villain plans a reception for the Warlord. When Morgan arrives, he sees Tara reclining in sybaritic indulgence with wine and two guys. It’s all an illusion courtesy of Darkseid. Morgan wavers for a moment, but then V’Zarr Hagar-Zinn’s magic ring kicks in:
Desaad knows the jig is up. He tries to blast Morgan but hits Mariah instead. Morgan returns fire with his pistol, destroying some of Desaad’s machinery. The torturer decides his work here is done and makes his escape. Desaad’s device is falling apart--and both Tara and Mariah are in harm’s way! Who will Morgan choose?
Morgan runs for Mariah, who suddenly has an attack of conscience. She throws the love charm in a nearby fire. She tells Morgan to save Tara. With the charm destroyed, Morgan makes an about face and runs to save his wife. A certain black cat bounds in and transforms into Shakira. She helps Mariah get to safety.
Our heroes are all safe, and Morgan and Tara are reunited. And Mariah:
Desaad leaves Skartaris, his mission to destroy the legend of the Warlord far from a complete success but not a total failure, either. He’s also left Y’smalla behind with tools to cause chaos as a parting shot.
Things to Notice:
- This issue is a Legends crossover.
- Morgan calls his beloved Mariah "youngster," too. That's even more odd than him calling Shakira that.
- It's strange that the loyal Shamballan so pivotal to this story goes unnamed.
Where it Comes From:
The title of this issue is the same as a 1918 lost world novel by Francis Stevens (Gertrude Barrows Bennett), but there is no clear link between the two.
The title of this issue is the same as a 1918 lost world novel by Francis Stevens (Gertrude Barrows Bennett), but there is no clear link between the two.
Monday, January 28, 2013
Soldiers for Salvation
Every adventurer has at least heard of the Hell Syndicate and its infernal bosses, but fewer are aware that the agents of Heaven are also active in the world. Worldwide, they’re a varied lot--more variable even than the differing versions of the Supreme Being espoused by world religions and encountered by planar travelers--but they have similar aims: They make sure the multiverse functions as it should and they motivate humans to confront the forces of evil.
The followers of the Good Book call these beings “angels.” In the Astral and beyond they can be powerful and frightening, bigger and stronger than many earthly eikones. Their forms are too big and strange for the Material Plane, but in the higher realms they're composed of a tumult of wings and heads of animals or geometric solids and fire. Always fire.
On earth, they're are smaller and more mundane. A string of soup kitchens and homeless shelters across the Strange New World are operated by angels in human guise or their agents. From the down-and-outs, addicts, and alcoholics that take advantage of their services, the angels recruit soldiers. The most trusted of these they grant minor miraculous powers, making them essentially members of the Gifted. Others are recruited via traveling revivals or mysteriously short-lived radio evangelist shows. These folk drawn from among the working poor, the elderly, and the outcasts of society become secret members of the Army of Salvation.They wait quietly for the time when they will be called upon to perform some task for the agents of God.
Some angels on Earth are sent on missions by their superiors to right various mundane wrongs they encounter--not by direct action as much as by encouraging humans to do so. These angels seldom appear in any way angelic: They mostly look like traveling salesmen, regular clerks or the like. They rarely manifest any supernatural powers--though they are able to travel from place to place instantaneously and have the uncanny knack of avoiding serious physical harm. Other powers are available to them, but these must be cleared with their superiors and are only sanctioned in the direst need.
Sunday, January 27, 2013
Ghosts of the First Ones
Discoveries since the the advent of the space age have confirmed occult theories and assertions of the Book of Dzyan that humanity is not the first intelligence to arise on the earth. Astral projection has allowed a glimpse of the beings that inhabited earth in the distance past. The oldest of these was a protoplasmic race made of lighter elements than current physical matter--indeed, they were of a density we would currently term “etheric.” They inhabited a continent only slightly denser than themselves, long ago sublimated into the Astral, but then located at what is now the North Pole. For this reason, these beings have been dubbed “Polarians.”
Psychic impressions indicate the Polarians were alien in many respects. They do not appear to have possessed consciousness in the manner of humans and were perhaps part of a group intelligence. They weren't users of tools in the usual sense: they made what they need from their own substance. Polarian bodies possessed no organs and they reproduced asexually via binary fission.
Polarians are long extinct, but their tenuous ghosts are sometimes encountered, particular in the atmospheres of the gaseous outer planets, blown there by the solar winds.
POLARIAN GHOST
# Enc.:1 (1d4) Movement:180’ (60’) Armor Class: 0 (or 8) Hit Dice: 8 Attacks:1 Damage: 1d6, see below Save: M8.
These remnants of the Polarian race are ethereal and incapable of physical harm or being harmed by physical creatures. However, their presence is unnerving and may cause fear as per spell. Pyschic beings are particularly susceptible to their alien intellects and save at a -2. They can be harmed by supernatural abilities which effect ethereal creatures or by other ethereal being. They may strike ethereal creatures with pseudopods for 1d6 damage. On a successful hit they can envelope a foe if they wish, provided their man-size or smaller. To ethereal creatures this does a 2 points of damage per round. Their ability to damage etheric beings also allows them to disrupt psychic helms, effecting navigation in unpredictable ways.
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