Monday, June 24, 2013

Kosmoniks

The Kosmoniks or Cosmoi are a clade of traders (and sometimes pirates) believed to be descended from space-adapted humans, now acclimated to hyperspace. Though they are most commonly found in their rune inscribed ships in or around the nodes or operating terminal stations near stars above the galactic plane (in the vicinity of Deshret, for instance), but they roam far into the Zuran Expanse.

Appearance and Biology: Kosmoniks are short (1.4 m tall on average), lean, and have arms almost as along as their legs. They have dexterous, four digited hands and their feet are prehensile. Their gray skin is a flexible membrane, engineered to afford some protection against hard vacuum. Their most unusual trait are their faces: they are flat and hidden behind smooth, glossy masks, featureless except for their dark, membrane-protected eyes. This mask is thought to nanotechological device, but no non-kosmonik has ever had a chance to examine one.

All kosmoniks are mute. They communicate with each other via sign language, but carry translator devices to interact with other cultures.

Psychology: Kosmoniks are friendly, but superstitious. They are given to finding hidden meanings and interpreting signs and portends from events. All kosmonik groups have a set of taboos, but each kosmonik is likely to idiosyncratic ones, as well.

Stats/Abilites: Kosmoniks have ability scores in the same range as humans. They are able to withstand exposure to vacuum for two rounds before they must begin to make saving throws (and get a +1 to those saving throws). They also get a +1 to saving throws against radiation.

Sunday, June 23, 2013

In the Land of Arn

Continuing my reposting of Google+ of setting tidbits, here are some more pictures and more glimpses into a fantasy world:

At the Conclave of Sorcerers the haughty Mabdosir Turms made overtures to Vathluna Drox regarding the exchange of thaumaturgical research--and things more carnal.  Turms was only saved from more than a sharp rebuke by the gong announcing the start of the invocation ritual.


Hierodules perform in sexual rites within the temple of Meln itself, the oldest in the city, venerating the now nameless and distant gods of the city’s foundation. Hierodules come from all social classes and serve anonymously beneath masks that also seem to disguise their voices, lending them an otherworldy quality.  No one has ever noted a hierodule to age. It is presumed they do, as new initiates are selected from time to time, but no one knows what becomes of those that retire.  The inner sanctum of the temple holds a lingam with glyphs (worn and faded) that sages believe was a boundary marker of some pre-human civilization.


The Throne Room of Gaagmragog, sub-man bandit chieftain. His motley band of outlaw humans, sub-men, and degenerate species less identifiable, holes up in a series of caves inside a rock "island" deep in the Great Swamp

Saturday, June 22, 2013

Down These Mean Streets

Shadowrun has never had a good source book on New York City. Mike "Wrathofthezomibe" Evans (that mad man of gaming and Hellboy tattoos) has rectified that problem and added Vornheim inspired urban adventuring tools to boot.   What's more this Shadowrun Complete City Kit and New York City Guide can be yours for the low, low price of free.

Download it here.

Friday, June 21, 2013

In the Dharwood

Last summer, I did some picture-based riffing on a setting on Google+. Since only part of that ever appeared on the blog (and without pictures), I thought it might be of interest to my readership here. I did more than these three. If there is interest, I might re-post more. I might even if there's not.

Golden Men of Haoun Dhar: The only inhabitants of the ruins which give the Dharwood its name. The men are seen on occasion amid the tall columns (engraved with demonic faces) performing odd, communal rituals or standing like statues on the central ziggurat for hours on end.  At night they are sometimes glimpsed on the ziggurat’s pinnacle, seeming to make observations of the heavens with unusual instruments. Few dare approach the ruins for fear of the strange men, despite the legends of a fabulous treasure within the ziggurat.


Kro One-Eye : Alcoholic (and possibly consumptive) swordmaster. He lost his left eye either to an insurgent in the Dharwood or to an angry whore, depending on how deep into the cups he his when he gets 'round to the tale. He's a fixture in dives along Wine and Tavern Streets, regaling fellow patrons with daring (and dubious) tales of his youthful adventures, and the occasional demonstration of his skills. For a cup of watered wine he'll give a few pointers on swordmanship. For a bottle of good Kael whiskey, he'll take on a student. For a small cask of vintage Trosian Red, he'll fight at your side--as long as it doesn't take him far from the River District for long.


Mystery cult snake priestess: One of many such agitators in the peasant uprising in the Dharwood.  Nobles have been burned alive in giant wicker statues in heretical rites. Lawlessness and banditry are common throughout the region and travelers should take care.

Thursday, June 20, 2013

Cyclopes

By way of example of the sort of thing I was thinking of with the Greek mythology science fantasy setting riff I blogged about, here are some ideas for cyclopes. As any one familiar with Deities & Demigods (or Greek mythology) knows, cyclopes come in two varieities: lesser and greater. Use your system of choice's stats for them.

Art by Chris Lazzer
Lesser cyclopes are biomechanical creations of the Olympians. Perhaps they were weapons in the war with the titans, but now they are used as sentinels or are found roaming free in desolate places. Most are still playthings of one Olympian or another, so tampering with them may well invite a god's wrath.

Lesser cyclopes are giants (20 ft. tall) and have rather simple operating parameters--meaning they tend to regard humans as things to be exterminated. Their solitary sensor (or "eye") is overwhelmingly their primary means of gathering data on their surroundings so that (combined with their limited intelligence) makes them easy to "blind." Some lesser cyclopes may be able to unleash an electrical blast from their single eye.


Greater cyclopes resemble lesser ones in appearing to have one eye, but are actually very different creatures. These are intelligent servitors, created to aid Hephaestus in his efforts. These gleaming skinned giants (about 10 ft. tall) have a constantly moving eye of piercing light in their otherwise featureless faces. Their scanning sensor collects information in array of different modalities. They can fire highly destructive beams if they have the need. They are dispassionate, utterly logical beings, not given to wanton violence, but also utterly without mercy.

Wednesday, June 19, 2013

Warlord Wednesday: Vengeful Legacies

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...

"Vengeful Legacies"
Warlord #131 (September 1988)
Written by Michael Fleisher; Art by Jan Duursema

Synopsis: Maddox and Morgan are having a drink in Xur-Chemosh, reminiscing about old times. That is until Maddox reveals he was the one flying the MiG that Morgan shot down just before ending up in Skartaris. Morgan is drugged by the wine and when he wakes up he’s in a dungeon. Maddox plans to make him pay for those years he spent in the gulag.

Meanwhile, Aoife wakes up on the beach. She’s captured by soldiers and brought to the palace before Maddox and Mariah. Maddox is interested in her jeweled headband and wants to take it. Aoife realizes Maddox is evil and tries to attack him. He has her taken away. He backhands Mariah when she tries to intervene, then apologizes in typical abuser fashion.

Mariah asks about Morgan. Maddox tells her that he must have wandered off. In reality:


And that’s just the first torture he’s got planned!

Leaving that ugly scene gives us a chance to check in on the rest of Warlord’s cast. Jennifer’s spying on Khnathaiti’s spell casting. The evil sorcereress is calling on some ancient beings of darkness and it’s got Jennifer worried. Shakira is making out with two handsome shepherds when a bolt of energy strikes her and she disappears.

In Xur-Chemosh, a suspicious Mariah is armed and back in her old outfit, sneaking around:


Maddox is convinced Aoife’s headband activates the one mysterious machine in the ship he found. When he leaves to try it, Mariah sneaks in the free Morgan. Unfortunately, Maddox catches her in the act. He chains her up too, so she can watch Morgan die.

Before that though, Maddox tries out the headband and the weird device. Whatever he was expecting, it wasn’t the summoning of an angry eidolon of a long-dead Atlantean sorcerer—but that’s what he gets! It seems Garn Daanuth’s acolytes escaped the destruction of Atlantis in the ship to start anew in Skartaris. And the device?


Aoife begins to get images in her head. She sees a baby, found with the diadem in the crashed ship. The priests of Xur-Chemosh handed her over to an executioner, but the man couldn’t bring himself to kill a baby outright and set her adrift. She was found and raised by the people of Cuchulainn. The headband was passed down through the generations until it came to rest on Aoife’s brow. Aoife is a distant descendant of the acolytes of Garn.

Aoife manages to tap the devices power to allow her to free herself and Morgan. Just in time too, because the angry eidolon of Garn is beginning to shake Xur-Chemosh apart. They rush to the rescue, but Maddox won’t give up the headband without a fight. Morgan prevails, of course, and Aoife reclaims the diadem just in time to stop a massive wave from destroying everything. Being pure evil, Garn isn’t super-happy about this turn of events, but Aoife is of the proper bloodline, so he lets it pass.

Morgan and Aoife bid their good-byes. Mariah (amazingly) is going to stay with Maddox because he “in spite of everything” she knows he loves her. What’s a little attempt to boil her friend in oil and make her watch, right?  Morgan, prudently, has confiscated all Maddox’s guns.

Things to Notice:
  • This is the final chapter of "Maddox's Revenge."
  • This issue has a "Bonus Book" story that features the second professional publication of Rob Liefield.
Where It Comes From:
Garn Daanuth is a from Arion, Lord of Atlantis. He's Arion's twin brother and as such some sort of great-uncle to Power Girl.

Monday, June 17, 2013

Gods, Heroes & Super-Science


Reading Lob's and Pichard's comic book adaptation of Homer's Odyssey from the pages of Heavy Metal has got me thinking what a great setting science fantasy Greek myth might be. Not recasting the myths into a science fiction context or something like that, but bringing a little Jack Kirby twist to the proceedings. Maybe a fantasy world that's post-apocalyptic, but where the apocalypse was the Titanomachy.

The heroes (the PCs) would be hapless Bronze Age Achaeans who are playthings for high tech cultures (aliens or extradimensional beings) who are there gods. Guys that look sort of like this:

Art by Pichard

Beings descended (or created) by extradimensional monsters like this:
by Jack Kirby
It would be a world informed by Chariots of the Gods reinterpretation as well as the usual interpretatio graeca. Maybe Nereids are scaled (as Pliny tells) icthyohumanoids from another world. The cyclopes may well be robots.

In addition to Ulysses above, the Orphans of Chaos series (where universe creating Saturn is a rebel against his hyperdimensional species that stands outside of time--and wants to destroy it) by John C. Wright would be a could inspiration. Any of Jack Kirby's mythology related works are also essential, particularly The Eternals.