4 hours ago
Sunday, February 16, 2014
Weird Mystery
The internet (at least part of it) has been a buzz with the references to Robert W. Chambers' King in Yellow, among other weird tale nods in the new HBO crime drama True Detective. While it remains to be seen if this is just flavoring or their is really something weird (in the supernatural sense) afoot on the show, there are a number of other works that can scratch the "weird mystery" itch. I should note, I'm making a difference between "an investigation intersects the supernatural" from the activities of "occult detectives" who frequently interact with the supernatural as a matter of course. The former is what I'm focusing on here.
These would be great inspiration for Call of Cthulhu, Trail of Cthulhu, or other horror games in that vein.
Film and TV:
Angel Heart: New York private detective Harry Angel heads to New Orleans to find a missing crooner for a mysterious client.
Twin Peaks: An FBI agent investigates the murder of the homecoming queen in a very strange Washington town.
"Cigarette Burns": The best episode of the Masters of Horror anthology series has a rare films dealer looking for a an obscure French film, La Fin Absolue du Monde, which is rumored to have sparked a deadly riot at its premiere.
The Ninth Gate: A rare book dealer is hired to find the three known copies of a rare occult tome and determine which is the real one and which are forgeries.
Fiction:
Kim Newman, "Big Fish": Innsmouth isn't the only place with a shadow over it. A California gumshoe finds out sunny Bay City has one, too.
Arturo Pérez-Reverte, The Club Dumas: The book The Ninth Gate was based on, but with a lot more literary references and a different ending.
Friday, February 14, 2014
A Sorcerer's Skull Valentine
Happy Valentine's Day. Here's a couple of
From the world of Weird Adventures, we've got 2011's "Love (and Sex) in the City." If that's too retro for you, you can always visit "The Pleasure Domes of Erato" in the far future of the Strange Stars.
Thursday, February 13, 2014
Kuznuh Unveiled
Kuznuh is the primary world of the neshekk and a member of the Alliance. The neshekk aren't natives; they arrived there after being displaced by the Great Collapse. The neshekk have made their fortunes primarily through investment banking.They have a reputation for ethical behavior and conservative investment, but are sticklers for the letter of contracts and do not tend to offer easy terms.
Perhaps because of their wealth or perhaps due to a separate cultural quirk, the neshekk are greatly concerned with privacy. They go through the streets wrapped in a shroud of nizara, making them invisible or unrecognizable (depending on their settings) in the metascape of their world, unless they choose otherwise. It is a misdemeanor privacy violation to view public spaces of Kuznuh unfiltered by the metascape. All social interaction on Kuznuh is a process of negotiating the level and setting time parameters for permissions to access personal information. Even among family, neshekk may completely cloak themselves in nizara for privacy’s sake.
Their desire to protect their privacy and wealth (and the wealth of their clients) has led the neshekk to become security experts in both electronic and data security. Neshekk infosecurity firms are noted for their ruthlessness; they have been known to employ basilisk patterns and other forms of deadly intrusion countermeasures.
Neshekk society is divided into clans. The heads of these clans elect a Chief Executive Officer of Kuznuh. When the neshekk clan leaders lose confidence in a CEO, he or she is replaced--and memory-wiped to insure the protection of board secrets. This process is referred to as “beheading.”
Kuznuh City, the capital of their world, has a walled and checkpointed city center full of windowless, unadorned cylinders where the wealthy neshekk reside. Offworlders that work for them reside in partitioned areas around it. All visitors and offworlders are given rudimentary nizara shielding, but don’t have as many options with its use nor are theirs as opaque to legal inquiries as that of citizens.
(For those that are interested, FATE stats for the neshekk and other species can be found in a newly updated file here.)
Perhaps because of their wealth or perhaps due to a separate cultural quirk, the neshekk are greatly concerned with privacy. They go through the streets wrapped in a shroud of nizara, making them invisible or unrecognizable (depending on their settings) in the metascape of their world, unless they choose otherwise. It is a misdemeanor privacy violation to view public spaces of Kuznuh unfiltered by the metascape. All social interaction on Kuznuh is a process of negotiating the level and setting time parameters for permissions to access personal information. Even among family, neshekk may completely cloak themselves in nizara for privacy’s sake.
Their desire to protect their privacy and wealth (and the wealth of their clients) has led the neshekk to become security experts in both electronic and data security. Neshekk infosecurity firms are noted for their ruthlessness; they have been known to employ basilisk patterns and other forms of deadly intrusion countermeasures.
Neshekk society is divided into clans. The heads of these clans elect a Chief Executive Officer of Kuznuh. When the neshekk clan leaders lose confidence in a CEO, he or she is replaced--and memory-wiped to insure the protection of board secrets. This process is referred to as “beheading.”
Kuznuh City, the capital of their world, has a walled and checkpointed city center full of windowless, unadorned cylinders where the wealthy neshekk reside. Offworlders that work for them reside in partitioned areas around it. All visitors and offworlders are given rudimentary nizara shielding, but don’t have as many options with its use nor are theirs as opaque to legal inquiries as that of citizens.
(For those that are interested, FATE stats for the neshekk and other species can be found in a newly updated file here.)
Wednesday, February 12, 2014
Warlord Wednesday: Everything Changes
My issue by issue examination of DC Comics' Warlord continues. The earlier installments can be found here...
"Everything Changes"
Warlord (vol. 4) #15 (August 2010) Story & Art by Mike Grell.
Synopsis: Following the events of last issue, scientists are filling General Ketchum in on the signal that originated from 4 ancient sites (in Egypt, Mexico, Bolivia) and is directed at Orion. They give him a crash course in various fringe theories including the ancient astronauts--and the hollow earth. That's where the coordinates encoded in the signal are located. The "scientists" (you could doubt there credentials at this point) also tell him about the end of the Mayan calendar in 2012 with its the annotation: "They Return."
In the hollow earth, Joshua and crew are making their way back to Shamballah. Joshua is worried about what the alien had said: "We expected you to be more civilized. More useful."
When they get home, our heroes find a pleasant surprise. Thanks to the weirdness of Shamballan time, Tara has given birth already:
Joshua realizes it was his link with his new sister that healed him after he was burned by the dragon's breath. Jennifer explains that Morgana is linked to her, as well. The baby isn't just destined to be a mage; she is somehow magic herself in a pure and powerful form as it hasn't exist since the beginning of the world.
Joshua carves a horse for his new sister (He doesn't see when it becomes a winged horse in her hands.), then he and Alsyha go off for some private time. Later, they see a black hippogriff in a pond. Alysha approaches it, but then:
Alysha grabs on to the net to try to save the animal. Joshua has no choice but to follow, and the two are taken aloft. They manage to cut the hippogriff free before the raiders have reeled them in, then ride away on the animal's back. They fly over the area of devastation where the dragon's ship crashed. Alysha notices the surrounding area looks like the Nazca lines: the alien was making a landing strip!
They return to the palace convinced that trouble is coming. Joshua retrieves one of his father's belonging from a box: it's Morgan's automag. Joshua suggests McBane better teach him how to use it.
In the hollow earth, Joshua and crew are making their way back to Shamballah. Joshua is worried about what the alien had said: "We expected you to be more civilized. More useful."
When they get home, our heroes find a pleasant surprise. Thanks to the weirdness of Shamballan time, Tara has given birth already:
Joshua realizes it was his link with his new sister that healed him after he was burned by the dragon's breath. Jennifer explains that Morgana is linked to her, as well. The baby isn't just destined to be a mage; she is somehow magic herself in a pure and powerful form as it hasn't exist since the beginning of the world.
Joshua carves a horse for his new sister (He doesn't see when it becomes a winged horse in her hands.), then he and Alsyha go off for some private time. Later, they see a black hippogriff in a pond. Alysha approaches it, but then:
Alysha grabs on to the net to try to save the animal. Joshua has no choice but to follow, and the two are taken aloft. They manage to cut the hippogriff free before the raiders have reeled them in, then ride away on the animal's back. They fly over the area of devastation where the dragon's ship crashed. Alysha notices the surrounding area looks like the Nazca lines: the alien was making a landing strip!
They return to the palace convinced that trouble is coming. Joshua retrieves one of his father's belonging from a box: it's Morgan's automag. Joshua suggests McBane better teach him how to use it.
Things to Notice:
After being absent for over a decade, the fringe theory is back in Warlord: ancient astronauts, ufos, and (of course) the Hollow Earth. The last bit is significant, because DC had repudiated the Hollow Earth explanation of Skartaris after Grell left.
The time Ewan McBane refers to in the Dark Ages was the dust veil of 535-536 AD.
While Morgana was presumably named for her father, the name is an obvious reference to Arthur's sorcererous half-sister Morgan (or Morgana) le Fay.
- Those scientists apparently spent a lot of time watching In Search of...
- The "time works different here" thing is back in full force, after being officially abandoned by Grell's successors on the original series.
After being absent for over a decade, the fringe theory is back in Warlord: ancient astronauts, ufos, and (of course) the Hollow Earth. The last bit is significant, because DC had repudiated the Hollow Earth explanation of Skartaris after Grell left.
The time Ewan McBane refers to in the Dark Ages was the dust veil of 535-536 AD.
While Morgana was presumably named for her father, the name is an obvious reference to Arthur's sorcererous half-sister Morgan (or Morgana) le Fay.
Monday, February 10, 2014
Like It; Haven't Played It
There are some published rpg settings that I'm really fond of, but I've never gotten around to playing and don't think I ever will. Not that (in most cases) I would be opposed to playing them, but--well, I'll have to explain that on a case by case basis:
Tekumel: I first heard about Tekumel in college and over the next ten years, accumulated as much as I could on it from trips to gaming stores in various cities and ordering things off ebay. Despite having most of the publish Tekumel material in my collection for almost another decade now, I've never played it. I love the richness and wealth of detail in Tekumel, and I like aspects of the world (I've even read all the novels!). I think the problem has been two fold: until the internet, I never really had a crowd that would be willing to play it, and I tend to like to put my own spin on the games I run. (A few licensed properties for brief games being the exception, perhaps.) I'm well aware I could make Tekumel my own but then it wouldn't be Tekumel to me.
Transhuman Space: GURPS puts out a lot of great supplements, and the Transhuman Space supplements are no exception. It's the most detailed and supported near future game that I've seen (post the cyberpunk 80s). And it's really good. I'm unlikely to run this one because my days of playing GURPS are likely passed--particularly for a complicated realistic science fiction game. I did utilize the TS books to play my own near future game--one that was more Transhuman Cowboy Bebop with a bit of Bruce Sterling thrown in.
Glorantha: Though I got into Glorantha later, but scratches a similar itch to Tekumel in that I appreciate the wealth of detail in it and certain aspects of the world. It's a bit more like Transhuman Space in that it hits me in a "what can I steal from this?" place rather than a "I should play this!" one.
Exalted: This one is a bit different from the others, in that I have mixed feelings about Creation, the setting of Exalted. A lot of things about it I find really cool (mainly the underlying concepts of the session), then there are a number of things that are okay, and a few things (like a lot of the place names) I do like very much. Still, the good things are good enough to me, that I have thought about running a game in the setting before--but only after adapting it to another game. The system just doesn't appeal to me, and adapting the system plus tweaking the setting has always teamed so large a tast when I had easier game oppurtunities elsewhere.
So that's my list. What's yours?
Tekumel: I first heard about Tekumel in college and over the next ten years, accumulated as much as I could on it from trips to gaming stores in various cities and ordering things off ebay. Despite having most of the publish Tekumel material in my collection for almost another decade now, I've never played it. I love the richness and wealth of detail in Tekumel, and I like aspects of the world (I've even read all the novels!). I think the problem has been two fold: until the internet, I never really had a crowd that would be willing to play it, and I tend to like to put my own spin on the games I run. (A few licensed properties for brief games being the exception, perhaps.) I'm well aware I could make Tekumel my own but then it wouldn't be Tekumel to me.
Transhuman Space: GURPS puts out a lot of great supplements, and the Transhuman Space supplements are no exception. It's the most detailed and supported near future game that I've seen (post the cyberpunk 80s). And it's really good. I'm unlikely to run this one because my days of playing GURPS are likely passed--particularly for a complicated realistic science fiction game. I did utilize the TS books to play my own near future game--one that was more Transhuman Cowboy Bebop with a bit of Bruce Sterling thrown in.
Glorantha: Though I got into Glorantha later, but scratches a similar itch to Tekumel in that I appreciate the wealth of detail in it and certain aspects of the world. It's a bit more like Transhuman Space in that it hits me in a "what can I steal from this?" place rather than a "I should play this!" one.
Exalted: This one is a bit different from the others, in that I have mixed feelings about Creation, the setting of Exalted. A lot of things about it I find really cool (mainly the underlying concepts of the session), then there are a number of things that are okay, and a few things (like a lot of the place names) I do like very much. Still, the good things are good enough to me, that I have thought about running a game in the setting before--but only after adapting it to another game. The system just doesn't appeal to me, and adapting the system plus tweaking the setting has always teamed so large a tast when I had easier game oppurtunities elsewhere.
So that's my list. What's yours?
Sunday, February 9, 2014
Species of the Alliance
I just uploaded a draft of a document Strange Stars: Sophonts of the Alliance. It's statted for FATE, and it's a product of my tinkering with that system to get to know it. Some of those species I've already statted for SWN on the blog, so I'm not even out the old school among you. The doc has some information that hasn't appeared on the blog. There's something for everybody.
Friday, February 7, 2014
Appendix N+1
In a discussion a few weeks ago, Aos said he was tired of the typical Appendix N and more interested in what creators specifically found inspirational in the works they cited. This is not at all a bad idea and something that I've seen in blog posts (and done some of myself), but there should probably be more if it.
To that end, here's a look behind of the curtain of some of my Strange Stars material. Since most of the posts are written vaguely "in world" maybe part of the fun is picking out the references, so if there is anyone who enjoys that, "spoilers" as the kids say. You can follow the links to the original post:
Smaragdoz
High Concept: A Jack Vance science fantasy riff on Oz as illustrated by Moebius
Important Bits: The "feel" of the world outside of Smaragdoz City is loosely in the mode of my vague (and possibly incorrect) recollections of Vance's Durdane trilogy, but not in any specific detail. The nature of the Wizard (an obvious Ozian veneer) was inspired by the Id monster of Forbidden Planet and the Uni-Mind of Kirby's Eternals.
Blesh
High Concept: A Greg Eganish take on posthuman insect men.
Important Bits: A myriad of science fiction insectoids underlie this (except, of course, they aren't really insect men, except visually) but the Vrusk made me want to put an insectoid in the setting, and the Hokun from Empire of the Petal Throne influenced the visual. The works of Egan (particularly Diaspora) influenced their post-humanness, and the Sturgeon novel More Than Human supplied the name and idea of blesh (from a portmanteau from "blend" and "mesh.").
Algosians
High Concept: A race of torture cultists
Important Bits: The primary inspiration was Uccastrog, the Isle of the Torturers, from Clark Ashton Smith's Zothique tales. There was a bit of Gene Wolfe influence with his Torturers Guild, too; Book of the New Sun was where I first encountered the term "algophilist." The appearance of the Torturers came from the Brom painting above, which probably reaches back to the Hellraiser films a bit.
Alright, that's enough secrets for one day. I hope it's interesting and not self-indulgent. If there's interest, I might do more of it at some point.
To that end, here's a look behind of the curtain of some of my Strange Stars material. Since most of the posts are written vaguely "in world" maybe part of the fun is picking out the references, so if there is anyone who enjoys that, "spoilers" as the kids say. You can follow the links to the original post:
Smaragdoz
High Concept: A Jack Vance science fantasy riff on Oz as illustrated by Moebius
Important Bits: The "feel" of the world outside of Smaragdoz City is loosely in the mode of my vague (and possibly incorrect) recollections of Vance's Durdane trilogy, but not in any specific detail. The nature of the Wizard (an obvious Ozian veneer) was inspired by the Id monster of Forbidden Planet and the Uni-Mind of Kirby's Eternals.
Blesh
High Concept: A Greg Eganish take on posthuman insect men.
Important Bits: A myriad of science fiction insectoids underlie this (except, of course, they aren't really insect men, except visually) but the Vrusk made me want to put an insectoid in the setting, and the Hokun from Empire of the Petal Throne influenced the visual. The works of Egan (particularly Diaspora) influenced their post-humanness, and the Sturgeon novel More Than Human supplied the name and idea of blesh (from a portmanteau from "blend" and "mesh.").
Algosians
High Concept: A race of torture cultists
Important Bits: The primary inspiration was Uccastrog, the Isle of the Torturers, from Clark Ashton Smith's Zothique tales. There was a bit of Gene Wolfe influence with his Torturers Guild, too; Book of the New Sun was where I first encountered the term "algophilist." The appearance of the Torturers came from the Brom painting above, which probably reaches back to the Hellraiser films a bit.
Alright, that's enough secrets for one day. I hope it's interesting and not self-indulgent. If there's interest, I might do more of it at some point.
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