Sunday, April 13, 2014

Ruritanian Rogues

Watching Grand Budapest Hotel yesterday with its farcical criminal doings in a fictional Mitteleuropean country between the two wars got me thinking that such a setting was rife with gaming potential. I suppose "farcical criminal doings" and gaming is a no-brainer, but I mean more the "fictional modern European country in difficult times."

Ruritanian (or Graustarkian, if you prefer) Romance is a genre mostly of swashbuckling adventure set in a fictitious country in Central or Eastern Europe (including the Balkan region). The genre takes it's name from Ruritania, the setting of Anthony Hope's The Prisoner of Zenda (1894), one of the most popular examples of it. (The less common name derives from titular setting of James Barr McCutheon's 1901 novel; Some people reserve "Graustarkian" for a Balkan setting only.) These tales are (mostly, though there are fuzzy borders) differentiated from ones set in your Averoignes, Poictesmes, and Lyonesses by being set in "modern" times (to when they were written--meaning 1880s-1930s, roughly), being in Central or Eastern European locales rather than Western, and being mostly adventure tales rather than fantasy.

Still, Ruritanian Romance is part of the DNA of science fiction and fantasy and by extension D&D and a lot of fantasy gaming. Burroughs's Barsoom tales are mostly Ruritanian Romances transplanted to Mars (and Burroughs wrote a couple of pure Ruritanians: The Mad King and The Rider). More than one fantasy or science fiction novel is a reworking of The Prisoner of Zenda. Dr. Doom's Latveria is totally a Ruritania.


I think what would make a Ruritanian type setting more interesting in gaming is to ditch most of the romance of nobles and hidden monarchs and veer toward the picaresque. Political turmoil and nonsensical locale customs would complicate the lives of the usual "murderhobo." There's also influence of the Ruritanian Romance on the "fantasy of manners" subgenre, which could reasonable be said to include many of Jack Vance's works. The loquacious thugs of Tarantino and Ritchie would seem to good models for adventuring types concerned with underworld manners rather than high society.

Here's what I would envision: A Central European microstate (with a few equally fictitious neighbors) somewhere between 1895-1930, where Vancian rogues burglarize Gormenghastian ruins, while avoiding Kafka-esque bueaucracy, ostentatiously uniformed gendarmerie, and fanatic revolutionaries.

For some fantasy in a Ruritanian sort of setting, check out the The Enquiries of Doctor Eszterhazy by Avram Davidson, the Johannes Cabal stories and novels by Jonathan L. Howard, and the post-Cold War version in China Mieville's The City and the City.

Friday, April 11, 2014

Alien Inspirations

The Star Wars cantina scene has a lot of interesting looks for alien species, but doesn't present a lot of different alien psychology. This isn't necessarily a bad thing, depending on what sort of science fiction setting you want to run, but there are some good inspirations for more varied, detailed aliens.

GURPS Uplift details David Brin's Uplift Universe in game terms and also presents a detailed random alien generation method. Also in the realm of GURPS books, GURPS Traveller: Alien Races 1-4 have some good stuff in them.

Contacting Aliens: An Illustrated Guide to the Uplift Universe actually details more species than the GURPS book, but doesn't give any game stats, obviously.

Chanur's Venture by C.J. Cherryh is worth picking up at a use bookstore for it's appendix on the species of the Compact alone. All of her aliens are detailed and well-realized.

Barlowe's Guide to Extraterrestrials is an overview of interesting aliens form a lot of science fiction with nice pictures.

Those are just a few, but one's I've found useful and inspirational.

Thursday, April 10, 2014

Wings in the Vacuum

by David Lewis Johnson
The voidgliders are a clade once found in several systems in the Vokun Empire, but now confined to one. They are a people adapted to living much of their life in the vacuum of space.

Appearance & Biology: Voidgliders are sleek, elongated humanoids, like the melding of an ocean-adapted person with one raised in zero-g. Their black, solar radiation absorbing skin resembles the hide of a cetacean, and it has markings that glow and reflect ultraviolet light. From their backs they can unfurl giant, black dragonfly wings veined with silver--actually symbiotic "living" solar panels. From these wings, they are able to generate plasma sails, allowing them the locomotion through space that gives them their name.


Sunlight, food, and water are all that voidgliders need for extended stays in space. Radiation exposure is the only hazard that drives them to periodically take haven in cave homes they build in asteroids or dwarf planets. Their nostrils and  throat have membranes which can seal them off. Their eyes likewise have a nictitating membrane for protection.

Their chemical, acoustic, and tactile senses are human-equivalent. They have slightly better visual acuity and can see a wide area of the spectrum from microwaves to ultraviolet. They have specialized apparatus for communication with radio and UV lasers. Radio is used for general communication, particularly with non-voidgliders. They also sing via radio, songs like ancient spirituals, in sounds like a mixture of overtone singing and paleo-electronic music. 

Place in the Empire: The voidgliders were initially primitives of little use to the Empire. While they thrived in zero-g, they were indifferent workers for the most part; they flew off as soon as they got the chance and did not deal well with confinement. When it was determined they had an ability to find hyperspace nodes they became much more useful.


The vokun continue to let the voidgliders live in their clan groups, but they have confined all they could find to a reservation within the asteroid belt of one system. They take volunteers to serve as scouts for their star navy.

Stats: Voidgliders have a minimum Constitution of 9, but otherwise have abilities in the human range. They also naturally have the equivalent of vacc skin and are able to fly in zero-g and outside a strong magnetic field at 120' per round.

Wednesday, April 9, 2014

Wednesday Comics: Vanth

Here's the next installment of  Jim Starlin's Metamorphosis Odyssey. The earlier posts in the series can be found here.

"Vanth (Metamorphosis Odyssey Chapter V)"
Epic Illustrated #3 (Fall 1980) Story & Art by James Starlin

Synopsis: On the icy world of Byfrexia (also known as Vega) a masked man spins around to find Aknaton behind him. He mistakes Aknaton for a Zygotean and fires, but the wizard blocks the blast with a shield and returns fire. When the man is at his mercy, Aknaton is finally able to convince the man he's friendly.

Aknaton explains he's been hanging out around the nearby Zygotean base hoping to come across a certain resistance fighter:


The man knows who Aknaton seeks: Vanth, the Cold Man. He refuses to take the Orisirosian to the Cold Man because he doesn't trust the offworlder. Regretfully (or so he says), Aknaton blasts him and takes control of the man's mind. He commands him to lead the way.

While they walk, he gets the man to tell him Vanth's story. Not only is a Vanth a great warrior and super-strong, but he upgraded their ships to photonic drive. The incident that made a man out of Vanth was the tragic death of his parents at the claws of snowbeasts. He went crazy for a bit and people would see him out on the snows naked. When, he finally returned to civilization, he loaded himself down with weapons and started killing snowbeasts. The people who lived on the snowbeasts didn't like him hunting them to near extinction, so Vanth slipped off-world.

After the Zygotean attack, he returned with off-world weapons. He single-handedly set the Zygoteans back months. He was made commander of all the defense forces.

Suddenly, the man is shot in the head, and Aknaton finds himself surrounded by just-teleported warriors:


Aknaton starts fighting, but there are just too many. Meanwhile, a hooded figure watches the melee from a nearby ridge...

Things to Notice:
  • Aknaton doesn't just assert that he's Orsirosian but "of good stock."
Commentary: 
Starlin resists the urged to make the masked unknown Aknaton encounter be the very man he seeks.

Vanth's solution to the death of his parents at the hands of a snowbeast (attempting to drive a species to extinction) must appeal to Aknaton. It's not that far from the uncompromising approach his people took to their problem with the Zygoteans and the ruthless way Aknaton "ended" their invasion of earth. Could Vanth be exactly the sort of warrior Aknation is seeking?

Monday, April 7, 2014

Omniversal Access


Yesterday's post got me to thinking about other ways the Marvel Universe could inform the portrayal of the planes in D&D-type fantasy games. In the "standard model" the inner/outer planes are accessed by means of the transitive planes or direct portals.  In the Official Handbook of the Marvel Universe Deluxe Edition, Mark Gruenwald cataloged other dimensions and alternate realities by a method he had initially present in A Treatise on Reality in Comic Book Literature in 1977. If we imagine a sort of random arrangement of planes (throwing out the Great Wheel or the Astral Sea), we can apply Gruenwald's various means of access (leaving out "magic" since all of the ways will be magical):

Vibrational Attunment: This assumes the plane in question is coterminous, but its matter vibrates at a different frequency. In D&D terms, this would mean going ethereal (like via an ethereal jaunt). Plane shift might also work.

Shrinking: Some planes might be microverses. Reaching them would be via spells or magic items that reduce a persons size below visibility by the naked eye.

Astral Projection: Some planes are physical places, but ectoplasmic ones. The spell of the same name comes in handy.

Portal: Some worlds are only accessible by permanent portals found in certain places or by Plane Shift.

Death: Probably the least attractive way of reaching an afterlife realm, but it works. Astral projection is the less permanent way.

Sunday, April 6, 2014

Micro-elementals

If coterminous or external elemental planes don't appeal to you, here's another idea that takes them in a different direction than the standard view or my previous posts. If we take the classical view that the four elements are the fundamental consituents of all matter, then (as science fantasy has told us at least since Ray Cummings' The Girl in the Golden Atom in 1919) there may very well be worlds inside those tiny particles. Elemental worlds.


Like Microworld, yeah, except that unlike its organic chemistry model look, elemental microworlds look like the platonic solids just like Plato told us they would. 


Maybe the world is on the interior of these shapes or maybe on their strangely-angled surfaces. Either way, they would be pretty weird places. Of course, this also may mean that elementals are microscope--even atomic level things. An elemental summoning would actually be growing a fractional bit of element to macroscopic size. The fact that size creatures have (rudimentary) intelligence might suggest that these microplanes themselves are intelligent. The implications of that, I'll leave you to contemplate.

Thursday, April 3, 2014

Brother to Dragons

by David Lewis Johnson
The kuath are a near baseline human people in the territory of the Vokun Empire. The kuath live at an essential neolithic level in coastal settlements. What is most interesting about them is the symbiotic relationship they have with marine invertebrate collective intelligences that the kuath know as Naga Ma--Dragon Mothers.

Vokun probes had suggested a primitive planet with little to offer beyond resources to be stripped away. When their attempts to move the small native population to reservations was resisted by humanoid monsters rising out of the seas, they realized their was something more going on. Destructive scanning of the brains of captive kuath revealed the existence of the Dragon Mothers.

Vokun submarine attacks proved unable to bring the Dragon Mothers to heel. Only the threat of mass driver bombardment finally effected their surrender. The terms of their capitulation was to be paid in slave warriors: bio-armored soldiers.

Appearance & Biology: The kuath are dark-skinned, typically dark-haired, humans with endosymbiotic projections of the Dragon Mothers. (Among other places, these appear to stimulate areas of the brain associated with religious awe.)

The Dragon Mothers themselves are self-organizing colonies (perhaps superorganisms) of single cellular organisms capable of differentiating into a variety of forms. Colonies may extend for kilometers. Their intelligence is vast, but their thought "slower" than humans', and alien. There are numerous "factories" within their mass where they experiment with independent drones and probes of various morphologies.

Place in the Empire: The kuath serve as shock troops for the vokun. The Dragon Mothers found adolescents were best both psychologically and neurologically for serving as soldiers in their armored suits. (The Dragon Mothers appear to care for the kuath deeply, if in an alien way, but do not conceptualize human life as much different than their other creations, except that human's are more independent and therefore interesting.) They reluctantly agreed to provide a quota of soldiers to the vokun to save their world and synthesized a mix of psychoative chemicals for the kuath, both to ensure they fulfilled their role and to minimize their physical and psychological suffering.

Stats: Kuath have ability scores in the human range. Their bio-armor is equivalent to assault armor, but can only be used as a vacuum suit for up to 2 hours, unless specially modified (in which case it increases to 6). The bio-armor requires a dip in a special nutrient bath for at least 2 hours out of every 24 to be at maximum efficiency.