Wednesday, October 8, 2014

Wednesday Comics: Black Sun Rising

"Black Sun Rising"
Artesia #2 (February 1999) Story & Art by Mark Smylie

Synopsis: Artesia awakes from a dream--a portend, perhaps--of her mother being burned at the stake, telling her daughter to join her. It is morning. Artesia rises from between her two slumbering bedmates to greet her lieutenants. Some of the force have left them over night, but others have rallied to her, unwilling to accept the Divine King over the goddess Yhera.

She summons spirits to help her dress for battle. They whisper that their mothers, the goddesses of war are eager for the feast to come. Once dressed, she turns to deal with her bedmates--assassins sent by Bran. She awakens them from the magical sleep she put them under and tells them they have one chance to go for their daggers:


The assassins dead, Artesia and her company head for the field of battle. Besides their original foes, the knights of Agall and those that deserted them over night are under Bran's wolf banner--now arrayed against them. Artesia orders their own wolf banner taken down. They will only use black banners to match the black sun of Irré:


Artesia gives her troops a rousing speech. They must turn against their king because he's betrayed their land and their goddess to usurpers. The coming of Irré is a good omen for them. The speech works, and the battle is joined.


She uses her magic to cause panic and slays several Agall Knights herself. In the end, Artesia's enemies are routed, but after such an unnatural day, she fears the night to come.

Things to Notice:
  • Like more than one hero, Artesia had sex with the assassin(s) before killing them. Priorities.
Commentary: 
Smylie's Known World is an interesting mix of historic sources, but the gods and goddess seem mostly Ancient Greek inspired. The name of the Known World's Queen of Heaven, Yhera, clearly shows its derivation from the Greek Queen of Heaven, Hera. Irré the Black Sun, is a sun god, but mostly has the negative aspects of Apollo's portfolio (he is the god of plagues, for instance), while his brother, Illiki Helios gets the more positive aspects. Besides the Greek elements, the two seem to borrow from Egyptian myth: the bull aspect of Illiki is reminiscent of the Atum-Ra, and the relationship between the brothers resembles myths related to Osiris and Set.

Monday, October 6, 2014

Azurthite Bestiary: Behir & Beholder

Continuing my series of monsters from the 5e monster manual rethought for the Land of Azurth:


Behir
The behirs of the caves and caverns of Subazurth are somewhat smarter (somewhat) than those of other lands, but they are no less malign. If anything, their pompous air makes them even more intolerable; being eaten by a reptilian monster is one thing, but being condescended to beforehand is really too much! Behirs crawl out of their hiding places, slithering along the ceiling and out of passages that would seem to be too narrow for their size. They are surprisingly quiet, too. Many travelers are unaware of their presence, before they introduce themselves from out of the darkness and engage the frightened folk in conversation.

The thinly veiled threat of being eaten is ever-present so most humor the behir as they hold forth on art and letters or current affairs. Their knowledge is woefully outdated and incomplete (coming as it does from conversation with previous victims or from books the barely literate creature did not read in great detail) when not completely made up. What makes this discourse even less tolerable is the superior air and snide tone the behir affects at all times. A guaranteed way to end the conversation is to point out an error on the behir's part, but this ending is unlikely to be a happy one.


Beholder
There is a strange kingdom in Subazurth called Beautia. The folk of the kingdom are human, but its ruler is the Beholder, an exceedingly unhappy alien monster, stranded in this world. The Beholder is first and foremost an aesthete, and its deep melancholy arises from the ugliness it perceives in the world around it. How it misses the natural beauty of its homeworld: the sharp dimpling of the pools of bilious ooze by the fierce shard-rains, the moans of the pungent flesh-stalks as the writhing, pulsating grub-parasites suckle at their ichor.

Being of an extremely sensitive disposition, the Beholder has been driven mad by its exile. Its mood seesaws between tittering hysteria and spells of sobbing depression. Mostly, it retreats into solipsistic denial and attempts to remake its kingdom into a more pleasing form, punctuated with the occasional disintegration of a subject who has failed to be entirely pleasing. To that end, its subjects wear spherical masks in imitation of their king's form and pretend to be pre-adult instars of its species. Many of Beautia's folk actually believe they are--spiritually, if not physically. Their state religion preaches spherification and eye-multiplication in successive reincarnations, until beholder perfection is reached.

Sunday, October 5, 2014

A Weird Dread Machine


Gus L over at Dungeon of Signs has released another in his series of free adventure pdfs, Dread Machine. As with all of Gus's products its got good layout for a free product and is enlivened by his appropriately stylized art and maps.

Gus says of the adventure: "Designed to be used in any fantasy setting, it is not intended to be especially strange or outside the norms for most traditional fantasy adventure games." While I think this is true, in the sense that it's implied setting seems to be a pre-industrial sort of world, I think it sells the the flavor of the module short. I would say that Dread Machine (like most of Gus's rpg work) has a vibe of the New Weird about it, like the world of China Mieville, Jay Lake, or K.J. Bishop. While I think many will view it as similar to the sort of gonzo flavor Old School D&D is often touted as having (and sometimes actually did) there is a coherence (or the illusion of coherence) that sets it apart from the mere gonzo, and an attention to (to coin a term) "fantasification"--seeing sci-fi elements through a fantasy lens. This is something I tried to do a lot with Weird Adventures and something that is different from the approach to sci-fi elements of say Expedition to Barrier Peaks.

Not that you have to be interested in any of that to enjoy the adventure. It's deeply "old school" in structure and setup but adaptable to any school you want. Check it out.

And while you checking things out, I think Dave Johnson's gonzo Grandpappy Cromdar's Whizbang Zoo! may not hit the same notes as Dread Machine, but could go on the playlist of "old school made new."

Friday, October 3, 2014

Azurthite Bestiary: Aarakocra & Azer

The 5e Monster Manual is a good book, but it has a lot of monsters I won't use. Or, one's I probably won't use as is. Here are a couple of with rethought fluff for the Land of Azurth, but I imagine they'd work anywhere:

Art by Yuriy
Aarakocra
There is an island, far to the east in the Boundless Sea, littered with broken, stone structures and monuments engraved with human faces. The builders of the temples and monuments are long gone, but small tribes of bird folk with feathers of dull bronze and crests like peafowl camp amid the ruins and hunt in the forests. These folk are the Aarakocra, and all found in the villages are female. The Aarakocra mostly avoid visitors, disappearing into the forests or flying to high perches, but they will fight fiercely against aggressors and thieves.

In the decaying grand temple, the few, more brightly plummaged, male Aarakocra make their homes. They are the priests and husbands of the females. They lead their harems in worship of their holy object: a great egg with a surface like polished marble, veined in rainbow colors. It is said to be the egg of the Simurgh, the God-Queen of All Birds. The Aarakocra allow no other race to view their religious mysteries, and will capture any defilers of their rituals and lock them away in aviary-like cages to be tended and observed by the priest males for the rest of their days.

Azer
Though the earth and the works of man are minuscule in comparison, the Sun is really only a dwarf amongst its starry kind. It is a dwarf made of dwarves, countless throngs of them, formed from the pure elemental fire of heaven. They labor at the work of the cosmos and dance and sing radiant hymns to the glory of the gods. Sometimes, a solar dwarf is snatched from the outer layer of the churning multitudes by magic, or a few are cast into the void in a gout of ecstatic toil and fall to earth. These visitors clothe their celestial fire in shells of aurichalcum and all give their name as Azer.

Thursday, October 2, 2014

Mapping Yanth


I've been trying to but together a map so I can send notes off to Gus L of the Dungeon of Signs to get a map like this cool ASE one he did. Mainly, I just seem to be adding now locales and not getting much drawing done.

So far we've got:
The Vale of Thorns
The Warrens of the Rabbit Folk
Horologopolis
Mount Brawl
The Mounds of the Ancients
The Great Standing Stone Sages
Apiaria, the Hive City of the Bee Folk
Lardafa, the Shanty-City of the Swamps
The Elder Dragon
Aldwode Forest
The Motley Isles

Some of these places I've talked about before, but the pictures will have to serve for the rest at the moment.

Wednesday, October 1, 2014

Wednesday Comics: Artesia

"Walking the Line"
Artesia #1 (January 1999) Story & Art by Mark Smylie

Synopsis: Two forces prepare to meet on the field of battle. The captain of on one company, Artesia, offers up a prayer: "Yhera, Queen of Heaven! Yhera Anath, Queen of War! Strike off the chains of the Gorgonae! Loose the Three Sisters of Battle!"

She continues her prayer and her soldiers add their voices to hers. Then, the battle is joined.

When it's over, Artesia's side is victorious. The carrion crows come to feed and Artesia senses the coming of the guides of the dead. At her request, they show her the spirit world.


Fear cuts through her religious ecstasy when she sees Geniche, Queen on the Underworld. The goddess assures Artesia it is not her she came for and kisses her on the lips. She returns to the mundane world still trembling from the touch of the divine. Used to this sort of thing, Artesia's men, go about their business: Ferris plans to go to the nearby temple of Hathnalla to ask her cult sisters for aid; the men plan to give the honored dead over into their care and make camp near the temple.

King Alexus, leader of the opposing army, sees the spirtiwalkers glow around Artesia and knows why he lost the battle--and why his cousin Bran didn't even bother to show up for the battle. Artesia replies he's hiding in shame, since he let his concubine lead his army into battle. Alexus gets to the point and asks Artesia to join him.


Either or both. He also offers a place for her company. Artesia declines. Her lieutenant notes that Alexus seems in good spirits for a man about to loose a third of his lands and just saw his champion beheaded. He knows something. "It matters little; the die is cast," Artesia replies. She's in a hurry to get home before the Coming of Blessed Night.

Home is Dara-Dess, a Highland citadel held by King Branimir of Huelt. Artesia is not only his captain, but his concubine--and his priestess. In Yhera's shrine she offers up the head of the vanquished champion as sacrifice.

In the next hall, she presents the banner of the enemy and the most prestigous hostages to her king. Bran is pleased; he wishes her company to feast and celebrate at the citadel. Artesia demures, citing her need to secure the field of battle and press on. She has one more stop before she goes:


Her concubine-sisters can't understand why she has chosen the ways of war. Lysa the oldest of them, says Artesia has turned from the true of arts of women and of civilization and clad yourself in iron. Artesia counters that she will have them all. Lysa also has a prophecy to give:


The other concubines are afraid. Artesia says they should come with her, but Lysa replies they cannot. Artesia leaves with a sense of foreboding.

And well she should. Her king conspires with witchhunters.


They are mistaken, though, that Artesia didn't sense their presence.


Things to Notice:
  • Artesia's armor is much more "fantasy female" than it will be in later issues.
Commentary: 
Smylie starts his story in media res and pretty much expects you to follow along. He lets context and iconography allow the reader to figure out enough about the deities he names by analogy to real world ones to be able to keep going. Here's a resource, though, to help sort them out.

Monday, September 29, 2014

Tales of Two Cities

The Witchocracy of Ix is perhaps the most vexing of the lands across the Wastes to the north to Azurth, but it is not the only one. It is one of three descendants of the dreaded Empire of the Barbarous Name, which was so feared that its very name was stricken from any record so that no one might speak it aloud and inadvertently evoke a ritual of resurrection. The only parts of that feared land and its hexadecagrammaton known to have survived are Ix, Yai, and Zed.


Yai
Many rumors and legends circulate regarding Yai, but all truth is hidden beneath a massive dome, ensconced in a remote mountain valley. It is widely known as the "Pleasure Dome of Yai", as tales tell of travelers being received by a youthful, beautiful, and most solicitous folk, eager to fulfill the travelers' every need and desire--save one. The folk of Yai are said never to age and never to tire of serving others; they are so devoted, that they demure from allowing their guests to leave, no matter how strenuously they state their desire to do so. One of the most peculiar stories told about Yai is that one of its pleasures is a game that somehow involves manipulation of the people beyond Yai. This "god-game" is rumored to be one of the most addictive of Yai's many pleasures.

Art by Alayna Lemmer
Zed
One of the peculiarities of the Mysteriarchy of Zed, the City of Wizards, is that no non-initiate may recall both the location of its gates and their passwords at the same time. The location of the city itself is well known; geographers with their particular thaumaturgy have fixed it in place to the north of Azurth and the Waste and the east of Ix and Yai. (Though, one must recall, the geographer has a luxury of imprecision not afforded the traveler.) Even still, an eidolon or mirage of the city is given to wandering. It has been glimpsed in many places but always to the north near the horizon, shimmering like heat-haze, staying forever out of reach--until it disappears entirely. The city gates are much less elusive but just as unpredictable; one might find them on a sheer cliff face in Sang, standing on a small isle in the midst of bubbling mudpots in the vicinity of Demonland, or in the back of a poorly lit Rivertown larder. The Wizard of Azurth, for all his presumed might, has never been invited to join the citizenry of Zed and so puts a great deal of effort into trying to find a way through these gates.