7 hours ago
Friday, November 6, 2015
The Azurth Dictionary
The beyond the blog, my periodically updated Dictionary of the Land of Azurth is the definite guide to the setting. Here's the latest version, updated to cover things like the Whim-Wham Stone, the Aldwode and the peculiar people of Swells Head.
Wednesday, November 4, 2015
Wednesday Comics: Back to the Spire
It's been a while since I reviewed The Spire, but you can read the about the previous issues here. Now the Tithebound, various tribes of nonhuman "skews", arrive at the Spire to pledge their allegiance once again. The Medusi (the people of our heroine, Shå) break protocol by escaping that they be allowed to take the fugitive Soulbreaker with them. That's complicated by the fact nobody knows what the Soulbreaker looks like.
Meanwhile, Shå is trying to catch a serial killer who's stalking the Spire--and seems to be able to get into locked rooms and disappear swiftly. A dagger with an unusual symbol is left at one of the crime scenes.
We also find out that Shå's past is a bit mysterious. She awakened in Spire with a note telling her what she was and that she needed to hide or be killed. She also has been an adult in the city for a long time. For over 30 years, in fact.
A cloaked and masked figure attacks the head of the medusi contingent. Shå arrives too late to stop it, but soon enough to be mistaken for the Soulbreaker by the other medusi.
After a brief skirmish, the mistake is rectified. The medusi tell her they're about to be sent on a mission--a suicide mission--by the Baroness and they ask her to intercede.
Shå has her own problems with the royals. The Baroness publicly chastises her for not catching the murderer yet. She's also in the doghouse with the Baroness' sister-- Shå's girlfriend--because she found out Shå never told her age.
The whole Spire has got bigger problems. The Zaorim are massing for war.
Monday, November 2, 2015
It's Not Easy Being Green: 2 Strange Stars Clades for SWN
Here's another excerpt from the Strange Stars OSR rulebook, currently in the works: two clades without much in common other than their green skins:
SMARAGDINE
Physical Characteristics: Biologic humanoids with skins in various shades of green.
Psychological Characteristics: Smaragdines see themselves as heirs to the technology and sophistication of the Archaic Oikumene and view psi abilities as the way of the future. They are the visionaries of the Alliance, but often viewed as a bit arrogant by its other members.
Names: Smaragdines have a personal and gens name. The personal names are frequently chosen from Old Earth mythology or literature. Smaragdines often retain the gender association of the source name out of respect, but not always. The gens name is a copyrighted reference to a specific registered genetic lineage; it is typically that of one or more of an individual’s parents, but not necessarily. Gens are from similar sources as personal names, but tend to be derived from ancient mythological or literary wizards or monsters. Samples:
Personal Names: Accolon, Belphoebe, Dindraine, Finn, Gloriana, Phaon, Rinaldo, Sedna, Tsais, Thalna.
Gens Names: Euryale, Glatisant, Hydra, Mazirian, Prospero, Simurgh, Typhon.
Backgrounds: Any, though Adventurer, Hacker, Noble, Politician, Researcher, and Soldier are most fitting.
Classes: Any.
Attributes: Standard.
Special:
Psi-Society: Smaragdine society is based on psi-use. All citizens of Smaragdoz have the equivalent of the discipline Mental Link.
High Tech: Smaragdine is tech level 5 society, though much of their technology is not exportable.
For more Strange Stars stuff, check out John Till's ongoing A to Z here.
SMARAGDINE
Physical Characteristics: Biologic humanoids with skins in various shades of green.
Psychological Characteristics: Smaragdines see themselves as heirs to the technology and sophistication of the Archaic Oikumene and view psi abilities as the way of the future. They are the visionaries of the Alliance, but often viewed as a bit arrogant by its other members.
Names: Smaragdines have a personal and gens name. The personal names are frequently chosen from Old Earth mythology or literature. Smaragdines often retain the gender association of the source name out of respect, but not always. The gens name is a copyrighted reference to a specific registered genetic lineage; it is typically that of one or more of an individual’s parents, but not necessarily. Gens are from similar sources as personal names, but tend to be derived from ancient mythological or literary wizards or monsters. Samples:
Personal Names: Accolon, Belphoebe, Dindraine, Finn, Gloriana, Phaon, Rinaldo, Sedna, Tsais, Thalna.
Gens Names: Euryale, Glatisant, Hydra, Mazirian, Prospero, Simurgh, Typhon.
Backgrounds: Any, though Adventurer, Hacker, Noble, Politician, Researcher, and Soldier are most fitting.
Classes: Any.
Attributes: Standard.
Special:
Psi-Society: Smaragdine society is based on psi-use. All citizens of Smaragdoz have the equivalent of the discipline Mental Link.
High Tech: Smaragdine is tech level 5 society, though much of their technology is not exportable.
VIRID
Physical Characteristics: Biologic sophonts blending plant and animal characteristics. Skins of various shades green (due to presence of symbiotic cyanobacteria) and foliage-like hair. Local groups vary a great deal in height and build. All virid are linked by nanotechnology to the world consciousness of their homeworld, but this obviously does not extend over interplanetary (or greater) distances.
Psychological Characteristics: Virid are gregarious and pleasure-loving. Coming from an idyllic garden world, they are closely attuned to nature, but naive regarding the hazardous of other, less pleasant worlds--and of civilization.
Names: Virids use “translated” plant or nature-themed names with other sophonts.
Backgrounds: Tribesman, Adventurer.
Classes: Any but Psychic.
Attributes: Most virids have ability scores in the same range as humans, though larger or smaller tribes will vary.
Special:
Photosynthetic Symbiotes: Living nanotech supplements virid metabolism and causes faster healing when they are under visible light sources with spectra similar to their native yellow sun. Every day spent in direct sunlight allows them to heal 1 additional hit point, and every day resting in direct sunlight allows a virid to recovery 2 additional hit points. They also lose System Strain at a rate of 2 points a day in the sun.
Phytoxin Resistance: Virids get a +1 to Physical Effect saving throws against plant-derived toxins.
Sunday, November 1, 2015
Bone Tomahawk
The Western horror film (or Horror Western) subgenre is a Boot Hill populated enough that you can probably think of a few, but neglected enough that very few of them are particularly good. Bone Tomahawk (now on streaming services) sits comfortably within that small group--and probably among the best of that company.
Briefly, its apparently sometime in the 1890s (though it looks more 1870s-80s) two bushwhacker thieves (Sid Haig at his most Denver Pyle and David Arquette pretty much David Arquette) accidentally enter a secluded canyon where a lot of human bone decoration should tell them they are in a place they shouldn't be.
Eleven days later, Arquette is mark as suspicious by the constabulary of the town of Bright Hope. Sheriff Hunt (Kurt Russell) puts a bullet in his leg to keep him from escaping. The Samantha O'Dwyer (Lili Simmons) either a doctor or a nurse, I'm not sure, is summoned to provide medical assistance, leaving her broken-legged cowboy husband Arthur (Patrick Wilson) convalescing at home.
That night after some strange sounds and the slaughter of the man tending the stables, a prisoner, a deputy, and Mrs. O'Dwyer are missing and presumed kidnapped by Indians. Or not Indians, as a locale Native American informs them; a degenerate, subhuman, cannibal tribe called "troglodytes."
Stalwart Sheriff, hobbled cowboy and worried husband, Walter Brennan-esque "back up" deputy (Richard Jenkins) and dandified former Indian fighter (Matthew Fox) set out to find their townsfolk and bring them home, wholly unprepared for the horrors they will encounter.
People have likened Bone Tomahawk to The Searchers meets The Hills Have Eyes, but it lacks the scope and drama of the former and the visceralness of the latter. All the actors are competent and their characters well-realized and the dialogue is a bit of Tarantino, a bit of Deadwood, and generally good. The only problem is for its running time, the characters aren't given a whole lot interesting to do or talk about. The journey to the Valley of the Hungry Men doesn't really build tension like it could have, and the horror of the troglodytes isn't developed in the same way it was done in a film like The Hills Have Eyes or The Descent. There is violence, certainly, and a bit of gory, but it didn't feel like there was as much of either as the setup called for.
Those criticisms aside, it's a competent film well worth seeing. The nature and proclivities of the troglodytes make me wonder if perhaps the Appalachian crawlers of The Descent are descendants of an eastern branch of the troglodytes?
The troglodyte's eerie communication suggested a number gameable thing to me. It's been proposed than though the Neanderthals lacked full verbal communication as we know it, they might have used singing to convey information and coordinate efforts, as musical ability appears to evolutionarily older. It's certainly a potentially strange and inhuman sort of trait Bone Tomahawk puts to good effect.
Briefly, its apparently sometime in the 1890s (though it looks more 1870s-80s) two bushwhacker thieves (Sid Haig at his most Denver Pyle and David Arquette pretty much David Arquette) accidentally enter a secluded canyon where a lot of human bone decoration should tell them they are in a place they shouldn't be.
Eleven days later, Arquette is mark as suspicious by the constabulary of the town of Bright Hope. Sheriff Hunt (Kurt Russell) puts a bullet in his leg to keep him from escaping. The Samantha O'Dwyer (Lili Simmons) either a doctor or a nurse, I'm not sure, is summoned to provide medical assistance, leaving her broken-legged cowboy husband Arthur (Patrick Wilson) convalescing at home.
That night after some strange sounds and the slaughter of the man tending the stables, a prisoner, a deputy, and Mrs. O'Dwyer are missing and presumed kidnapped by Indians. Or not Indians, as a locale Native American informs them; a degenerate, subhuman, cannibal tribe called "troglodytes."
Stalwart Sheriff, hobbled cowboy and worried husband, Walter Brennan-esque "back up" deputy (Richard Jenkins) and dandified former Indian fighter (Matthew Fox) set out to find their townsfolk and bring them home, wholly unprepared for the horrors they will encounter.
People have likened Bone Tomahawk to The Searchers meets The Hills Have Eyes, but it lacks the scope and drama of the former and the visceralness of the latter. All the actors are competent and their characters well-realized and the dialogue is a bit of Tarantino, a bit of Deadwood, and generally good. The only problem is for its running time, the characters aren't given a whole lot interesting to do or talk about. The journey to the Valley of the Hungry Men doesn't really build tension like it could have, and the horror of the troglodytes isn't developed in the same way it was done in a film like The Hills Have Eyes or The Descent. There is violence, certainly, and a bit of gory, but it didn't feel like there was as much of either as the setup called for.
Those criticisms aside, it's a competent film well worth seeing. The nature and proclivities of the troglodytes make me wonder if perhaps the Appalachian crawlers of The Descent are descendants of an eastern branch of the troglodytes?
The troglodyte's eerie communication suggested a number gameable thing to me. It's been proposed than though the Neanderthals lacked full verbal communication as we know it, they might have used singing to convey information and coordinate efforts, as musical ability appears to evolutionarily older. It's certainly a potentially strange and inhuman sort of trait Bone Tomahawk puts to good effect.
Friday, October 30, 2015
Cloud Castle of Azurth Excerpt: Cosmic Cat
Taking a little breather from my work on the Strange Stars OSR book, I worked on a few pointcrawl points in the Cloud Castle of Azurth mini-sandox All trick, no treat:
COSMIC CAT
A cosmic cat is seated or curled upon a small (2' diam.) meteorite half-buried in cloudstuff. Peaceful visitors will be favored with a look that suggests the cat’s opinions regarding the drollness of terrestrial existence. The cat will converse telepathically (it’s mind-voice has a reverse echo; its laugh has a touch of flange) and answer questions, though it’s responses will tend towardthe vauge if not the enigmatic.
COSMIC CAT
A cosmic cat is seated or curled upon a small (2' diam.) meteorite half-buried in cloudstuff. Peaceful visitors will be favored with a look that suggests the cat’s opinions regarding the drollness of terrestrial existence. The cat will converse telepathically (it’s mind-voice has a reverse echo; its laugh has a touch of flange) and answer questions, though it’s responses will tend towardthe vauge if not the enigmatic.
Here are some random statement the Cosmic Cat may make, when appropriate (or even when not appropriate (d8):
- Oh. it’s you. I thought perhaps I had dreamed you, but you seem material enough. Unless that’s part of the dream, or my dreams are more powerful than I imagined?
- They once came here for amusement, you know. I suppose it’s all still very amusing, really, just in a different direction. By the time I arrived they had mostly abandoned this place, except the crazy ones. For a while at night, if I looked out over the cloud’s edge, I could see the blue glow of their ruins. That all faded away in a few centuries.
- I had an upset stomach, so I needed a place to rest and this rock seemed comfortable enough. I had eaten one of the those inky spiders from the dark side of the moon I caught crawling down a moonbeam, and it did not agree with me. It was foul. It tastes like curdled nightmares and acrid regret.
- How do you suppose all this stays up here on wisps of water vapor, anyway? Doesn’t seem safe. And it’s an affront dignity of other clouds. Don’t think they haven’t noticed.
- Have you ever tasted phlox? The color, I mean. It reminds one of the evanesce of comets and ephemeralness of thought.
- The Sun is just a dwarf, you know, made of countless little dwarfs. I met one, once. It made my eyes hurt to look at it. It was incandescent with tedious purpose, but it’s voice was warm on my skin and gave me the urge to nap.
- There’s a giant under that castle. He’s vaster than this world, perhaps--just folded up and stuffed into something tiny. I wonder how long that mellow cage of light and colored wax will hold him? Lamps flicker, after all.
- I wouldn’t go that way [island anterior]. You will likely either die by a fall from a great height or suffer a tiresome tea service with a chatty dragon.
The meteorite it lounges upon is of iron as cold as the void. Its cosmic inertness is such that it is profoundly anti-magical.. In a ten foot radius all spells and magical effects dissipate. Magic items kept within a five radius of it for an extended period will be drained to mundanity at the rate of a +1 or spell level every six hours.
Thursday, October 29, 2015
Hydra Halloween Sale & Strange Stars Update
There's a Halloween Sale going on on drivethrurpg and rpgnow. Both Weird Adventures and Strange Stars are in it, as are the rest of Hydra's quality products.
Speaking of Strange Stars: the Fate rule book is literally all done but the contents page and last bit of prep for submission, so it should be dropping very soon. The OSR rulebook proceeds. Two complete chapters ("Factions" and "Adversaries & NPCs") are done, and a couple of others are close to completion.
Wednesday, October 28, 2015
Wednesday Comics: I Hate Fairyland
I Hate Fairyland #1 (October 2015), Story and art by Skottie Young
There once was a 6 year-old girl name Gertrude who fell into Fairyland. The kindly Queen Cloudia gave her a map and a guide named Larrigon Wentsworth III and set her on a quest to find her way home. Twenty-seven years later,Gertrude is physically no older, but is psychologically an adult--with a bad attitude.
So begins Skottie Young's comedic, hyperviolent send-up of the likes Alice in Wonderland and the Wizard of Oz. When Gertrude gets into an argument with the Moon, whose narration of her exploits is annoying her:
She also trips out after eating a bunch of mushroom guards in the city of Las Fungus and angers Queen Cloudia so much she sends a barbarian hit-man after her.
Young (who also, ironically, illustrated Marvel's latest Oz book adaptations) has a style that's part modern animation and part classic comic strip. Everything here works great. The main question is whether he can maintain the tone and energy over an extended run.
There once was a 6 year-old girl name Gertrude who fell into Fairyland. The kindly Queen Cloudia gave her a map and a guide named Larrigon Wentsworth III and set her on a quest to find her way home. Twenty-seven years later,Gertrude is physically no older, but is psychologically an adult--with a bad attitude.
So begins Skottie Young's comedic, hyperviolent send-up of the likes Alice in Wonderland and the Wizard of Oz. When Gertrude gets into an argument with the Moon, whose narration of her exploits is annoying her:
She also trips out after eating a bunch of mushroom guards in the city of Las Fungus and angers Queen Cloudia so much she sends a barbarian hit-man after her.
Young (who also, ironically, illustrated Marvel's latest Oz book adaptations) has a style that's part modern animation and part classic comic strip. Everything here works great. The main question is whether he can maintain the tone and energy over an extended run.
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