Monday, May 6, 2019

Consulting the Sages

Our Land of Azurth 5e campaign continued last night with the party still in the future, spending the night in the apparent safety of the Frog Temple (whose messiah, they believe is Waylon the Thief from some point in the future). They are awakened by the white glow of a point floating air that spreads into a line vibrating with the words of Phosphoro. The wizard asks if they have acquired the book. Before they can answer, something disrupts his transmission.

That something turns out to be a ball energy that resolves into a humanoid form. In a booming monotone, it demands that they turn over the Book of Doors, explaining that the Mysteriarchs of Zed will brook no one unworthy gaining entrance to their hidden city. It also declares that it is not fool by the trickery inherent in this "anomaly," though who this comment is aimed at is not clear. The group assumes it to be Roderick Drue, but the confused young man protests his innocence.

The party surmises they do want to to fight this creature, much less the Mysteriarchs, so they bargain: They will give up the book, minus the page they must give Phosphoro. The creature summons a "factor" of the city empowered to make such negotiations.

After some talk, the factor agrees to their terms. Additionally, he warns them their presence here might summon a "Time Keeper." He has the "golem of pure magic" examine the book, then remove the page Phosphoro will need. Then the agents of Zed leave taking the rest of the book with them.  When they are gone, Phosphoro renews contact. The party explains the situation, and Phosphoro prepares to return them home. Due to the nature of temporal magic, he states they will have to drift out of this time slowly. It make take hours or days.

With nothing to do but wait, the party tries to find out more about what calamity befell their homeland. They seek out the Standing Stone Sages. The sages don't know much that can help them, but do reveal that The Clockwork Princess and Queen Desira, the Enchantress of Virid, were allies in their rebellion against the Wizard.


No sooner are they done talking to the Sages than they encounter a strange ooze shot through with electrical impulses that seems to follow them. The attack it at a distance, finding it resistant to most things, but vulnerable to cold. Relying primarily on such attacks, they destroy it before it can ever get an attack in.

Sunday, May 5, 2019

Weird Revisited: Bug Powder

This first first appeared. Way back in 2010...


Bill: What do you mean, "it's a literary high"?

Joan: It's a Kafka high. You feel like a bug.

- Naked Lunch (1991)

Bug Powder is a strange magical substance found in the City, and its world, and possibly elsewhere. It generally appears as pale yellowish powder, and its official use is as a professional-grade insecticide. It can be found in containers from several different and mysterious suppliers--"Benway Chymical", and "Voke & Veech", are prominent examples. Bug powder will indeed serve as an insecticide, but if nasally insufflated (snorted), or injected intravenously in small doses it has euphoric and mild hallucinogenic properties.

Long-term use generally leads to dependence, but also, like use of a large single dose, seems to open a doorway to another plane. Users report travel to an exotic, desert world under two reddish moons, were lies a sprawling pennisular city called Interzone, on the quivering banks of a gelatinous sea. The swarthy inhabitants of Interzone appear human in all respects, but have undefinable and unsettling air of strangeness about them. In addition to the natives, humans from many time periods and worlds, as well as alien beings, can be found sweating in Interzone, perusing their own agendas. There is a great deal of political intrigue in the city-state, and several different political factions--but the goals of these groups and the reasons for their conflicts often seem contradictory, if not outright nonsensical.

Mystics and planar scholars believe Interzone to be an interstitial realm acting as a gate or "customs station" between the material world and the inner planes. Supporting this view is the presence of soldiers the Hell Syndicates, as well as miracleworking street-preachers and holy hermits professing the varied and conflicting "ultimate truths" of the Seven Heavens. A slight variation on this view, is that Interzone is not so much a part of the astral plane, but more an extension of Slumberland, the Dream-World, located in some seedy Delirium ghetto. Further exploration will be needed to determine this for certain.

This exploration isn't without dangers. While physical dependence comes from the bug powder's use, the thinning of the psychic barriers between the material world and Interzone serve to cause a person to involuntarily shift between the two. This tends to generate feelings of paranoia--and perhaps rightly so, as the more time one spends in Interzone, the more likely one is to become an agent (perhaps unwittingly) of one of its factions, and fall prey to its byzantine intrigues.

One final interesting bit of Interzone lower is that the natives hold that their city-state, was actually once six cities of very different mystic character, physically indistinct and loosely co-spatial, but still spiritually differentiated. The names of theses putative cities when uttered with the proper ritual, are said to be a powerful spell, though sources disagree as to what purpose.

Friday, May 3, 2019

Weird Revisited: Anti-Elves

This post first appeared in 2017...

Drow as "elves but evil" has been done. Let's take a cue from Otus's ink-blot, living shadow rendition, and say that they are the arcane Evil Twins of elves. Maybe not quite Bizarro World duplicates, but close. They look like photographic negatives of some elf, somewhere, sometime. (It is quite possible that if a specific elf and anti-elf come into contact there will be an explosion, Or, they will untie into a single, transcendent being and leave this plane. In an explosion.)

Anti-elves live underground in ultra-controlled, industrial, technolgical environments because they hate nature. They want replace it all with a machinery hellscape like Apokolips. The only reason they haven't yet is because they hate the sun, too, and are forced to live underground. They're working on that one.


Anti-elves are profoundly unmagical. All those magical abilities listed in a drow stat block have a technological basis. No surface creature can steal a anti-elf device and make it work because their bio-energy polarity will just disrupt it and make it nonfunctional after a use or two.


Ant-elves don't believe in gods, meaning they accept the existence of tiresome things other races call gods, but they think them ridiculous impediments to their own purposes and would never worship them. All sacrifices you might see them make are strictly translactional. Any temples are really just fanclubs--an anti-elves are the sort of crazy, obsessive fans that are very likely to progress to stalking and murder.

Thursday, May 2, 2019

Azurth Mailbag: Are the PCs the Straight Men?

When I said this might be a recurring feature, I didn't think it would be so soon, but Jack Shear of New York asked an interesting question as follow-up to a comment I made on social media: "What does it look like when Azurth PCs are playing the straight man to the setting's fancifulness?"


My comment about "the PCs as straight men" was a reference to an idea that gets bandied about from time to time that originated with this blog post, I believe. Now, I sort of like this idea for a lot of settings. But the Land of Azurth is different.

Different does not mean my Azurth campaign is comedy game, though like any D&D game, it has its share of comedic moments. Rather, it is a world that is very serious in its unseriousness, even its ridiculousness.  Pun names for characters (like the perpetually throat-clearing mayor of one small hamlet, Effluvia Flimm) are common, and "joke" monsters or treasures are not unheard (though they aren't particularly common).

I'm not looking to get a laugh of the players with all this, though it's fine if I do on occasion. Rather, I'm trying to present a certain of world like Oz or Ooo, and these are just the sort of things these kind of worlds have. In this context, I hope that this sort of playfulness aids immersion instead of harming it.

So, anyway, the world as presented sort of puts the player in the roll of straight man in a couple of ways. One, they must stay goal-oriented and aware of potential danger (even death), despite the occurrence of odd, perhaps even ridiculous things: A dwarf polymorphed into a horse has disguised itself among hippogriffs in a sub-grade-school costume. You make landfall on an island populated by living candy. A court of talking animals puts you on trial for the slaughter of their kind. None of these things are the stuff of "serious" fantasy, at least of the action-oriented sort, yet here they are. The DM presents them seriously, with ne'er a nudge or wink, and the characters had better deal with them as such, even as the players may note their ridiculousness. And it keeps coming.


The second way is perhaps more common to certain sorts of adventure fantasy, specifically the works of Jack Vance. The PCs are adventurers of competence, even heroism, in a world where those traits may be uncommon. Like Vance's Adam Reith in the Planet of Adventure series, the PCs must contend with venal, self-absorbed, conniving, hidebound, and eccentric NPCs quite frequently. Some of these NPCs are also dangerous in the usual D&D sense, but most of them are just somewhat unhelpful. The PCs can only shake their head in frustration and press on.

This latter bit could probably get annoying to players if overdone, but I seem to have kept it in bounds, because the players actually seem to have some affection for a few of the recurring NPCs, even if they roll their eyes at them. It tends to be clear who is a villain and who is just an everyday rogue, and they reserve their hatred for that second bunch. Also, having distinctive characteristics for the NPCs seems to to keep them entertained.

So that's how Azurth is often the Costello to the PCs Abbot.

Got a question on the Land of Azurth or the campaign? Leave it in the comments or email me.

Wednesday, May 1, 2019

Wednesday Comics: Superheroes at Archie

Archie Comics is best known as the publisher of the teen humor character whose name it bears, but the company has also produced superheroes throughout much of its history, since its inception as MLJ Comics in 1939, in fact. They've never had the profile of DC's or Marvel's characters, but the MLJ/Archie characters are perhaps first among also-rans. It was the MLJ characters, after all, that Moore used in his original pitch that became Watchmen.

To get the low-down on these "Ultra-Heroes" (The term used in the Mighty Comics of the 60s. Presumably a reaction to Marvel and DC trademarking "Super Hero.") you could do a lot worse than the MLJ Companion from TwoMorrows.

The history of the characters can be divided into publication eras. The Golden Age started with Pep Comics in 1940. The Shield would appear there, America's first flag-clad hero, 15 months before Captain America. The Comet was there, too, unusually violent, and ultimately the first superhero to die. The Hang Man and Black Hood followed, but all the superheroes ultimately gave way to Archie Andrews and the Riverdale gang.

With the dawn of the Silver Age, the MLJ superheroes were revived first in the Archie Adventure Series and then Mighty Comics. Joe Simon created the Fly, who was likely inspired by Captain Marvel (Shazam to kids today) and was perhaps one of the inspirations for Spider-Man. DC's success was the impetus for the revival, but Marvel's success guided its development. Jerry Seigel was brought in as main writer and either was trying to do a burlesque of the Marvel style or was unable to take it seriously. Either way, the Mighty Crusaders (as the new team was called) were "High Camp" a year before the Batman TV show made it the hip way to handle superheroes.

The campy 60s titles died away, but the heroes wouldn't stay down. They were brought back in the late 70s in reprints as part of the Red Circle line. The early 80s saw new stories produced, masterminded by Rich Buckler, with a grittier tone in keeping with the times and in some ways anticipating what was to come. Archie backed off from this pretty quickly, rebranding the line as the Archie Adventure Series again and making them more kid-friendly. They even got a toyline.


They were revived by DC under the !mpact imprint in the 90s, then again in an attempt to add them to the DC Universe in the 2008, but DC lost the rights in 2011.

Archie Comics have been publishing the superheroes themselves since 2012, but it doesn't look like they've published anything since 2018. Given the Mighty Crusaders history, I suspect they'll be back. You can't keep the ultra-heroes down.


Monday, April 29, 2019

Azurth Mailbag: Death & Mayhem

This may well become a recurring feature here, assuming I get other Land of Azurth-related questions. Jason Sholtis of Pennsylvania asks: "How do you deal with D&D style violence and mayhem in Azurth and how does it support or thwart the tone?"


D&D is often characterized as "killing things and taking their stuff" and old school play at least tends to to pride itself on "high lethality." Neither of these things seem Azurthian at first blush, given the stated inspirations, so I understand why Jason might question how it all fits together.

First off, my Land of Azurth campaign is run in 5e, which is a bit more forgiving and less lethal (for the players) than older editions. This suits our campaign just fine.

Secondly, Azurth is a D&D world with those sorts of inspirations. It doesn't have an Ozian lack of death, for one thing. Azurth isn't a grim or dark world in any sense, but it's a bit like the Land of Ooo from Adventure Time! in that it is not as saccharine as it might appear on the surface. (And unlike the Land of Ooo, it doesn't have to hold the violence to levels acceptable to Broadcast Standards and Practices.)

I think there's fun in juxtaposing the children's book sort of elements with mayhem, but without doing a "dark" take in the traditional sense. So yes, the D&Dish mayhem thwarts the kiddie nature of some seting elements, but the setting keeps the action of the campaign form devolving into just another D&D world. They work well together.

Do you have a question? Leave it in the comments or email me.




Sunday, April 28, 2019

Our Elves Are Different

Tired of the same old elves? Here are some alternatives takes that can just be used to reskin the fluff in most editions, though 5e might require some slight ability tweaking.


Changelings
Elves are too busy pursuing their own idiosyncratic interests to do things like raise kids or maintain a society, nations or settlements beyond loose associations. They plant their children in households of other species. When they reach a certain age, they are drawn to seek out their own kind who magically impart elven "history" and "culture" to them, then send them off to do their own thing.

Homo Superior
Elves are the next evolutionary step in humankind. At puberty, their elvish breakout occurs, manifesting in one of several basic ways, analogous to elvish "subraces." Sometimes persecuted by human societies, they tend to form outcast communities in out of the way places.


Runners
Elvish civilization is centered around a sealed enclaves where young elves live in hedonistic splendor. Old age is unknown either due to voluntary suicide or voluntary exile at a certain age. All elves encountered in the wider world are older outcasts.

Viral
Elvishness, or rather the idea of elvishness, is a magical virus of a sort. Those infected first began to act "elvish" then develop half-elvish traits followed by full elvish traits. This often causes a radical shift in personality.

Observers
Elves are visitors from another world. They come the campaign setting for scientific observation or perhaps recreation. Their interstellar societies strict rules do not allow them advanced technology, nor does it allow them to describe too much about their place of origin. Th existence of magic and their innate aptitude for it was a surprise.

Probes
Elves are the sensory organs/interface modules (or perhaps drones or robots) of vast nonhuman intelligences. They are craft to explore the world and have experiences their colonial minds cannot. Elves have autonomy and independent thought, but they always know themselves to be parts of a whole.