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Friday, November 1, 2019
Black Iron Prisoners' Dilemma
Not even the solipsist monsters of the Abyss can continue forever under conditions of ever-changing insanity; some ideas produce too great a gravity for even the the most fluid minds to escape. And so, like a body faced with cells that might mutate beyond restraint, the Abyss walled off the offending ideas in a cyst. The cyst endures in the astral nothingness, holding its dark enlightenment within. This is the Black Iron Prison.
The pull of the Black Iron Prison attracts others. Monsters of the Abyss convinced that something besides Self was real and that something was Punishment. But by whom? The Godhead who had appeared to have forsaken them or some new Godhead yet to come?
Fearful and paranoid, the monsters elaborated prisons around the original one like nested labyrinths. There they hid, and interrogated and punished themselves and any other souls that fell into their grasp.
Some might consider the multiverse's largest prison a place of Law, but there is little Law here. Rules are arbitrary and changeable. As are punishments. All the jailers operating under vague authority are just more prisoners. Those jailers, the prisoners with the longest sentences, are the fiends called deodands, this name being an an ancient term for an object which has caused a death and so is forfeit to God. If anyone knows why the fiends have this name it is the Baatezu, and like most secrets, they have classified the information.
The most common deodands are tall, emaciated, scabrous creatures with frog-like mouths. Their bare skins weep a tarry ichor from numerous injection sites. They're junkies and dealers; they mix the astral excreta of despair, callousness, and fear that oozes from the souls that fall into their hands with the bile of arthropods that make their homes in the prison’s substructure and inject it beneath their skin. The tarry substance--and a brief respite from their paranoia in a cold, sneering high--are the result. The tar is packaged and sold (to the prisoners to be smoked or injected) in exchange for pleasant memories or dreams or hopes--anything that defines the former self-hood of the soul. When not engaged in commerce, these tar deodands are the menials of the prison.
The the second most common variety are the color of a fresh bruise. Their limbs are swollen like blood sausages, and their tick-like bellies appear filled to near bursting, sloshing loathsomely as they waddle or fly drunkenly on ridiculously small wings. Their bloated faces are unpleasantly human-like and wear expressions of voluptuous satiety, complete with drool running from the corners of their mouths and down their double (or triple) chins. Always their skins appear to glisten as if oiled. They sweat even more when they eat, and they eat almost constantly. The eat when they are worried, and they are always worried. About informers or conspiracies. About a time when the tortures they apply to others might be applied to them.
The rarest of deodands have assumed the most authority. They often pass themselves off as wardens and are just as often found in solitary confinement. They sometimes watch and titter at the interrogations as they undergo torture themselves. They’re androgynous humanoids with bald heads and unfeminine faces, but pendulous breasts and high-pitched voices. Their pale, wrinkled skin seems ill-fitted to their bodies. They have a penchant for dressing in uniforms, the more elaborate the better. Sagging deodands, they are called.
Thursday, October 31, 2019
The Halloween Special
And of course, it's a repeat! Sorry, still no Fall Guy or Elvira actually in this post. I didn't do any Halloween related posts this year, but just sit back and relive these horror-themed classics:
Need a name for a horror comic? Generate it with this post.
Ever heard the legend Spring-hilled Jack? Well here are his stats.
A different way of the thinking of Ghost Towns, from Weird Adventures, but usable anywhere.
And finally, a 2013 Santacore request unwittingly opens, "The Tome of Draculas!"
Wednesday, October 30, 2019
Wednesday Comics: Bronze Age Book Club: Monsters Unleashed!
The latest episode of the Bronze Age Book Club podcast is available, just in time for Halloween!
Listen to "Episode 8: MONSTERS UNLEASHED (1973) #2" on Spreaker.
It's also now available on Podcast Addict!
Monday, October 28, 2019
The Rolling City and the Devil Sun
This post is in response to a challenge from Anne at DIY & Dragons based on this post a the Githyanki Diaspora from 2009 suggesting an easy way to "Make Your Own New Crobuzon."
The Last City
Clacking, rumbling, the city moves. It rolls through the night on sixteen indestructible rails carved from the bones of dead gods. The shanties on its ziggurat steps rattle; it's bristle of towers sways. The city never stops for long, and it always stays ahead of the dawn. It's being chased by a vengeful god, the Sun.
The Devil Sun
There is a face in the green Sun, and it looks down on the world it hates with grinning, idiot malice. It chases the city across the face of the blighted world, through the ruined cities of the elder days. Where its morning light shines, its energy creates cancer jungles and fleshy masses of monsters. Even these wither and die under the force of its noon regard, leaving only blasted desert in the dying light of evening. The Devil Sun would destroy the clanking redoubt of the city, too, but it moves too slowly across the sky to catch it. For now.
Three Minor Humanoid Races
Xixchil once had their own city, but it was lost, and they bought their passage on the last city with their art. It was the Xixchil surgeons that developed the Warforged. The Xixchil are mistrusted because they live in enclaves of their own and practice secret rituals they do not allow others to see.
The Warforged were made to be the city's soldiers. There are many fewer now than there once were. They are officially accorded respect for their service, but many former refugees blame them for the loss of their old homes.
Athasian aarakocra live in the precarious high towers of the city. They are scouts and foragers.
Three Monsters
Clockwork automata serve in every level of the city, particularly performing jobs around the engines or on the city's undercarriage where living things can't go. Some damaged automata become rampaging clockwork horrors.
Obliviax is cultivated in some labs in the city for it's various memory uses: to fashion an anti-senility drug, to steal memories, or simply to make people forget. It has escaped and grows wild in some lower levels.
Arcane oozes sometimes crawl up the cities exterior. The gorge themselves to a torpor on the divine magic that powers the city. Sometimes they become a hazard and must be removed.
The Last City
Clacking, rumbling, the city moves. It rolls through the night on sixteen indestructible rails carved from the bones of dead gods. The shanties on its ziggurat steps rattle; it's bristle of towers sways. The city never stops for long, and it always stays ahead of the dawn. It's being chased by a vengeful god, the Sun.
The Devil Sun
There is a face in the green Sun, and it looks down on the world it hates with grinning, idiot malice. It chases the city across the face of the blighted world, through the ruined cities of the elder days. Where its morning light shines, its energy creates cancer jungles and fleshy masses of monsters. Even these wither and die under the force of its noon regard, leaving only blasted desert in the dying light of evening. The Devil Sun would destroy the clanking redoubt of the city, too, but it moves too slowly across the sky to catch it. For now.
Three Minor Humanoid Races
Xixchil once had their own city, but it was lost, and they bought their passage on the last city with their art. It was the Xixchil surgeons that developed the Warforged. The Xixchil are mistrusted because they live in enclaves of their own and practice secret rituals they do not allow others to see.
The Warforged were made to be the city's soldiers. There are many fewer now than there once were. They are officially accorded respect for their service, but many former refugees blame them for the loss of their old homes.
Athasian aarakocra live in the precarious high towers of the city. They are scouts and foragers.
Three Monsters
Clockwork automata serve in every level of the city, particularly performing jobs around the engines or on the city's undercarriage where living things can't go. Some damaged automata become rampaging clockwork horrors.
Obliviax is cultivated in some labs in the city for it's various memory uses: to fashion an anti-senility drug, to steal memories, or simply to make people forget. It has escaped and grows wild in some lower levels.
Arcane oozes sometimes crawl up the cities exterior. The gorge themselves to a torpor on the divine magic that powers the city. Sometimes they become a hazard and must be removed.
Friday, October 25, 2019
Weird Revisted: The Secret Life Stages of Elves
This post from 2016 is more recent than my usual revisits, but I had forgotten about it, only coming across it while looking for another post and thought it was worth a reshare...
What humans mistake as different tribes or clades of elves are actually different stages in their millennia long, perhap endless, lives.
Wood elves are elven adolescents. They rebel against their parents and go to live in bands of others of their age. They throw racuous parties in the woods and experiment with intoxicants. They are capricious, emotional, and cliqueish. Their tribes run the gamut between Woodstock and Lord of the Flies.
High elves are elven adults. They interact most with other species and are responsible for the maintenance of elven civilization. It is in this age cohort that the immortality of elves begans to take its toll, however. Elven brains are not structurally that different from humans. They do not have the capacity to hold countless centuries of memories. Their initial compensatory mechanism is monomania. Elves develop a strong interest that narrows the array of factual information they must recall and provides constant reinforcement for the things they find important. Some become swordsmasters, some master artists or craftsmen, some archmages.
For some elves this is enough, and they grow more skilled, more focused, and stranger, until they become almost demigods in their chosen vocation. These are the Gray.
Others, though, are not able to maintain such focus. Something akin to dementia sets in. They become forgetful, and paranoid. As they begin to lose their past--lose themselves. They find only intense linger long. These are the drow, the dark elves.
Dark because of the darkness that consumes their minds; dark for the deeds they commit to hold on to self and not slip into endless reverie. They go to live in the dungeons of their kind to pursue intense pleasures and horrors or simply howl or cackle in the darkness. These elders are feared by other elves. They avoid them and will not reveal their relationship to them to non-elves.
What humans mistake as different tribes or clades of elves are actually different stages in their millennia long, perhap endless, lives.
Wood elves are elven adolescents. They rebel against their parents and go to live in bands of others of their age. They throw racuous parties in the woods and experiment with intoxicants. They are capricious, emotional, and cliqueish. Their tribes run the gamut between Woodstock and Lord of the Flies.
High elves are elven adults. They interact most with other species and are responsible for the maintenance of elven civilization. It is in this age cohort that the immortality of elves begans to take its toll, however. Elven brains are not structurally that different from humans. They do not have the capacity to hold countless centuries of memories. Their initial compensatory mechanism is monomania. Elves develop a strong interest that narrows the array of factual information they must recall and provides constant reinforcement for the things they find important. Some become swordsmasters, some master artists or craftsmen, some archmages.
For some elves this is enough, and they grow more skilled, more focused, and stranger, until they become almost demigods in their chosen vocation. These are the Gray.
Others, though, are not able to maintain such focus. Something akin to dementia sets in. They become forgetful, and paranoid. As they begin to lose their past--lose themselves. They find only intense linger long. These are the drow, the dark elves.
Dark because of the darkness that consumes their minds; dark for the deeds they commit to hold on to self and not slip into endless reverie. They go to live in the dungeons of their kind to pursue intense pleasures and horrors or simply howl or cackle in the darkness. These elders are feared by other elves. They avoid them and will not reveal their relationship to them to non-elves.
Thursday, October 24, 2019
A Premise for Opposing Planes
I'm planning on expanding on the version of the Outer Planes posited by these two posts. In brief, the planes are reframed in a sort of gnostic background wherein Law and Chaos relate to competing ideas about how best to restore unity with the Godhead. I like this idea because it gives a structure to hang both Law and Chaos on and the other various flavors radiating out from these "poles."
Good and Evil don't carry quite the same weight. Instead, they are shorthand for approaches for dealing with the opposing side. Lawful Good seeks accommodation with Chaos and peaceful conversion where possible; Lawful Evil feels there is no compromise with Chaos and force is always an option. This is not an idea new to me. It's hinted at the the Planescape material, and I've seen if discussed on forums. Adding the layer of competing visions of the Godhead adds something extra.
Anyway, more to come.
Monday, October 21, 2019
What The Clockwork Princess Said
Our 5e Land of Azurth campaign continued last night (now in its fifth year!) with the party trying to get some information from the the tree-like mass of gears and wires that bore the face of the former Princess of Yanth Country, Viola. They couldn't make much from her comments. Was she merely repeating words from their questions or genuinely answering? They did think they got the phrases: "Not trust", "Queen Desira", and "Find. Now." Those may or may not have been related thoughts.
Suddenly, there was a flash of light in the hallway, and a mysterious stranger in a long coat with a flying-V guitar slung across his back stepped into the room. For some reason, the party immediately assumed this was "Future Kully," though the Kully of this time was supposed to be dead. The stranger seemed flustered by their questions about his identity, noting that he wouldn't have worn a bandana over his face if he wanted it to be known. He told them they needed to return to their own time, and quickly, because "the forces of darkness" were coming. He invoked concerns about effecting the future were he to answer any of their quite reasonable questions. He would say of his own origins: he was from "their future, but also from the distant past." He left the room playing his guitar and disappeared in another flash.
The stranger's words soon proved true, as the castle rocked as if struck. The party decided it was time to escape. A giant, insectoid creature of clicking metal and whirring gears broke through the wall, but after favoring them with a scream like an approaching train, turned and stumbled its way in the direction the party had come from.
They made it down two levels. The crazy gnomes were now fleeing with them. They exited the front door and saw two dragons blacker than the night sky, smoky and insubstantial around their extremities, circling like hawks overhead.
The party featherfall-ed (featherfell?) to the ground below. They saw black-armored riders on weird, loping steeds like hairless dogs with monstrous, human faces. They sprinted out of the clearing into a nearby stand of trees. Two riders peeled off from the many body and trotted over to the wood. Keeping a distance, one shot an arrow high. It transformed into a mass of arrows burning with green flame. The volley fell upon the party, seriously injuring Kairon and Shade. Again, the party ran for the deeper woods.
There, Phosphoro (finally) appeared, expressing regret for having forgotten to bring them back to their own time until now.
Back in Rivertown, the party discovered there have been some changes in their time away. A new palisade is around most of the city and there is a greater guard presence. They return to the Dove Inn and find their rooms are still intact, but they have back rent to pay.
When they see the innkeeper slip a note to a young boy, Waylon follows him through the streets. The boy goes to the house of Inkwell, the former bookkeeper to the former mayor. Inkwell returns to the inn looking for the party and asks them to meet him at his house this evening--and be careful of being followed.
That night, Inkwell tells them what has passed in the year they have been absent. Drumpf was elected mayor and used both his wizardly family and alleged aid from the land of Noxia to the North to enforce his rule in Rivertown. Gladhand, the former mayor, is in hiding, but Inkwell says he will offer the party a share in a large treasure if they will help him use the money to hire mercenaries to help drive Drumpf from the city. The party agrees to meet Gladhand.
Suddenly, there was a flash of light in the hallway, and a mysterious stranger in a long coat with a flying-V guitar slung across his back stepped into the room. For some reason, the party immediately assumed this was "Future Kully," though the Kully of this time was supposed to be dead. The stranger seemed flustered by their questions about his identity, noting that he wouldn't have worn a bandana over his face if he wanted it to be known. He told them they needed to return to their own time, and quickly, because "the forces of darkness" were coming. He invoked concerns about effecting the future were he to answer any of their quite reasonable questions. He would say of his own origins: he was from "their future, but also from the distant past." He left the room playing his guitar and disappeared in another flash.
The stranger's words soon proved true, as the castle rocked as if struck. The party decided it was time to escape. A giant, insectoid creature of clicking metal and whirring gears broke through the wall, but after favoring them with a scream like an approaching train, turned and stumbled its way in the direction the party had come from.
They made it down two levels. The crazy gnomes were now fleeing with them. They exited the front door and saw two dragons blacker than the night sky, smoky and insubstantial around their extremities, circling like hawks overhead.
The party featherfall-ed (featherfell?) to the ground below. They saw black-armored riders on weird, loping steeds like hairless dogs with monstrous, human faces. They sprinted out of the clearing into a nearby stand of trees. Two riders peeled off from the many body and trotted over to the wood. Keeping a distance, one shot an arrow high. It transformed into a mass of arrows burning with green flame. The volley fell upon the party, seriously injuring Kairon and Shade. Again, the party ran for the deeper woods.
There, Phosphoro (finally) appeared, expressing regret for having forgotten to bring them back to their own time until now.
Back in Rivertown, the party discovered there have been some changes in their time away. A new palisade is around most of the city and there is a greater guard presence. They return to the Dove Inn and find their rooms are still intact, but they have back rent to pay.
When they see the innkeeper slip a note to a young boy, Waylon follows him through the streets. The boy goes to the house of Inkwell, the former bookkeeper to the former mayor. Inkwell returns to the inn looking for the party and asks them to meet him at his house this evening--and be careful of being followed.
That night, Inkwell tells them what has passed in the year they have been absent. Drumpf was elected mayor and used both his wizardly family and alleged aid from the land of Noxia to the North to enforce his rule in Rivertown. Gladhand, the former mayor, is in hiding, but Inkwell says he will offer the party a share in a large treasure if they will help him use the money to hire mercenaries to help drive Drumpf from the city. The party agrees to meet Gladhand.
Art by Jason Sholtis |
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