Wednesday, October 4, 2017

Wednesday Comics: The Slayer of Eriban (part 2)

i>My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.


Storm: The Slayer of Eriban (1985) 
(Dutch: De Doder van Eriban) (part 2)
Art by Don Lawrence; script by Martin Lodewijk

Once the young assassin was meditated and determined their destination, he fills our heroes in on his backstory. On Eriban, boys and girls are taken at a young age to train in the Academy of Assassins. They never know their own parents. They are trained to identify poisonous planets from all over Pandarve and learn to fight with a variety of animal life. They must master every form of weapon and none may graduate until they have killed a dream projection of one of their teachers.


Upon completion of their training, they are given a graduation assassination to perfom. Renter's assignment is to kill the monarch of a small kingdom not far from their location.

His original servants met with an untimely fate. The ship ran into a m'anganesse swarm. The legendary insects swarm in the millions and destroy every living thing in their path.


While his servants sacrificed himself for him, Ranter was safe in a timeless stasis in the regeneration capsule.

On the course Renter dictates, the windstream carries them farther and farther from Pandarve. After a week, they reach their destination:


TO BE CONTINUED

Monday, October 2, 2017

Weird Revisited: Legend & Folklore in a Fantasy World

This post first appeared in October of 2011. It's as relevant today.


Perusing The Sutton Companion to British Folklore, Myths, & Legends got me thinking about the place of the strange, mysterious, and magical in fantasy worlds. The British Isles have got stories of all sorts of fairies, lake (and well) monsters, and more than a few witches--all of which could be easily approximated in local tales of nearby monsters in any fantasy rpg setting.

But real world folklore gets weirder than that. Ned Dickson’s skull on Tunstead Farm in Derbyshire would tap against windows to warn farmers about sick animals or cause the walls to shake as a sort of burglar alarm. Several phantom coaches roam the night roads. Every ghost is a story, not a monster to be battled.

It seems to me that most fantasy game encounters are mundane compared to this sort of stuff--or perhaps, utilitarian is a better word. As it has been said before, there ought to be more weird, unpredictable things in game settings.  Not just in the Weird Tales sense, but in the good, old-fashion folktale sense.

Beyond that, there ought to be more stories told by the local tavern denizens that are just stories. I don’t think the demonstrable existence of magic in a world, would make people less likely to make up tales to explain odd events or simply to pass the time--if anything, a world full of magic that the common man doesn't understand would seem likely to increase this sort of thing.  More events would need folk explanations; more fears would need comforting.

Player characters (no paragons of scientific rationalism, themselves) ought to never know whether the rumor they’re hearing is the inside-scoop on a local monster or another tavern tale. There ought to be as many fake magic items being horded away as real ones--maybe more.

Sunday, October 1, 2017

Very Old Gods

Clerics need somebody to hear their orisons and NPCs (at least) need someone to swear by, so their must be deities for my upcoming GURPS Dungeon Fantasy game. Again employing some creative parsimony, I'm going to utilize some faiths and deities I've employed in my pre-Internet AD&D days, but also wrote about here years ago. In fact, four of these gods were created by my cousin who introduced me to gaming. I still have his original write-ups from the mid-80s. Here's one:


Here's my revision of them a few years back. My idea is that the original polytheistic faith was reconfigured/revised in the wake of at least two reformers/prophets. Current worshippers practicing polytheistic, henotheism, monitism, or even perhaps atheism, with same underlying traditions.

(The game reasoning here was to get to a place approximating the monotheism-inspired D&D cleric, without losing the fantasy polytheism flavor.)

The oldest reformation is Rannism or Rannite Ascensionism. When the ancient emperor and retired adventurer Rann achieved apotheosis he realized the so-called gods were merely older beings in a higher state: Immortals, like himself. The principle doctrine of the faith is that man may achieve apotheosis by following the ancient paths rediscovered by Rann. Ascension is achieved by deeds which may be beyond the power of many, but piety will at least guarantee the faithful who don't ascend a place in the afterlife ruled by their patron Immortal. Rannitism is very much a "bootstraps" belief where the "capable" rightly benefit from their good fortune, and the "incapable's" lesser fortune is just.


Over a century after Rann departed this Plane, a cleric named Issus had a new, further revelation: Issianity. Issus claimed the Immortals (Rann included) had shown him in a vision that apotheosis was the right of all souled beings. The fact that only a scant few achieved it proved the current paths were a flawed approach. These had been set in place by the demiurge, Gigas, and his helpers. The struggles of adventurers seeking these paths was part of some cosmic game for the amusement of Gigas and his fellow. Issus believed in a transcendent god or force above the demiurge and beyond the game, and that this source would rescue the faithful from the Great Wheel of the Cosmos. Good Issians are expected to live a life wherein they seek to perform their given role in the "game" (Issus' teaching and those of latter saints talk a lot of things like "cosmic alignment") while at the same time recognizing its inherent artificiality.

Friday, September 29, 2017

Dungeon Fantasy: A Local Gazetteer

I allowed myself to be convinced to run a GURPS Dungeon Fantasy game. My plan is to do it in a self-aware, classic Gygaxian dungeoncrawl sort of way. We'll see how that goes. Anyway, much of the setting is only vaguely defined (and much recycled from my pre-internet D&D campaigns), but I do know the focus is the Dungeons of Zyrd which are situated (naturally) beneath the half-ruined but still sanity-imperiling Castle of Zyrd. Zyrd in this case being a mad archmage and near-deity.


Base-camp for most delvers is the nigh-lawless boomtown, Gryfalcon. The town squats on the left bank of the River Fflish across from the old Imperial fortification of the same name. Located at the head of navigation, it provides a convenient place to deprive delvers of their haul and to bring new treasure seekers from elsewhere. 


Lake Murrn is north and west of Gryfalcon. Rustic Mudfoot halfings live in stilt-houses. Villages sometimes build out on the water. There are rumors of human sacrifice of outsiders to appease the giant, alligator snapping turtle, Old Ironjaws. There is quite possibly a crashed alien flier half-buried in silt beneath its waters.

Lichwode, north and somewhat west of Lake Murrn, is a small forest dotted with several burial mounds. The locals assume these barrows hold ancient Elvish treasure or even far older Coleopteran refuse, but they also assume them to be haunted. The man-shapes burnt permanently into the grass and the curiously life-like statues of some pockmarked stone with faces contorted in abject terror, found in the area may support this belief.

The Dharwood is floodplain bottomland forest along the Fflish, haven for humanoid tribes, escaped slaves, and outlaws.

Carsulth is a bustling Imperial port at mouth of the Fflish.  Its broadminded folk are friendly with smugglers and pirates, when proper recompense is offered for their lack of prejudice. Some, perhaps many, of its nobles practice diabolic heresy (a perversion of the already self-serving Rannite Cult of Ascension) at least in private.

Thund Tribes in the foothills of the northwest dwell barbarians who pride themselves on their warriors' flowing locks and feathered, barbaric finery.

Wednesday, September 27, 2017

Wednesday Comics: Storm: The Slayer of Eriban

My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.


Storm: The Slayer of Eriban (1985) 
(Dutch: De Doder van Eriban) (part 1)
Art by Don Lawrence; script by Martin Lodewijk

When last we left our heroes, they were drifting on a giant seed-pod into space. As luck would have it, they see a ship heading in their direction. They try to get the attention of the crew, but the ship doesn't change course.

The ship passes them close enough to see the seemingly obivious, cloaked crew, but too far for them to get to. Nomad quickly formulates a daring plan. He makes a knife throw that cuts one of the ship's lines. As it swings out under tension, he jumps and grabs it. He climbs aboard the ship and gets a surprise:


All the crew are dead. Exploring the captain's cabin they find a curious sarcophagus. And inside:


Storm is puzzled as to why the sarcophagus is bigger than it's inhabitant, but the three leave the mystery to explore elsewhere. Storm and Nomad go into the hold and find only the earth that creates the ship's gravity.  Suddenly, they hear Ember calling to them.


The boy explains that he was not in a coffin but a regeneration-capsule calibrated to his aura. He also addresses the three as his servants, asserting Pandarve sent them to replace the ones he lost. He introduces himself as Renter Ka Rauw, professional assassin of the Eriban.

The three aren't willing to be servants. Renter demonstrates his abilities. He throws Nomad. He lays Storm out with a kick, and blocks Embers strike with a club.


Finally, he threatens to kill Nomad with a touch. Storm and Ember have no choice but to surrender. The boy assigns them duties while he meditates on a course. Ember is angry about being assigned to cook. Storm counsels his friends to calm down and bide their time.

TO BE CONTINUED

Monday, September 25, 2017

Operation Unfathomable Comics

While Jason Sholtis and Jez Gordon are hard at work getting the larger parts of Jason's magnum opus finished, I'm lettering the comic written and illustrated by Jason, that will appear in the Operation Unfathomable Player's Guide stretch goal.  Here are a couple of pages:


Sunday, September 24, 2017

Arriving on Gathox

In the short time I've been a member of the Hydra Cooperative, there have been a few products we didn't get to publish that we would have loved to do. Gathox the Vertical Slum was one of those that got away. It landed with Mike Evans DIY Games, who Youwasted no time getting it out, so now everybody can see the wonderful and weird products of David Lewis Johnson's imagination.

You may know Dave as a talented visual artist whose work has graced a number of small press publications--including my very own Strange Stars. The same creativity so on display in his visual work informs Gathox, which I will thumbnail for you as a locale like something you might have seen in the halcyon days of Heavy Metal magazine. More specifically, Gathox is a world-shambling giant with a ramshackle, multiethnic (and multi-species) city built on top of and in him. Dave spends over a 130 pages outlining the locations, people, and races of Gathox, plus he provides variant rules he uses in his campaign. 

To give an idea of the tone, let's take the Gongwarped Fishmen, one of the races/cultures thumbnailed in the book. They are fascist-fishheaded beings, who live underground and practice secret and forbidden pseudoscience. Even worse are the species-supremacist, chicken people called Vulzari who reproduce by transforming others into more of their kind. See what I mean about Heavy Metal?

The supplement goes on to outline locations in the city and interesting NPCs. There are pretty short and punchy: more detailed than the original Wilderlands of High Fantasy, but with an economy of words not found in the a lot of modern, major publisher books.


Next comes the section on house rules, which is substantial. Variant classes are given that again convey the flavor of the setting like cosmic doctors (Nne of several types of magic-users, or more precisely "mentalists.") and mutants (Complete with random mutant tables!). A simple skill system is introduced in the form of "wheelhouses" and there are new rules for health and healing. Gathoxian equipment is discussed--and in many cases illustrated. Finally the subgame of "gangland play" is introduced that does similar things in a loose way to some of Blades in the Dark's gang rules but with a thoroughly old school implementation.

If any of this sounds interesting to you, you should pick this up, because I'm only scratching the surface here. The only fault I can find with it (and it's a small one) is that it could have used more of Dave's art! Yes, there is a lot of it here, but their were some spaces in the layout that practically begged for more.

Anyway, you can get it on rpgnow. So go get it already!