Monday, July 18, 2011

Wonders from the Planes

Besides the gray dust, other outer planar artifacts sometimes turn up in the more thaumaturgically-oriented private markets of the City, or end up in some structure of the Ancients to be found be adventurers. Here are a few of them:

Skeletal key: A minor artifact of the demonic gaolers from the plane called the Black Iron Prison. It’s a six inch long key that does indeed appear to be made out of bone. It can open any non-magical earthly lock, and a specific cell block within the plane of confinement, though it will be impossible to find out which one without magical or extraplanar aide.

Madness record: Condensed from the substance of their realm by the polychromatic clowns of the Plane of Chaos, these appear to be mundane 78rpm phonograph records. If the record is played, all those who are able to hear the strange and indescribable sounds on it will be affected as per the confusion spell.

Fabrication fog: A swarm of minuscule, polyhedral automatons from the Tesseract of Machina, the Plane of Order. These beings are packed into a small square box of some light, but extremely durable alien metal with cautionary text in several different scripts (but no earthly ones) engraved on it.  When the box is open the automata appear as a glittering swarm of fly-sized bronze shapes. They will be bound to the one who opens the box and serve him for one year (their power runs out then without recharge), until he is dead, or he gives them to someone else. They act like the fabricate spell, making whatever the owner desires within the restrictions of the spell (other than the need for the craft skill--the automata can manufacture anything non-magical item with a model or reference image). There are rumored to be versions of these which perform healing functions.

Sunday, July 17, 2011

Strange Encounters


Fiction isn't the only place to get inspiration for events tinged with the supernatural, horror, or just the weird.  Peruse any book or website on unexplained phenomena and you ought to able to turn up quite a bit of usable material, depending on the genre you're gaming in.  Here are a few choice proportedly true vignettes I found on this UFO-oriented website.  There are hundreds more where these came from:

Location. Spike Island, Cork Harbor, Ireland
Date: June 1914
Time: afternoon
The 6-year old witness was walking along a path next to the sea with her eyes mostly on the ground. She happened to look up when she was about five yards away from the wall of local doctor's house and saw something bizarre. A strange figure was looking over the wall across the harbor to Cobh. She walked a few more steps nearer before she realized that what it was--and then she became rooted to the ground with fear. It was not ten paces away and she could see it only too clearly. It must have been a very tall creature, because she could almost see it to its waist---and the wall was at least five feet high. It was in the rough shape of a human being---that is, it had a head and shoulders and arms---though she didn't see its hands, which were behind the wall. Except for two dark caverns where its eyes should be, the whole thing was of one color, a sort of glistening yellow. As the wall was parallel to the road and on her left, the thing was looking past her---across the little road and straight across to Cobh. As the witness stood petrified, the thing began to turn its head very slowly toward her. At this point the young witness heard a voice in her ear: "If it looks straight at you, Eileen, you will die." Her feet seemed to be anchored to the ground by heavy weights, but somehow she managed to turn and run. She ran into a nearby cottage about 15 yards away. Her next memory was of Mrs. Reilly (the owner of the cottage) sponging her face with water, as she shook all over with shock and terror. She told Mrs. Reilly that she had seen something dreadful in the Doctor's garden. Mrs. Reilly told the young witness that she was not the first to see it and would not be the last.

Location. Linaalv Lappland Sweden
Date: 1919
Time: daytime
9-year old Ragnar Byrlind and his brothers & sisters were inside the family's house playing games when their mother called for them to come to the window and look. About 400 meters away some sort of object was coming along the road. It was a dark gray object, longer than the timber lorries of the present day. On what appeared to be a coach box at the middle sat a figure and two others were running in front of it carrying flashlight like implements in their hands. The entities looked like human beings and wore some kind of headgear but it was impossible to discern any details at the distance. When the object was at some distance from the observers it suddenly released a light smoke and disappeared on the spot. The family investigated the area but found no traces.

Location. Camperville, Manitoba, Canada
Date: winter 1930
Time: late night
On a cold winter night as the whole family slept they were suddenly awakened by the keen howling and frenzied barking of their dogs. Several family members quickly rushed out after getting quickly dressed. The dogs acted as if they were rabid but never approached the figure of a strange man that was standing by the fence next to the road. He was not wearing proper clothing. In the dead of winter with temperatures below 30, this figure wore a black tailed tuxedo and a white shirt. He stood there watching the dogs, and then he looked at the family. They walked towards him to see what he wanted but he backed up to the dirt road. Two of the men walked towards him. He watched them approach him and then walked backwards down the road. No matter how fast the men walked they could not get close to him. He seemed to be walking backward one step at the time but no matter how fast they ran they could not reach him. The men gave up and returned home. They never saw the stranger again.

Location. Northwest of Stewart, British Columbia, Canada
Date: 1938
Time: unknown
While searching for a missing trapper in a remote glacial area near the Alaskan border, constable Larry Requa entered a cave and discovered 5 “alien skeletons” which had extended craniums. One of the entities had a metal medallion on, imprinted with star symbols. All 5 entities were facing a stone altar and it was Requa’s impression that these beings had been “stranded” as they could not leave the earth. The cave had unusual characteristics as it appears to wind in a vertical configuration and the walls were extremely smooth as if these beings had used a “boring device” to make the tunnels within the cave. Apparently as of July 2000 the skeletons were still in the cave. It is not known what the present status is.

Location. Sonoma County, California
Date: 1950
Time: afternoon
Two men and one 17-year old boy were exploring some old mine shafts when they started hearing clicking noises. They could smell a fire so they were curious as to what was on fire all the way down in a mineshaft. They went further down and they started to see a weird substance on the walls of the mine. Then they saw the fire farther down and they noticed that there was something near it, but they could not make out what it was. Upon closer inspection they realized that it was some sort of hideous beast that resembled a boar with human features. It had hands and patches of red hair on its body. It appeared to be bashing an animal skull of some sort against a rock to be cracked open. As soon as the creature saw the witnesses it charged after them. One of them suffered a deep gash on his back as he crawled out of the shaft.

Location. Oracle Arizona
Date: 1950
Time: daytime
Juan Urrea was playing in the yard when suddenly the door of the outhouse creaked open. There, to his surprise, lurked a tall, kangaroo-like creature with blazing red eyes. It peered out around the edge of the door, and then beckoned him to come forward. Urrea believed the creature meant to do him harm. He ran and never saw it again.

Friday, July 15, 2011

Nautical Fantasy Inspirations


The maritime musings over at the Hill Cantons got me to thinking about inspirations for nautical fantasy games.  What follows is pretty much off the top of my head and it sticks to nautical or sea- themed fantasy (so no Horatio Hornblower or Treasure Island here), but I figure its a backbone to start with.

Classical Literature:
The Odyssey
One Thousand and One Nights. Particularly the Sinbad stories, of course.

Modern Literature:
Alan Cole and Chris Bunch. The Anteros series.
Leigh Brackett. The Sword of Rhiannon, “The Enchantress of Venus,” and “The Moon that Vanished.” These last two are on (or under) the strange gaseous seas of Venus, but I think that only adds to their exotic inspiration value.
Robert E. Howard. Conan stories: “Pool of the Black One,” “Queen of the Black Coast,” and “The Black Stranger.”
William Hope Hodgson. The Boats of the "Glen Carrig" and other nautical horror stories. "The Derelict" and "The Voice in the Night" are probably my favorites.
Ursula K. LeGuin. A Wizard of Earthsea.
Fritz Leiber. From the tales of Fafhrd and Gray Mouser: “Their Mistress, the Sea,” “When the Sea-King’s Away,” “Trapped in the Sea of Stars,” and “The Frost Mostreme.”
C.S. Lewis. The Voyage of the Dawn-Treader.
Abraham Merritt. The Ship of Ishtar.
China Mieville. The Scar.
Tim Powers. On Stranger Tides.
Cherie Priest. Fathom.
Karl Edward Wagner. “In the Wake of Night.” Okay, only a fragment of this exists, but the idea of the story is great.

Movies:
20,000 Leagues Under the Sea (1954). The original novel might be inspirational, too, but its this films visuals that really capture the imagination.
Jason and the Argonauts (1963).
King Kong (the 1933 and 2005).
The Lost Continent (1968).
Pirates of the Caribbean series.
The 7th Voyage of Sinbad (1958), The Golden Voyage of Sinbad (1974), Sinbad and the Eye of the Tiger (1977).

Animation:
Pirates of Dark Water (1991).
One Piece. Which is also a manga.

Thursday, July 14, 2011

In the Gloom

This is a follow-up to my discussion of the gray dust earlier this week. Experienced astral projectionists and other sorts of planar travelers from the City know that all the outer planes between the unassailable heights of Heaven on high, and the abyssal depths of the Pit where the qliphothic things dwell, are conceptual places--and the prevailing concept of the Wasteland is gloom.

The Wasteland, Plane of Despair, is an expanse of cinereous, dessicated land and sunless, graveyard skies, but its not entirely featureless. An arthritic creaking might announce the appearance of corroded and broken playground equipment from the mists. One might stumble into a mire of quicksand ash or find a burned out and derelict house from either a recent or historical era.

Then there are the human forms coated in hardened ash, like the victims of a volcanic eruption, dotting the landscape at intervals like anguished sculptures. These are said to be the final remains of souls given over to an afterlife of despondency.  They arrive in the Wasteland as filmy shadows and over time petrify to immobile, tortured forms.

The inhabitants of the Wasteland are just as grim. The Faceless Mourners appear as women dressed in funeral veils and black dresses of a century ago. Sometimes they carry straight razors and sometimes ink black ichor drips from underneath their long sleeves and runs down the creases of their ashen hands. Sometimes they can be glimpsed in mirrors by a person contemplating suicide. It’s said that their appearance unsummoned on the Material Plane harbingers death.  Their keening causes stillbirth.

Particularly loathsome are the Lonely Husks. These creatures appear as androgynous human skins, as if the skin was shed whole like a snake’s. They attach themselves to sentients and slowly drain the life from them. They lie in bed. holding the victim close like a lover, whispering in the person’s ear of their undying devotion and begging--pleading--for the victim never to leave them, and to love them in return. First, the victim is weakened and fatigue, then over days, paralyzed. Finally they die in a period of 4-8 weeks as their lungs or heart gives out.

There are also fiends, likely relatives of demons or devils, which have adapted to life in the Gray Gloom. These entities claim rulership, but no one truly rules the Wasteland; It’s sufferings domain.

Wednesday, July 13, 2011

Hassled by the Man

My Strange Trails download is nonfunctional for the second time in two months.  Suspended.

It appears all anyone has to do is say to Mediafire "take that down" and it goes down.  Last time it was a film company saying I was violating their IP related to a film of their's I had happened to review (favorable) on my blog.  The fact that there was absolutely nothing in Strange Trails relating to their IP made no difference--since of course nobody actually read the file.  I'm sure if was just an internet search then seeing a download and the assumption was dread piracy.

So this time, I don't even know what the complaint is--just the name of the company that made it (which is a non-American media company I've never heard of).  At least this time I'm given the oppurtunity of rebuttal--which would be great if I knew what I was rebutting.

I suppose its time to go looking for a new host.  It's just frustrating it doesn't even require an actual allegation, just the suggestion of one.

Warlord Wednesday: The Talisman

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"The Talisman"
Warlord (vol. 1) #61 (September 1982)

Written by Mike Grell (Sharon Grell); Penciled by Jan Duursema; Inked by Bruce Patterson

Synopsis:  In the palace of Shamballah, Tara speaks with her “oldest councilman” whose name must be Omniscient Exposition because he helpfully runs down the events of the previous "kidnapping and replacement of Morgan with an impostor" story arc--including her growing closer to her childhood sweetheart, Graemore. He suggests she’s got to get her feelings in order to get her house in order. Mulling this over, Tara looks out over the balcony to see Morgan and Graemore having a duel below. Unsurprisingly, Morgan wins and soon has his sword point at Graemore’s throat.

Tara shows up and angrily demands to know what they were doing. Morgan says it was just a little fun--a contest to see who was the better swordsman, the better man. Tara suggests that being a better with a sword doesn’t make one a better man. She tells them not to engage in such foolishness any more, and storms off. Morgan’s response:


Meanwhile, Darvin and Griff are talking in their new hideout. Darvin tells Griff what he’s intuited about Tinder’s parentage because of the armband (Morgan’s wristwatch). He wants to make the royals pay to get their son back. Griff points out he doesn’t have Tinder. Darvin counters he does have the armband and Griff--and some red hair dye.

In the palace, Morgan and Graemore lounge around drinking. Morgan asks Graemore about his past with Tara. Graemore admits his love for her and reveals it was only the old king threatening his family that ultimately kept them apart. Then, Graemore gives Morgan a warning:


A little later, Tara summons Morgan to show him a message she’s just received. Someone is holding their son “Joshua” for ransom. Morgan knows it to be a lie, as he believes he killed Joshua (though, as faithful readers know, he did not). He surmises that this means they have Tinder, whom they think is Joshua because of the wristwatch. Though he suggests they sleep on it before they act, Morgan wants to catch whoever sent the message; they were helping his kidnapper Praedor and they now have the boy who freed him.

Meanwhile, Darvin’s eye-patched lackey returns to tell him that the message was delivered. Griff’s now a redhead, meant to fool the royals into thinking he’s Tinder. Darvin sends the one-eyed kid up to the roof as a lookout. As soon as the kid’s up there, he lights a cigarette...and carelessly disposes of his match.

Back in the palace, Morgan can’t sleep. He heads out into the city toward the appointed place of rendezvous. He finds the building burned down. Sifting through the ash and rubble, he finds his wristwatch with the skeleton of a boy too tall to be Tinder. He realizes the boy must have escaped, but he's unaware that the boy watches him at that moment. Tinder looks down from a nearby perch and realizes that Morgan is going to keep his talisman--and that (seeing Morgan for the first time without the mask) he’s the king!

Morgan returns to the palace and awakens Tara. He tells her what he found and that the boy they had couldn’t have been the one who helped him. He returns the wrist watch to her, telling her he wishes he could have returned her son.

Later, Tinder sneaks into the palace grounds and climbs up to look in the window of Tara’s chamber. The queen and her mate are sleeping, and Tinder sees his talisman around the queen’s upper arm. Resigned to the fact he won’t be getting it back, Tinder leaves the palace and hops a wagon heading out of town. 

Things to Notice:
  • We see someone smoking a cigarette in Skartaris for the first time.  In fact, other than Mungo Ironhand, this may be the first time we see someone smoking.
  • Graemore seems less of the delicate type he'll seem later in the series.
  • Praedor's name is still spelled "Praydor" in this issue.
Where It Comes From:
A talisman is a charm or amulet believed to have supernatural power.  In a less literal way, the wrist watch is indeed that: for Tara and Morgan it's symbolic of the son they lost, for Darvin it's the key to the big score, and for Tinder its in some clear way representative of who he is (ironically, he has no idea how much it is).  Significantly, all the principles are frustrated in their desires.

This is sort of an epilogue to the whole impostor storyline.  Tinder is again shuttled off stage.  We won't see him again for some twenty issues.

Monday, July 11, 2011

In A Handful of Dust

In the markets of Interzone or certain exclusive shops in the City, one might find gray dust. It’s an extraplanar substance, acquired in the Realm of Despair, the outer plane called the Wasteland or the Gray Gloom. The beings called the Faceless Mourners are rumored to trade it to the other worlds in exchange for tears of abandoned children or the captured last breath of suicides.

The gray dust has psychoactive properties, introducing the influence of its plane of origin into the mind of one who ingests or inhales it.

A failed saving throw results in one of the following effects (roll d6):

1 Fear - as per spell.
2 Anhedonia - the victim has a distinct lack of interest. They will take no action other that they aren’t forced, and are at a -1 to rolls when they do. Others react to them at a -2.
3 Despair - an intense low mood. Victim acts as if dazed, and has a -2 to initiative..
4 Anergia - Victim is exhausted.
5 Pain - pervasive aches and pains, effects as per Inflict Pain power.
6 Anxiety - effects like the shaken condition.

All effects last for 24 hours.