Sunday, February 5, 2017

The Pleasure Palace of the Libertine Sea King


An adventure idea:

The King of the Sea is renowned for his Hugh Hefnerish lifestyle, maintaining an infamous nautiloid-shaped folly and gardens for his revels. Sometimes, he surrounds it in a bubble of airy water so land-dwellers can join the fun.

Sometimes the Sea King gets busy with important matters (or in this particular case, drama with his sea witch of an ex-wife), his beautiful and mischievous concubines take matters into their own hands, and invite illicit lovers of their own...

So this would basically combine Jason Sholtis's Secret Partyhouse of the Hill Giant Playboy with Leiber's "When the Sea King's Away". Highlights include:

Groovy architecture:


Vindictive Sea Wtiches:
Art by Arthur Adams

Octopus Guardsmen:

And b-list undersea celebtriy revellers.

Friday, February 3, 2017

Banners & Logos

Sometimes it's a "good" distraction from getting the rpg writing I need to get done doing logos/headers/cover designs for other people. It's a different sort of work that doesn't feel like work at times.

I've been working on some banner's for my fellow Hydra member Humza K. He's got the first one I did up on his blog now. It is probably more Arabian Nights-y than ideal, but it looks nice. Here are two later options I did to be more adventure-y maybe:



A while back, my friend Tim Shorts asked me to take a crack and redoing his GM Games logo. A think after a couple of passes I came up with this, sort of riffing off what he had before. Yesterday, Tim got dice with that logo and they look great. It's satisfying to see a design I did show up on a physical object:


Thursday, February 2, 2017

Cautious Exploration on the Planet of the Apes


"DANGER AT THE PASS" 

Player Characters:
Jeff Call as Brock Irving
Lester B. Portly as Eddy Woodward
Jason Sholtis as Francis La Cava

Nonplayer Characters:
Aurelius
Alfonso Arau as Lope


Synopsis: Irving, Woodward, and La Cava go off on a scouting mission and (thanks to random encounter rolls) find evidence that there is a dangerous predator on the loose.

Commentary: A low action session, but a lot of exploration. Left without a clear goal, the group explored westward into San Augustin Pass. They see evidence of some sort of burrowing monster. Theories as to its nature include land shark, sandworm, and (based on a sighting) some sort of bear thing.

In the end, they see mutants approaching (likely for revenge) who are led by a guy who looks like this:

Wednesday, February 1, 2017

Wednesday Comics: Storm: The Pirates of Pandarve

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 Pirates of Pandarve (1983) 
(Dutch: De Piraten van Pandarve) (part 2)
Art by Don Lawrence; script by Martin Lodewijk

It turns out the hunter coming at Storm with a polearm isn't trying to attack him but instead carves into the whale and takes a small sphere out of its cranium. He gives it to Storm to eat. Reluctantly, Storm does. At first, he's in pain, but then his consciousness gets expanded and finally:


Despite the fact that Rann thinks Storm is a god, he refuses to take him back to rescue Ember, citing the fact he only saves one person a day. When Storm insists (violently), Rann karate chops him and ties him up. After Storm calms down, Rann explains that this tariev (the whale) means life for his family. He has to get it home first, but he will bring Storm back to the place where he found him after. Storm agrees to help.



They approach the asteroid Kyrte when Rann makes his home. When they seem smoke rising from where his home would be, Rann fears trouble and they cut free the tariev to hurry back, They find his home destroyed. A dying servant tells the two that the house was attacked by pirates from Vertiga Bas. The Lady Rann and some servants fled into a burning crypt, preferring death to capture, but Rann's daughter fell into pirate hands.

Rann prepares to follow his wife into death, but Storm argues they should try to resuce his daughter. Rann is skeptical, but agrees to try.

Meanwhile in the palace of the theocrat, his agents present him with what they found when they went to seek the anomaly. Though the anomaly was gone from the coordinates, they did find Ember. Not knowing their intentions and not speaking the language of Pandarve, Ember fights futilely with the Theocrat's men.

Marduk the Theocrat realizes she might be valuable in luring the anomaly to him:



TO BE CONTINUED

Monday, January 30, 2017

Azurth Indexing

It's mostly been play reports and con game related posts, but a few worldbuilding Azurth posts did occur in 2016, so this is as good as time as any to collate them:

Alchemical Dwarves: An unusual and alien species of Dwarf found in the Country of Sang.
Arthopods from Nowhere: There is a place that the inhabitants call Zrgztl, but you might as well call it Nowhere because it's here and not here all at the same time.
Motley Isles: The islands are known as a haven of pirates who value their freedom above all else, except perhaps the plunder they take from hapless ships.  Vessels that call the Motley Isles their home often fly a distinctive flag: a skull and crossbones emblazoned on a crazy-quilt pattern.
Paper Town: It is generally held that Paper Town (in some sense) occupies space in the Uncanny Valley in the west of the Country of Yanth, but the most reliable way to gain entry to the town is via a fictitious entry on any map...
Shooting Star Folk: A vagabond and rowdy bunch, who are generally not welcomed among the Stars and Planets that comprise polite society of the heavens. They are forever crashing into things, (Planets, Stars, each other) and despite the danger, consider it a great thrill to do so, burning bright and screaming to the void.
Velocipede Gangs: In the eastern plains of the Country of Yanth in the Land of Azurth, there are nomads with an unusual mode of travel.

Sunday, January 29, 2017

The Hermetic Manse: Meet Your Ghastley Hosts

A side project I'm (slowly) working on an expansion of a locale in Jason Sholtis's Bewilderlands settings called the Manse Hermetic. Here was part of the brief:

A manor house dominates the only hill on a small island in the middle of the slow-moving Lazybones River, barely visible behind a perpetual bank of heavier-than-normal Bewilderlands haze. A noble family and all their servants, rendered into a hideous undeath millennia ago by a sorcerous curse, carry on as if nothing has happened. 
This brought to mind (intentionally, I'm sure) something like Castle Amber, so first off I decided to make up an eccentric noble family to inhabit the manor.  Here they are:







Friday, January 27, 2017

The Monsters Outside the Circle of the World

Art by Simon Roy
When posthuman intelligences began dismantling planets to build rudimentary Matrioshka brains, the apotheosis refusenik near-human remnant was cast out of their reservations to space habitat redoubts. Most of these continued in the relatively carefree people had lived on the now-recycled worlds, but in a few something went wrong. Sometimes very wrong.

The Weal (as the inhabitants now know it) is one of those places. After war and perhaps a period of utter barbarism, a roughly Medieval technology level society has emerged (amidst the half-functioning remnant of what came before) of androids (though they would think of themselves as "people," thank you): the artificial biologic beings once servants and playthings for the idle human rulers. Being an android has some advantages, not the least of which is the reality of resurrection, if you are attended to by the appropriate authority (i.e. super-user).

These post-human people have developed into tribes that carry some echo of their previous function: the clerics receive wisdom from the old god-machines, the fighters still hold as their sacred duty the protection of the Weal, and the wizards broker deals with spirits and command the various nanomachines and utility fogs gone quiescent or feral after their former masters forgot the eldritch codes to command them.

All these tribes or fraternities wind up battling monsters. Their is only so much space in the Weal, and the people need it. The lower, outer levels are the abodes of creatures once human (altered into strange forms by adaptive and cosmetic gememods gone wildly off model by natural selection unleashed), nanotech that will not be tamed, and in the outer, deepest levels there are posthuman sociopaths and grifters trying to break in.

The Weal is a dangerous place, but intrepid heroes can claw back the world from darkenss or die in the attempt.


Inspirations: Habitat, Starlost, Charles Stross's Saturn's Children universe, Numenera, Book of the Long Sun