Thursday, March 8, 2012

Ants Marching

Some of the gray-suited and nondescript workers in the office buildings of the City aren’t as bland as they seem. Some of them, tireless behind typewriters or stacks of papers, aren’t just inhuman in their work ethic--but plain inhuman.

These insectoid ultraterrestrials in human disguise are called formians for their resemblance in appearance and social structure to terrestrial ants. Born from flaws of chaos amid the reality mechanisms of Machina, the formians live much like earthly ants on their home plane. Tunneling through the astral understructure, the foraging scouts of the formians found the Prime Material Plane and soon the nuptial flights followed.  Colonies were formed.

The ordered layout of modern buildings appealed to them. Their antennae attuned to the the frequencies of the eikone Management, the formians easily adapted to bureaucracy and regimentedness of office work. Their forms changed to accomodate to their new surroundings; only these with magical sight can perceive them as anything other than somewhat odd humans. Those in close proximity for extended periods, may notice a faint but distinct, vinegary smell.

The formians live in the etheric space coincident and between buildings. Generally, they are not threats to their human co-workers--except that their increasing numbers take more and more jobs, until whole offices are staffed by formians. One should be extremely careful in the basements or boiler rooms of such buildings. Formians will react violently if they feel improper deference is shown their queen, even inadvertently.

Art by Jason Godbout.

Wednesday, March 7, 2012

Warlord Wednesday: Cosplay?!


Here are the Best in Show Trophy winners at 1986's San Diego Comic Con Masquerade: the cast of Warlord!  From left to right we appear to have: Mariah, Shakira, Deimos, Tara, Morgan, Jennifer, Ashiya, Ashir, and Rostov.

More pictures of these costumes can be found here.

Tuesday, March 6, 2012

A Weird Adventures Review Grotesque

Jack, your host for Tales of the Grotesque and Dungeonesque, takes a break from his excellent exploration of the Gothic and its use in fantasy gaming to review Weird Adventures.

Check it out.

Monday, March 5, 2012

Guns of the City


Here (for the players in my upcoming Weird Adventures game and anybody else who’s interested) are some common firearms from the City. The type references ("heavy revolver", etc.)  refer to Super Genius Games’ Anachronistic Adventurer: The Enforcer.  Prices are in Union dollars.

Fell Model 61: A semi-automatic pistol.  The official side arm of most of the Union militias and a common civilian weapon (heavy automatic pistol). Cost: $36.75.

Sturm & Linnorm Lawman Special: A six-cylinder revolver. The standard side arm of the City Police Department (heavy revolver). Cost: $32.

Mulciber Model 5876: Pump-action shotgun. One of several shotgun models in current use (light shotgun). Cost: $47.

Thornton Ordinance Auto-Carbine: A popular submachine gun associated with crime, particularly the gangsters of Lake City (submachine gun). $200.

Sunday, March 4, 2012

The Devastated City Crawl


The idea of “city as dungeon” in the sense of exploring a city is well-established. But what if a city looked more like the ruins or dungeons that fantasy adventurers are more commonly crawling through?

History (and sometimes current events) provide examples of good urban environments for this sort of thing.  Other examples can be found in fiction: Stalingrad in the film Enemy at the Gates or (from fantasy) Ambergris from Jeff VanderMeer’s Finch and Seattle from Cherie Priest's Boneshaker. The only question is how “dungeon-like” versus how “functional” the city is.

Here’s how it could work: The city would be torn apart by internal factions. One or more of these could be an invader, but this is also a chance to inject some political strife. The key is that, however it started, the fighting has largely degenerated into a stalemate. Different factions (or species) hold different areas, and raids occur, but not full-on warfare. Areas in between might be occupied by neutral opportunists. Some of these would likely be monsters that roamed, smelling blood in the air.

This sort of “dungeon” doesn’t have to have just one level. In a world were magic might have allowed tall buildings, there may be areas stratified by height. If some form of bombs, aerial shelling, or gas attacks have been employed, there might well be a network of tunnels underground, too.

This sort of scenario suggests one big difference from the usual dungeon-delving set-up. It might very well be that the PCs are living in the "dungeon" themselves rather than just visiting it. The safe retreat for healing becomes a lot less safer, and the struggle with the city’s other denizens becomes more of an existential concern. The “points of light” are a little dimmer--and the stakes are higher.

Friday, March 2, 2012

Apocalypse Under Ground


He could barely remember a life before the refugee camp. His family had fled there like the others when their village had been overrun. They were without his two sisters; they had been carried away to fill monsters’ cookpots, perhaps. While he spent his days begging for food to feed his family, the monsters took his father, too. Maimed and in constant pain, his father had died with the beak of some leech-thing in his arm—a drug sold to those without hope by agents of the mind-flayers.

If the cleric was to be believed, the monsters took his mother as well. Even then, boy that he was, he knew enough to be skeptical. The wasting sickness that claimed her seemed all too common in the conditions of the camp—gods know he’d seen it enough. The cleric, evangelizing among the refugees, had claimed it was a magical disease sent by the monsters. The clerics always blamed the monsters. Their gods were as hungry for monster blood as the monsters seemed for the blood of man.

The boy didn’t care about the truth. He found a makeshift club, beat some scavenged nails into it, and joined the new crusade. Down he went, with a few veterans but many more hollow-eyed youths, into the lair of the foes of man, into the underground. The boy had survived. He had watched most of the others die in horrible ways: cut down, rended, chewed, dissolved. He had survived.

That was years ago. He barely remembered how young he had been—how weak he had been. Wounds that would have been fatal before now healed within days. He was strong and fast. The underground changed you. The trick was not to change too much. Some scholars thought that many of the tribes of monsters had once been men, in ages past.

Those same sages said it had always been like this. When a civilization mastered enough magic to discover the undergrounds, the war started. Who built them, no one could say. All the beings fighting for them now were like babes crawling through a grand temple in search of a toy. They understood so little. They knew only that there was treasure to be had: the doors in the depths through which the most ancient monsters traveled, the magic they fought over, and the gold that drew the poor and the greedy.

And no one—not goblins, not trolls, not dragons or men—was inclined to share.

Thursday, March 1, 2012

Treasures from the Underground


Adventurers delve into the underground environments of the City and the Strange New World looking for treasure. This comes in the form of relatively mundane riches and more exotic items imbued with magical power. The Ancients are generally believed to have been the builders of the underground structures, but the treasure within them comes from various sources.

Many of the mundane objects of archaeological interest found in the underground do represent the material culture of the Ancients. It’s unclear why the Ancients built the underground structures in the first place. Some are certainly tombs and are filled with the usual valuable burial goods: objects of art (many of precious metal), coins, and jewelry. Some personal weapons or armor bearing enchantments are found. The mummies themselves, embalmed by magical means, are sometimes sought by unscrupulous thaumaturgists. They can be used to “fuel” spells--though they are sometimes cursed to prevent such desecration. A few aren’t dead, but instead undead and rise to wreck vengeance on would-be defilers.

The Ancients apparently didn’t produce many magical devices--at least not that still have power (it’s long been known that thaumaturgical infusion has a half-life in nonliving things). Scrolls are the most common. Potions and ointments are almost never found; the Ancients appear to have had no real understanding of the alchemical sciences.

The Natives seemed to have mostly avoided the places of the Ancients, perhaps out of superstitious dread. Few of their artifacts, magical or otherwise, are found in the underground. There are exceptions, of course, and in the West there are structures they may have been built by Native cultures influenced by the Ancients.

Ealderdish explorers and tomb-robbers of earlier eras left their mark on the underground. Coins from historical periods and magical armor and weapons are found--often next to the moldering remains of their previous owners. Most magic armor or clothing found will be related to the Ealderdish. Some have lost their potency over time; others have been spoiled by exposure to raw magical elements (or whatever killed their previous owners) and are now “cursed” or malfunctioning.

Finally, there are anomalous items. These are either products of nonhuman species or otherwordly intelligences. Many underground structures are built around “soft spots” in the material plane, more susceptible to irruption. Indeed, one theory regarding the structures is that they are large scale mandalas or sigils for the purpose of concentrating and controlling extraplanar energy. These anomalous items are often the most dangerous--their purpose can often only be guessed at.