RPGs

Mark Probert, the Inner Circle, and UFOs: A Mystery in Vinyl

We Are the Mutants -

Stephen Canner / December 17, 2020

This is a revision of a piece that was originally published at Mediated Signals.

A curious ad appeared in the August 1955 issue of Ray Palmer’s Mystic Magazine. It announced the release of an LP that would allow readers the opportunity to hear the voice of someone called Yada Di Shi’ite. It went on to say that the record contained “a true aural picture of a typical lecture given by the teachers of the Inner Circle through Mark Probert.” As puzzling as this may sound to us today, regular readers of Mystic would have been very familiar with both Yada and Probert. What is not obvious from the information given is that this might well be the earliest example of a commercially released vinyl record related to the UFO phenomenon. Unfortunately, no copies of the record are known to exist, and to my knowledge very few collectors are even aware of it. But how this record came to be made and its relationship to early UFO culture is something of a tale.

On October 14, 1946, The Los Angeles Daily News reported that a number of people in San Diego believed that “a space ship from another planet” had attempted to make contact with Earth during the previous week’s meteor shower, an event caused by the passing of the Giacobini-Zinner comet. Although local authorities received no reports of anything out of the ordinary, at least a dozen people told the paper that on October 9 they had witnessed a “large and weird object” in the sky over the city. One witness was quoted as saying, “It was shaped like a bullet and left this vapor trail behind it.” Another observed that it had “something that looked like wings.” The article curiously went on to say that local occult publisher Meade Layne was “putting a medium to work on the supposed sighting.” That medium was Mark Probert.

According to the brief autobiography published in the 1963 edition of his book The Magic Bag, Mark Probert was born in Bayonne, New Jersey, in 1907. As a teenager he joined the Merchant Marine. But after only two years at sea, he disembarked at San Diego and decided to stay. There he worked briefly as a jockey and a bellhop, before moving into vaudeville as a “song and dance man.” By the 1930s, vaudeville was dying, so in 1939 he took a job as a graphic artist with the Visual Education Department of the San Diego public school system. It was there he met his wife Irene.

Not long after they were married, Irene made a casual remark that would change the course of their lives. She told Mark that he often talked in his sleep. The odd thing was that when this happened, it sounded as if he were speaking a foreign language. Soon the couple met Meade Layne, a former university professor who had left academia to devote his life to the study of psychic phenomena. As Probert put it, “he had considerable interest and knowledge in the fields of metaphysical and occult laws.” It was Layne who convinced Probert that his nocturnal mumblings could be evidence that he was in fact a trance medium. 

The idea that Probert was perhaps channeling entities from beyond was put to the test during an experimental séance. Recounting his experience years later, Probert recalled that after being instructed to relax, he soon found himself in a state of euphoria so intense that he lost all awareness of the world around him. When he regained consciousness, he was told that he had been in a trance for some 45 minutes and had spoken in a voice not his own. The voice introduced itself as Martin Latamore Lingford, a New York showman who had lived earlier in the century. Lingford explained that he and a group of other entities from the “inner planes” had spent years preparing Probert for his role as channel. Soon, the voice promised, these other “controls” would also come forward and make themselves known. 

During a number of séances over the next three years, the other controls—collectively known as the Inner Circle—did indeed appear, and began to reveal their plan for Probert’s life. They explained that it was they who had chosen Irene to be not only his wife, but also “their personal guide and assistant in the work.” They emphasized that this work was to be “almost entirely of an educational nature” and not to “expect much in the way of personal matters.” On the surface this may seem a minor point. But this statement could be read as a conscious attempt by Probert to separate his work from earlier trance mediums of the spiritualist movement, who would often help the bereaved by contacting their “dear departed loved ones.” It seems that something more important was happening here.

In early 1945, Meade Layne began publishing a newsletter called The Round Robin. The first issue was sent out, somewhat experimentally, to some 15 to 20 people. Over time it grew, and after a name change to The Journal of Borderland Research, it endured into the current century. In the October 1946 issue, Layne explained that the mysterious object reported by the newspapers that month first came to his attention when he received a telephone call from Mark Probert, who told Layne that he had been watching the meteor shower from the top floor of a building when he sighted it. He described it as a luminous craft, “about the size of an extremely large plane,” with two reddish lights, moving very fast. He then added a surprising detail: “the flapping of its wings was plainly visible.”

The next day, Layne received a number of calls from other witnesses who agreed on some points of Probert’s description and disagreed on others. Why these witnesses would call Layne, and not the authorities, to report their sightings is not explained. In a footnote he adds that, “The record of such strange craft, objects, appearances in the sky has greatly increased since Charles Fort began his astonishing memo, and still grows.” This is an interesting comment given that it suggests that the era of the UFO dates to Charles Fort’s early work, the first volume of his “astonishing memo” being his Book of the Damned, published in 1919. What is more remarkable is that this statement was made a full eight months before public knowledge of UFOs was widespread, at least as any sort of organized concept. But early readers of Charles Fort were always a bit ahead of the curve in this respect.

Mark Probert soon went into a trance (he now seemed to be able to do this at will) so that his controls could be asked about the object. From them he learned that it was called “the Kareeta.” (Elsewhere its name is given as “Careeta” and even “Corrida.”) In somewhat poetic language, the controls chimed in with their opinions about the craft. One said it came from a planet “many thousands” of miles away and that it was made of “balsam wood [sic] coated with a thin layer of alloy.” Another claimed that it came from “west of the moon” and that its pilots “want you to get a group of scientists who will meet them at some isolated spot.” At this point there is no indication that what was being described was anything other than a concrete object being piloted by physical beings.

In late May 1949, responding to Walter Winchell’s claim that UFOs were actually “experimental guided missiles from Russia,” Layne told a newspaper reporter that the saucers in fact originated from a place called Etheria. This was not a place that was part of our own physical reality, but a “material world, with objects and people and a great civilization, and it lies all about us, though invisible and untouchable.” Based on what he learned from Probert’s controls, Layne had been developing this idea throughout 1947, in the pages of The Round Robin. This is a very early version of the Interdimensional Hypothesis, an idea that would become well known in UFO circles some two decades later. According to the hypothesis conceived by Layne, the saucers did not come from outer space as we know it. Neither did they come from “the astral plane,” but from what was effectively a parallel universe. He was to formalize this idea in 1950, with the publication of a mimeographed booklet called The Ether Ship Mystery and Its Solution.

In late 1953, Ray Palmer, already well known for his success with Amazing Stories and Fate, launched a new magazine called Mystic. In his chatty editorials, Palmer expressed a vision for the new publication that sounded almost as if he were attempting to create a new genre of literature, one that was somehow simultaneously both fact and fiction. This new enterprise served as something of a bridge between the fantastic fiction of Amazing Stories and the fantastic “fact” of Fate. In the third issue in March 1954, Palmer printed Roger Graham’s detailed account of how Probert, through his controls, successfully identified and diagnosed a number of Graham’s medical problems, diagnoses that were later confirmed by medical professionals. (This intersection of spiritualism and healing already had a long history by the early 1950s. In the US, Edgar Cayce was providing clairvoyant diagnoses as early as the turn of the century. Harry Edwards, Britain’s most famous spiritual healer, began his career in the 1930s.) This article signaled the beginning of what would become something of a fascination with Probert on Ray Palmer’s part. This may have been partly due to the number of letters the magazine received about Probert’s alleged abilities, both supportive and scoffing. Palmer was never one to let a good controversy go unexploited.

The cover of the August 1954 issue of Mystic featured paintings by Probert of three of his more talkative controls. These were Ramon Natalli, an astronomer who lived at the time of Galileo; Doctor Alfred Luntz, a 19th-century Anglo-German “clergyman for the High Episcopal Church of England”; and Yada Di Shi’ite, a 500,000 year old priest from a lost Himalayan city. Elsewhere Probert wrote that these controls, along with two others, appeared to him in visible form one night in 1947, insisting that he paint their portraits. He did not explain why disembodied entities from the inner planes who had lived in a number of different physical bodies over the millennia would want portraits of themselves, but some of these paintings were later used as illustrations in Probert’s book The Magic Bag

Mark Probert, 1950s

The feature article in the August issue of Mystic was the transcription of a séance held by Probert, attended by Irene and a man identified only as “RGM.” The two were to present a set of questions to the controls that had been provided to them by Ray Palmer. The first of the Inner Circle to emerge was Dr. Luntz. The question posed to him concerned the extent of the U.S. government’s knowledge of the true nature of flying saucers. For a Victorian vicar, Luntz seemed to be quite knowledgeable on the subject. His answer was that the government did indeed know more about the phenomenon than was publicly admitted, but that there was no sinister motive behind it. The intent was simply to shield the public from the panic that would surely result from any revelation. He then went on to suggest, somewhat incongruously, that arch-debunker Donald Menzel’s recent book—Flying Saucers, published by Harvard University Press in 1953—was the result of an intentional conspiracy to suppress the reality of the saucers.

Renaissance astronomer Ramon Natalli then made a brief appearance, presenting his theory that all reality is driven by consciousness. With the opening acts out of the way, it was time for Probert’s star turn. Yada Di Shi’ite manifested, speaking his own impenetrable ancient language of Yuga: introducing Yada’s arrival with a barrage of gibberish would soon become something of a set piece for Probert. Undoubtedly this was a device intended to add drama to Yada’s arrival and to increase audience anticipation. Switching to English, Yada provided the basic outline of his autobiography. He said he had lived a half million years ago in the city of Kaoti, in a civilization called Yu. There he was a Ka-Ta, or priest. Once he completed the “33rd degree in the order called Shi’ite,” he was given the title Yada. Since that first life in the Himalayas, he had been reincarnated many times, the last being in China 500 years ago. In this description, Yada presented himself as something between a bodhisattva and a Scottish Rite Mason. He said that he had not experienced any “breaks in consciousness” since his original incarnation on Earth, and that anyone could achieve this. He then explained that reality is illusory but that mankind can rise out of this illusion by degrees. He closed with the revelation that no single path leads to enlightenment, but that “all of man’s experiences are to be classified as initiations into higher and to more complete states of awareness.”

Over the next year it was a rare copy of Mystic that did not feature Probert somewhere in its pages. An interesting letter from an anonymous correspondent who claimed to work in the mental health industry appeared in the August 1955 issue. He wrote that after seeing Probert in person he was “very disillusioned.” Among his complaints was that the messages the controls delivered were unoriginal, and seemed to have been gleaned from the library. Also unconvincing was the fact that the various voices that emerged from Probert—whether early modern Italian, Victorian English, or ancient Himalayan—always spoke in the same accent. “I think these trance states would not have become necessary had he not found himself a teacher with no students, a philosopher with no audience,” anonymous wrote, “consciously or unconsciously I believe that he is using the occult to put his own ideas across.”

The August 1955 issue also featured an advertisement for a long playing album, announcing that the public could now hear the voice of Yada Di Shi’ite at home. The ad copy was written in a tone that assumed the reader knew full well who both Probert and Yada were. It explained that the record had been made from an unedited, hour-long tape of a séance held before a live audience. Yada would begin the session by speaking in his ancient native tongue, before switching to English. The Himalayan priest would then give his opinions on such topics as reincarnation and the purpose of life, before taking questions from the audience. All this could be in the reader’s mailbox by sending only $4.98 to Inner Circle Records in Ojai, California.

As mentioned, to my knowledge, no copy of this record has ever turned up. Why? The first and most likely answer is that it was only ever pressed in an extremely limited quantity, never sold well, and any remaining stock was eventually disposed of. This has been the unfortunate fate of so many ephemeral recordings over the years. Another possibility is that it never existed. If that is the case, then the ad for the record was likely an attempt to secure orders before actually pressing and shipping the disc. This model was definitely in use at the time for self-published saucer and occult books, although in those cases buyers were usually told that they were placing an advance order.

The offices of Mystic were in Evanston, Illinois, and Mark Probert was based in San Diego. Why then is the address given in the ad in Ojai, California, a tiny town more than 200 miles away from Probert’s home? The obvious answer is that the company producing the record was located there—which would make sense, given’s Ojai’s historical connection to Theosophy and the esoteric tradition. It does not appear that Inner Circle Records actually existed outside of this release, however. In all likelihood, it is simply the label name Probert chose to use when arranging its manufacture with a custom pressing outfit. And in a town as small as Ojai, it would seem that the company should be fairly easy to identify.

At first sight, a tantalizing possibility is that the record may be a very early release by the legendary Two: Dot Records. This label was run by husband-and-wife team Dean and JoAnne Thompson from their home on the outskirts of town. They began doing run-of-the-mill custom work in the 1950s before tapping into the regional rock scene in the late 1960s. Examples of the label’s 1970s output by bands like Hendrickson Road House or The Mystic Zephyrs 4 sometimes sell for as high as four figures. 

However, there was also another label operating out of Ojai in the 1950s. Educo Records was founded in 1953, releasing classical recordings to be used for music appreciation classes in schools and colleges. The company operated out of Ojai during its first few years of existence, and later relocated to nearby Ventura. Given that the PO Box address in the Mystic ad was that used by Educo while in Ojai, it is reasonable to conclude that this was the company contracted by Probert to manufacture the LP. So far, no other custom releases by Educo have been identified. But like other small labels of the era, it is likely that Educo accepted custom contracts to increase revenue, the finished product bearing no evidence of the manufacturer so as not to confuse private releases with the company’s main brand in the minds of consumers.

It is not known whether Probert’s LP contained any references to the flying saucer phenomenon. By 1956, however, Yada was giving audiences his opinion on the reality and nature of UFOs, still promoting the idea that they were not from other planets but from another dimension. In early 1957, Probert was a guest on Long John Nebel’s radio show in New York, a regular stop for saucer celebrities. In 1960, he appeared at the Giant Rock Spacecraft Convention—the most famous and one of the largest of the early UFO conventions—where he channeled Yada for an audience, with Irene acting as master of ceremonies. Here, as usual, Yada first emerged speaking Yuga before switching to English. 

A cynical observer might point out that Probert, by his own admission, was an ex-vaudevillian, and that this standard performance—repeated ad infinitum—was beginning to have something of the feel of a tired old vaudeville turn. The couple continued touring the country performing séances throughout the 1960s, and after Irene’s death in 1966, Probert continued his work alone.

Probert’s last known major public appearance was at the Northern California Space Convention in October 1968. At this point he was telling audiences that he was not a medium, but a “telegnostic.” This term not only served to further distance him from the stereotype of the medium left over from the days of spiritualism, but implied something deeper. The term suggested that he was not just contacting spirits, but was somehow transmitting gnosis from some distant location. It also served to position him not simply as a fortune teller or mentalist, but as something much more serious: a gnostic. Mark Probert died a few months later, in early 1969.

It is easy in our rationalist era to cast Mark Probert as one in a long line of spiritualists who were either delusional or blatantly fraudulent. But this point of view ignores the content of his message. What is remarkable about the séance published in the August 1954 issue of Mystic, is that in a single, short session Probert—or, if you prefer, his controls—was able to seamlessly guide the conversation from possible conspiracies around the existence of UFOs, to ideas about reality being a by-product of consciousness, ending with hints of a grand Buddho-Masonic theory of release from the cycle of reincarnation, resulting in something resembling Buddhahood. In doing so, he provided a tantalizing suggestion that these things might somehow all be related. It is also striking that the questions raised by Natalli and Yada during the séance are still those that concern serious modern students of anomalous phenomena, mysticism, and even physics. In effect, Probert seemed to be telling audiences to move away from the obvious conclusions they were making not only about saucers, but about existence itself. 

As far back as 1947, when most people were just hearing the term “flying saucers” for the first time, Mark Probert had already rejected myopic materialism, and was telling the world that perhaps the very fabric of reality was quite different than our model of it. And though wrapped in a presentation that borrowed heavily from theosophy, spiritualism, and the vaudeville stage, Probert’s ideas foreshadowed an important direction that one school of thought was to take in the future. This move away from the idea of UFOs as a nuts and bolts phenomenon, and towards a more blended view involving theories of consciousness, human cognition, and quantum theories of time and space is one that is fast gaining momentum today. 

Many myths and legends center around something lost, an object or a bit of knowledge; its very absence imbues the missing thing with meaning, even importance. It is likely, however, that the idea of a lost recording of the voice of Yada Di Shi’ite is much more interesting than the actual reality, were a copy ever to surface. But puzzles like the one surrounding this album are what keep researchers moving forward, and in the process uncovering the next riddle to be solved. The UFO phenomenon itself is more koan than puzzle. It is also both an ontological and an epistemological mystery, so it should come as no surprise that a study of recordings related to it would begin with its own discographical mystery.

Stephen Canner is an archivist, musician (The Victor Mourning), and historian of artifacts that emerge from the margins of culture. He blogs at Mediated Signals.

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The Sea Witch Tradition

The Other Side -

I have been playing around with a Sea Witch Tradition.   The Sea Witch is a powerful archetype and one that has featured in myths and legends since humankind looked out into the sea.  

Newes from Scotland. Witches brewing a storm in ScottlandWitches brewing a storm in Scottland

Among the media, mythological and literary examples are Circe from myth,  Calypso from The Odyssey, Sycorax in Shakespeare's The Tempest, the Sea Hag from Popeye, Ursula from The Little Mermaid (and from the original Hans Christian Andersen),  Tia Dalma in Pirates of the Caribbean, comics, and a story I recall reading as a kid that I have not been able to remember properly.

The Sea witch has power over wind, weather, waves, and various creatures of the sea and coast.  This would include the obvious fish and marine mammals, but also birds associated with the sea. 

Sea Witch Tradition

Witches of the Sea Witch Tradition are members of a very ancient tradition related to the Classical tradition but also the Pagan traditions and Chthonic traditions.  Witches of this tradition honor the sea in both it's capacity the cradle of life and in its capacity to destroy.

Role: Witches of this tradition often serve gods, goddesses, and other ancient powerful beings as their patrons.  Many will often refer to the Sea as a Goddess in and of herself and other Gods of the seas are merely Her extensions and proxies.

Joining this Tradition: Sea witches join this tradition typically very early in life. They will claim they have sea-water in their veins and the sea in their soul.  They feel drawn to the sea and will typically live near the sea if they are land-dwelling, or in it.  They will often grow up in families where many of the members are sailors or fisherfolk.  Some even are related by blood to creatures like selkies, mermaids, or even swanmays or nymphs. 

Unlike most Hags that are part of the Faerie tradition, Sea Hags are part of this Sea Witch tradition.

Leaving this Tradition: Witches rarely if ever leave this tradition. Even when they are physically distant from the sea they still "feel the call of the sea."

Occult Powers

Minor, 1st Level: Familiar. The Seas witch gains a familiar related to the sea. 

Lesser, 7th Level: Breathing. The sea witch gains the ability to breathe underwater if they normally breathe air, or the ability to breathe on land if they normally breathe water. This is a persistent power.

Medial, 13th Level: Shape Change. The Sean witch may shape change as per the Druid ability Wild Shape or Polymorph Self. This may be done once per day at the 13th level. The witch may only change shape to a natural sea animal that is within one size category of her normal size. So a Medium-sized witch may only change to a Small, Medium, or Large animal.

The number of times the witch may do this per day increases with every other level.  So 2 times per day at 15th, 3 times per day at 17th, and 4 times per day at 19th.  The witch may opt to sacrifice one of these times to go outside of her normal range of sizes.  So a 17th level Amazon witch could shift to Huge or Tiny once and her normal sizes the other two (total of 4 shapeshifts per day).

Greater, 19th Level: Raise Storm. Considered by many to be the ultimate form of the Sea Witch's power, the Sea Witch can affect the weather as per the magic-user and druids spells Control Weather and Control Winds.

Major, 25th Level: Longevity.  The witch stops aging.  Her appearance will continue to age but her body and mind will stay the same age she was when she reached this level.  She is also no longer affected by magical aging.  She can still be killed by normal means.

Superior, 31st Level: Apotheosis.  The witch becomes something else. This new form and powers are dependent on the Patron she serves.  For sea witches, her form becomes that of a sea creature.  She becomes something akin to a Triton, a Cecelia, or even odder combinations. 

Special Benefits and Restrictions: The sea witch will honor a god or goddess of the sea. The vow never to willing move further and a mile away from any body of water. Most prefer to be much closer.  Seas witches with a familiar can communicate with marine life and even other creatures that leave near the sea.

Equipment:  The tool of this tradition is the cauldron.  Like the sea, the cauldron holds all possibilities. 

Preferred/Barred Covens: Sea Witches are typically solitaries, but they will often meet up every few years with others. Sea witches also tend to be very territorial, so only one will typically be found in any one natural locale, such as a bay, cove, or other inlets. 

Relationship to the Goddess/Patron: The sea witch views the Goddess as the Sea itself.  "Human" manifestations of Her are but limited projections into the human understanding of what the Sea and the Goddess actually is.

This relationship with the sea also makes the Sea Witch a unique figure among sailors.  Many sailors are very superstitious and among those superstitions and fears are ones regarding having women on ships.  Many feel it is bad luck, others feel that a woman on a ship will cause the crew to mutiny. The witch is exempt from these notions. She is both a welcome and feared member of a crew.  

Male sea witches are a welcome addition to most crews even if they are just as feared and respected.

Source/Views of Magic: Like most witches, the Sea Witch views her magic as a manifestation of the Goddess who is the Sea.  The source of her magic is the endless ocean, the unfathomable depths, the irresistible urge of the sea.  

Archetypes: Most Faerie Witches see little use in the Good vs. Evil axis. The sea is both and neither, so why should they choose?  Most tend towards neutral if a little chaotic.

Other: Sea Witches tend not to hoard much wealth, but they do appreciate treasure. Especially treasure found in the sea or on it, such as a pirate's chest of gold, or something rare and beautiful from a faraway land. Pearls are valued over other gems and gold more so than silver or platinum. 

The Sea WitchThe Sea Witch

Other Traditions

Skylla: D&D 3.5 Edition

The Other Side -

I am going over my options for the big New Year, New Character Challenge coming up next month.  Seeing where I have some gaps and what other characters I need to do.  

Surprisingly the one I don't have a lot of is D&D 3rd Edition. So I thought I might dust off my 3.5 books and see if I can still do this.  Plus it is conspicuous by it's absence in my write-ups of Skylla.

A recap.  Skylla is an NPC "magic-user" introduced to us in the LJN Advanced Dungeons & Dragons toy line and given more background in module XL1 Quest for the Heartstone and AC1 The Shady Dragon Inn.   I have adapted her as a witch for various D&D-like game settings and systems.  

She has become something of a reoccurring villainess in my games. I admit to borrowing heavily from Master's of the Universe Evil-Lyn for her characterization.  I figure I can do worse than that.

For this version of Skylla for D&D 3.5 I am going to use the sample custom witch class from the Dungeon Master's Guide.

The DMG witch class is a bit anemic really, it is just a reskinned Sorcerer.  But the goal for it was not to develop a full-blown witch class as I have done, but rather show how the classes can be altered for your own needs.   Given how 3.x did the Sorcerer class this one should be fairly close to the BECMI roots of the character.

SkyllaSkylla by ePic Character GeneratorSkylla
Female Human Witch, Level 7 (DMG Witch)
Chaotic Evil

Abilities
Strength: 9 (-1)
Dexterity: 11 (0) 
Constitution: 10 (0)
Intelligence: 11 (0)
Wisdom: 12 (+1)
Charisma: 15 (+2)

Saving Throws
Fortitude: +2
Reflex: +2
Will: +6

AC: 7
HP: 22
BAB: +3
Initiative: +0
Speed: 30

Skills
Bluff +2, Climb -1, Concentration +10, Diplomacy +2, Disguise +3, Gather Information +4, Heal +1, Intimidate +2, Jump -1, Listen +1, Search +!, Sense Motive +1, Speak Language +1 (Draconic), Spellcraft +10, Spot +1, Survival +1, Swim -1

Feats
Brew Potion, Chaotic Mind, Craft Wondrous Item, Simple Weapon Proficiency, Toughness

Special Abilities - Familiar
Familiar - Raven (level 1, 11 HP, 18 AC Attack +5)
+3 to Appraise Checks while Familiar is within 1 mile
Deliver Touch spells through familiar
Empathic Link (Su)
Speak with Animals (Ex)
Speak with Familiar (Ex)

Spells
Spell DC 12 + Spell level
Cantrips: Arcane Mark, Daze, Detect Magic, Light, Mage Hand, Mending, Read Magic
1st level: Charm Person, Floating Disk, Hold Portal, Identify, Magic Missle
2nd level: Alter Self, Detect Thoughts, Invisibility
3rd level: Hold Person, Magic Circle Against Good


Not a bad build really.  She compares well to her base stats and to the Pathfinder 1st Edition version.  I will have to try a Pathfinder 2nd Edition version sometime. 

I also pleased with how her ePic Character came out. 

RPG Blog Carnival
This is my entry in this month's RPG Blog Carnival, When the Bad Guys Win, hosted by Phoenix Games.  Skylla is certainly one of my favorite "Bad Girls" and I do like her to win.

Big Tech, Nostalgia, and Control: Grafton Tanner’s ‘The Circle of the Snake’

We Are the Mutants -

Michael Grasso / December 15, 2020

The Circle of the Snake: Nostalgia and Utopia in the Age of Big Tech
By Grafton Tanner
Zero Books, 2020

I’m sure many members of Generation X have taken a moment to look around the pop culture landscape over the past decade and a half and had a sudden moment of realization: there are certainly a whole lot of people trying to sell me things using the media of my youth. Ultimately, this is nothing new. I remember when every pop culture moment, from sitcoms to TV commercials, seemed to be using the Baby Boomers’ favorite songs to sell them cars and sneakers. But in 2020, the dominance of these re-treaded properties is even more nakedly cynical, whether its the endless sequels of the Star Wars and Marvel cinematic universes, or the easy-to-consume, signifier-filled pastiches of the worlds of Stranger Things and Ready Player One. The cultural marketplace, as dominated by bloated media and tech empires, no longer sees any need to admit the novel, the fresh, the unusual.

Both the “why” and the “how” of this cultural and technological tendency are explored by author Grafton Tanner in his new book, The Circle of the Snake: Nostalgia and Utopia in the Age of Big Tech. (Disclosure: Tanner is an occasional contributor to We Are The Mutants.) Tanner explores not only the pop culture properties that utilize nostalgia in an effort to assuage the anxieties of contemporary life in the aftermath of the 2008 financial rupture; he also explains how tech companies use the feedback from algorithmic analysis to keep consumers locked into a never-ending cycle—an ouroboros—of digital satisfaction of their subconscious desires for an older, more secure time. This nostalgic digital utopia, in turn, keeps consumers constantly “on,” working through endless “quests” that approximate proactivity but in the end keep people locked into pointless and unproductive cycles of feedback, emotional satisfaction, and control. “Recommender systems and predictive analytics—the very tools that allow our contemporary media to function—zero in on quick reactions, such as a flash of anger or a swell of nostalgia,” says Tanner in his Introduction. “These reactions are noted by algorithms, which then make recommendations based on them… The result is a nostalgic feedback loop wherein old ideas travel round.”

Tanner examines how the Big Tech tendency towards technolibertarianism and monopoly over the past 20 years has created the material conditions for this self-reinforcing system of psychic feedback. With an increasing belief in culture as disposable and “just for fun,” the material and political implications of this system of control are obfuscated. The way that these cultural narratives award Big Tech further and deeper power over all of us is merely part of the game. And we are enlisted as active players, not merely passive viewers, as in the era of television’s height. The online world, Tanner notes, demands a keen eye for analysis and a deep capacity for paying attention. The technolibertarian and neoliberal alike view our tech-suffused world—everyone is plugged in, 24/7—as a kind of utopia-in-waiting, or indeed a permanent utopia, where the idealized past can be endlessly revisited and basked in, while the present never changes from its current state of cultural and political stasis. This virtual plaza of commerce, emotional satisfaction, the illusion of proactivity, and control and surveillance describe the boundaries of Big Tech’s dominance of both our material and psychic space at the beginning of the 2020s.

The interview below was conducted in November and December 2020 via email and has been lightly edited for clarity.

***

GRASSO: Given the topic of your first book for Zero, Babbling Corpse: Vaporwave and the Commodification of Ghosts, the topic for The Circle of the Snake seems like a natural outgrowth. But from reading the book it also seems like there were a lot of specific events and observations about the world of Online and Big Tech over the past few years that led to the book’s development. What are the origins of The Circle of the Snake, and what kinds of specific cultural developments led you to propose and write the book?

TANNER: I can pinpoint the exact moment I knew I was going to write a book on Big Tech. I was living in a kind of exile in 2016, in this small town in Georgia, trying to piece my life back together after a series of false starts after college. I was sitting in a Barnes & Noble reading the 2016 Tech Issue of The Atlantic, and there was a story by Bianca Bosker about former Google employee Tristan Harris, who left the Valley and started an advocacy group called Time Well Spent because he thought Big Tech was eroding mental health. He was on a mission to fix Big Tech by making it work for us, not against us. But the piece didn’t make me feel better about tech. In fact, it was terrifying: here is an ex-Valley technocrat, mournful that he had invented habit-forming technology with severe public side effects, asking us to not only forgive him, but believe in him to create newer, better tech. I was incensed.

Shortly thereafter, we learned that Cambridge Analytica sharpened their psychographic modeling techniques by harvesting Facebook data from millions of users without their permission, all to aid in the election of Donald Trump. There was suddenly this huge backlash against Big Tech. I was supportive of it, but I also understood it came a little too late. Tech critics had been sounding the alarm for years and years. It took the election of a fascist for the left to wake up to the tech nightmare, only to realize the ones promising to end the nightmare were former technocrats themselves.

And yet, as many were loudly critiquing Big Tech for its role in throwing elections, spreading fascism, and worsening mental health, the culture industry was churning out politically retrograde nostalgia-bait. Was it really that the techlash had made everyone even more nostalgic for the pre-digital past? Or was there some kind of connection between nostalgia and Big Tech? These were the questions I had in mind when I started writing.

GRASSO: I think one of the things I like best about the book is your fusion of theory, philosophy, and epistemology with the material and economic realities of 21st century Big Tech and Big Media. Throughout the book you explore concepts such as surveillance, sublimity, nostalgia (of course), and virtuality with concrete examples from the online plaza. Essentially, if I’m not mistaken, you’re saying that the people who created the feedback loops that keep us hooked on technology and the internet and mine our data for still more ways to sell to us have themselves studied their philosophy, economic history, and techniques of mass psychology and persuasion with great attention?

TANNER: Persuasion techniques, yes, but I wouldn’t go so far as to say the technocrats have studied much else beyond their limited worldview, which is scientistic. Yes, technocrats like James Williams and Tristan Harris like to cite philosophers, but they usually do it to support their self-help solutions to the attention economy. Wake up with a little philosophy, they say, because reading Socrates is better for the mind than scrolling through Twitter. It’s a very neckbeard way of thinking about cultural consumption.

Make no mistake: these technocrats are uninterested in anything other than making a lot of money. If that means learning psychological techniques of persuasion with Stanford psychologist B.J. Fogg, then so be it. They weren’t and aren’t trying to make the world a better place or something. Like the banks before the Great Recession, the technocrats are out to make a quick buck by any means necessary, and they would have kept on doing what they were doing if the bubble hadn’t burst. People were disgruntled with Facebook for years before Cambridge Analytica, and tech critique was already a robust genre by 2016. But it took a kind of implosion, a Great Recession-style reckoning with Big Tech, to change the public opinion. Honestly, the technocrats would probably benefit from studying a little history and philosophy, instead of cloistering themselves in the ideological fortress of STEM.

GRASSO: I think one of the “oh shit” moments in the text for me was finding out that the Black Mirror special choose-your-own-adventure episode “Bandersnatch,” which I quite liked mostly for its material and inspirational signifiers (early ’80s computing, references to Philip K. Dick) was also used to mine viewers’ data in a delightfully dark real-life Dickean stroke. It’s not merely that nostalgia offers us a safe place from the dangerous present, but that those who create these nostalgic visions are working hand-in-hand with the very media empires that make us crave the past: another ouroboros.

TANNER: “Bandersnatch” not only exploits viewers’ nostalgia for its own gain, but it further normalizes the feeling of being controlled. Everyone today knows we’re being controlled from afar: by Twitter, Instagram, Amazon, insurance companies, think tanks, banks, and so forth. We are part of this giant social experiment called consumer capitalism. The purpose is to find out what we’ll buy. But we aren’t being controlled by future gamers or, as much as Elon Musk would like to believe, programmers in this computer simulation we call life. “Bandersnatch” is a work of fiction masquerading a horrible fact—that Netflix is the one controlling us, that we are not as in control as we think. The irony, of course, is that we relinquish our control via the technology we use every day, but we ultimately have very little choice in the matter. Students use devices at school, and jobs often require employees to have smartphones. We aren’t puppets, but we’re by no means totally free either.

Scene from “Bandersnatch,” in front of the No. 1 Croydon Building, South London.

GRASSO: So that leads me to asking you about your critique of specific media franchises: Stranger Things and the endless array of sequels and especially reboots we’ve seen since the end of the aughts. You very cannily explore Stranger Things‘ reliance on physical signifiers of commodities and objects that are no longer extant but remind us of the shackles of our technology-laden present (the old landline telephone, the shopping mall) as a key to its appeal to both Gen-Xers who were there and Zoomers who weren’t. Likewise the cinematic reboot is a way to cheaply create product and content that will connect with multiple generations. This element of “spot the Easter egg, aren’t you smart?” for older generations melds with the offer of a trip to a now-alien time for younger generations. These franchises seem to simultaneously reward passive immersion in nostalgia with an illusion of proactivity.

TANNER: Well, the spot-the-Easter-egg activities are very often nostalgic exercises themselves. Viewers are invited to find the nostalgic signifiers, even if they don’t know what they are. That’s the brilliance of Easter egg marketing for advertisers: you might not know what the hidden clue means, but you know it’s a clue and so you make note of it. Of course, the “real” fans will be able to cite all the references, but regular viewers can sometimes recognize a clue, like a corded phone or a VCR or a reference to an older movie, when they see it.

Easter egg marketing is the advertising tactic of choice in the prosumer age. It turns watching into a game. And it’s very heuristic. The films with the most Easter eggs inspire the most “count them all” YouTube videos or Buzzfeed listicles. The problem here isn’t that movies and series reference a bunch of older media; the problem is that Easter eggs reference certain things and leave others out, thus establishing these unnecessary pop culture canons. I don’t care that the Halloween franchise makes reference to itself. It’s an extended universe at this point—of course it’s going to do that. What I find questionable is its constant updating in an attempt to recapture the magic of the original film. I’m always signaling my love of Halloween III: Season of the Witch, but that film is too wacky to be included in the Halloween universe, because the franchise is desperately trying to give us the original again, as if it were the first time, without all the messy parts of the sequels. The Halloween filmmakers want to keep the bloodline of the first film pure, which means anything standing in the way must be excised.

GRASSO: You mark the period between 9/11 and the financial crisis of 2008 (and its aftermath) as the final foreclosure of any alternative to our current future and one of the dividing lines between an idealized past depicted in our nostalgic media and the forever Now. Unsurprisingly, so many of the elements of online life we now recognize as irredeemably toxic (social media, ranking and rating apps, tentpole cinematic universes full of identical sequels) began around the end of the Bush years as well.

TANNER: One of these days, I’m going to write a history-critique of the 2000s. I find the decade fascinating. It was probably the nadir of contemporary culture. Mark Fisher called it “the worst period for (popular) culture since the 1950s.”

It’s true: there was no breaking point at which contemporary nostalgia ramped up. It was a gradual shift between 9/11 and the Great Recession. Directly after 9/11, the U.S. was reeling from shock. Before nostalgia set in later in the decade, there was a feeling of futurelessness, as Robert Jay Lifton wrote—a feeling that there can be no future after 9/11, that the fear of another terrorist attack foreclosed the future altogether, that if people could fly planes into buildings on a regular weekday morning, then anything horrific is possible. During these years, we saw the birth of cinematic universes with the Star Wars prequels and the first megabudget superhero films. Of course, there were Batman, Superman, and Star Wars films before the twenty-first century, but it was after 9/11 that we saw the avalanche of these movies, several of which could not have been made without post-9/11 Pentagon support, with its bloated influence and near-endless supply of capital. You cannot downplay the reach these films have. They’re seen all over the world. And they aren’t just pro-military propaganda, they are engines of nostalgia.

After the Great Recession, nostalgia calcified. People were moving back in with their parents, revisiting old memories to soothe the anxiety of joblessness. Financial recessions are progressive only for the bankers, if they’re bailed out. For workers, they’re regressive. They set people back and invite the sufferers to hide away from it all. There is nothing wrong with this reaction. We cannot blame people who were hit by the Recession for their nostalgia. But we can blame the ones who caused it. And austerity measures only increase the desire to escape into nostalgic feelings. In short, financial meltdowns are crises that affect the future because they erase the plausibility of surviving the present.

GRASSO: You state that nostalgia is not only an emotion used to track us and to trigger specific emotional responses (which themselves are often assuaged by consumption), but also, possibly most importantly, to control us. And that control is not only physical/material but also social/aesthetic, limiting our options to wander away from the digital plaza. How do nostalgia and nostalgic media help this attempt by the market to quantify, objectify, and commodify us, the consumer?

TANNER: Content creators—a sickening term that reduces art and culture to commodities—understand the value of nostalgia. Consumer scientists have known for years that nostalgia sells. If anger draws your attention to the screen, then nostalgia triggers you to buy what will soothe the anger. That’s the cycle we’re dealing with in the present century.

And the worse things get, the more that nostalgia will naturally rise to the surface for many people. It’s not that media companies force-feed nostalgia to us. Many people are already feeling the emotion. It’s inescapable because nostalgia is a modern condition. Corporations merely go the extra mile by locking nostalgia into these feedback loops. The more you feed nostalgia into the cultural industry, the more of it you will consume because entire companies depend on you to want it. We live in a world of disruption, and every modern displacement is accompanied by nostalgia. Corporate capital knows this and depends on it.

GRASSO: Two of the specific technologies you talk about, Instagram and virtual reality, have undergone mutations in their appeals to our desire to escape the modern world. Instagram started off as a fairly disposable nostalgic evocation of the Polaroid camera aesthetic and has become a playground for big-money influencers and exhibitionists; virtual reality has evolved into just another facet of the internet’s control apparatus, despite its conceptual origins in early ’80s cyberpunk and its promised potential to give people the ability to create their own worlds. Why do these technologies seem to always mutate in the direction of greater commercialization and/or control, despite their initial apparent harmlessness or revolutionary promise?

TANNER: In the case of Instagram, its nostalgia factor was mainly due to the horrible photo quality of early smartphone cameras. With some Wi-Fi, a phone, and an app, you could take photos anywhere and upload them on the spot, which was enticing enough for many people to do just that, but you couldn’t deny the photo quality was very poor. So one way to deal with this poor quality was to saturate photos in a kind of analog haze, which could be done by applying one of several different stock filters. I can’t emphasize this enough: so much of our nostalgic appetite in the early 2010s was whetted by the inability to take and post a decent looking digital photo.

Whether it’s Instagram or virtual reality, digital technology is never totally harmless. It’s like when Tristan Harris and the Center for Humane Tech guys tell us we can have our digital cake and eat it too. You can’t have “humane tech” because tech is driven by the profit motive, which itself is often powered by another force: the military. Have you seen this new recruiting ad for the Marine Corps? It’s basically telling young people that joining the military will be an escape from the overwhelming anxieties of the digital age. The scariest thing about the ad is that it conceals the long relationship between tech and the military. Which is to say, the “tech” presented in the ad couldn’t exist without the military-industrial complex. At this point, any new, possibly revolutionary digital technology will either be bought out by a Big Tech monopoly or put to use on the battlefield.

GRASSO: As far as solutions and escapes from this predicament go, you talk a little bit about the ineffectual attempts of former technocrats to try to ameliorate our enslavement to the internet and social media with apps that limit time on websites or “safety labels,” and find them all wholly wanting. Likewise, you mention attempts to make nostalgia something constructive, playful, reflective (in the schema of Svetlana Boym). And yet the very structure of the internet and Big Media as it stands now denies all alternatives to the current control stasis. What does a constructivist nostalgia look like? Where could it exist in the cracks of the current marketplace? Is there a place for nostalgia as a political instrument of the left outside of the usual avenue of Left Melancholy?

TANNER: I’m currently writing a history of nostalgia, out fall 2021 with Repeater Books, called The Hours Have Lost Their Clock: A Recent History of Nostalgia. In it, I put forth a theory of radical nostalgia, drawing on the work of Alastair Bonnett and Svetlana Boym. Radical nostalgia is the third “R” beyond reflective and restorative nostalgia, which Boym coined. She was right about nostalgia, but over the first two decades of the present century, restorative nostalgia ballooned while the reflective strains were edged to the margins. But there needs to be this third form, radical nostalgia, because the melancholic disposition of reflective nostalgia just hasn’t been working for the left and the restorative tint has proven to be destructive.

Radical nostalgia is the act of looking back to those moments when collective action stood up to capital. It yearns for the social movements of the past. It aches for them. It isn’t interested in “getting back there,” in restoring what’s been lost, but in learning from those who came before: the struggle for indigenous rights, the staunch anti-capitalism of Martin Luther King Jr., Stonewall, the Battle of Seattle. When Richard Branson signals his support for LGBTQ+ communities, that isn’t radical nostalgia. There’s nothing radical about it; it’s mere nostalgia. Radical nostalgia looks to these and other movements to continue the fight for a more egalitarian future. It is inherently anti-fascist.

Radical nostalgia takes the action step of restorative and the aching heart of reflective nostalgia and fuses them together. It knows that the past isn’t perfect, which means what we yearn for shouldn’t be either. Restorative nostalgia is too clean, too high-definition. Reflective nostalgia kicks the can around, although reflectors might recognize the problems of the past long before the restorers do. But radical nostalgia knows that everything is imbued with horror, the past especially. Many revolutionary movements of the past suffered from machismo and intolerance, even in their own collectives. Radical nostalgia knows this and endeavors to leave it in the past. Some things must remain buried.

And radical nostalgia is one perspective we can take to resist the utopian thinking of tech. At this point, Big Tech is about the only entity that circulates visions of the future, but those visions are falling out of favor thanks to the techlash. Get ready, because they will absolutely be replaced with a different utopian vision: the humane tech movement. We’re going to be dealing with the technocrats for years. It’s going to seem like we should trust Tristan Harris and the Center for Humane Tech guys. They’re going to be pushing their vision of the future for years to come. But they are the new boss, same as the old. Only collective action, informed by the decolonial and anti-fascist movements of history, can resist what’s coming in the next decade and beyond.

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Monstrous Monday: Ghost Spiders

The Other Side -

I have been working on a set of game boards to depict Lolth's lair in the Abyss.  They are not done yet and hope to show them off soon.   I have been taking my family through the Classic Greyhawk Campaign starting with T1 (AND B1) and working all the way to Q1 Queen of the Demonweb Pits. 

While running I have added other material to the campaign to flesh it out more. This includes such classics as Bone Hill, Ravenloft, and Castle Amber but other details like a Stone Giant fortress Cloud Giant castle in the sky (for G4 and G5 respectively) as well as more details for the Drow City of Erelhei-Cinlu and a revamp of Lolth's lair.

While it is too late in the game for me to use it, Joesph Bloch, the Greyhawk Grognard, has released his own D4 to expand the Drown of Erelhei-Cinlu.  You can find it on his blog. 

It looks fantastic really, and let's be honest, Bloch knows his Greyhawk.  So I am certain that it would have been a nice addition to my campaign.  Plus it ties the GDQ series a little closer to the Temple of Elemental Evil, which is the ultimate goal of my campaign as well.  I understand he is doing a Q2 or something akin to that.  I have also wanted a good Q2. Though I am adapting the Monte cook adventure "Queen of Lies" for it.


But until then, I have a few more "spiderweb" monsters I need to weed out the uninspired choices in Q1. 

Here is one of them.

Ghost Spider

Huge Undead (Incorporeal)
Frequency: Very Rare
Number Appearing: 1d4 (1d6)
Alignment: Chaotic (Chaotic Evil)
Movement: 180' (60') [18"]
   Webs: 240' (80') [24"]
Armor Class: 1 [18]
Hit Dice: 5d8+10** (33 hp)
  Alternate HP: 5d12+10** (43 hp) (Huge)
Attacks: Bite
Damage: 2d8
Special: Ethereal, fear aura, harmed only by magic, incorporeal, undead, webs
Size: Huge
Save: Monster 5
Morale: 12
Treasure Hoard Class: None
XP: 3,500 (B/X, OSE) 3,600 (LL)

Ghost Spiders appear as semi-transparent, glowing ghosts of huge spiders.  They are not spiders, nor are they exactly undead, but rather they are the demonic projections of fears powered by necromantic forces.

A ghost spider is found anywhere where the influence of demons is strong and where mortal creatures can interact.  The fears of spiders are magnified till a ghost spider is created.  As such it radiates a fear aura that mimics the spell Cause Fear.  Anyone under 5 HD/Levels must make a saving throw vs Spells or fall under the influence of the spell-like effect.  Creatures higher than 5HD/Levels gain a +2 to their save. Creatures 9HD/levels or higher are immune to these fear effects.  Those affected will be frozen in fear and unable to move, run, or attack. The ghost spider will then attack with webs (as per a giant spider) to immobilize other potential victims.  Then will then use their bite to kill others.  Ghost Spiders are not living and therefore do not require to feed on victims. They instead feed on the fear they cause and the pain from deaths. 

Ghost spiders are treated as undead and can be turned as a 5HD creature or as a Spectre.  Like all undead they are immune to charm, hold and sleep spells. They can only be struck by magical weapons. Once destroyed the ghost spider will not reform, but other ghost spiders may be created in their place at a future date.  The only way to destroy them forever is to remove the demonic forces that create them.

Miskatonic Monday #57: The Last Valley

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Name: The Last Valley

Publisher: Chaosium, Inc.
Author: Andy Miller

Setting: Down Darker TrailsProduct: Scenario
What You Get: forty-two page, 36.18 MB Full Colour PDF
Elevator Pitch: Cowboys and dinosaurs, oh my!
Plot Hook: Lost in swirling fog in 1870s Utah whilst hunted by unknowable monsters from the past.Plot Support: Detailed Utah background and history, three monsters (dinosaurs), two NPCs, two maps, six handouts/pictures, and six pregenerated Investigators.Production Values: Decent enough, but could have been better organised.
Pros
# Cowboys and dinosaurs, oh my!
# Potential convention scenario
# Potential one-shot# Well done pregenerated Investigators
# Enjoyable introduction to the Lost Worlds genre# Solid background to Utah
# Creepy, fog-bound hunt# It can happen to Arkham, it can happen to Utah# Action driven scenario# Potential to divert a campaign in a weird direction

Cons
# Linear
# Utah background underused# Maps difficult to use# No Sanity losses for failure?# Potential to derail a campaign in a weird direction
Conclusion
# Cowboys and dinosaurs, oh my!
# Maps and Utah difficult to use# Potential to derail a campaign in a weird direction

Manners, Magic, & Machination

Reviews from R'lyeh -

Lyonesse is a lost land, a kingdom out of Celtic and Arthurian legend to the west of France and the British Isles said to have slipped under the waves late in the eleventh century in just a single night. Adherents of Christianity say that the drowning was divine wrath as punishment for the islanders’ unvirtuous living, but in truth, the inhabitants of the Elder Islands were always reluctant to accept the new faith’s spread from the lands to the East. None more so than the islands’ halflings—or fae—in their fairy shee (or grottoes) in the Great Forest of Tantravelles, their very power preventing Christianity from gaining a foothold, whilst the ordinary men and women of the Elder Isles embraced a great many other faiths. This was before the islands’ submergence, when its Ten Kingdoms and petty duchies and baronies feuded with each other, knights sought to embody the code of chivalry, wooing fair noble women, and competing in tournaments major and minor; wizards and witches explored the limits of their knowledge in the Elder Isles and otherworldly realms, whilst being bound by the Great Edict of Murgen—the most powerful of the surviving Elder Islands’ arch-mages—which forbade them from involving themselves in the petty politics of the Elder Isles, but not from meddling in the affairs of each other; and flimflammers and mountebanks slinked from village to village, enjoying the best that each has to offer for the least amount of effort—or the best scheme they can run. It is the events which took place in the Elder Isles during the Fifth Century that are perhaps the best known, when the ambitious King Casmir of Lyonesse sought to defeat and conquer the nine rival kingdoms, in particular, the island kingdom of Troicinet and its king, Aillas. These tales—and others—are chronicled in the fantasy novels, Lyonesse, The Green Pearl, and Madouc—better known as the Lyonesse Trilogy by author Jack Vance. They and their setting are also the subject of a roleplaying game from The Design Mechanism.

Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance is a hefty tome which enables the Storyteller and her players and their characters to explore the Elder Isles and get involved in the intrigues, plots, rivalries, and conniving between the kingdoms and their lords, between those of rival magic users, court lords and ladies, adventure on quests great and small, get caught up in the taunts and clutches of the faery, or simply go in search of a really good cup of tea and slice of cake—if not pickled brawn and mashed bean sprouts in a robust nigella sauce, followed by fried grayling fish with sautéed pollock drizzled with a white wine nettle sauce. In addition to being able to randomly determine the landlord of the inn or eatery where the Player Characters are dining, as well as what they are eating—feasts are an important feature of life in the Elder Isles, Lyonesse introduces the Elder Isles and gives a synopsis of the three novels, explores the Ten Kingdoms via a lengthy gazetteer, examines their society and religion, presents rules for the magic of the Elder Isles, and more. The book is over five hundred pages long and whilst somewhat unwieldy, is undeniably comprehensive.

The comprehensiveness begins with a history of the Elder Isles followed by a guide to the Ten Kingdoms of the Elder Isles—Blaloc, Caduz, Dahaut, Dascinet, Godelia, Lyonesse, North Ulfland, South Ulfland, Pomperol, and Troicinet, as well as two others, Scola and Skaghane, the latter a separate island whose forces recently invaded North Ulfland and South Ulfland, an event which prefigures the events of the trilogy. It details the location, climate, and geography of each, history and background, government and economy, culture and people, notable places, and lastly, each kingdom’s role in the Lyonesse Saga and situation during each part of the trilogy. Each is accompanied by a map of the kingdom taken from the larger map of the isles. As well as all of this information, this gazetteer offers extra details, such as the Royal Honours of Lyonesse, the strange and isolationist Isle of Tark where women are never seen—this is because all of them are vampires and reside underground where their superior enables them to mine for precious metals, a discussion of political campaigns—Lyonesse being a hotbed of political intrigue—along with a table of villainous plots! Not every kingdom is accorded this extra information, but this, of course, is a reflection of the source material. Throughout though, there is a wealth of details here, from the weird and the wonderful to the mundane and the ordinary, even down to highlighting the inconsistencies in the Lyonesse Trilogy itself. Those aside,  there is plenty of information around which the Storyteller can build a story or scenario idea or a player could create his character.

The chapter on the society and religion of the Elder Isles makes clear that the inhabitants of the Ten Kingdoms are a melange, settled wave after wave of different peoples—Danaans, Galatians, Greeks, Lydians, Celts, and more. They were followed by Romans who only settled but did not conquer, Greek and Phoenician traders came, as did British and Irish settlers, the Celts having a strong influence in the Elder Isles. They are a welcoming people, with a strong sense of hospitality, their Roman blood making them cautious with money, their Greek blood granting them silver tongues and quick wits. As well as explaining everything from their social classes, morality, and law and justice to language, coinage, aesthetics, and education and science, the chapter details the numerous cults and religions to be found on the island, to be seen in the isles’ innumerable hidden temples, graven idols, standing stones carved with mysterious glyphs, and unknown tombs whose constructions methods have long been lost, plus songs, dances, place-names, and folk-tales that suggest a land of forgotten gods and dead priesthoods. The faiths include the Court of Dead Gods, Etruscan Rites, the Druid Faith, Zoroastrianism, Christianity, and Mithraism, all of which are described in detail and include a Faith bonus should any character—Player Character or NPC—be an adherent to one religion or another.

By default, all characters in Lyonesse are human—guidelines in the Bestiary provide the means to create Halfling Player Characters. The process of character generation begins by rolling dice to determine base attributes—Strength, Constitution, Size, Dexterity, Intelligence, Power, and Charisma. From these are derived several factors. These include the expected Damage and Experience Modifiers, Healing Rate, Height and Weight, Hit Points, Strike Rank, and so on, but to these are added Action Points, spent to act in combat, and Luck Points, used to give a character an edge, whether to reroll a dice roll, swap the tens and units of a percentile roll, to mitigate damage or unfavourable circumstances, or to gain a vital advantage in combat. Each character also receives the same set of standard skills, the base value for each one determined adding two attributes or doubling a single attribute.

Beyond the base character, a player takes his character through four steps. In the first, he rolls for or selects an Origin and a Culture—Celtic, Hybras, Ska, or Itinerant, which will provide one hundred skill points to assign to various standard skills, professional skills, and a Combat Style. The latter represents skill in fighting a number of weapons and  an associated trait, for example, the Dagger, Sling, and Bow weapons and the Skirmishing Trait for the Hunter Combat Style. Next, the player rolls for a Background Event—this providing a story element or motivation for the Player Character, determines his community ties—mostly derived from his social class, and in the third, he selects an actual Profession as well as assigning another one hundred skill points to its related skills. Some professional skills come from a character’s Culture; the others come from his choice of Profession. A character’s choice of culture also sets the careers available to him. For example, Crafter, Fisher, and Hunter are available to all four Cultures; Courtesan and Alchemist to Hybras only; and Wise Man/Woman to Celt, Ska, and Itinerant. Although the base values for both types of skills are determined by a character’s attributes, the granting of the same number of skill points throughout the process serves to balance character generation. Lastly, he assigns a further one-hundred-and-fifty skill points as bonus skill points.

In addition, a character has several Passions—loyalties, beliefs, and feelings towards someone or something, that are again measured as percentiles and which work in a similar fashion to the Personal Traits of the King Arthur Pendragon RPG. They also do something more though in that they can serve as a resisting value or to give a bonus to an action if said action is dramatically appropriate to the Passion. For example, a character who is subject to a seduction attempt could use the love of his wife to resist the attempt, whilst later he might use the same Passion to grant a bonus to a bow shot to strike a villain who has his wife in grasp and is threatening to kill her.

Ublaf the Unbelievable is a street poet and performer who ran away to Twissamy rather than work on the family farm, something that neither of his siblings have forgiven him for. Although he always had a fascination with stories—especially ones involving fairies, his family always saw it as a distraction from work, he learnt much from the travelling troupe of entertainers he joined. Not just performing skills, proving a reasonable poet and orator, but also how to seduce others—of any gender, and so make life easier for himself. He has had a string of lovers and received and pawned various fine gifts, but thoroughly enjoys such encounters that he wants more and more! One day, he might even seduce a fairy king or queen!

Ublaf the Unbelievable
Age 24
Profession: Entertainer

STR 12 CON 11 SIZ 11 DEX 08 INT 11 POW 12 CHA 15

Action Points: 2 Damage Modifier: -1d2 Experience Modifier: +1 Healing Rate: 2

Hit Points
Head 3 Chest 5 Abdomen 4 L. Arm 2 R. Arm 2 L. Leg 3 R. Leg 3

Initiative Bonus: +10
Luck Points: 2
Magic Points: 12
Movement Rate: 6

Standard Skills:
Athletics 30%, Boating 23%, Brawn 33%, Common Tongue 26%, Conceal 30%, Customs 62%, Dance 33%, Deceit 56%, Drive 20%, Eloquence 75%, Endurance 22%, Evade 16%, First Aid 19%, Folklore 32%, Influence 45%, Insight 48%, Perception 23%, Ride 20%, Sing 37%, Stealth 19%, Swim 23%, Unarmed 20%, Willpower 34%

Professional Skills:
Acting 60%, Art (Poetry) 57%, Courtesy 56%, Literacy 45%, Lore (Fairy) 52%, Oratory 57%, Seduction 56%, Streetwise 42%

Combat Skills:
Citizen Militia (Mace, Shield, Trait: Cautious Fighter) 20%

Passions
Loyalty to Town/City (Blaloc) 47%
Love (Himself) 67%
Hate (His brother and sister) 57%

Background
Origin: Blaloc
Culture: Hybras
Social Class: Freeman
Family: Parents dead, outright enmity to both brother and sister, both grandfathers still alive, no aunts or uncles, four cousins.
Reputation: A good family reputation
Connections: One Mover & Shaker contact, one reasonably connected rival
Family is Reasonably Connected; one ally
Weakness: Nymphomania 57%
Background Event: For some time now you’ve suspected that a powerful being has been watching out for you, and have come to believe it is one of the local gods of popular legend. You cannot say why they might be interested in your fate, but you've had several strokes of remarkable fortune that cannot be attributed to luck alone.
Affluence Rating: 52%

Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance uses the Mythras system for its mechanics, a tried and tested percentile system in which a player rolls equal to, or less, than a skill or passion to succeed. Any roll of five or less always success, whilst ninety-six or above is a failure. A Critical success is one fifth of a skill, a Fumble, either ninety-nine or one hundred. The rules cover difficulty factors, contested rolls, group rolls, and so on, as you would expect, but also allow for an optional ‘Success, but…’ with consequences rule. It is also possible to augment one skill with another, although if successful, this only adds a tenth of the augmenting skill to the intended skill roll. For example, Ublaf the Unbelievable would add 15% to his Seduction skill when augmenting with his Eloquence. However, this would not increase the chance of his player rolling a Critical result.

Passions work in a similar fashion to skill augments, again adding a fifth of their value to the skill roll. They have other uses though, often being used to either drive or determine the actions of Player Character or NPC, to oppose other Passions, as a measure of a character’s commitment to that Passion, and even resist being manipulated. Depending upon events, Passions can deepen or wane, reflecting the outcome of a Game Master’s plot as much as they can be used to drive a plot and interactions between the Player Characters and with the NPCs within it. All of the NPCs drawn from the Lyonesse Trilogy in the roleplaying game have Passions, useful, of course, for the Game Master when determining their motivations and actions.

Since Lyonesse uses Mythras, combat in the Elder Isles tends towards being short and brutal. It uses an Action Point economy to determine how many things a Player Character or NPC has per round, actions including attacking, bracing against incoming attacks, changing range, casting magic, countering spells, and even dithering(!), and Combat Styles that each cover a number of weapons and Traits. For example, the Noble Combat Style includes Spear, Sword, and Shield, plus the Mounted Combat or Trained Beast Trait. The Trait in particular, covers special training or situations, for example, the Mounted Combat Trait enables the rider to ignore the skill cap placed upon combat rolls by the Ride skill, whilst Trained Beast covers fighting in close formation with an animal, the user able to use his Action Points to defend against attacks against the animal. As well as inflicting damage, the primary aim in combat in Mythras is to inflict Special Effects or disadvantages upon an opponent, such as doing a Bash to knock him off balance, Bypass Armour to inflict more damage, Compel Surrender, Scar Foe, and so on. This requires a differentially better roll than that of an opponent, so a Critical success versus a standard success, a success versus a failure, and similar results. Typically a roll will generate just the one Special Effect, but a Critical success versus a Fumble will generate a maximum of three! This makes for a much more action-packed fight, one with more story, and thus potentially as memorable as it is nasty. The Elder Isles being a land of chivalry means that the combat rules also cover jousting.

Also intrinsic to the Elder Isles and thus Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance is magic. Woven into the lives of fairies, halflings, and various wizards, witches, and the like, magic is potentially powerful and deadly. In the Elder Isles it comes in three primary forms—fairy magic, sandestin magic, and enchanted items. Fairies and halflings have their own magic, whilst human magic users are capable of mastering the incantations necessary to command sandestins, the strange creatures who will actually perform the magical effect for the caster, and some of whom have effects of their own beyond merely casting magic. However, many so-called wizards are simply charlatans who were lucky enough to have come upon an enchanted device, either that, or stole or swindled it from its former owner. For fairy magic, it is a matter of learning or finding someone who can teach a Player Character one or more Fairy Cantraps, such as Agriva’s Telescopic Fornication—something that Ublaf the Unbelievable would probably want to learn, Egumasko's Mellow Scarf—sends a scarf to wrap around the head of the intended target and forces him to abay his passions or tempers, or Impspring Tinkle-toe—makes the recipient involuntarily leap high into the air whilst simultaneously twirling their feet!

Sandestin magic requires much more effort, practitioners studying the skills of Sandestin Invocation and Sandestin Coercion. The former actually needs to be studied multiple times, each time for a different Axiom, such as Geomancy or Verdomancy, each Axiom related to a different type of sandestin and thus different spell effects. The exact effects can be altered through the caster’s Sandestin Coercion skill, the higher the skill, the more effects possible. However, this requires more Magic Points and it is possible for a magic user to run out and overextend himself, leading to an unfortunate result, such as the caster suffering from a random poison or souls of every living creature within 10 metres being ripped from their bodies, their becoming haunts, and only able return to life if they first kill the magician! As with fairy magic, a wide list of interesting spells are given for sandestin magic. For example, Expurgation removes written text, illustration, and art from books and scrolls, Gyration lifts a victim into the air spins them at a speed chosen by the caster, which can range from making them ill or actually ripping limbs off, and Obturation, which will close one of the target’s orifices of the caster’s choice. The spell selection is diverse, inventively named, and some of them are useful, but many of them in their own way are quite nasty. However, learning spells is hard work, represented by their high costs in potential experience point rolls which a player will have to save and pay in order to learn a new spell. Lastly, there are rules for creating and using enchanted items which a swindler or mountebank might use to fool others into thinking that he has great magic ability.

Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance also includes a bestiary, ranging ordinary creatures and giant versions to supernatural beasts like Bearded Gryphs, various types of Fairies and Halflings—including rules for creating Halfling Player Characters, Sandestins, Screamers, and individual creatures such as Dungle the Giant who is bothered by a jealous Harpy or Arbogast the Ogre, flesh-eating of the Forest of Tantrevalles. They are joined by full write-ups and stats for the heroes and villains of the Lyonesse Trilogy, such as young Prince Aillas, heir to the throne of Troicinet, who is thus the target of the ambitious, driven, amoral King Casmir of Lyonesse. Their inclusion of course, enables the Game Master to involve the Player Characters in the machinations and plots of the various NPCs and so pull them into the setting.

In addition, Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance introduces other worlds and suggests what might be found there as well as reasons to visit, tables for generating towns and taverns and what might be found there, and a set of extensive notes for the Game Master on running the roleplaying game. These cover the types of adventures to be had in the Elder Isles, the nature of its magic, its themes—travelogues, food, tricks and tricksters, and getting captured, as well as general advice on various aspects of Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance and its setting. If the roleplaying game is lacking, it is that there is no scenario, or indeed no scenario hooks, which might have been useful for a setting that is as rich as this is, but the notes for the Game Master nevertheless useful and will help her create her first adventure, or two.

Physically, Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance is very well laid out, well written, and illustrated with some very nice black and white artwork. The rules are thoroughly illustrated throughout with the tale of primarily one character, though they expend a little with magic, which adds a sense of continuity from start to finish. However, it does need an edit in places and whilst the maps are in colour, some full colour illustrations would have perked up the book a little.

Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance is fantastic and thorough, almost compendium-like adaptation of a classic fantastical setting, one that is likely to feel almost familiar to many gamers, because even if they have not read the novels, they will have encountered its influence on Dungeons & Dragons. This provides an opportunity for roleplayers old and new, unaware of them or not, to visit the Elder Isles, the setting of that influence, and explore it in all of its glory and grit, its whimsy and wonder, its manners and machinations, its delights and its dangers, in this well designed, well researched roleplaying game.

Jonstown Jottings #32: The Dregs of Clearwine

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?

The Dregs of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha presents the ten households, twenty-five fully written up inhabitants and more, plus maps and plot hooks of the Dregs, a ‘mini-slum’ in the corner of the tribal city of the Colymar for use with RuneQuest: Roleplaying in Glorantha.
It is a fifty- page, full colour, soft cover book.
The layout is clean and tidy, and many of the illustrations good. It needs a slight edit.

Where is it set?
The Dregs of Clearwine is specifically set north of the Ram’s Head Inn in the tribal city of the Colymar. With some adjustment it could be moved to another Sartarite city.
Who do you play?No specific character types are required when encountering the inhabitants of The Dregs of Clearwine. Ducks will find a ready home, but Trolls are unlikely to be welcomed.
What do you need?
The Dregs of Clearwine requires RuneQuest: Roleplaying in Glorantha as well as The RuneQuest Gamemaster Screen Pack for wider information about the city of Clearwine. The RuneQuest: Glorantha Bestiary may be useful for details on Ducks and The Smoking Ruin & Other Stories details NPCs who may be important to the inhabitants of Clearwine. To get the very fullest out of Dregs of Clearwine, both Cults of Glorantha and the Sartar Homeland Book will be useful.
What do you get?
The typical supplement for RuneQuest: Roleplaying in Glorantha focuses naturally on adventurers and the great and the good and the bad, that is, Player Characters and NPCs who possess the agency and freedom to go anywhere or do anything. The Dregs of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha is radically different, focusing on the lives and loves of those further down the social ladder. It details the ten households of the ‘mini-slum’ and their inhabitants as well as the various itinerants and others who live and work in the ‘Dregs’, right down to the ‘down and outs’. The majority of these are fully statted up and nicely illustrated, and all include detailed descriptions of their hopes and relationships with others in their household and the wider community. For example, Onjeem Charcoal Carrier, is a Lunar Tarshite scribe who was a Seven Mothers missionary until the advent of the Dragonrise after which his hand was broken as punishment. Consequently, he was forced to live in the Dregs, trying what save what monies he can to pay to heal his hand by hauling in charcoal daily for Turi the Potter’s kilns, despite the fact that he is looked down upon by Turi’s sister-in-law, Adinna for his Lunar sympathies. This is because Adinna is from Dangerford and the Dolutha clan, which were known Lunar sympathisers, so she does not want to be reminded that she too, is an outsider in the Dregs. Onjeem occasionally receives a little help from Mamma Vorlena, the neighbourhood’s matriarch who mothers everyone in the Dregs and is in love with Minya, the older sister of Furli the Brawler, a pugnacious farm worker who overly protective of all three of his sisters and is prepared to use his fists to protect them and their honour. Every NPC is treated in this way so that there is a web of connections across the ten households of the Dregs.
The ten households include the potters, the kiln jars—where abandoned great apithios jars provide shelter for those where nowhere else to go, the Widow’s House—where lodgings may be found, the Flop Nest—a public nest of straw bed boxes popular for the Ducks that work the river that runs alongside the city and where merchants might be able to find out who attacked their boats and why, and more. Every household is accompanied by a big box of plot hooks—and that in addition to a selection of general plot hooks, a side elevation of the house, and the maps of the neighbourhood includes a rooftop map as well as a footprint map showing the floorplans of the mostly one-room households. Throughout, sections of boxed texts cover supplementary information, ranging from daily rituals, aspirational goods, and making pots to how the community handle justice, charcoal carrying, and family in the Dregs. Rounding out The Dregs of Clearwine is ‘Old Bones’, a murder mystery of a sort built around several of the NPCs in the community. It would work as a nice set piece alongside the supplement’s plethora of plot hooks.
At the heart of The Dregs of Clearwine is very nicely constructed web of relationships and sense of community that the supplement’s many plot hooks dig their barbs into. There is material here that could fuel session after session of roleplaying as the Player Characters come to involve themselves into the doings of the Dregs, but getting them involved may require just a little more effort given that the Player Characters are likely to be higher up on the social ladder than the community’s inhabitants. There are plot hooks included that will do that, but they are not immediately obvious and perhaps they could have been made more obvious or perhaps a box of plot hooks to pull the Player Characters into the Dregs and the lives of the inhabitants could have been included.
The set-up of The Dregs of Clearwine however, suggests another possibility. That is to run it as a mini-campaign location with the Player Characters are inhabitants of the Dregs, either having grown up there or forced to live there due to reduced circumstances. This would lead to a campaign of small lives, but strong emotions, essentially a soap opera amongst the dregs of Clearwine a la the BBC television series, EastEnders or the ITV series, Coronation Street. It is a pity to that the supplement does not include ready-to-play sample Player Characters or guidelines to create such characters, but perhaps that is scope for such supplementary support.
However the Game Master decides to use The Dregs of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha, it is full of detail, flavour, and rife with roleplaying and adventure possibilities.
Is it worth your time?YesThe Dregs of Clearwine presents a rich slice of almost soap opera life that will involve your Player Characters in the big stories of small lives, whether they are simply visiting or even residents themselves.NoThe Dregs of Clearwine presents a rotten corner of Clearwine and your campaign may not even be set there, let alone want to pay a visit.MaybeThe Dregs of Clearwine presents an array of NPCs, relationships, and plot hooks which the Game Master can adapt to other locations if she does not want to use them as written.

The Golden Age of Wireless: Streaming Service Offerings

The Other Side -

No. I am not talking about one of the most fantastic albums ever released (though I should probably spill some virtual ink on that someday).   I am talking about the number of options afforded to us in streaming entertainment.  

In this time of Covid-19 we are supposed to stay at home and avoid interaction with others. That is fine, but it means we are spending a lot more time at home.  So I have been enjoying a lot of what streaming services like Netflix, Hulu, Disney+, Amazon, HBO, and CBS All Access are really trying to get our attention with more programming.  Since I am also saving a small fortune by not having to drive into work anymore I am enjoying all of them.

Spock plays 3d Chess with BethNot a real show, but I wish.

Since I have been spending my week categorizing over 350 different demons for my demon book I don't have much RPG content to share right now.  So what's good on streaming?

CBS All Access

Or the all Star Trek all the Time Channel. Star Trek Discovery Season 3 has been fantastic this year.  The crew jumped 900+ years into the future (3188 to be exact) to save a sentient AI from falling into the wrong hands.  It doesn't quite have the emotional connection that Season 2 (the search for..well...Spock) did BUT for a Trek fan like me it has been great on the fan service and easter eggs.  This is essentially Season 1 of the new 32nd Century Star Trek.   This gives the creative team so much more freedom to do the special effects they obviously wanted to do anyway but also gives them some good storytelling freedom away from the established Trek canon.  This is amusing because this season has had the most callbacks to previous versions of Trek outside of Season 2's TOS homages. 

image of Star Trek Lower Decks and Discovery

Additionally, we are getting new episodes of Picard, Lower Decks (maybe and second season is coming I have not heard), and new shows like Strange New Worlds (Pike's Enterprise) and Section 31, Starfleet's Gray Ops group.  For a Trek fan this is fantastic!  

Amazon Prime

My October Horror Movie Challenge would not have been possible without Prime.  We have been watching a lot of Vikings lately.  Don't confuse it for actual history (even though it was on the History Channel) it has been fun and has given me some ideas. 

The Second Age Middle Earth series is underway.  Casting has been announced, but I don't think filming has started yet. 

Hulu

Have not taken as much advantage of this one as I should.  But the really fun Helstrom was here (and not Disney+ for some reason) and it shows that when Marvel does Horror, it can do a great job of it.

In many ways, Helstrom and Satana (Ana in the series) was Marvel's answer to DC's Constantine even though Hellstrom (2 "L"s) premiered a decade before.  Hellstrom, Satana, Doctor Strange, Blade and Dracula were all part of the Marvel Horror universe that I loved as a kid.  The changes from the comic to series were needed and very welcome to me really.  It is still full of Marvel AngstTM, but it is also a lot of fun. 

HBO Max (or + or Go or whatever it is called now)

HBO has been around forever. It and Showtime were two of the very, very first "movie channels" out there.  But today HBO is better known for its series.  True Blood (which for some reason is getting a reboot) and Game of Thrones are two notable ones.  This past year I have been watching Lovecraft Country (which is fantastic!) and His Dark Materials, which is getting better in Season 2.  We also got the DC shows, Harley Quinn, Titans, Doom Patrol, and soon we will be able to see Wonder Woman 84 and the Synder Cut of Justice League.

I don't care. I am such a DC fanboy that I am excited about this.

Netflix

The Champion of the Streaming Channels, but it has had some serious competition from Disney+.  Let's see what they have been offering me.  Netflix will be forever fixed in Geek Heaven for Stranger Things.  We will be getting the 4th season of that soon; filming is underway.  Enola Holmes, based on the YA books was also a hit, even if it didn't exactly conform to the established Holmes canon. We also got The Witcher based on the video game and now R. Talsorian Games RPG of the same name.

Speaking of Season 4, we are getting the LAST installment of the Chilling Adventure of Sabrina near the end of the month. It looks like they are taking it where the comic also went, into dealing with Cthulhu and other Lovecraftian horrors.  It looks like it should be great.

I was a little disappointed in ChAoS when they killed off Dorcas played by the lovely Abigail Cowen. while it may have been part of the plot, she was quickly scooped up it seems by another Netflix production, Fate.  I saw the trailer for it today and thought it looked cool, THEN I saw what it was at the end.

Fate: A Winx Saga. Whaaat? Winx Club as a comic and then a kids Nickelodeon animated series.  I thought it was a poor rip-off of Disney's W.I.T.C.H. so did Disney in fact.  Turns out Winx Club was published and in production a full year before the W.I.T.C.H. comics came out.  This is by the same people and is supposed to be darker and more adult.  I happy to see Abby Cowen is something where she is the star, I thought she had great potential on ChAoS and this should be fun too.

Oh. If you have not seen The Queen's Gambit it is fantastic.


Disney+

What can you say about Disney+? I mean even before they acquired Lucasfilm and Marvel they had one of the deepest wells of titles and characters.  Honestly just between the Disney, Pixar, and ABC material they own they could have been fine as a streaming service.  But let's be honest, as great as Pixar is no one dropped the cash for Disney+ for that alone.  Disney+ has been moving along famously in the last year or so thanks to The Baby Yoda Show The Mandalorian.  It has been a fantastic show and Season 2 has been delivering an action-packed episode all season long AND with great storytelling AND with characters I never thought in 40 years I'd see on TV.  While I am a Star Trek fan deep in my DNA, I do love Star Wars.  The adventures of Not Boba Fett and Space Pikachu has been some of the best Star Wars I have seen.  Disney+ could honestly do a victory lap now, but that was until yesterday when they made their 2021 announcements.

I have no idea how many new shows and movies are coming out for Marvel and Star Wars now. Lots. More than I ever thought one studio would try to do.  Instead of trying to recap them all (lots of other sites are doing that) let me just focus on the ones that interest me. 

WandaVison

I have a love/hate relationship with Scarlet Witch in Marvel.  First, she was never really a witch so I often felt "lied" too, except the times she was a witch. And a mutant. She was a villain, she was a hero, she was depowered, she was overpowered. As a character, she was all over the place. And sometimes she was just that, all over the place. She suffered from bouts of insanity, deep depression, and loss.  

I will give the movies credit on a couple of things.  Divorced from her "mutant" background it gave her character more definition. Also for the first time, I bought into her's and Vision's love for each other.

The new series WandaVision looks like it takes the background of the comic's characters and really makes a good series out of it.

Seriously, this could be Wanda going mad and her powers acting out creating new realities or something else. Or both. Given the character, it is likely both. Elizabeth Olsen is also a great actress and she can pull this off.  Frankly, the riffs on "Bewitched" are enough to get me to watch it. 

Watching this new trailer really puts a different spin on the first trailer released.  

There certainly something else going on here. I am looking forward to it.

Marvel: What If...?

One of my favorite Marvel Titles was "What If...?" The comic would break off into different sorts of stories all under the "What If" question.  What if Spider-man joined the Fantastic Four? Was the first one. "What if Gwen Stacy had lived? was an interesting one as well.  The best may have been the introduction of May "Mayday" Parker as "Spider-Girl" and the Gwen Stacy arc eventually planted the seeds to give us "Spider Gwen".  If Barry Allen/The Flash is the center point of DC's multiverse, then certainly Spider-man is the center of Marvel's.  It seems a little odd to me then that Spider-man doesn't feature at all in the trailer of Disney+'s "Marvel: What If...?" series.

I am sure it is more shenanigans with Sony.  Though the rumor is now that Alfred Molina will return as Doctor Octopus in the third Spider-man movie. Additionally, we could get past Peter Parkers as well now that Disney owns what was 20th Century Fox and Into the Spider-verse was a huge success. 

Here we are.  Our geek cups run over and there is more to fill even more cups.

Never would I have suspected that we would have so much genre entertainment at our fingertips.  Which is good since we really should not be going anywhere.

Ok Prof. Dolby, play us out.

Sounds of the Barrier Peaks

Reviews from R'lyeh -

Published in 1980, S3 Expedition to the Barrier Peaks has long been regarded as a classic adventure for Advanced Dungeons & Dragons, First Edition, even so far as being ranked at number five in Dungeon magazine’s ‘The 30 Greatest D&D Adventures of All Time’, published to mark the thirtieth anniversary of the publication of Dungeons & Dragons. Set in the World of Greyhawk, it did something that no other module did at that time, and that was to crash—quite literally—the Science Fiction genre into the Fantasy genre, when the Player Characters, hired by the Grand Duke of Geoff to investigate the origins of creatures spewing forth from a cave in the Barrier Peaks and attacking the surrounding regions, discover nothing no less and no more weird than a crashed space ship. Of course, the Player Characters are quite unlikely to view it as that, but their players will certainly realise it as their characters encounter strange creatures and artefacts that are beyond magic. Over the years, this memorable adventure has been reprinted more than once, first by TSR, Inc. in S1-4: Realm of Horrors in 1987 and then in S1-4: Dungeons of Dread in 2013 by Wizards of the Coast. More recently, in 2019, it has been reprinted and updated for Dungeons & Dragons, Fifth Edition by Goodman Games with Original Adventures Reincarnated #3: Expedition to the Barrier Peaks, part of the ‘Original Adventures Reprinted’ series which began with Original Adventures Reincarnated #1: Into the Borderlands.

Now, S3 Expedition to the Barrier Peaks has its own rock album. When it comes to roleplaying music has long been seen as something to add to the experience, to build the atmosphere, but rarely, the other way, the single by Sabbat, Blood For The Blood God, inspired by Warhammer Fantasy Roleplay, which appeared in White Dwarf #95, the Traveller concept album by the band, The Lord Weird Slough Feg, and the work of the band, Gygax, being clearly inspired by Dungeons & Dragons, all being the odd exceptions. Doubtless, there are others. The Barrier Peaks Songbook is a ten-track concept album from Loot the Body. It describes itself as a psychedelic rock album, though it feels more Prog Rock than psychedelic rock, but to be fair, just as The Barrier Peaks Songbook is an exception in being a rock album inspired by roleplaying, Reviews from R’lyeh reviewing a rock album—or indeed, any music, is also an exception.

The album opens with ‘Expedition to the Barrier Peaks’, a crash of drums and guitar rhythms, and a sense of hope and inspiration as fifteen elves, halflings, dwarves, and men, “…brimming with the confidence that we’d soon be home again” cry of their quest, before plunging beyond the strange door in the mountain and cave and confronting the genuinely fantastical and for the Player Characters, utterly weird. The second track, ‘The Labyrinth of Evermore’ promises “Sights and sounds I’ve never known before”, something that in combination, module S3 Expedition to the Barrier Peaks and album The Barrier Peaks Songbook, undoubtedly do. None more so with encounters with the weird Vegepygmies, a variation upon the Mushroom Men so beloved of the Old School Renaissance, the song writer neatly playing with their concept with the lines, “And we’re legion, Because we’re made from, The same mold” in ‘We’re the Vegepygmies’, and the infamously benign ‘Wolf-In-Sheep’s-Clothing’ encounter or ‘The Cute Little Bunnyoid on the Stump’ that turns into a nasty surprise for the Player Characters. Its accompanying track, ‘Bunny on a Stump’, highlights this almost idyllic addition to the encounters in the crash-landed spaceship, one very much at odds with the dangerous nature of exploring the metal dungeon. This culminates in the harder-edged and batrachian-themed ‘Froghemoth’, which ties into one of the most dangerous encounters in S3 Expedition to the Barrier Peaks. This adds a pleasing hint of cosmic horror and drowning despair to the encounter that was probably never envisioned by E. Gary Gygax when he wrote S3 Expedition to the Barrier Peaks, but which forty years on, Loot the Body reinterprets and emphasises from an adventurer’s perspective.

Of course, S3 Expedition to the Barrier Peaks is renowned for its clash of Fantasy and Science Fiction, and if there is an issue with The Barrier Peaks Songbook, it is that it could have emphasised the  contrast between fantasy and technology further. There is a sense of Future Shock, of being faced with too much change, far too soon or far too quickly, in tracks such as ‘The Doctor’, but there no sense of the adventurers in this songbook picking up items of technology, experimenting with them, suffering mishaps, and so on until they work out how to operate them and what they do. Perhaps this is taking the confluence between module and album too literally, but it is, and always was, a significant aspect of S3 Expedition to the Barrier Peaks. Perhaps the most direct confrontation between the two is in ‘Robot Police’, a more direct indication for the adventurers that they are interlopers in the spaceship. The song has contemporary resonances, the direct manner and horridly brutal methods of these law enforcement androids applying to the events of 2020 as much as it does a spaceship from another dimension in a roleplaying scenario from the past. The Barrier Peaks Songbook ends on a psychedelic, even psychic note, as the adventurers have one last weird encounter, although this one is of a benign, rather than malign nature, in ‘Shedu Liberation’.

The Barrier Peaks Songbook is not an album to be played whilst playing through S3 Expedition to the Barrier Peaks, or indeed, Original Adventures Reincarnated #3: Expedition to the Barrier Peaks. Instead, its songs could work as chapter breaks, played between significant encounters, most obviously ‘Bunny on a Stump’ and ‘Froghemoth’ after their respective encounters. It also works as inspiration for the Dungeon Master in preparing to run S3 Expedition to the Barrier Peaks and as nostalgia for anyone who has either played or run it. However it is listened to, The Barrier Peaks Songbook is a thoroughly enjoyable album, adding voice and sound to the weirdness and the contrast of genres at the heart of S3 Expedition to the Barrier Peaks. No doubt there are other Dungeons & Dragons campaigns or scenarios deserving of such concept albums, so perhaps we shall hear more of them from Loot the Body.

“A Peculiar State of Poise”: Ursula K. Le Guin’s ‘The Lathe of Heaven’

We Are the Mutants -

Noah Berlatsky / December 9, 2020

Ursula K. Le Guin is generally thought of as a progressive, even as a radical, on the strength of her utopian novels. Her 1974 classic The Dispossessed imagines a functioning anarchist society; 1969’s The Left Hand of Darkness is set on a planet where everyone is a hermaphrodite, which means it is a world without patriarchy. Yet Le Guin was always ambivalent about revolution, and especially about revolutionary violence. 

The clearest statement of her counter-revolutionary side is the 1971 novel The Lathe of Heaven. It’s a book that is generally discussed primarily as a tribute to Philip K. Dick, and it certainly picks up that author’s obsession with the construction and breakdown of reality, and with the distinction between sanity and insanity. But less discussed, and just as important, is Le Guin’s debt to anticommunist dystopian imaginings—books like George Orwell’s 1984 and Ira Levin’s This Perfect Day, in which the utopian strivings lead to regimented, life-crushing dystopias. Like those novels, The Lathe of Heaven warns that even dreaming of a better future can result in nightmare. In doing so, it shows how Le Guin’s most famous fictions were inspired by the Cold War, and how they were constrained by it.

The Lathe of Heaven is set in Portland, Oregon in a future dystopia of 2002. The world is overpopulated and impoverished; life is grimy, run-down, and hemmed in. The protagonist, George Orr, is an inconsequential draftsman. At the beginning of the novel he is arrested for borrowing another’s rations of drugs in an effort to keep himself from dreaming. He is assigned to mandatory therapy with psychiatrist and sleep researcher William Haber.

George explains to Haber that he wants to stop dreaming because his dreams can alter reality; when he dreams an “effective” dream, George alleges, he remakes the world. Haber doesn’t believe him at first, but after hypnotizing George he gets him to use his dreams to change a picture on Haber’s wall. Usually no one but George remembers the previous reality, but being present at the instant of dreaming allows Haber to see and retain the change. He quickly decides he can use George to transform the world for the better.

But George’s dreams are an imperfect tool, and whenever Haber hypnotically suggests a dream, that dream goes awry. When he tells George to reduce overpopulation, George dreams a plague that kills billions. A request for peace between humans results in a devastating alien attack, which unites the world against the invaders. A command for racial harmony leads to a world of grey people, who unleash their aggression in ritualized, bloody sports events, rather than through prejudice.

Even so, Haber is unconvinced. He is a determined, remorseless do-gooder, asking Orr: “Isn’t that man’s very purpose on earth to do things, change things, run things, make a better world?” His gusty, bearish good humor metastasizes into a kind of ominous mechanical benevolence. At first he really wants to help George overcome his fear of dreams. But as he gains power to do good, means and ends become tangled until it’s impossible to separate the quest for power to do good from the quest for power. Each time Haber changes reality he gives himself more status and influence—a bigger office, more influence with the government—until he is one of the most important men in the world. And in his relationship with George, he becomes increasingly aggressive and sadistic. “To dominate [George], to patronize him was so easy as to be almost irresistible,” Haber thinks.

Haber’s research eventually allows him to simulate George’s effective dreaming so that he can do it himself. “There will be none of this tension between your will to nihilism and my will to progress, your Nirvana wishes and my conscious, careful planning for the good of all,” he exults. But when he tries to dream a better world, the result is nightmarish chaos. Existence melts and changes; buildings turn to jelly. The revolution undoes organic connections, and everything loses form and meaning. “It was the presence of absence: an unquantifiable entity without qualities, into which all things fell and from which nothing came forth. It was horrible, and it was nothing. It was the wrong way,” Le Guin writes. Or, to quote another reactionary vision of a hollowed-out modernity that has discarded the past: 

A heap of broken images, where the sun beats,
And the dead tree gives no shelter, the cricket no relief,
And the dry stone no sound of water.

If changing the world inevitably unmakes and destroys the world, the only alternative is quietism—and George is in fact a kind of inaction hero. “I don’t want to change things!” he tells Haber early on. “Who am I to meddle with the way things go?” Haber views George’s refusal of responsibility and action as a flaw; in his eyes George is a “meek, characterless man.” But Heather, a lawyer who becomes George’s wife in some realities, sees him differently: “he was the strongest person she had ever known, because he could not be moved away from the center.” The dreamer who can change the world is strong because of his Buddhist-like commitment to not change the world. George won’t meddle with karma. 

Refusing to change the world doesn’t just mean that George doesn’t want to implement grand revolutions. He balks even at minor acts of personal kindness. When Haber asks George if he would help a woman bitten by a snake by giving her antivenom, George hesitates. “If reincarnation is a fact, you might be keeping her from a better life and condemning her to live out a wretched one. Perhaps you cure her and she goes home and murders six people in the village.” A fear of inorganic revolution slides helplessly into a reactionary taboo on lifting a finger to help a neighbor in immediate need. George might as well be a Republican official denouncing the socialism of mask mandates.

George’s weasily ethics-professor excuse for leaving a woman to die seems strikingly at odds with, say, passages in The Dispossessed about the exploitation of the poor, or the anti-slavery commitments of Le Guin’s 1995 Five Ways to Forgiveness. But it’s notable that throughout her work Le Guin very rarely puts herself or the reader in the perspective of an actual revolutionary. Even the anarchist Shevek, in The Dispossessed, who makes political speeches to mass rallies, does so only after traveling to a neighboring planet, where he is an outsider. He parachutes into a Cold War-like conflict between a capitalist and a totalitarian Communist nation to offer a third, non-binary option for peace via technological deus ex machina. Similarly, in Five Ways to Forgiveness the most vivid scenes of revolution are presented from the perspective of Le Guin’s beloved Star Trek-Federation-like Hainish interplanetary ambassadors and observers.  They are people who have a distance from the oppressions and injustice they are describing. They’re people who don’t have to take sides.

The contrast with Le Guin’s contemporary Joanna Russ is striking. Russ criticized Le Guin for mostly choosing to use male protagonists. Russ herself always wrote from the perspective of women—not least because she wanted to describe patriarchal oppression at ground level, as it is felt by those who experience it. Where Le Guin’s protagonists observe, and regret, and avoid violence, Russ’s revel in it. In novels like The Female Man (1975), We Who Are About To… (1977), and The Two of Them (1978), women turn to revolutionary violence not as a last resort or a regrettable necessity, but as a fierce joy in itself—an assertion of power, of revenge, of relief. When a wise man says, Orr-like, in Russ’s The Two of Them, “I am beginning to wonder about the wisdom of remaking culture, or even people’s lives,” the female hero considers his words carefully, then shoots him and liberates her sister.

That’s not to say that Russ is right and Le Guin is wrong. The latter is hardly a mindless counter-revolutionary, even in her most counter-revolutionary novel. George returns to the story about the snakebite victim and recognizes that the analogy—and his own arguments—were “false.” “You have to help another person,” he thinks. “But it’s not right to play God with the masses.” And even there, in extremis, sometimes playing God is in fact the right thing to do. The world George grew up in ended in a nuclear holocaust. He dreamed the overpopulated world into existence at the last moment before his death, creating not a good world, but a slightly better one.

Haber also is not, notably, just a stand in for communists and radicals. Most of his political commitments—antiwar, antiracism—are recognizably left. But his motivations are rooted in good old American exceptionalism, white saviorism, and pulp. “I frequently daydream heroics. I am the hero,” he tells George with gusto. “I’m saving a girl, or a fellow astronaut, or a besieged city, or a whole damn planet. Messiah dreams, do-gooder dreams. Haber saves the world! They’re a hell of a lot of fun—so long as I keep ’em where they belong.” 

Those Messiah dreams really have caused harm; Hitler’s piles of corpses and Stalin’s piles of corpses and (closer to home for Le Guin) Lyndon Johnson’s smaller but still horrific piles of corpses all lay in mute testimony to the potential dangers of Haberism, and the deadly imposition of happy endings. 

Still, it’s striking to see a dreamer write a tract against dreams, and a utopian thinker write a novel warning against utopians. You could see it as a sign of Le Guin’s depth and ambiguity, her ability to see every side. George, Haber reports, is “so sane as to be an anomaly,” his psych profile in the exact middle of extroversion/introversion, dominance/submissiveness—“a peculiar state of poise, of self-harmony.” Le Guin is clearly drawn to that centrist anti-extremist view from nowhere. The Cold War demanded side taking. Her writing shaped by that imperative, Le Guin in The Lathe of Heaven searches for a perspective with neither sides nor violence. She could only find it in dreams.

Noah Berlatsky is the author of Wonder Woman: Bondage and Feminism in the Marston/Peter Comics.Patreon Button

Featured Artist: Margaret Brundage

The Other Side -

Margaret BrundageMargaret Brundage is another artist you may not know by name but certainly by her art.  I will go out on a limb and say she was one of the most recognizable artists of the Pulp Era.

Margaret Brundage, born Margaret Hedda Johnson was born December 9, 1900, in Chicago, a place she would call home till her death in 1976.  

She was looking for work when she found  Farnsworth Wright editor of "Oriental Tales" and then "Weird Tales" Brundage would paint covers for both magazines and sign them "M. Brundage" so no one knew it was a woman doing all this art of scantily clad or nude women in peril. 

Her artwork became part of the image of Weird Tales in the 1930s with some authors, Seabury Quinn notably, not only requesting her work but working in scenes of her art into the story.  Others like Clark Ashton Smith and H.P. Lovecraft were less pleased with her work.  But there is no doubt that her covers sold magazines.

Often her covers also had to be toned down for publication.  Her other works were even more risque.

She would go on to do 66 covers for Wierd Tales. Some have gone on to become classics.

Margaret Brundage Weird Tales cover
Margaret Brundage Weird Tales cover
Margaret Brundage Weird Tales cover
Margaret Brundage Weird Tales cover
Margaret Brundage Weird Tales cover
Margaret Brundage Weird Tales cover
Margaret Brundage Weird Tales cover
Margaret Brundage Weird Tales cover
Margaret Brundage Weird Tales cover
Margaret Brundage Weird Tales cover
Margaret Brundage Weird Tales cover
Margaret Brundage Weird Tales cover
Margaret Brundage Weird Tales cover
Margaret Brundage Weird Tales cover

Links


Mail Call: Dread Swamp of the Banshee

The Other Side -

Mark Taormino has done it again (8 times the charm!) and I got my new adventure in the mail today.


Maximum Mayhem Dungeons #7 Dread Swamp of the Banshee came in the mail today.  I have had the PDF for a little bit now and I am really looking forward to running this one!

If you enjoyed the previous adventures in this series, like I have, then you know what to expect here. 



If you love the old-school style modules but want something that is just "a little more" then I highly recommend these.

One day my plan is to run these all with some flavor of B/X since the adventures top out at 14th level.  Though the adventures are very much in the 1st Ed D&D vein and not really "Basic", it's what I want to do with them. 

Maybe when the Advanced books for Old-School Essentials come in I'll revisit this idea.


Monstrous Mondays: Dybbuk

The Other Side -

Another monster I have been playing around with for a while. This one goes all the way back to my AD&D years, though under a different name.  I have always liked the idea that Lichdom is never an assured thing for evil wizards and a lot can go wrong.  Here is one of those times.

Dybbuk, by Ephraim Moshe Lilien (1874–1925).

Dybbuk
Medium Undead (Incorporeal)
Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Chaotic (Chaotic Evil)
Movement: 180' (60') [18"]
Armor Class: 4 [15]
Hit Dice: 12d8+36*** (90 hp)
Attacks: 1 touch or by spells
Damage: 1d6+3 cold damage, or by spell (see below)
Special: Ethereal, incorporeal, harmed only by magic, possession, animate dead, undead
Size: Medium
Save: Magic-user 12
Morale: 10
Treasure Hoard Class: Special (dybbuk box)
XP: 3,500 (B/X, OSE) 3,600 (LL)

The process of becoming a lich is filled with peril and risk. Thankfully, for the forces of good, few learn the secret and fewer still meet with success.   While most of the failed attempts to become a lich end with the permanent death of many evil mages, sometimes the process fails, the body is destroyed but the evil spirit lives on.  These failed attempts at lichdom as known as a Dybbuk.

The dybbuk is the disembodied spirit of an evil magic-user who attempted to become a lich but whose body was destroyed before the final process was complete.  The spirit remains tied to the mortal realms, unable to complete its transformation to a lich or move on to whatever plane it was due to move on too in the afterlife.  The creature is evil and has a hatred for all living things.

A dybbuk is an incorporeal creature inhabiting the ethereal plane.  It is invisible and can only be hit by magical weapons that can attack ethereal creatures.  The creature will appear like a spectre and can be mistaken for one.  When it chooses to attack a creature it will reenter the material world and become visible to all.  

The most feared attack of the dybbuk is its ability to possess others.  They will seek out magic-users and their pride demands that they seek out only the ones of the highest levels to possess.  The victim must make a saving throw vs. spells (Lawful victims have a +1 to saves, Chaotic victims have a -1 to saves) or become possessed by the dybbuk.  If possessed the victim gets another save every 24 hours.  However, there is a progressive -1 each day to the save. Additionally, the victim will lose 1 point of constitution each day.  When they reach 0 they are dead and cannot be resurrected as the dybbuk has destroyed their body and soul. If a victim makes the save the dybbuk cannot make another attempt for 24 hours.

Once in the body of a magic-user, the dybbuk will use any spells their host body knows. Typically they will attack anyone and everyone nearby, such is their hate for all living things. Those that can see ethereal creatures will see the dybbuk “riding” on the back of the possessed victim.  A dybbuk also has the ability to animate 3d6 HD worth of skeletons and/or zombies. The bodies must be readily available, but a dybbuk will make sure plenty are on hand near it’s lair.  These undead creatures follow the orders of the dybbuk til they are destroyed.

The dybbuk can be turned by a cleric as if it were a lich. Once in a victim though only an Exocism, Holy Word, Cleanse or similar spells will be effective in driving the evil spirit out. When the dybbuk is forced out it will spend the next 24 hours in its Dybbuk Box, or where its soul now resides.  To fully destroy a dybbuk this housing for their soul must be destroyed.

Miskatonic Monday #56: The Room with No Doors

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.


—oOo—


Name: The Room with No Doors

Publisher: Chaosium, Inc.
Author: M. T. Black

Setting: Classic Jazz Age Arkham
Product: Scenario
What You Get: Twenty-eight page, 6.5 MB Full Colour PDF
Elevator Pitch: What would drive a housewife to a murderous mania?
Plot Hook: A landlord hires the Investigators to look into the truth of her new property being haunted.Plot Support: Detailed background, a decent floorplan, nine handouts, and a single monster.Production Values: Clean and tidy, well organised, clear map, and nicely done handouts.
Pros
# Classic Call of Cthulhu haunted house scenario
# Potential convention scenario
# Potential one-shot# Superb handouts
# Easily adapted to other periods# Investigation path clearly laid out
# Mythos light# Nice ties to Arkham# Possible first encounter with the Mythos?

Cons
# Classic Call of Cthulhu haunted house scenario
# Mythos light# Too obvious a title# Too close to ‘The Haunting’ from the Call of Cthulhu, Seventh Edition Quick-Start Rules
Conclusion
# Great production values
# Classic Call of Cthulhu haunted house scenario# Too obvious a title and set-up for experienced players

An Other OSR Quartet II

Reviews from R'lyeh -

Forbidden Lands: Crypt of the Mellified Mage is an anthology of four adventure sites for use with Forbidden Lands – Raiders & Rogues in a Cursed World, the ‘Retro Open-World Survival Fantasy RPG’ published by Free League Publishing, following from the earlier The Spire of Quetzel. Like The Spire of Quetzel, it provides the Game Master with four more locales she can slot into her Forbidden Lands campaign—whether her own or Raven’s Purge, the roleplaying game’s epic eight-part campaign with an open structure built around eight locations and a finale at a ninth location—or possibly run as one-shots. They reflect the open play style of Forbidden Lands, in which the players and their characters are explorers, travelling across territories which have been cut off for centuries and of which they know little except legends. Such legends serve as hooks, pushing the characters to visit the setting’s adventure sites—villages, castles, and dungeons—and pulling them into the region’s history and secrets, often revealing the dark truths of lands that have been under a blood mist and demon-infested for centuries. Whether delving into the honeyed tomb of an undead apiarist-mage, making a rescue attempt for missing villagers in the caves of a blood-potter, taking advantage of internal politics to defeat the Monkey King and banish his pagoda temple complex which has drilled its way up into the Forbidden Lands, or exploring the weird mind cloud of a long dead wizard, just as with The Spire of Quetzel, what really marks these scenarios as being different is their authors.

All four scenarios in Crypt of the Mellified Mage are written by some of the leading writers in the Old School Renaissance. They include Fiona Maeve Geist, one of the designers of MOTHERSHIP Sci-Fi Horror RPG; David McGrogan, the creator of Yoon-Suin, the Purple Land; Zedeck Siew, author of Lorn Song of the Bachelor and A Thousand, Thousand Island setting; and Adam Kobel, the designer of Dungeon World. The quartet consists of three dungeon and one village adventure sites, and in each case will require a degree of preparation if the Game Master wants to include them in her campaign. Sometimes this is actually creating a location for a dungeon to be found under, but mostly they are foreshadowing during early parts of the campaign to be effective parts of the ongoing story of the adventurers’ explorations.

Crypt of the Mellified Mage opens with Fiona Maeve Geist’s eponymous ‘Crypt of the Mellified Mage’, a dungeon which lies beneath a village which the Game Master will need to create or develop. It is actually the tomb of the sorcerer Pagoag, whose cruel skill and hedonistic experimentation into medical matters is said to have led him down some dark paths including the mellifiying of flesh using honey into a candy which when consumed is said to prolong the consumer’s life. Pagoag, being a sorcerer, also sought life after death and the result of his experiments can be found throughout his tomb—apiaries built from bones, skeletons home to bee swarms, and undead bee swarms! If the legends are true, then perhaps the mollified flesh may be found and collected, perhaps to consume to heal a Player Character’s illness, that of their patron (if they have one), or simply sold to the highest bidder. There is a sense of sickly-sweet revulsion to the tomb and Pagoag himself is a vile monster. The crypt is, of course, not a pyramid, but it has the feel of an Egyptian tomb, although one infused with the musky scents of spices and honey and an apiarist theme running throughout. It is nicely designed, with a pervading sense of creepy unease and multiple entrances and approaches to the tomb itself so that unlike other crypts, there is no linear play to its exploration which funnels the Player Characters and limits their actions. However, one big problem with the scenario is that as attractive as the three-dimensional map is, its design does not always match the text and vice versa. So what this is means that the Game Master will need to put more effort into the scenario to ensure that she understands the layout of the tomb and certainly the connections between rooms.

David McGrogan’s ‘The Firing Pit of Llao-Yutuy’ is a smaller, more focused dungeon, a cavern complex where the eponymous Llao-Yutuy breaks his captured captives and infuses their blood into the bowls, pottery, and even golems he makes and fires. Despite being a much smaller adventure site and less complex than the others, it is no less creepy with its cruel atmosphere and unnerving automata which appear here and there. The potter’s servants and shockingly poorly treated apprentices are unlikely to present much of a threat to the Player Characters, whereas the aforementioned automata, Llao-Yutuy himself, and his vilely shrewish wife will do. There are some intriguing treasures to be found, which might be the reason for the Player Characters’ visit, or they might be employed to rescue some the captives currently held by Llao-Yutuy and his servants. In some ways this is the easiest of the four adventure sites in Crypt of the Mellified Mage for the Game Master to use—it is relatively easy to set up and prepare, and the site is small. However, it suffers from the same cartographic issues as ‘Crypt of the Mellified Mage’, and again will need careful preparation upon the part of the Game Master to ensure that there is no confusion between map and text.

Zedeck Siew’s ‘Temple of the Six-Limbed Lord’ literally invades the Forbidden Lands with monkey magic! Intended for more seasoned players and characters, technically, a village site, it is a temple complex consisting of several pagodas which have drilled their way up into the Forbidden Lands in an attempt to invade heaven. Of course, the Six-Limbed Lord wants to spread his worship, and that includes the Forbidden Lands, visiting nearby towns and occupying them, capturing friendly NPCs, even menacing strongholds held by the Player Characters. The Player Characters might encounter Monkey Soldiers on an impromptu pub-crawl, caravans beset by cloud riders sparking lightning, one of the Priests of the Six-Limbed Lord sat in a gilded throne borne by a Macaque Swarm, or even Nyanyetnya, Seventh Priest of the Six-Limbed Lord, who wants to serve them tea. Of course, she wants more than this, having been expelled from the temple—and she wants back in! To that end, she will engage the Player Characters who if they decide to help her will have to negotiate the petty politics of the other priests and their cohorts. This is the most sophisticated of the adventure sites, and the one to involve the most roleplaying as the Player Characters play the factions in the temple off against each other.

However, ‘Temple of the Six-Limbed Lord’ not only invades the Forbidden Lands literally, it invades the Western fantasy genre of Forbidden Lands – Raiders & Rogues in a Cursed World as well. What this means is that for some Game Masters, this adventure site might be at odds with their campaign and the genre. It is well done, despite suffering from the same cartographic issues as the earlier adventure sites and really adds something memorably different to a campaign, almost leaving Game Master and players alike to wonder quite what a Forbidden Lands-style campaign would be like in the setting beyond the walls of the Temple of the Six-Limbed Lord.

The last scenario in Crypt of the Mellified Mage is Adam Koebel’s ‘The Dream-Cloud of E’lok Thir’, and again is a very different dungeon—even radically different. What it does is turn the mind or dreams of a long dead wizard into a dungeon, one consisting of locations inspired by his fragmented doubts, elations, fears, and joys and as they explore each of these rooms, the Player Characters will encounter reflections of both E’lok Thir’s emotions and their own. There is no map to the dungeon, but rather the Game Master generates the life of the deceased mage and develops descriptions of rooms such as ‘Regret Made Manifest’ and ‘The Hidden Self’ based on what was rolled. The Game Master is free to connect these however she wants and without the need to adhere to the laws of physics, since this is, after all, a ‘Dream-Cloud’. Consequently, there is an otherworldly etherealness to ‘The Dream-Cloud of E’lok Thir’ and because the Game Master will need to know her player’s characters very well, there is an introspectiveness to it as well. Whilst it is the most open of the four scenarios in the anthology, it is also the most challenging to run. Further, it is not the easiest of scenarios to provide motivations for Player Character involvement. The Dream-Cloud can be reached via ritual, even as a consequence of a failed ritual, so the Player Characters might be forced to explore it following a magical mishap. The likelihood is that they will be wanting to enter the Dream-Cloud for a reason, either to obtain an object or treasure, or even information, and each of the location descriptions includes details of what treasures might be found there. Overall, ‘The Dream-Cloud of E’lok Thir’ is more a tool kit than a finalised adventure site ready to play, but its format does mean that it could be played through more than once, and each time it would be different enough.

Physically, Forbidden Lands: Crypt of the Mellified Mage is a lovely little book, that unfortunately let down by the disconnect between text and maps. Work around that though, and it is a pleasing hardback, nicely illustrated with maps done in the same style as other Forbidden Lands books. Each scenario follows the same format as those other books—Background, Legend, Getting Here, Locations, Monsters and NPCs, and Events. Despite the fact that the maps could have been better described, they are lovely to look at and the artwork throughout the book is exquisite. It would have been nice if some of the NPCs in the book had been illustrated, especially the various monkey priests in ‘Temple of the Six-Limbed Lord’ where they play such a pivotal role.

The disappointing side to the four adventure sites in Forbidden Lands: Crypt of the Mellified Mage is that each requires more preparation than they really should, especially to work them into a campaign, let alone coming to understand the map locations and their descriptions, and so none of the four are quite ready to play as they could be. If she is happy to make those preparations and develop them in readiness for inclusion in her campaign, Forbidden Lands: Crypt of the Mellified Mage provides the Game Master with some delightfully different adventure sites, each in their own way, creepy, weird, and wonderful. 

Space Opera Smörgåsbord

Reviews from R'lyeh -

Strange Stars: Game Setting Book is a systemless Science Fiction setting book published by the Hydra Cooperative, a publisher best known for its point-crawl fantasy scenarios such as Slumbering Ursine Dunes and What Ho, Frog Demons! – Further Adventures in Greater Marlinko Canton. It is very much written to appeal to the Old School Renaissance, being inspired by the televisual Science Fiction of the seventies and eighties, the works of authors such as E.C. Tubb and Jack Vance, and TSR, Inc.’s first Science Fiction roleplaying game, Star Frontiers, in particular. So, it is generally fairly light in its treatment of the genre. However, it includes more modern elements of the genre, most notably Transhumanism, including authors such as Peter Hamilton and Alistair Reynolds. Being systemless, it would work with Stars Without Number—and there is a rules companion for the Strange Stars setting using Stars Without Number, Savage Worlds, or Fate Core, but this is not as such a complete setting. Instead it details—although not in too much detail—elements of the far future setting, such as peoples, places, and technologies. There is no grand overview and as such is designed as a compendium of ideas and elements that evoke the period feel of its genre. So, there is no grand overview by design, leaving the Game Master and her with the space to fill in the details as necessary. Which means that it is not going to appeal to some gamers, whereas it will others.

It quickly dives into a very short history of the future of humanity. The Radiant Polity has arisen to claim stewardship of paleo-humanity and hyperspace travel following a Dark Age into which the mysterious Zurr crept across planet after planet, and the research-sadists known as Faceless Ones appeared, each of whom would replace their face with a powerful sensory apparatus. The Dark Age is said to have lasted a millennium or more, and to have come about after The Great Collapse of the Archaic Oikumene, a technologically advanced empire which conducted planetary-scale engineering, built floating, crystalline cities, and constructed the hyperspace network. The Archaic Oikumene may or may not have arisen in the cradle of humanity, but true knowledge of the Archaic Oikumene and Old Earth have been lost.

It also introduces three categories of ‘sophonts’—Biologics, Moravecs, and Infosophonts. Biologics, from Paleo-Humanity to Star Folk bioships, include the descendants of organisms—either from Old Earth originally or another world, designed organisms, and bioroids, or biologic androids. Moravecs, named for an Old Earth scientist-prophet, like the warrior-poets of Eridanus or Telosian Moravec-supremacists are self-replicating, sapient robots, whilst the Wanderers, the Wise Minds of Interzone, and the like, are Infosophonts, digital minds independent of physical form.

Interstellar travel is achieved via hyperspace gates which connect star systems—and these routes and their various travel times/speeds are marked on the polity maps throughout the book. No routes are given between these polities, so the Game Master can connect them in any fashion that she wants. What is interesting is that none of the states newly arisen in the wake The Dark Age have knowledge of how to construct starships—certainly not their star drives, which need to be salvaged from ships of the past. 

Six of the polities are given tw0-page spreads each—The Outer Rim, The Alliance, The Instrumentality, the Coreward Reach, The Vokun Empire, and The Zuran Expanse. Each is given a brief description, details of a native inhabitant, and more detailed writeups of its planets or major sophonts. So the Outer Rim, located on the frontiers of space, is dominated by an isolated trio of worlds—Boreas, an ice-covered ocean moon whose native, intelligent coral life have weaponised microbiota that can reanimate the dead to fight back against an invading sophonts, the blue-skinned humanoids known as Uldra; the Fortuna system is a gambler’s paradise and is home to The Wheel, a roulette wheel-shaped space station and Solitaire, a diamond planet; and Gogmagog, where giant robots inexplicably fight each other, the defeated machines scavenged by bot breaker teams for the advanced technology they can sell off world, before von Neumann scuttle out to make repairs! The individual detailed is Yeran Gar, a Djägga—a vaguely feline humanoid—who makes his living as a bounty hunter.

Of the other polities, The Alliance was formed in response to the lawlessness of The Zuran Expanse and religious strife of Radiant Polity, and consists of seven member sophonts, such as the Gnomee, a small hive-like sophonts who mine asteroids, the winged, angel-like Deva dedicated to repairing the ten moon-sized worlds in their home system, and the Neshekk, banking and investment clans who are intensely private. The Instrumentality of Aom is a theocracy home to the Circus, a ring world which is the largest habitat in known space. The Coreward Reach, currently threatened by the Locusts, space borne alien von Neumann machines which devour habitats, was once a major centre of human civilisation, but now lies on the very frontier, and whose worlds include Gaea, a mystery copy of Old Earth and Rune, a medieval world whose sorcerers use magic (or psionic powers) to fight dragons. The Vokun Empire was once fiercely expansionist, but its increasingly corpulent leaders, once great conquerors have turned inward and become obsessed with petty politics, but are still able to field their feared Kuath shock soldiers, each sheathed in a two-and-a-half meter tall bio-suit and use Voidgliders, vacuum-adapted humanoids to sniff out lost hyperspace nodes. Lastly, The Zuran Expanse is a ramshackle, lawless collection of worlds, thought to be the site of Old Earth and is home to the Library of Atoz-Theln and Deshret, a desert world slipping back into what it once was before being terraformed and is worked over by Sandminers sifting for fragments of code and lost artefacts.

Other organisations or groups are not ignored either, whether that is Nomads like the Kosmoniks, traders and occasional pirates who live aboard rune-inscribed spaceships who communicate via sign-language or translators, or the S’ta Zoku, star folk who travel between worlds where they declare great festivals of music, sensory experiences, and more. Threats include pirates, criminals, and hostile sophonts. The pirates include the Zao Corsairs, who operate out of a rogue asteroid and are notorious for capturing and looting ships, holding their passengers to ransom or selling them into slavery—even selling the bodies of the captured passengers separate to their uploaded minds! The criminals include the Pharesmid Syndicate whose members are all bio-clones or mind copies of its founder, terrorist Ulm Pharesm, along with a list of most wanted, whilst the Ksaa and the Ssraad are sophonts inimical to galactic society at large. The Ssraad claim The Zuran Expanse and come in three colours—the Green who launch raids against other sophonts from their orbital stations and whose extending tongues can deliver a paralysing venom, the vicious Red employed as shock troops by the Green and mercenaries for the Blue, and the Blue, who steal ships and technology, and then force captives to remodel before killing them. Lastly, Strange Stars covers psionics—though only in a basic way, gives a pronunciation guide, and suggests some one-line adventure ideas.

Throughout, there is a wealth of tiny details which add to the Strange Stars setting and suggest adventure ideas. For example, the owner of Solitaire organises races run via remote operation and psionic control for the patrons of The Wheel, leases mining rights on the diamond planet, and is rumoured to harbour a data vault deep underground. Opportunities to gamble, race, and even hunt for and break into the data vault all lend themselves to adventure ideas. Similarly, under the description of starships and travel, that the holy grail of any salvager is one of the ancient battleships the size of a city and possessing a sophont mind. There were twelve of these, but some are known to have been destroyed, the others lost.

Where perhaps the Strange Stars: Game Setting Book is lacking is the corporate elements of the setting—there are no corporations in this future. A few scenario more developed hooks would have been nice too and as much as starship travel figures in the setting, you never get a feel for what the ships themselves look like.

Physically, the Strange Stars: Game Setting Book is stunning. The artwork evokes the sources that it draws from, whether that is Stella Starlight, starship captain of the Motherless Child, who all flairs, platform heels, and high collars, looks like she stepped out of a Blaxploitation Sci-Fi film, or Sianna Elizond, Special Operative for The Instrumentality, whose weapon echoes that of Princess Leia Organa from Star Wars, whilst her look is that of Jessica 6, from the film Logan’s Run. The Ssaad are reminiscent of the Slaad of Dungeons & Dragons, whilst the exceptional back cover artwork manages to give nods to the trading cards, electronic game cartridges, and the ‘Choose Your Own Adventure’ books, all of the late seventies and early eighties. The book itself is well written and engaging, and with everything in full colour, it looks stunning.

At first, it is a little difficult to know quite what to make of Strange Stars: Game Setting Book, in the main because it is a book of parts that connect, but remain separate. So initially, it feels as if there should be a whole setting here, complete with histories and grand maps, but for which, thirty-two pages were not enough. That though, is not the point of it being that book of parts and because it is a book of parts,  Strange Stars: Game Setting Book works on two levels. First, as a whole setting, one in which the Game Master can freely inject content of her because there is so much space—figuratively and narratively—to work in. Second, as a source of ideas and elements that she can plunder or be inspired by to add to her own game, and this is made all the easier because the content is compartmentalised throughout—not just in the writing, but in the layout too. Overall, Strange Stars: Game Setting Book is a Space Opera setting rich with ideas ready for the Game Master to develop or source for a setting of her own design. All it needs is the rules set of the Game Master’s choice.

Friday Filler: Pirates of Penryn

Reviews from R'lyeh -

Published by SeaGriffin Games following a successful Kickstarter campaign, Pirates of Penryn – A game of Charm & Ferocity Upon Cornish Waters is a game of rum running on the Cornish coast in the eighteenth century. Designed for between two and five players—or Captains, aged nine and up, each takes command of two ships. One is a galleon, loaded down with rum, ready to smuggle up the Penryn River to the towns of Falmouth, Flushing, and Penryn, where a good price can be fetched for the illegal liquor. However, the waters of the Penryn River are too shallow for the galleon, so they must send their other vessel, the smaller RumRunner ashore with the illicit cargo. They must brave the dangerous waters with their whirlpools which bring as much good fortune as they do bad, avoid the piggish predations of dread sea serpent Morgawr, take advantage of the wind the best that they can, and avoid getting caught aground when the tide ebbs away to sea. Perhaps they will be able to sail all the way up the Penryn River to Penryn itself where they are bound to get a good price for their rum, but the waters are dread shallow the further up the river you go, and on the way back to their galleon, there is every likelihood that your RumRunner will be attacked by a rival crew, ready to steal the monies made! If a Captain can successfully empty all the rum aboard his galleon, sell as much as he can, and have his RumRunner return—hopefully with florins aplenty—then he can declare the end of the game. The winner will be the Captain with most florins aboard his galleon.

The very first thing that you notice about the Pirates of Penryn is the art. Its style echoes that of Oliver Postgate and Peter Firmin, of their series Ivor the Engine and Noggin the Nog. However, it is brasher in style, more cartoonish, and not as charming, and worse suggests that Pirates of Penryn is a game for children. Whilst there are rules for playing with younger Captains, the standard game of Pirates of Penryn is not for children. Combining hand management mechanics with a pickup and deliver mechanic, Pirates of Penryn can be a cutthroat race for gold, one in which the Captains can raid their rival RumRunners and engage in skirmishes and duels with them, sneak in Morgawr’s cave and steal from her hoard, all before racing back to their galleons. Play lasts about an hour or so, and is much more fun with more Captains than with fewer.

The very first thing you notice upon opening Pirates of Penryn is the board, or ‘sailcloth’ map of Penryn River. In fact, this is a neoprene cloth, done in full colour which depicts Penryn River marked in squares—thankfully movement is both orthogonal and diagonal rather than just orthogonal—in three shades of blue. The deeper the shade of blue, the deeper the water. Close into the shore and on several sandbanks, there are areas where a RumRunner may find itself run aground, forcing its Captain to miss a turn or two until the flow of the tide back up the river refloats the boat. Some of these low-lying areas will also deny a Captain access to Flushing and Penryn. Dotted up and down the river are a number of whirlpools—of varying size, and crossing one of these may bring a RumRunner a boon, but it may also place it in peril. The actual playing surface is actually quite small—or narrow, and the waters of the Penryn River become tighter and tighter the more Captains there are playing.

Along the coast are three towns—in ascending value of the florins they will pay for rum, of Falmouth, Flushing, and Penryn, as well as the smuggler’s haven of Ponsharden where new members of crew can be press ganged into service aboard a RumRunner. Also along the coast is Morgawr’s cave, the sea serpent who can be drawn out into Penryn River with a sacrifice of a crewmember and sent into the path of a rival RumRunner, and if a RumRunner does get too close, will snap pirates and florins from aboard the vessel and secret them away in her lair. Later on, and if Morgawr is away from her cave, then a Captain can sail his RumRunner into her cave and raid her treasure hoard! Around the edge of the board are spaces for the game’s cards—sold cargo, Morgawr’s hoard, whirlpools, crewmembers, and florins. One roundel tracks the direction of the wind, whilst another the ebb and flow of the tide. 

The other components include four decks of cards—sixty crew cards, sixty cargo cards, ninety florin cards, and forty-two whirlpool cards. All of the crew cards are individualised with illustrations and a bit of biographical trivia. The trivia can easily add some table talk and a little roleplaying if a Captain wants it, and the illustrations work better here in black and white. Each also has different levels of Charm and Ferocity, these being used when facing whirlpools and skirmishing with rival RumRunners, whilst a Pistol-Cutlass-Parrot symbol indicates their weapon of choice in duel with a rival pirate. Some also have a tattoo marked on their cards, indicating a special skill useful in dealing with Whirlpool cards. The Whirlpool cards typically grant a ‘Lucky Rascal!’ one-time bonus or some form of ‘Peril & Strife’ which must be overcome. For example, ‘Tame the TideMaid’ is a ‘Lucky Rascal!’ card which allows a Captain to adjust the TideMaid on the tide rounded in his favour, whilst the ‘Torrential Excrement’ explains how a rogue flock of seagulls has unloaded in a Captain’s RumRunner and loaded it down with guano! The problem can be overcome by either sufficient Charm or Ferocity or the tattoo needed to avoid the problem all together. In this instance, a total of eight Ferocity or the Animal Magick tattoo. If a Captain cannot overcome the problem, then his RumRunner must lose some Rum—in this case, two barrels of it. One issue with the Whirlpool cards is that they are text heavy, but there is both flavour and humour on each one.

Lastly there are cards for each Captain’s galleon and RumRunner. Cards under the galleon card are not in play, and therefore safe, but those under the RumRunner card are in play and are not safe—they can be lost in skirmishes and duels, dumped overboard because a Captain failed to overcome a ‘Peril & Strife!’ Whirlpool card, or snapped up by Morgawr! Each Captain has his own RumRunner piece, and there are also pieces for both Morgawr and the TideMaid, a Windicator used to show the direction of the wind, and the Skull & Crosswinds Coin flipped to determine the change in direction of the wind.

Set-up is fairly simple. Everything—both cards and playing pieces are placed on their correct positions one the map, and each Captain receives twelve Cargo cards, three Florin cards, and three Crew cards. All of these go under his galleon card. A Captain selects nine cards from these cards and loads them into his RumRunner. These can be of any combination, but the rules suggest a starting hand during a Captain’s first game. A Captain’s hand cannot be more than nine cards in total and a Captain will find himself balancing the three types of cards in hand throughout the game. He needs to carry rum to the shore, pirate crew to protect his RumRunner—and even attack a rival Captain, florins with which to hire crew, and of course, space to carry those florins back to the safety of his galleon.

On a turn, a Captain does two actions, but has scope to do a lot more. First he moves the TideMaid round the Tide roundel to determine the level of the tide, and then he flips the Skull & Crosswinds Coin to see which direction the wind blows that turn. He can then Set Sail, making up to nine moves. He can move two squares per move if this is a ‘Run’ in the direction of the wind, one square if a ‘Yaw’ and any direction not influenced by the wind, but cannot move in the direction opposite to the wind. If he moves adjacent to Morgawr, she will steal a card from the Captain, and if across a whirlpool, then he draws a Whirlpool card. A ‘Peril & Strife’ Whirlpool card must be dealt with at the end of his turn. A Captain can even sacrifice a crew member to Morgawr to move her anywhere on the map, or a florin card to her to gain extra moves. 

Other actions depend upon where a RumRummer is. If at a Port, a Captain can sell Rum, buy crew, and change florins—the latter useful to make space for other cards. If at Morgawr’s Cave, a Captain can peek at the riches she has in her hoard and then steal some—even some a Captain might have sacrificed earlier in the game! If alongside another RumRunner, a Captain can mount a raid. This can be a skirmish in which the raiding Captain attempts to beat the defending Captain using the total of either Charm or Ferocity icons on his crews’ cards, or a duel in which a single crew member from each RumRunner goes head-to-head, comparing their Pistol-Cutlass-Parrot symbols in rock-paper-scissors style—pistol beats cutlass, cutlass beats parrot, and parrots being parrots, parrot beats pistol. A successful skirmish garners the winner two random cards from the loser’s hand, a duel just the one. Lastly, when at his galleon, a Captain can stow florins—they are now safe, swap his crew, and load his RumRunner with rum if he still has some to take ashore.

There is a lot going on in Pirates of Penryn and a Captain has a lot of that he can do. The one thing that he will need to do is balance his hand between the choice of Crew, Florins, and Rum. All will be necessary to win the game, but focus on one to the detriment of the others and a Captain may not be able to make Rum sales quickly enough, be able to deal with raids or whirlpools, or defend against raids. A Captain can also use Morgawr to his advantage—move her to block, threaten, or attack another Captain, or to gain extra movement when it counts! Thematically though, it all feels suitably fitting and fun, emphasising the skill and ability of a Captain to deal with the random fortunes of the changing tide and wind, as well as making the best use of his crew. There is not a high degree of randomness or luck to the game, but there is just enough to make play challenging when it counts.

Physically, Pirates of Penryn is well presented and all of the components are of a reasonable quality—cardboard pieces rather than plastic or wood. If the artwork is perhaps a little twee, the game play will quickly disabuse any Captain that playing Pirates of Penryn is also twee. The rulebook—although it looks a bit too busy, takes the time to explain its rules and give examples of the rules in play. It also includes rules for playing the game with children, a two-Captain variant, and some optional rules to make it more of a challenge. These include the barrels of rum having different values and even being able to buy rum at one port town and sell it at another!

Pirates of Penryn – A game of Charm & Ferocity Upon Cornish Waters is a surprisingly challenging and fun game—the cover of the box simply does not suggest how fun it actually is. A Captain’s objective may be simple, and he really only has to do one thing, but there are plenty of things he can do to make it easier for himself and harder for his rivals, plus Pirates of Penryn makes great use of its theme, and there is nothing stop the Captains going all piratical themselves, such as speaking a West Country accent, bringing their crew members to life during play, and more. Doing so gives the Captains a chance to tell the story of their RumRunner’s daring exploits and smuggling runs and make Pirates of Penryn – A game of Charm & Ferocity Upon Cornish Waters an even better game.

Character Advice from Ginny Di (and Aisling!)

The Other Side -

I have gone on record with my love for the newest generation of D&D Players.  They are passionate about the game they play and they LOVE their characters.  I know that can sometimes feel a bit odd to the old-school crowd, but I don't care.  They have passion and energy and it is them that will carry role-playing into the future for the next generations, not us.

Among all these "New School" players one of my favorites is Ginny Di.  I'll provide some links below.


I featured her last week as the start of my Tasha's Week of Everything. She did a cosplay of Tasha, sponsored by Wizards of the Coast. It was a fun video and I enjoyed seeing all the work she put into the costume. 

This week she is back with another great video.  Here is her Twitter post for it.

pictured: a dyed-hair woke millennial snowflake feeeemale here to put her girly SJW hands all over your tabletop games ???? pic.twitter.com/fv9ACwbG1o

— Ginny Di ???? #Natural2021 calendar (@itsginnydi) December 2, 2020

And the video itself.

I know what you are thinking and to quote the Ninth Doctor, "I bet you are fussing and moaning right now, typical."

But really, how is this any different than what we all used to do anyway?  Roll 3d6 in order and deal with it.  Ginny is not so much against "Old School" as she thinks.  Maybe against the "Middle School" of character optimization (positive spin) or Min-Maxing (negative spin).

It is also great advice.  Characters should never be perfect.  Flaws, quirks, and shortcomings make for far more interesting characters.  Stan Lee knew this well. Peter Parker was a neurotic teen struggling to make ends meet. Doctor Strange was an arrogant prick before and even after his accident.  Tony Stark was an arrogant prick alcoholic.  I have/had a cleric who is afraid of the dark, a warlock who is colorblind,  a dwarven thief that was kicked out of his clan, loves opera, and hates ale (one did not cause the others).  

One of the things the New School D&D players do and do well is to think about their characters and try to build a good group dynamic.  This is mocked in Old School circles as "back story" but that is a rather naïve or limiting way of looking at it.   It is simply a different way of having fun with the same game.

Here is another video where she talks about 50 Character Builder Questions to ask of your character.  Now in a game like D&D where characters can grow and change a lot based on what happens around them then I say it is ok to answer "I don't know yet" or even change answers later.

She does these before each session (not all of them of course) and I think that is a good way of doing things.  I have been looking at her list and thought I might use some of them for my 31-day character challenge in January. 

Aisling

An aisling is a poetic dream or vision and an Irish name for girls.  It is also the name of Ginny's elf warlock/druid character.  And she is also such a great character!   Here are some videos about her character.



Count me among those that have grown to love Aisling as well. She is such a great character and sounds like she is a lot of fun despite no because of her various flaws. 

Since I feel that Ginny's advice is actually in line with Old School character creation ethos I wanted to try to recreate Aisling for old school/OSR D&D.  Since she is a warlock/druid "witchdaughter" it makes sense to me that she is a type of witch.  Her Fey patron, Ùir, the Woman of the Soil, would make her a good Faerie Witch, but given her multiclassing into a druid and other factors, I see her as a Green Witch.   All apologies to Ginny for borrowing Aisling here.

Aisling by Ginny DiAisling by Ginny DiAisling
Female Elf
5th Level Witch (Green Witch Tradition) 

Strength 8
Intelligence 14
Wisdom 15
Dexterity 13
Constitution 15
Charisma 15

Saving Throws
Death Ray/Poison 13
Magic Wands 14
Paralysis, Polymorph 13
Dragon Breath 16
Rods, Staffs, Spells 15

Hit Points: 19
AC: 7 (leather)To hit AC 0: 18
Occult PowersFamiliar: Psuedo dragon "Nightshade"Herbal Healing

Spells
1: Fey Sight, Fury of the Ancestor
2: Blazing Gaze, Evil Eye
3: Bestow Curse

Patron: Ùir, the Woman of the Soil
Coven: Solitary

I think this works well. 

There is a lot of "fan art" of Aisling out there.  Here is one from joenni, an artist I want to feature one day.

Aisling by joenniAisling by joenni
I can't do fan art, but I can do character write-ups.  I hope I did her justice.

check out Ginny's sites and especially her video content. It is all great fun.

Links

“It Ain’t No Man”: The Colonial Iconography of ‘Predator’

We Are the Mutants -

Alex Adams / December 3, 2020

1987’s Predator pits Arnold Schwarzenegger against a fearsome extraterrestrial creature that hunts men for sport. One of the great 1980s action blockbusters, it is memorable for its muscle-flexing machismo, its tight, quotable dialogue, and its magisterial practical effects. Its enduring allure, though, comes most of all from its creative rearticulation of colonial imagery in a Cold War context. For as well as being a tremendously enjoyable sci-fi horror romp, Predator is also a novel engagement with the iconography, aesthetics, and politics associated with Cold War-era military interventions in Latin America, Southeast Asia, and elsewhere.

1980s action films are known for the bombastic ways in which they echo, amplify, and disseminate a particular Cold War militarism that served, intentionally or otherwise, as a sort of informal PR discourse for Reagan’s international interventionism. Swaggering, cigar-chomping, opportunistic movie producers like Joel Silver, Jerry Bruckheimer, and Dino De Laurentiis churned out smash after vivid smash in the Reagan years: noisy, sweaty, and uncouth adventure stories regularly chock full of beefcake bodybuilders such as Dolph Lundgren, Jesse “The Body” Ventura, Jean-Claude Van Damme, and, of course, the two heaviest hitters, Schwarzenegger and Sylvester Stallone. Predator’s director, John McTiernan, would go on to make the iconic Die Hard—in which Bruce Willis has a towering-inferno punch-up with sneering Eurotrash terrorists—in 1988, and he adapted Tom Clancy’s debut novel The Hunt for Red October in 1990. As entertaining as they are reactionary, these movies overflow with expertly choreographed violence, sassy one-liners, and muscular anti-Soviet ideology. 

A biography of Schwarzenegger claims that Predator began life as an industry joke rooted in Cold War politics. After Stallone’s Rocky Balboa symbolically won the Cold War by defeating the coldly murderous Ivan Drago in 1985’s Rocky IV, he would have to fight an alien if they wanted to make Rocky V. The clash of terrestrial empires finally settled, there would be nowhere for him to go but space, nobody for him to punch but Martians. Writers Jim and John Thomas had been working on just such a script since 1983, an interplanetary rumble in the jungle set where the Cold War was hot: in the opaque world of proxy wars, irregular combat, and covert operations. Stallone’s shark-jumping patriotic symbolism meant that the Thomas Brothers’ script’s time had come. 

Fighting the Cold War without embracing mutual nuclear annihilation meant fighting or funding grimy counterinsurgency wars in Korea, Vietnam, Nicaragua, the Congo, Laos, and elsewhere, and these wars had a profound and multifaceted influence on popular culture. Viscid rainforest undergrowth supplanted World War trenches as the default setting for combat scenes; enemies no longer stood before you on the battlefield, but picked you off with sadistic traps; a greater focus than ever was placed on the permanently deranging effects of warfare on the human psyche. The astuteness of the Thomas brothers’ jungle setting in Predator is that it fuses a hostile encounter with a technologically advanced alien civilization with pre-existing mythologies of first contact that had gained new currency in the wake of these wars, in which American troops were sent to countries on the other side of the planet to endure unimaginable conditions fighting utterly unfamiliar populations. Though 2010’s Predators would retroactively specify that the first film was set in Guatemala, nobody in Predator names their exact location, and this vagueness allows the story to be set in a firmly imaginary “otherland” where anything can happen. A rich tapestry of colonial iconography, Predator is a fable about a near-indestructible alien that sloshily and freely synthesizes the aesthetics of colonial war movies, dark fantasies about the cannibals in the shadows, and Conradian imagery about the inscrutable danger of the uncivilized places on the map.

Invasion is the thematic and formal core of Predator, a war movie invaded by science fiction horror. Dutch (Schwarzenegger, at his absolute peak) and his team of battle-hardened troops are hoodwinked by Dillon (Carl Weathers) into doing CIA dirty work behind enemy lines, attacking an enemy encampment and preventing the Soviets from launching a coup. As they make their escape, the group still smarting from their betrayal and fraying under the stress of the heat and the ”badass bush” that “makes Cambodia look like Kansas,” the alien hunter strikes.

Sapient, sophisticated, and near-indestructible, the predator is a tremendously evocative creature, evocative enough for Predator to sire a franchise including three sequels, two Alien Vs. Predator crossover movies, and a rich gamut of print fiction, video games, comics, and graphic novels. There is some great stuff here (and if you want a controversial hot take, I will claim 2004’s Alien Vs. Predator as the only sequel really worth a watch, because it at least has a sense of fun and is ambitious in scope), but in general the sequels and spin-offs all suffer from the same problem faced by any number of sci-fi franchises: slow death by over-explanation. Over the course of the series, the increasingly elaborate lore explains the predators’ technology, their language, their species variation and, most often, the specifics of the predators’ hunter-warrior culture, examining their abductions of “elite” humans to be tracked for sport, their attempts to hybridize with humans, and, perhaps silliest of all, their history as the original ancient astronauts who colonized the Earth. In the process, the creature’s mystique is buried under a barrage of precision that only serves to make it less interesting. But the original is compelling in a way that its offspring are not because, like the best monster movies, it is built around ambiguity, mystery, and suggestion.

This generous inexactness allows the predator to reflect an abundance of meanings, slippery and overlapping, unencumbered by all that goofy backstory. He is suggestively mammalian, slimily crocodilian, part gorilla, part crustacean chameleon, with insectoid mandibles and infrared vision. Most of all, though, the predator aesthetic draws on a rich and layered archive of colonial depictions of the “uncivilizable savage”: his loincloth, dreadlocks, and his collection of skulls; his fearsome blades, exposed skin, and his symbiotic intimacy with the jungle; his incomprehensible clicking language, his animalistic posture, and his thirst for barbaric violence. The final Cold War enemy is not only an alien; he is, simultaneously, the prehuman savage of colonial nightmare. Neither the alien nor the savage, to recall the joke about how Predator the film came to be, inhabit the same planet as the Reagan-era action hero.

The horrifying allure of the predator is sustained, in part, by the Grand Guignol spectacle of the ways it kills. The creature commits forms of gruesome murder that echo the irregular combat tactics and war crimes that were attributed to the guerrilla forces the U.S.  military faced in its small dirty wars. One by one, the soldiers are picked off by the unconventional tactics of an unseen enemy who hides in the trees, like the faceless Vietminh fighters of so many American-made Vietnam movies. The predator desecrates his victims after death in chilling ways, flaying them, ripping out spines, and making trophies of skulls in ways that recall the mutilatory obscenities committed by the cannibal tribes in exploitation flicks like Cannibal Holocaust (1980) or Cannibal Ferox (1981).

And yet, it is not only FX maestro Stan Winston’s creature design that reinterprets colonial iconography. Thematically, the movie rearticulates ideas central to many Vietnam movies and the military fiction of writers like Robert Elford (Devil’s Guard) or Jean Lartéguy (The Centurions). War is a furnace, a state of brutal nature in which masculinity is tested; fighting against unconventional guerrilla forces is like fighting the jungle itself; the hero must “go native,” or become one with the wilderness, in order to defeat the primeval savagery of one’s adversary.

At the film’s climax, Dutch, the sole survivor, slathers himself in mud to hide from the predator’s infrared vision, becoming a primal, torch-wielding warrior, to fight his fearless enemy on something approaching an equal footing. The scene pulpily recalls the climax of Apocalypse Now (1979), in which Willard rises from the steaming swamp to murder Colonel Kurtz, the elite soldier driven mad by the jungle and transformed into an exterminationist demigod by his exposure to the myriad foulnesses of war. An essay on the meanings of Joseph Conrad’s Kurtz as filtered through Francis Ford Coppola’s operatic depiction of hell on earth could go on forever; suffice it to say that Kurtz is a shady, uncertain vessel into whom has rushed the murderous soul of colonial war, slavery, and exploitation. Reading the predator as an incarnation of Kurtz allows us to read Schwarzenegger’s confrontation with the monster as yet another form of essentialism: in fighting the savage, we are fighting against the immortal, devilish soul of war itself. Such a confrontation is not only primeval; it is permanent, eternal.

And yet, Predator is also tethered very directly to its specifically nuclear context. In the film’s closing moments, the predator initiates a colossal explosion, a mushroom cloud pinpointing the site of its demise. Knowing that Dutch has defeated it, the beast detonates himself, cackling a monstrously polyvocal laugh. This is a clear invocation of the political fear that “savages” will gain nuclear weapons, and that they will be self-destructively insane—or simply spitefully reckless—enough to actually use them. This abundance of signification, in which the predator is a volatile enough image to represent at once an alien, a cannibal, a guerrilla adversary, “the demon who makes trophies of man,” and a rogue nuclear state, is what makes the antagonist such an attractive and compelling monstrosity.

Intriguingly, in an unexpected coda that attests to the elasticity of popular cultural meaning, Predator has also exerted an influence over the post-9/11 war on terror. What, after all, do we call the unmanned aircraft that can kill silently, from a distance, and that can detect human body heat in order to track and destroy its targets? It is tempting to speculate about the naming of the Predator drone. Perhaps, like the naming of the NSA’s machine-learning surveillance program SKYNET, it is more than just further evidence that popular culture and political discourse are irretrievably fused. What can it mean for the self-image of the U.S. when its own military names its technological innovations after monstrous sci-fi villains?

Alex Adams is a cultural critic and writer based in North East England. His most recent book, How to Justify Torture, was published by Repeater Books in 2019. He loves dogs.

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