Outsiders & Others

Jonstown Jottings #1: Tales of the Sun County Militia: Sandheart Volume 1

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 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.


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What is it?
Tales of the Sun County Militia: Sandheart Volume 1 is the first part of campaign set in Sun County in Prax. It includes background for a remote region of Sun County and a complete scenario, ‘No Country for Cold Men’ along with six pre-generated player characters. Besides a gazetteer of the region, there is a quartet of maps for use with the background and the scenario.

It is a thirty-nine page, full colour, 3.69 MB PDF.

In general, Tales of the Sun County Militia: Sandheart Volume 1 is well presented and decently written. It does need another edit and the artwork is a little rough, but the maps are excellent.

Where is it set?
Tales of the Sun County Militia: Sandheart Volume 1 takes place in Sun County, the small, isolated province of Yelmalio-worshipping farmers and soldiers located in the fertile River of Cradles valley of Eastern Prax, south of the city of Pavis, where it is beset by hostile nomads and surrounded by dry desert. Specifically it is set in and around the remote hamlet of Sandheart, where the inhabitants are used to dealing and even trading with the nomads who in the past have fought to gain worship access to ruins inside Sandheart’s walls.

Who do you play?
The player characters are members of the Sun County militia based in Sandheart. Used to dealing with nomads and outsiders and oddities and agitators, the local militia serves as the dumping ground for any militia member who proves too difficult to deal with by the often xenophobic, misogynistic, repressive, and strict culture of both Sun County and the Sun County militia. It also accepts nomads and outsiders, foreigners and non-Yemalions, not necessarily as regular militia-men, but as ‘specials’, better capable of dealing with said foreigners and non-Yemalions.

The six pre-generated characters include a banished Yelmalion noble, a local and  ambitious farmer’s son, and a Yelmalion tomboy whose ambitions are stifled by Sun County misogyny. Plus an Impala rider and scout who has lost his clan, a Lhankor Mhy Sage from Pavis County with a hatred of the Lunar Empire, and a mercenary, would-be Humakti from Esrolia.

Guidelines are given to create ‘quirky’ members of the Sun County militia in Sandheart. It includes character concepts, equipment, and a list of starting equipment and advises using the quick-start method of creating characters rather than the Family History method in RuneQuest: Roleplaying in Glorantha. (Primarily because the Family History method in RuneQuest: Roleplaying in Glorantha is not specific to Sun County.)

What do you need?
Tales of the Sun County Militia: Sandheart Volume 1 can be run using just 
RuneQuest: Roleplaying in Glorantha

Although not absolutely necessary, the Game Master may also find the supplements Sun CountyThe River Of CradlesPavis, and The Big Rubble to be of use in providing deeper background. Tales of the Reaching Moon Issue 14 and Tales of the Reaching Moon Issue 15 may also be of use for details about the fertility god, Ronance.

What do you get?
Tales of the Sun County Militia: Sandheart Volume 1 includes a description of Sandheart, a hamlet built around a series of plinths, remnant structures from Genert’s Garden. It details how the attitudes of the local inhabitants are different to those of the rest of Sun County and how that affects their dealings with outsiders and the rest of Sun County. Full details of the militia, its equipment, and its duties are given, along with its notable figures, the magic of the plinths, and ‘Beaky’, a highly inquisitive Wyter.

The scenario ‘No Country for Cold Men’ continues the penchant in RuneQuest: Roleplaying in Glorantha for terrible puns and pits the militia men against a well-organised band of drug runners with links all the way back up the Zola Fel River to the city of New Pavis. The drug is hazia, a highly addictive contraband euphoric herb grown along the valley of the River of Cradles and sold to traffickers who can make great profits by selling to users and addicts. The discovery of several dead riding and pack animals leads to a ragged caravan whose members seem reluctant to deal with the militia. This reluctance will probably escalate into a direct confrontation and from this the player characters will learn about the drug trafficking in the county. Following up on the clues revealed by the encounter, the militia men will track back up the traffickers’ route into the county, likely uncovering signs of corruption in the county, and giving the militia men an opportunity to strike against the criminals acting in the county. This is despite the fact that as members of the Sandheart militia, the player characters are very likely operating well outside of their jurisdiction.

Is it worth your time?
Yes. If you are looking for an interesting set-up, the opportunity to run a scenario in a more organised and civilised setting with player characters who have the authority and the duty to act in Sun County’s best interests—despite their less than upright and morally upstanding reputations. Tales of the Sun County Militia: Sandheart Volume 1 is an opportunity to run and roleplay a campaign that is very different to other RuneQuest: Roleplaying in Glorantha scenarios. Hopefully, Tales of the Sun County Militia: Sandheart Volume 2 will develop the story and the setting much further.

NoTales of the Sun County Militia: Sandheart Volume 1 is not worth your time if you are running a campaign or scenarios set elsewhere, especially in Sartar as per ‘The Broken Tower’ from the RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure or in in and around Apple Lane as detailed in the RuneQuest Gamemaster Screen PackTales of the Sun County Militia: Sandheart Volume 1 would be a difficult scenario to add to such a campaign.

Maybe. One of the issues with scenarios set in Sun County is that the dominant Light-worshipping culture of the Yelmalions is… “[X]enophobic, misogynistic, repressive and strict…” Some players may find this unpalatable, but that said, Tales of the Sun County Militia: Sandheart Volume 1 is about roleplaying characters who are either from outside of that culture or at odds with it to one degree or another. This sets up some interesting roleplaying challenges, as the player characters get to be noble and heroic in upholding the best values of Sun County, but still chafing against its dictats and constraints.

Mail Call: Old School Essentials

The Other Side -

It's a great Thanksgiving for a lot of reasons.  But today I am thankful for getting my copies of Old-School Essentials.



The box is sturdy a heck. Very surprised by that.



The new books compare favorably to the  B/X Essentials books.


The only things the boxed set is missing is dice.  Luckily I had some that look like they would work great.


Really looking forward to playing this one!

New in Print: The Pumpkin Spice Witch Tradition

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It's a little later than I wanted, but just in time for Thanksgiving!

The Basic Witch: The Pumpkin Spice Witch Tradition is now available in print on demand.


And if you act right now you can grab it for just $9.00 with DriveThruRPG's Thanksgiving weekend sale.

The cover ended up printing a little lighter than I expected, but not enough to make me want to go back and redo it.



The book look great and makes a nice addition to my recent series of Basic-era Witch books.



It also works great with your "Pumpkin Spice Flavored" adventures.


I hope you enjoy it.

Up next...The Pagan Witch for this:


Review: D&D Expert Set

The Other Side -

December of 1979 was the time I was first introduced to Dungeon & Dragons via the Holmes Basic edition and the AD&D Monster Manual.  It was 1980 though that I got my hands on the Moldvay Basic Set and my love affair with B/X D&D.  But that is only the first half of the story.  The second half, the X of  B/X, was the Cook/Marsh Expert Set. 

D&D Expert Set
I am not exactly sure when I got the D&D Expert set.  I do know it was sometime after I had the Basic Set.  I know this because I have very distinct memories of going through the Expert book and just marveling at everything inside.  Just everything from the classes to all the new monsters.  The Moldvay Basic Set was the high mark for me at the time for what an RPG should be.  The Expert set lived up to that set and then blew me away.  That is getting ahead of my narrative.

For this review, I am going to look at the original boxed set, the mini boxed set from Twenty First Century Games S.r.i., and the newer PDF from DriveThruRPG.

On the heels of the Basic Set edited by Tom Moldvay, we have the first Expert Set edited by David "Zeb" Cook with Steve Marsh.  So we often call this the Cook/Marsh Expert set to distinguish it from the Frank Mentzer Expert Set.   This Moldvay/Cook/Marsh set of rules is often called B/X to separate it from the Mentzer BECMI versions.

The Expert Set came in a boxed set featuring cover art by Erol Otus. The art includes the art from the Basic Set; a wizard scries the female wizard and male warrior fighting the dragon.   It remains one of my favorite pieces of gaming art ever.  In fact, it is the current background for my phone.   Included in the boxed set was one of the greatest sandbox adventures ever, X1 Ilse of Dread and a set of 6 polyhedral dice; d4, d6, d8, d10, d12, d20 and a crayon. Note the PDF does not include dice (obviously).

The Expert book features the same cover art on a predominantly blue cover. The book is 64 pages of black & white art.  The cover is full cover and the interior covers are blue ink and feature the table of contents (front) and index (back).  The art features some of the Big Names of 1980s D&D art. Jeff Dee,  Wade Hampton, David S. LaForce,  Erol Otus, James Roslof, and Bill Willingham.  Some so iconic that they STILL define certain elements of the game for me.  Jeff Dee's halflingsDavid LaForce's giants, and Bill Willingham's vampire are to this very day the first thing I think of when any of these creatures are mentioned.

While we were promised "new classes" both in the Holmes Basic book and later by Gygax himself in the pages of Dragon magazine, we stick with same seven classes; four human (Cleric, Fighter, Magic-user, Thief) and three demi-human (Dwarf, Elf, Halfling).  While I had not really thought about the new classes when I got my Expert set, I was a little disappointed that halflings and dwarves didn't get more than they did.  BUT if that was the case I soon got over it since there was SO much more for the Cleric and Magic-users.

Part 1: Introduction. This book begins with some tables from the Basic game. Also we get some guidelines on how this book should be used and what to do if you have an earlier (Holmes edition) of D&D Basic.  Here we also note that the page numbers are X# compared to the B# number.  The idea here was for you to be able to cut up your Basic and Expert books and put them together in a three-ring binder.  Eventually, I did do this, but not with my actual books, but rather with the printouts from the DriveThru PDFs.


Part 2: Player Character Information. This deals with all the classes.  I thought, at the time, that the organization of this section was a vast improvement over the same section in the Basic Book.  Where Basic D&D went from 1st to 3rd level, this book continues on to 14th level for human classes and various levels for the demi-human classes.   Additionally, thief abilities extend to 14th level as does Clerical turning Undead and new, more powerful spells; 5th level for clerics and 6th level for Magic-users.  That was unheard of levels of magic for me.

Part 3: Spells. This section got about 90% of my attention back then.  New detail is given on Reversed spells for both Clerical and Magic-user/Elf spells.  Eight pages of new spells including the amazing Disintegrate spell, which was one of the spells outlawed in many of my local game groups back then.

Part 4: The Adventure.  Not only does this section open up the world of adventuring to the entire wilderness and beyond the dungeon, it gives us some of my favorite Erol Otus art ever. The Alchemist on page X21 defined what an alchemist needed to look like for me.

Part 5: The Encounter covers combat and includes morale, saving throws, and variable weapon damage. This also has all the necessary combat tables.

Part 6: Monsters. Ah. Now here are the pages of my memories!  I have mentioned before how much I love the Monster Manual for AD&D and how it was my monster tome for my time playing Holmes Basic.  But this.  This one was part of my new favorite rules and that made all the difference to me. The mundane rubbed elbows (or knees, or whatever) with the magical and the malevolent.  To this day there are still monsters here that I have not seen the likes of elsewhere. Well yes, I have, but you have to dig for some of them.  But let's be honest, when was the last time you pulled a Devil Swine out on your players? Some versions of monsters here I still prefer over their AD&D Monster Manual counterparts. Giants and Vampires as I have mentioned.


Part 7: Treasure follows.  While D&D lacked the infamous vorpal sword (for now), it made up for it by having better rules in my mind for Intelligent swords.

Part 8: Dungeon Master Information, is what it says on the tin.  We get rules for making ability "saving throws" and spell magic item creation rules.   What I had the most fun with were the castle and stronghold cost rules.  This chapter is chock full of goodness.  Handling players, NPCs, even the first bit of what was known as the "Known World" which later became Mystara.  To this day seeing the "haunted keep" fills me with ideas.


Part 9: Special Adventures this section covers waterborne adventures. 

This book is so full of great stuff and even though we were promised a "Companion" edition that would go to 36th level (unheard of!) there were still plenty of adventures to be had.
Let's be honest, 14 levels is a lot of levels even by today's standards.



The PDF of the Expert book includes the Ilse of Dread AND the Gateway to Adventure catalog.   All that for $4.99? That is a steal really.

The Twenty First Century Games S.r.i., mini boxed set is about 1/8 the size of the normal boxed set.  It came complete with a box, an Expert rule-book and mini copy of Ilse of Dread.  Twenty years ago it looked great! Today the font must have shrunk some because I find it really hard to read!






Monstrous Monday Review: Monster Manual II

The Other Side -

Continuing my review of the monster books of my youth with what can be called the most polished of all the AD&D/D&D monster books, the AD&D Monster Manual II

This was the first book to feature the new "orange spine" and Jeff Easley cover art.   It is also one of the larger AD&D first ed books at 160 pages (save for the massive DMG).  Sometimes I wonder what an old-school cover would have looked like, something drawn by Tramp maybe.  That all aside, the cover of this book is great, but it doesn't quite grab you the same way that the MM1 or the FF did.  But inside is more than makes up for this "perceived" slight.

For this review, I am as usual considering the original hardcover and the newer PDF from DriveThruRPG.  There is no Print on Demand option yet for this title, but as a special feature, I'll also have a look at the miniature book from Twenty First Century Games S.r.i.

The book(s) and the PDF have full-color covers featuring art from Jeff Easley.  Inside is all black and white art from  Jim Holloway, Harry Quinn, Dave Sutherland, and Larry Elmore.  No slight to the previous book's artists, but the style and quality here is more consistent.  Some might see this as an improvement (I do) but others will point to this as a sign of the change from the Golden Age of TSR to the Silver Age.  Of course, it features the byline of Gary Gygax, though we now know that some of them were created by Frank Mentzer and Jeff Grubb.  In some ways, you can see this change in tone and feel that is happening at TSR in this book.

The Monster Manual II was the first hardcover after a year hiatus.  The book is better organized and layout than most of the AD&D hardcover books.  I have to admit I always credited this to TSR finally moving over to computer layout, but I have nothing to support this claim save for how the book looks.

There is a lot to this book too.  OVer 250 monsters there are a ton more demons, devils, and more from the outer planes, like the daemons, demodands, modrons, and even good-aligned creatures like the devas and solars.  We get a few more dragons and some giants.  We get a lot of monsters that feel inspired by the first Monster Manual. There are also many from previous adventure modules.  This book also gave us the Tarrasque, the Catlord, the Swanmay, the Wolfwere. and more.

This book also has nearly 30 pages of encounter tables at the end that covers all three books, very useful to have really and a selling point for the PDF. Get the PDF and print out the tables.

The Monster Manual II is still by all rights a classic.  While I don't get the same thrill from it as I do the Monster Manual or the Fiend Folio, but the monsters individually are great.

It remains to this day a lot of fun and a book I still get great enjoyment from.



The book from Twenty First Century Games S.r.i. is a great little reproduction. I picked this up back when it was new and paid $9.95 for it.  Now it goes for a lot more.  It is great to have but no way I can read it anymore.   The text is way too small.

Miskatonic Monday #30: Night of the Rising Sun

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.

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Name: Night of the Rising Sun

Publisher: Chaosium, Inc.
Author: Arjen Poutsma

Setting: Shōgun-era Secrets of Japan

Product: Scenario
What You Get: 7.45 MB twenty eight-page, full colour PDF
Elevator Pitch: A disastrous Dutch dinner at the end of the world before the ship leaves. 
Plot Hook: Everyone wants something off the island of Dejima.
Plot Development: Food galore, strange displays, secrets revealed, revenge, blackmail, smuggling, disaster...
Plot Support: Map of the island, six pre-generated characters, six plots.

Pros
# One-session one-shot
# Unique historical location
# Strongly plotted
# Potential convention scenario
# Six solid pre-generated characters
# Period art and cartography

Cons# Tightly plotted
# Poorly explained set-up
# Unfamiliar setting
# Not suitable for the new Keeper
# Works best with six players

Conclusion
# Unique setting
# Underwritten set-up
# Solid one-session one-shot convention scenario

Your Own Tales of a Thousand and One Nights

Reviews from R'lyeh -

After Monsters & Magic Roleplaying Game and Mindjammer – The Roleplaying Game: Transhuman Adventure in the Second Age of Space, the third roleplaying game from Mindjammer Press is Capharnaüm – The Tales of the Dragon-Marked: Fantasy Roleplaying in a World of Arabian Nights, Argonauts, and Adventure!. Originally published in French by Studio Deadcrows, it is a roleplaying game inspired by One Thousand and One Nights, Greek mythology, and Crusader legends. The Capharnaüm of the title is a land at the centre of the ‘The Known World’, lying on the Jazirat peninsula, the meeting point for many trade routes, making it the strategic target for numerous powers over the last five millennia. These include the Agalanthian city states to the north whose leaders can only dream of the world-spanning empire they once were, whilst beyond them the barbarian tribes of Krek’kaos on the cold Northern Steppes cut through the mountains to regularly raid the warm and sunny lands to the south. Great trade in silks and spices from the east with Nir Manel and Asijawi have made the merchants of the Jazirat peninsula wealthy. The south, dominated by the dangerous Southern Seas, remains the province of only the maddest of sailors and criminals with nothing to lose. To the west, the worshippers of the Quartered God—the Quarterian nations—prepare their next Crusade of the Knights of the Quarter, whilst the continent of Al-Fariq’n jealously guards its secrets.
It is said that in the world of Capharnaüm the gods inspire both men and women, even said to have walked amongst them in ages past, but since the dawn of time, they have sent their agents, the dragons to watch over over men and women. They do more than that though, marking out those who have the potential to become great warriors and warchiefs, philosophers and thinkers, explorers, heroes, lovers, and more, to become the divine agents of the gods. Such men and women are born with the birthmark of a dragon’s claw upon their backs and so are known as the Dragon-Marked. This mark gives them great powers and potential, the ability to draw upon the stars themselves—known as Lighting Up a Constellation, but six centuries ago, the Dragon-Marked stopped being born. Only in the last few decades have the Dragon-Marked begun to appear again. It these Dragon-Marked that the players will roleplaying in Capharnaüm – The Tales of the Dragon-Marked: Fantasy Roleplaying in a World of Arabian Nights, Argonauts, and Adventure!
A character or Dragon-Marked in Capharnaüm – The Tales of the Dragon-Marked is defined first by his Blood, three heroic virtues—Bravery, Faith, and Loyalty, his Heroism, five attributes—Strength, Constitution, Dexterity, Intelligence and Charisma, and which of eight archetypes he favours—Adventurer, Labourer, Poet, Prince, Rogue, Sage, Sorcerer, or Warrior. The three heroic virtues are rated between one and six, as are the five attributes, whilst Heroism is equal to the average of the three heroic virtues. A character will also have a number of skills, again ranked between one and six, gained from his Blood and the archetypes.
His Blood are his tribe and clan into which he was born or raised. The Hassanids, the Salifah, and the Tarekid make up the three Great tribes, and then there are Tribes of the Shiradim , the Agalanthian City States, and the Quarterian Kingdoms, each of which consists of three different clans. Now whilst the Great Tribes are the equivalent of the Arabic peoples of Capharnaüm, and the  Tribes of the Shiradim its Jewish people, the Agalanthian City States its Greeks, and the Quarterian Kingdoms, its Crusaders, these are not intended as exact parallels of own history. Rather they are fantastical versions designed for background and culture rather than as a source of bigotry and prejudice. This is something that the roleplaying game flags early on, making clear that the heroes or Dragon-Marked are beyond such attitudes.
Each of the setting’s eighteen clans gives attribute and skill bonuses as well as a path, a discipline that the character follows. This can be training, a school, a sorcerous college, mystical tradition, and so on, but is a discipline rather than a character’s occupation.  The character does not have to follow this path, but may instead rebel and study a path connected to his clan, but not of his clan. For example, those from the Clan of Yussef, Servant of Salif who follow the Path of The Saffron Dunes are merchants with great skill at Unctuous Bargaining when their constellation is lit up; those of the Tribe of Ashkenim of the Shiradim are elite warriors who follow the Path of the Red Lions of Shirad gain greater results when they Light up a Constellation and they enter a mystical trance; and the Occidentia of the Quarterian Kingdoms who follow the Path of the Occidentian academy of the Order of the Temple of Sagrada, are knight monks who gain a bonus to their combat skills or Sacred Word skill when they Light up a Constellation.
To create a character, a player selects a Blood, a Clan, and a Path, which will give the character his first path ability. Ten are divided amongst the three heroic virtues, which are then averaged to determine the value of his Heroism virtue. Six points are divided amongst the five attributes. Then instead of simply picking one of the eight eight archetypes, the player ranks according to how he sees his character. The first five grant bonuses to various skills. There is an elegance to making this choice, a means of the player signalling and emphasising the type of character he wants to play in the roleplaying game. A player also some free points to assign and lastly, rolls on the legends table to create dramatic background and storytelling aspects to the character. Lastly, the player answers some questions about the character’s involvement in recent events and determines his wealth and possessions.  The process is not complex, but it does take a little time as a player works through the various steps and it is supported by a good example.
Our sample character is Muhdati Sala, a thief and former street rat who defended Capharnaüm against the Quarterians on the Holy Crusade to retrieve the Mirabilus Reliquiae—the holy relic of Jason’s skull, the Quartered God—not out of loyalty to the kingdom, but of his band of thieves and the peoples who would suffer under the invasion. The leader of his band directed raids and guerrilla actions against the invaders. Towards the end of the war, he was captured and taken as prisoner. Whilst in gaol he learned to read and write and even compose poetry from a fellow prisoner. Since his escape and his long journey home, he has begun to look beyond being a mere thief.
Name: Muhdati SalaBlood: The Children of the SoukPath: Path of Aziz, Servant of Salif
Heroic VirtuesBravery 4 Faith 2 Loyalty 5Heroism 3
AttributesStrength 2 Constitution 2 Dexterity 4 Intelligence 2 Charisma 3
Skills: Acting 2, Assassination 3, Athletics 1, Charm 2, Combat Training 2, Command 1, Elegance 1, Endurance 1, Fighting 2, Flattery 2, Intimidate 1, Intrusion 6, Music 2, Oratory 2, Poetry 3, Prayer 1, Riding 1, Save Face 1, Stealth 5, Storytelling 2, Survival 1, Thievery 5, Unctuous Bargaining 3, Willpower 2
Hit Points: 20Soak: 5Maximum Initiative: 3Passive Defence: 11
Path Ability: Light up constellation on difficulty 9 INT + Thievery to recruit Charisma✕Loyalty henchmen
Archetypes: The Rogue, The Poet, The Adventurer, The Prince, The Warrior, The Sage, The Labourer, The Sorcerer
Legends: Crossed the lands of the Djinn unarmed to prove your love; of distant Hassanid origin; escaped from a terrible prison; read an original great manuscript owned by a thespian; fought a demon in astral space; the Muses whisper in my ear
Equipment: City clothing (three outfits), lockpicks, khanjar, jambiya
Mechanically, Capharnaüm – The Tales of the Dragon-Marked uses six-sided dice in a ‘roll and keep’ similar to that of Legend of the Five Rings, Fourth Edition. Typically, to undertake an action, a character’s player typically rolls a number of dice equal to an attribute plus a skill and keeps the best results equal to the attribute, with the total ideally being equal to or greater than a difficulty set by the Al-Rawi—as the Game Master is known. An Average difficulty is nine, Difficult is twelve, Heroic is fifteen, and so on. So for example, if Muhdati Sala wanted to cut a purse from a passing wealthy merchant, his player would make a skill roll of ‘difficulty 9 DEX + Thievery’. Which would be roll nine dice (Dexterity plus Thievery) and keep five (Dexterity). One of the dice should be different colour. This is the Dragon Die and when a six is rolled on that die, a player can roll it again and again as long as it keeps rolling sixes. Another way to modify the difficulty of a task is to increase or decrease the number of dice a player rolls.
Managing to roll and beat the difficulty number only determines if the character has succeeded, not how well he succeeded. To determine that, the player looks the dice results which did not go towards the successful roll. Results of two or more generate points of Magnitude, a measure of how well the character succeeded if the roll was a success or how badly he failed if not. Generate six or more points of Magnitude and the character has achieved either a critical success or a critical failure. When determining success and Magnitude, the player can choose to keep the Dragon Die and count it towards his success or not keep it and use to add more Magnitude. 
A player can increase the Magnitude before rolling by having his character swagger. When a character does this, his action is done with great bravado, but the player reduces the number of dice he keeps and so actually making the task more difficult, but increasing the number of unkept dice, which generates more Magnitude. These extra unkept dice are known as Swagger dice. Of course, if the roll is failed, the order of Magnitude towards the failure is even greater.
Lastly, if a player rolls three or more dice with the same result, he is said to Light up a Constellation and have activated a Path ability. These results can come from either the kept or the unkept dice. Alternatively, a player can use points from his character’s favoured Virtue to Light up a Constellation.For example, Muhdati Sala has spotted a mark in the Souk, a merchant accompanied by a bodyguard. The merchant appears to be carrying a heavy purse on his belt. The  Al-Rawi sets the difficulty at Difficult or twelve. So this will be a skill roll of ‘difficulty 12 DEX + Thievery’. Muhdati Sala’s player would roll nine dice (Dexterity plus Thievery) and keep five (Dexterity), but decides to make two of them Swagger dice. This means he is rolling seven dice and keeping three. The results are 3, 5, 5, 5, 5, 6, and 6 on the Dragon Die. He rolls the Dragon Die again and gets another 6 and another 6 and another 6, and lastly a 2. This means that if he kept the Dragon Die and the best results, he would keep 5 and 6, and then 26 on the Dragon Die for a grand total of 37. Which is definitely a success.However, the player wants to find out how well Muhdati did and looks at generating as much Magnitude as he can. He already has two Magnitude from the Swagger dice. He decides to switch the result of the Dragon Die to unkept dice because results of six generate two Magnitude, though only the first six counts, not the rerolls. This means that he keeps the 5, 5, and 6, which still generates a result of 16 and a success. It means that he has the 3, 5, and 5 from the roll which generate a point of Magnitude each, plus the two from the Swagger dice and the two from the Dragon Die, which gives a grand total of six Magnitude and a critical success. Lastly, there were four fives in the roll, so Muhdati Sala’s Constellation is lit up and so he has fifteen henchmen ready to help him…
So in this instance, Muhdati Sala does not so much sneak up on the merchant, but exaggerates the sneaking in a fashion that everyone else in the souk can see but not the merchant and his bodyguard. With a quick slice of the khanjar, Muhdati cuts the purse free from the merchant, and with a wide grin in front of everyone pockets a few coins before grabbing the rest and throwing it up in the air to the delight of the urchins which stream into grab the coins and cover his escape.There is a cleverness to these mechanics, the Swagger dice in particular fitting the genre, but they there is no denying that they are not as elegant and are perhaps too stolid for the type of action-orientated, heroic style of play that Capharnaüm – The Tales of the Dragon-Marked and its genre calls for. Extracting not one, but three pieces of information from the one dice roll and then having to work out the arithmetic of the success, the Magnitude, and the constellation is neither quick nor intuitive. It is also not easy to teach, so more than most roleplaying games, it takes time to get players to the point where they will work through these steps unassisted.
Combat uses the same mechanics, with initiative rolled for each round, and combatants allowed two actions per round, such as attack, defend, parry, cast a spell, and so on, whilst Brutal Attacks and Charging take both actions. The Combat Training skill can be used at the start of a fight to grant a character bonus dice equal to the Magnitude, and really skilled fighters can use two weapons. Damage is reduced by a character’s armour and Soak value, but should a character lose half of his Hit Points in a single attack, then he suffers a major wound. The combat system is designed to be both cinematic and heroic in nature though and to that end includes a couple of nice touches. One is that player characters do not involuntarily kill NPCs. Instead their players have to declare that they are delivering a coup de grâce. There is even an optional ‘Epitaph Rule’ which encourages a player to deliver a panche-filled phrase when dispatching a foe! The other is that opponents are graded according to the threat they represent and are treated slightly differently in combat. So Babouche-Draggers are the mooks of Capharnaüm – The Tales of the Dragon-Marked and fight as groups, but are quickly vanquished, Valiant Captains are henchmen and are automatically eliminated from a fight with a critical success on an attack, and Champions are the major villains—infamous knights, princes of thieves, evil vizirs, and even fellow Dragon-Marked, who use the same combat rules as player characters. 
To be even more heroic, a character has access to three Heroic Virtues and his Heroism Virtue. They can be gained for intense roleplaying in keeping with the Virtue and lost for intense roleplaying against the Virtue, as well as actions such as saving another’s life, dedicating a poem to the gods, lying to save your skin, and letting someone disparage your gods without encouraging them to repent. The primary use of Virtue is to Light up a Constellation and activate one of a character’s Path ability, but higher Virtues grant an increased Heroism and that has more uses—to consult the Stones of Fate which enable the character to modify the narrative slightly, to make a double attack, to avoid a major wound, to avoid environmental and encumbrance penalties, and so on. What this means is that the more a player roleplays his character in keeping with the Virtues, the greater his Heroism and the more chances the character gets to be heroic.
As with everything else in Capharnaüm – The Tales of the Dragon-Marked, Terpsichore, or magic and sorcery, is treated differently according to the culture. Agalanthian Chiromancers bake their spells into clay tablets which can be broken later to cast the spell, Jazirati or Saabi Al-Kimyati manipulate the alchemy of word and art, the Shiradi Sephirim practice a purely spoken form of sorcery, the Quartarian Thaumaturgists practice miracles rather than sorcery. Although several examples of Saabi workings, Shiradi covenants, and Quartarian miracles are included as examples, mechanically, in Capharnaüm – The Tales of the Dragon-Marked magic is designed to be freeform, primarily improvised by the player who decides on a spell’s outcome, the Magnitude of a Scared Word skill roll determining the spell’s duration, range, number of targets, and so on. In the case of Chiromancy, the roll is made when the tablet is broken in order to find out how well the spell was baked into it. The basis of the magic is formed by three verbs—Create, Destroy, and Transform—and by learning elements such as Agility, Will, Sand, Proof, and more, which a sorcerer can incorporate into his magic, he can create a wider range of effects.
There is plenty of rich theme and flavour to this magic system and no doubt, there are players who will relish the opportunities for improvisation and flavour it offers. The improvisational nature means that a player should also keep notes about the spells his character has cast, literally creating his own spellbook! The system though is not going to suit everyone though, and in some players hands, it has, like the rest of the system, the potential to slow game system down as decisions are made and the aim of any one spell discussed.
As much flavour as there is in the mechanics, Capharnaüm – The Tales of the Dragon-Marked, the setting comes alive in ‘The World of Capharnaüm’, a lengthy exploration of Capharnaüm and its five millennia old history. It opens with a series of beautiful maps of the various regions before going to present each of the cultures, nations, and peoples in no little depth. There is a wealth of detail here in what takes up of over a third of the core rulebook, indeed a surprising amount given that there is enough here to take up a whole supplement of its own. It is followed by ‘Al-Rawi’s Guide to Capharnaüm’, not just advice on running the roleplaying game, but exploring some of secrets and the signature elements of the fantasy of Arabia and One Thousand and One Nights. So it looks at the Djinn and Mirages, then Agalanthian Ruins left by their many invasions, and the gods of Capharnaüm. It includes a good set of monsters and adversaries, including animated statues and skeletons, Chimera, Djinn, Ghul, Golem, Roc, and more, all feeling as if drawn from the best of Ray Harryhausen’s filmography. Lastly, there is a look at the danger of magic and some of the setting’s secrets.
Physically, Capharnaüm – The Tales of the Dragon-Marked is a stunning hardback book, drawn from an artist’s palette of sun-drenched rich browns, oranges, and ochres enlivened by sparkling blues and other colours. Some of the artwork is perhaps a little cartoonish, but all of it captures the fantastic and fantasy nature of this world of Arabian adventure. The writing in general is also good, though slightly odd in places, an issue with the translation in the main.
Tonally, it should be noted that being a translation of a French roleplaying game, Capharnaüm – The Tales of the Dragon-Marked does deal with mature subjects, obviously differing faiths, but also sexuality, for example, the Path of Mimun enables its followers, known as Paper Virgins, to extract the heroic essence from they make love to. That said, the tone is never salacious, but always mature and measured, and the roleplaying game’s artwork is of a similar nature.
Capharnaüm – The Tales of the Dragon-Marked does lack a scenario. This is really its only omission and really, there is such a great deal of background to Capharnaüm – The Tales of the Dragon-Marked that the Al-Rawi should be able to develop something of her own. Nevertheless, it would have been interesting to what a scenario for this roleplaying game looks like and perhaps what the designer had in mind.
Capharnaüm – The Tales of the Dragon-Marked is a rich, deep, and enthralling treatment of Arabian myth, fantasy, and adventure, evoking the films of Ray Harryhausen. It aspires to be cinematic—and it can be—but the mechanics, though clever, are an impediment to achieving that, presenting prospective players with a steep learning curve in order to be comfortable enough with the mechanics for it to be cinematic. Overcome that, and Capharnaüm – The Tales of the Dragon-Marked: Fantasy Roleplaying in a World of Arabian Nights, Argonauts, and Adventure! is a fantastic fantasy, all ready and waiting for the players to make their Dragon-Marked the legends of Capharnaüm.

Fabulating from Beyond the Old School Renaissance

Reviews from R'lyeh -

Hypertellurians: Fantastic Thrills Through the Ultracosm is a roleplaying game of retro-Science Fantasy inspired by the artwork of Frank Frazetta and Roger Dean, the adventures of John Carter of Mars and Buck Rogers, and Barbarella. Published by Mottokrosh Machinations, it casts Aliens, Beasts, Constructs, Revenants, Royalty, and Ultranauts into the the past of an extreme far future and has them explore the fantastic and discover the wonders of an age unimagined. This is a future in which it is all but impossible to tell the difference between science and sorcery, between technology and magical artefacts, a future in which adventures can take place any when and anywhere. Mechanically, it has been inspired by a range of roleplaying games from Dungeons & Dragons and Dungeon Crawl Classics Roleplaying Game to The Black Hack and Forbidden Lands – Raiders & Rogues in a Cursed World, but the roleplaying game it feels closest to is Numenera, but the retro-future of Hypertellurians is weirder, more wondrous, and is more Swords & Sandals meets Ray-punk than the Ninth Age of Numenera.

A character in Hypertellurians is defined by three abilities—Brawn, Agility, and Mind. He will have Affinities and Buffers in one or more of these as well as a Defence value and a Drive and a Weakness. He will also have an archetype and a concept from that archetype, and they together will determine the character’s initial major and minor powers. There are six Archetypes—Aliens, Beasts, Constructs, Revenants, Royalty, and Ultranauts—each of which gives three Concepts. For example, under Beast, the three concepts are Shapeshifter, Gnoll Madam, and Learned Centaur. Each given Concept sets a character’s abilities, Affinity, Drive, Weakness, Advances—what Cosm powers a character starts with, and Equipment.

Every Hypertellurian starts two major and three minor cosm powers. For example, the starting powers for the Alien archetype are ‘Level Playing Field’, by which the Hypertellurian can raise and lower natural features—this requires a Mind check and costs the Hypertellurian one or more Mind points in damage, and ‘Phase’, by which the Hypertellurian can pass through solid objects. Again, this will cost him Mind points in damage. An Alien with the Aquatic Creature Concept will have ‘Bioluminescent’, ‘Deep Lungs’, and ‘Well Adjusted’, whereas a Royal with the Genie Without a Lamp Concept would have the powers ‘Different Down There’, ‘Spoken Like You Mean It’, and ‘Vox Furore Dei’, as well as the archetype powers of ‘Grace’ and ‘Rallying Speech’. As a Hypertellurian adventures and explores the Ultracosm, he may gain experience and learn or develop further cosm powers. These can come from within his own archetype or they can be taken from a general selection.

One issue here not really explored or supported in any depth is that of a player creating a Hypertellurian of his own design. The danger here is that any design could be too powerful or too weak, and perhaps a future supplement might address this as well as provide wider options in terms of possible starting powers and cosm powers.

Character creation in Hypertellurians is foremost a case of choosing Archetype and a Concept. A player is free to take the given options—Drive, Weakness, Advances, and so on, or choose more freely. Similarly, he can note down the values for his character’s abilities or he can roll for them or assign points. Alternatively, a player can devise a character from scratch, including Archetype, Concept, and so on, working out the details with the Game Master.

Captain Larissa Tosca
Pilot, Soviet Air Forces
Brawn 9 (-1), Agility 11 (+1) (Affinity 1), Mind 12 (+2)
Defence: 11
Drive: Justice
Weakness: Must always be the hero
Powers: Favoured, Know Things; Beloved, Ray Emitter, Wonders Never Cease
Equipment: Power of the People Beam Emitter, alms for the poor and innocent (who have suffered at the hands of capitalists), temperature controlled space suit, nozzled container of pressurised and condensed vapor, mini-skirt, picture of her family, picture of Lenin.

Mechanically, Hypertellurians is again fairly simple and designed for fast, character focused gaming. When a character wants to act, his player rolls a twenty-sided die, applies a bonus from an appropriate ability, and attempts to beat a given Target Number. This is set by the Game Master, but in combat is equal to the defender’s Defence value. It also uses the Advantage and Disadvantage mechanic of Dungeons & Dragons, Fifth Edition and The Black Hack. Combat is slightly more complex in that characters have a choice of taking a Fast Turn or a Regular Turn. Actions within those turns include making an attack, moving, disengaging, performing a special manoeuvre, using a power, and so on, but if a character takes a Fast Turn, he only gets one action, but goes first, whereas if he takes a Regular Turn, he can take two actions, but acts after anyone who was going to, has taken a Fast Turn.

Combat allows damage to be transferred from mook to mook to allow player characters to take out hordes. Damage is inflicted directly on a character’s abilities, first Brawn, then Agility, and lastly Mind, although social or psychic damage might inflict damage on Mind directly. Damage can be reduced by armour, an affinity with a particular ability, a buffer, a power, and so on. When an ability is reduced to zero, then a Hypertellurian suffers trauma and the player rolls on the appropriate table—the Physical Trauma table for damage suffered by the Brawn or Agility abilities, the Mental Trauma table for damage suffered by the Mind ability.

Characters in Hypertellurians: Fantastic Thrills Through the Ultracosm are meant to be dynamic, if not heroic, and that means unencumbered. Instead of his carrying around numerous bags and pouches—a task best left to servants, pak-yaks, and the like—a Hypertellurian can only comfortably carry a number of items about or on his person. Mechanically, this is equal to his Brawn and represented by a number of slots, and some items take up more than a single slot. So a light force shield which is projected from a ruby gem on a wrist bracer would take up a single slot, whilst a spiked maul would take up three slots. The encumbrance mechanics are simple, but have a couple of nuances. One is that heavy armour and heavy weapons are exhausting to use and cost Brawn to employ, so there is an emphasis away from lumbering slug-fests in combat in Hypertellurians. The other is that spellbooks—which anyone in Hypertellurians can read and cast from—also fill a single slot, but since magic is esoteric and complex, a spellbook only holds one spell. Some spells are given in Hypertellurians: Fantastic Thrills Through the Ultracosm, but a Game Master can easily plunder any other fantasy or Old School Renaissance roleplaying game and its supplements for more spells and equally, more magical artefacts. That said, spellbooks capable of holding more than a single spell are sought after in the Ultracosm.

At the heart of Hypertellurians is wonder—that of the Ultracosm, its awe-spiring places, creatures, and vistas—and Wonder. When the Hypertellurians encounter the amazing, the fantastic, the phantasmagorical, the Game Master hands out points of Wonder, roughly ten per session. This goes into a communal pool from which every player can spend for various effects. In combat, this can be to inflict a Brutal Blow, make a Called Shot, Charge, or Sprint. Typically, such use of Wonder in combat will trump the actions of others, its use being a Fast Action. Out of combat, this can be to suddenly Manifest Memory, reaching through the Ultracosm to manifest a relevant, experienced memory to gain a wildly beneficial effect; draw upon the Ultracosm to make a Marvelous Adaptation and become an expert in a skill or topic for a scene; Push Fate and gain a reroll on an action, though the Ultracosm will add a complication to the Hypertellurian’s future; or Recall Memory to gain a roll with advantage.

In addition to tracking Wonder going into the communal pool, the Game Master also tracks how much is spent. For every ten spent, every player character can take an advance. These can be to increase an ability, gain affinity or a buffer with an ability, or gain a new Archetype or Cosm power. Advances are either minor, medium, or major, and over the course of one hundred gained and spent Wonder, a Hypertellurian will gain six minor, three medium, and one major advance. Overall, this handles experience and experience in a simple, communal fashion.

Hypertellurians: Fantastic Thrills Through the Ultracosm with solid advice for both players and the Game Master. For the former, this includes making sure that your character supports the tone and setting of the Ultracosm, supporting concepts of your fellow players, enjoying failure, playing beyond the character sheet, and so on. For the Game Master, it is to support the players and their characters, to say yes, to reveal rather than keep the scenario hidden, be informative, take pleasure in the game play, and so on. It is thoroughly good advice, pertinent to most roleplaying games, not just Hypertellurians: Fantastic Thrills Through the Ultracosm, and yet…

Hypertellurians: Fantastic Thrills Through the Ultracosm feels underwritten in a number of places. Mechanically, for example, how does Manifest Memory work in play. There is no example, so the Game Master will have to adjudicate or decide. Although sample NPCs, monsters, and magical items are included, and there is a list of inspirations in the roleplaying game’s own Appendix N, there is the question of what exactly the Ultracosm is and what it looks like. There is also the visual inspiration of the author’s Pinterest page and the roleplaying does include a table of reasons why a diverse range of characters such as the player characters are together, but some more advice and help would have been useful, because as much as some Game Masters are going to find the freedom of the Ultarcosm exhilarating, others may well be daunted by it. Much of the problem stems from the emphasis upon creating characters in Hypertellurians: Fantastic Thrills Through the Ultracosm.

One way in which to see Hypertellurians: Fantastic Thrills Through the Ultracosm is the fantastic of Dungeons & Dragons and the Old School Renaissance pushed a million years into the future or into the length and width of a cosm parallel to those fantasies. Indeed, the roleplaying game gives advice on adapting the characters to such worlds—every ten Wonder spent being the equivalent to one character Level in Dungeons & Dragons—and converting monsters and NPCs, and so forth. Thus the Game Master could take her Hypertellurians campaign up and down and across the Ultracosm, having her player characters visit or play through various scenarios Dungeons & Dragons and the Old School Renaissance (and other roleplaying games). Ideally, these should be weird, arch, or arcane, obvious publishers whose scenarios would probably fit include Lamentations of the Flame Princes and Hydra Collective LLC, but there are plenty of others from numerous different publishers. 

Another issue is the lack of a scenario in Hypertellurians: Fantastic Thrills Through the Ultracosm, if only to see what a Hypertellurians: Fantastic Thrills Through the Ultracosm scenario looks like. Again, this comes back to some Game Masters are going to find the freedom of the Ultarcosm exhilarating, but others may well be daunted by it. To some extent, this can be offset by the Game Master looking for scenario herself, perhaps from those publishers listed above, but it would have been both useful and interesting to see what the author had in mind.

Physically, Hypertellurians: Fantastic Thrills Through the Ultracosm is a relatively slim tome, illustrated throughout with period artwork. There is a certain lurid oppressiveness to its look, but the artwork is never less than fantastic and inspirational.

Hypertellurians: Fantastic Thrills Through the Ultracosm is not an Old School Renaissance roleplaying game in the sense that it does not directly draw from Dungeons & Dragons and its advice for the Game Master is definitely contemporary. That said, its roots do lie in Dungeons & Dragons and the Old School Renaissance and it is able to plug back into it as much as it and the Ultracosm stands outside of it. Indeed, Hypertellurians: Fantastic Thrills Through the Ultracosm is a fantastic way to revisit the fantasy of Dungeons & Dragons as well as other genres from an entirely different place.

BlackStar: Trek Videos

The Other Side -

Been pretty busy with work and various projects.  But I am looking forward to doing some Trek gaming sometime soon.
To prep for this, I am watching a LOT of Star Trek videos made by fans for ideas.

Here is one that has a lot of ideas for me.
Since my Mystic Class is an NX or experimental ship, I figure it would be good to see some other failed Trek experiments.




And since the Mystic class also has the potential to be the fastest ship in Trek, but maybe not the deadliest, this one caught my eye.




For years I have been fascinated with the idea of Star Trek Phase II.  I am seriously considering having Xon show up in my game in some way.



I also wanted to learn everything I could about the Ambassador Class starship and the Enterprise-C




Friday Fantasy: Barbarians of Orange Boiling Seas

Reviews from R'lyeh -

Barbarians of Orange Boiling Seas is one of four short scenarios for use with Lamentations of the Flame Princess Weird Fantasy Roleplay released by Lamentations of the Flame Princess at Gen Con 2019, the others being More Than Meets the Eye, Menagerie of Exiles, and Zak Has Nothing To Do With This Book. Written by Zzarchov Kowolski, the author of the highly regarded Scenic Dunnsmouth, it is like several other scenarios from the publisher, set in the early modern period of the opening decades of the seventeenth century. It is also a sequel to the author’s Going Through Forbidden Other Worlds, itself part of the publisher’s quartet of releases for Gen Con 2018. Unfortunately, Barbarians of Orange Boiling Seas is not as upfront about this fact as it could have been.

Instead, the back cover blurb focuses on a story from the far future which although tying in with the overall background of the scenario, it is not really relevant to what the player characters will do in the scenario. Essentially, an interstellar robotic probe a thousand years into the future reaches a distant star system and scans it for habitable worlds. What it discovers will astound those it relays the information back to—and what it has discovered are the doings of the player characters on a moon very, very, very far away from Earth. Some five centuries ago…!

Barbarians of Orange Boiling Seas is not a scenario in the sense that there is a plot with a beginning, a middle, and an end. Rather it is a set-up where the possible arrival, and then definitely the presence and actions of the player characters will drive the action and the story. The set-up is this. It begins in Going Through Forbidden Other Worlds where an off-world missionary mission of Portuguese conquistadors has successfully used the portal in Hell to reach an icy moon called Nibu. There they are surprised to discover the city-state of Bwang-Quos with its sophisticated Stone Age technology clustered around a boiling sea of lava in one of the moon’s volcanic regions and inhabited by the descendants of Earth’s neanderthals who had been abducted thousands of years before by a race of Alien Wizards. The Alien Wizards are now long gone and are of course, revered as gods, which meant little to either the Jesuits or the Conquistadors, who being Jesuits and Conquistadors, set about bringing the Word of God to the heathens and plundering the wealth of the new world for crown and glory.

At the start of Barbarians of Orange Boiling Seas, the conquistadors have conquered Bwang-Quos, have barely pacified the local inhabitants, thrown down their idols (of the Alien Wizards) and begun to construct a proper Catholic cathedral. However, the leaders of the off-world missionary mission are divided in their aims. The Portuguese conquistadors wants to pacify the Bwang-Quos and prepare against any resistance attacks, whilst the surviving priest wants to continue building a cathedral and create a bishopric of his own. The last remnants of the city-state’s royal dynasty has fled to an impregnable sky-fortress said to be the home of an incredible weapon of the gods, and there plots to throw out the invaders. Both factions in the off-world missionary mission would like to capture the last of the royal dynasty and take control of its famed weapon of the gods. Beyond the city, rebels and raiders have taken refuge in the bulrush marshes surrounding the city, there hiding whilst looking for opportunities to strike at the invader and planning to eventually drive them away. The resistance also wants to make contact with the royal dynasty and perhaps gain control of the legendary weapon to use against the invaders. Lastly, the tribes of Ice Barbarians who live in the tundra beyond the forests and bulrush marshes look on, waiting to see what will happen and hoping that the situation will eventually be to their advantage.

It is this febrile situation that the player characters are thrust. The likelihood is that they will have have arrived on Nibu via the portal in Hell—as detailed in Going Through Forbidden Other Worlds—and so will encounter the conquistadors first. Such an encounter is likely to lead to an alliance or an offer of work, either against the rebels or the Royal holdouts. Exploring the city-state will bring the player characters into contact with the local inhabitants, some of whom support the Portuguese, some of whom do not. They may even meet the rebels who might try and persuade the player characters to fight against the Conquistadors. Conquistador patrols and rebel bands are likely to be encountered in marshes. Of course, if the characters arrive by a different method, such as a magical mishap which lands them on Nibu, they may arrive anywhere of the Referee’s choosing and so meet the various NPCs in an entirely different order. Another option, would be for the players to create native inhabitants of Nibu and play as members of one faction or another. That though, would require further preparation upon the part of the Referee.

Barbarians of Orange Boiling Seas provides sufficient detail about all of the various and pertinent factions and locations on Nibu, although there is scope for the Referee to create more of either. Only one location is described in any detail—Hawk’s Peak, the secret redoubt of Bwang-Quos’ royal dynasty—but it is not really a dungeon or adventuring locale in any sense. Surprisingly, none of the NPCs have stats, so it is left up to the Referee to provide these. Whilst it means that the Referee will need to put more effort into preparing the scenario, she can easily scale it to the Levels of her players’ characters. That said, they do have an advantage over the native inhabitants in being stronger and having access to metal arms and armour, and possibly firearms and magic versus the Stone Age materials of the Nibu inhabitants. The lack of stats also makes it easy to adapt to other rules systems, whether that is for the Old School Renaissance or not.

Physically, Barbarians of Orange Boiling Seas is a slim booklet, tidyily laid out with an illustration or a map on every page. It needs an edit in places, but it both art and maps are decently done.

Barbarians of Orange Boiling Seas describes itself as having the “...[C]lassic conquest versus liberation adventure going on…” and indeed, it has that. In fact, it actually has the classic conquest versus liberation adventure going on, because when all said and done, Barbarians of Orange Boiling Seas is a fantasy/Science Fantasy reskinning of a classic conquest versus liberation situation from Earth’s own history, one contemporary with this scenario. That situation is the 1516 invasion of the Aztec Empire by the Spanish conquistadors and there are a great many elements in Barbarians of Orange Boiling Seas which parallel the history of that invasion. 

With that parallel in mind, Barbarians of Orange Boiling Seas presents an interesting roleplaying situation in how far the players are willing to explore the strength of their characters’ religious beliefs. Certainly how far they are willing to side with an invading force before it abuts with our contemporary inclination to side with the oppressed… That said, Barbarians of Orange Boiling Seas is of a limited utility. To get the fullest out of it, the Referee will need to have run Going Through Forbidden Other Worlds or found some other means to get the player characters to the distant moon, otherwise the scenario is not easy to add to an ongoing campaign. Barbarians of Orange Boiling Seas has potential as one-off or some weird dreamscape, but this would require some development upon the part of the Referee.

Of limited scope and utility, Barbarians of Orange Boiling Seas is an interesting addition to the Lamentations of the Flame Princess Weird Fantasy Roleplay range, but one that may not see a great deal of play.

Harry Clarke (1889 - 1931)

Monster Brains -

Harry Clarke illustrated Edgar Allan Edgar Allan Poe's Tales of Mystery and Imagination, from George Harrap & Co. Publishing, London, 1923.Interior art for Edgar Allan Poe's "Tales of Mystery and Imagination"  (1936)

Harry Clarke - "Say, rather, the rending of her coffin." Interior art for Edgar Allan Poe's Tale "The Fall of the House of Usher." ,1936"Say, rather, the rending of her coffin." Interior art for Edgar Allan Poe's Tale "The Fall of the House of Usher." (1936)

Harry Clarke - "It was the most noisome quarter of London." Illustration from Edgar Allan Poe's Tale "The Man of the Crowd", 1936"It was the most noisome quarter of London." Illustration from Edgar Allan Poe's Tale "The Man of the Crowd"(1936)

"He shrieked once, once only." Art by Harry Clarke for Poe's "Tales of Mystery & Imagination" (1936)"He shrieked once, once only." Art for Poe's "Tales of Mystery & Imagination" (1936)

"An attachment which seemed to attain new strength." Art by Harry Clarke for Poe's Tale "Metzengerstein" (1936)"An attachment which seemed to attain new strength." Art for Poe's Tale "Metzengerstein" (1936)

"Gnashing its teeth and flashing fire from its eyes, it flew upon the body of the girl." Art by Harry Clarke for Poe's "The Murders in the Rue Morgue" (1936)"Gnashing its teeth and flashing fire from its eyes, it flew upon the body of the girl." Art for Poe's "The Murders in the Rue Morgue" (1936)

"The dagger dropped gleaming upon the sable carpet." Art by Harry Clarke for Poe's "The Pit and the Pendulum" (1936)"The dagger dropped gleaming upon the sable carpet." Art for Poe's "The Pit and the Pendulum" (1936)

"I had walled the monster up within the tomb!"  Art by Harry Clarke for Poe's "The Black Cat" (1936)"I had walled the monster up within the tomb!"  Art for Poe's "The Black Cat" (1936)

"It was a fearful page in the record of my existence." Art by Harry Clarke for Poe's Tale "Berenice." (1936)"It was a fearful page in the record of my existence." Art for Poe's Tale "Berenice." (1936)

"But, for many minutes, the heart beat on with a muffled sound." Art by Harry Clarke for Poe's "The Tell-Tale Heart" (1936)"But, for many minutes, the heart beat on with a muffled sound." Art  for Poe's "The Tell-Tale Heart" (1936)

 "They swarmed upon me in ever-accumulating heaps." Art by Harry Clarke for Poe's "The Pit and the Pendulum" (1936)"They swarmed upon me in ever-accumulating heaps." Art for Poe's "The Pit and the Pendulum" (1936)

Harry Clarke - Art for Edgar Allan Poe's "Fall of the House of Usher", 1936Edgar Allan Poe's "Fall of the House of Usher", 1936

Harry Clarke  - "Deep, deep, and forever, into some ordinary and nameless grave." Art for Edgar Allan Poe's "The Premature Burial", 1936"Deep, deep, and forever, into some ordinary and nameless grave." Art for Edgar Allan Poe's "The Premature Burial", 1936


Harry Clarke - Art for Edgar Allan Poe's "Facts in the Case of M. Valdemar" 1936Edgar Allan Poe's "Facts in the Case of M. Valdemar" 1936

Harry Clarke  - Art for Edgar Allan Poe's "King's Pest", 1936Edgar Allan Poe's "King's Pest", 1936

Harry Clarke - "Methinks, a million fools in choir are raving and will never tire." interior art for Goethe's Faust, 1927"Methinks, a million fools in choir are raving and will never tire." interior art for Goethe's Faust, 1927

 "Drest thus, I seem a different creature!" Art by Harry Clarke for Goethe's Faust (1927)Margaret: "Drest thus, I seem a different creature!" Art for Goethe's Faust, 1927

 "Is there anything in my poor power to serve you?" Art by Harry Clarke for Goethe's Faust (1927)Mephistopheles: "Is there anything in my poor power to serve you?" Art for Goethe's Faust, 1927

 "Clustering grapes invite the hand." Art by Harry Clarke for Goethe's Faust (1927)Siebel: "Clustering grapes invite the hand." Art for Goethe's Faust, 1927

 "Come - she is judged!" Art by Harry Clarke for Goethe's Faust (1927)Mephistopheles: "Come - she is judged!" Art for Goethe's Faust, 1927

 "Forward! forward! faster! faster!" Art by Harry Clarke for Goethe's Faust (1927)Mephistopheles: "Forward! forward! faster! faster!" Art for Goethe's Faust, 1927

Harry Clarke - Illustration for Faust, 1925Illustration for Faust, 1925

Harry Clarke - Fifth decoration in "Faust" by Goethe, 1925
 Decoration in "Faust" by Goethe, 1925

 "Does not death lurk without?" Art by Harry Clarke for Goethe's Faust (1927)Margaret: "Does not death lurk without?" Art by Harry Clarke for Goethe's Faust (1927)

 "On a road like this men droop and drivel, while woman goes fearless and fast to the devil." Art by Harry Clarke for Goethe's Faust (1927)Wizards and Warlocks: "On a road like this men droop and drivel, while woman goes fearless and fast to the devil." Art by Harry Clarke for Goethe's Faust (1927)

Tailpiece by Harry Clarke for Goethe's Faust (1927). Signed, Limited American EditionTailpiece for Goethe's Faust (1927). Signed, Limited American Edition

 in this enchanted glass" interior art for Goethe's Faust, 1927"How heavenly Fair the Form that shines: in this enchanted glass" interior art for Goethe's Faust, 1927

Harry Clarke - I'LL FLY FROM THIS PLACE, WITH ONE BOUND, TO HELL, OR ANYWHERE, TO LEAVE 'EM, 1935
"I'll fly from this place, with one bound, to hell, or anywhere, to leave 'em." 1935

Harry Clarke - "Let him have his head cut off!"From "The Traveling Companion" from Hans Christian Andersen's Fairy Tales, 1916 "Let him have his head cut off!"From "The Traveling Companion" from Hans Christian Andersen's Fairy Tales, 1916

Harry Clarke - “‘I know what you want,’ said the sea witch." Illustration from "The Little Sea Maid," Fairy Tales by Hans Christian Andersen, 1916“‘I know what you want,’ said the sea witch." Illustration from "The Little Sea Maid," Fairy Tales by Hans Christian Andersen, 1916

Harry Clarke - "How do you manage to come on the great rolling river?"From "The Snow Queen" from Hans Christian Andersen's Fairy Tales, 1916"How do you manage to come on the great rolling river?"From "The Snow Queen" from Hans Christian Andersen's Fairy Tales, 1916

Harry Clarke - "'Music! Music!' cried the Emperor. 'You little precious golden bird, sing!'" From "The Nightingale" from Hans Christian Andersen's Fairy Tales, 1916"'Music! Music!' cried the Emperor. 'You little precious golden bird, sing!'" From "The Nightingale" from Hans Christian Andersen's Fairy Tales, 1916

Harry Clarke - "'But how will I find the money?' asked the soldier."From "The Tinder Box," from Hans Christian Andersen's Fairy Tales, 1916"'But how will I find the money?' asked the soldier."From "The Tinder Box," from Hans Christian Andersen's Fairy Tales, 1916

Harry Clarke - "'Don't give yourself airs,' said the old man."From "The Elf Hill" from Hans Christian Andersen's Fairy Tales, 1916"'Don't give yourself airs,' said the old man."From "The Elf Hill" from Hans Christian Andersen's Fairy Tales, 1916

Harry Clarke - SilenceSilence

Harry Clarke – Illustration from Selected Poems of Charles Swinburne, 1928Illustration from Selected Poems of Charles Swinburne, 1928

Art for the Poem "The Leper" by Harry Clarke in "Selected Poems of Algernon Charles Swinburne" (1928)Art for the Poem "The Leper" by Harry Clarke in "Selected Poems of Algernon Charles Swinburne" (1928)

Art for the Poem "Faustine" by Harry Clarke in "Selected Poems of Algernon Charles Swinburne" (1928)Art for the Poem "Faustine" by Harry Clarke in "Selected Poems of Algernon Charles Swinburne" (1928)

Harry Clarke - "The Last Hour of the Night,"  illustration for Dublin of the Future, 1922"The Last Hour of the Night,"  illustration for Dublin of the Future, 1922

Harry Clark - Judith slaying Holofernes, early 20th CJudith slaying Holofernes, early 20th C

Harry Clarke - Mephistopheles, for "Faust" by Goethe, 1925Harry Clarke - Mephistopheles, for "Faust" by Goethe, 1925

Harry Clarke - Mephistopheles

Harry Clarke - Decoration in Faust by Goethe, 1925Decoration in "Faust" by Goethe, 1925

Harry Clarke - Second decoration in Faust by Goethe, 1925Decoration in "Faust" by Goethe, 1925

Harry Clarke - Third decoration in "Faust" by Goethe, 1925Decoration in "Faust" by Goethe, 1925

Harry Clarke - Fourth decoration in "Faust" by Goethe, 1925Decoration in "Faust" by Goethe, 1925

Harry Clarke - Sixth decoration in "Faust" by Goethe, 1925Decoration in "Faust" by Goethe, 1925

Harry Clarke - Second Interior art from Edgar Allan Poe's "Tales of Mystery and Imagination" 1923Interior art from Edgar Allan Poe's "Tales of Mystery and Imagination" 1923

Harry Clarke - Interior art from Edgar Allan Poe's "Tales of Mystery and Imagination" 1923Interior art from Edgar Allan Poe's "Tales of Mystery and Imagination" 1923

Harry Clarke – 2nd interior decoration from Selected Poems of Charles Swinburne, 1928Interior decoration from Selected Poems of Charles Swinburne, 1928

Harry Clarke – Interior decoration from Selected Poems of Charles Swinburne, 1928Interior decoration from Selected Poems of Charles Swinburne, 1928


A brief biography of the artist can be found at Wikipedia. 

American Monoliths: Local Pride and Global Anxiety in ‘The Georgia Guidestones’

We Are the Mutants -

Exhibit / November 21, 2019

Object Name: The Georgia Guidestones 
Maker and Year: The Elberton Granite Finishing Co., Inc., 1981
Object Type: Promotional publication
Image Source: Wired.com
Description (Michael Grasso):

On the vernal equinox in 1980, a group of local dignitaries gathered on a ridgetop near Elberton, Georgia, to witness the dedication and unveiling of a monument made of six colossal slabs of Georgia blue granite. The Georgia Guidestones have remained the center of a firestorm of controversy in the nearly four decades since their unveiling, while simultaneously becoming an object of great local civic pride. The Guidestone monoliths contain a series of ten “commandments” for distant human posterity, an inscription dedicated to the moral and material health of humanity in twelve languages—four ancient, eight modern—in the face of then-current issues such as overpopulation, nuclear holocaust, and environmental pollution. The real story behind these modern-day standing stones—primarily, who exactly commissioned and designed them—is cloaked in mystery and misdirection to the present day. This mystery was only intensified by the publication of a 48-page pamphlet (full document here) in 1981 by the granite company behind the Guidestones’ physical construction. The pamphlet combines a “how did they do it” explainer with interpretations of the Guidestones’ mysterious inscriptions. But The Georgia Guidestones booklet also lays bare some of the tensions between a rural Georgia community and the attention that this eccentric outsider art project-cum-social statement brought to the area.

The booklet was produced by the management of the local stoneworkers who created the physical stones, the Elberton Granite Finishing Company, Inc. On the very first page, in the booklet’s foreword, the company openly admits that the messages on the stones will prove “intriguing,” “provocative,” “significant,” and that “not everyone will agree with all of the succinct ‘guides’ which have been permanently inscribed… in these massive pieces of Elberton Granite.” How did this small town receive such a daunting and strange task? The booklet pens a narrative about Joe Fendley, president of the granite company, receiving a “neatly dressed” visitor on a June Friday in 1979, asking for the company to build him a monument. This visitor, named R. C. Christian, “represented a ‘small group of loyal Americans who believe in God… [who wished to] leave a message for future generations.'” When Christian backs up his words with the real American language—cold hard cash brought to the bank by Christian’s lawyer, banker, and “intermediary” Wyatt C. Martin—the locals, according to the pamphlet, realized that the project was no prank.

This origin narrative is—by design, one assumes—full of intentional mystery and symbolism. It also echoes two esoteric myths with deep roots in Western hermeticism and occult conspiracy. First, there is R.C. Christian’s name, which evokes the rich and centuries-old mythology surrounding Rosicrucianism, with its key founding documents detailing the occult journeys of a young magus named Christian Rosenkreuz (Rose Cross, R. C.). The tale of R.C. Christian’s mysterious arrival also echoes an American myth about a stranger named “the Professor” who was allegedly present among the Founding Fathers during the design of the American flag. This tale was first recorded in an 1890 book called Our Flag by Robert Allen Campbell and eventually given new life in 1940 by American esotericist Manly P. Hall. These two seemingly-disparate threads of American esotericism—the occult wisdom of secret societies and a sort of mystical American patriotism—intertwine freely throughout The Georgia Guidestones pamphlet, as the authorial voice continues to hammer home the message from the Foreword: that however bizarre, occult, and eerie the message of the Guidestones project might be, we are always assured that it is being directed by American patriots who believe in God.

The ten-part Guidestones message itself is explained directly by “the mysterious sponsors behind The Georgia Guidestones®” (whenever “The Georgia Guidestones” appears in the pamphlet, it is accompanied by a registered trademark symbol, which seems to betray the commercial intentions of the document quite clearly) in a five-page essay called “The Purpose.” The inscriptions call quite clearly for a radical population reduction (to a mere 500 million people worldwide; in 1980 the global population was already nearly 4.5 billion), for humanity to “guide reproduction wisely, improving fitness and diversity,” and for a universal human language and a new respect for nature. The sinister first pair of commandments have more than a whiff of old-fashioned American eugenics, which, along with the command for a universal language, would certainly raise alarm bells in socially-conservative late-1970s Georgia. In the very first paragraphs of “The Purpose,” the makers cite a need for “a global rule of reason” and “a rational world society,” two harbingers of the kind of one-world government that had long frightened postwar American arch-conservatives.

The language of “The Purpose” echoes much of the discourse in the 1970s about a New Age arriving, and asserts that humanity is finally ready for such an advancement: “Human reason is now awakening to its strength.” This concept of a planet mature enough to usher in a one-world government, thanks to achievements in reason and science, is a common narrative element in much of Cold War UFO lore. The specter of nuclear annihilation hovers over “The Purpose” as the main threat to humanity’s advancement; “The Purpose” clearly implies that the Guidestones’ message offers “alternatives to Armageddon.” Building a resilient time capsule for the future, one that could survive both the aeons and the possibility of nuclear or climate catastrophe, was evidently a major consideration in the physical design and construction of the Guidestones (echoing the work that would be done in think tanks in the next decade to design monuments to protect nuclear waste from future generations’ curiosity).

“The Purpose” spends nearly two pages defending its population control policy from common political, cultural, and religious objections. Concerns about overpopulation were very timely in the 1970s: the the Club of Rome‘s report The Limits to Growth was published in 1972, and a constant theme throughout popular culture and media throughout the 1970s was an overpopulated and underfed future. The makers of the Guidestones propose that reproduction and parenting be “regulated”: “The wishes of human couples are important, but not paramount.” Coincidental in 1979 with the Georgia Guidestones project was the introduction of the People’s Republic of China’s “one-child policy,” which follows the hopes of “The Purpose” that “every national government develop immediately a considered ‘Population Policy’,” which would “take precedence over other problems, even those relating to national defense.” Later on within the booklet, an “independent” interpretation of the Guidestones’ message is provided by one Dr. Francis Merchant, a local Elberton citizen and English Ph.D. who died after the erection of the monuments but before the publication of the booklet. His assessments are more matter-of-fact than those of “The Purpose,” but take into consideration the cultural and political changes that would be necessary to live up to the aspirations of the Guidestones (along with dropping a tantalizingly Masonic reference or two: deeming God to be “the Great Architect,” for example).

Throughout The Georgia Guidestones, it’s unclear how much of all these varying explanations and interpretations are merely good old-fashioned carnival kayfabe meant to intrigue visitors and collect tourist dollars. A perhaps uncharitable reading of the booklet would be that the entire cast of characters who take credit for different elements of the Guidestones project—Fendley, Martin, and Merchant, among others—were themselves R.C. Christian. The images of Fendley’s laborers working on giant slabs of Georgia granite throughout the pamphlet make it clear that the project was an enormous physical undertaking for the workers involved (and yet it was all completed in a little under nine months, if the story in The Georgia Guidestones is true). The booklet tells a story about one of the crew hearing “strange music and disjointed voices” while working on the inscriptions: more kayfabe perhaps, but also telling in that the makers of the Guidestones didn’t want the project’s mystical aura to stop at the money-and-idea men at the top. Again, a cynical reading of all the attention given to the actual quarry personnel, granite craftspeople, construction workers, and other expert laborers depicted in this booklet would be that Fendley wanted The Georgia Guidestones to act as a long-form advertisement for his company and for the granite industry of northeast Georgia at large. But with every photo offering a candid glimpse of the work and workers involved, the reader gains an appreciation for the fact that a large part of this tiny Georgia community was deeply involved in this project, a folly driven by seemingly mysterious fringe concerns, but one which touched almost everyone in the Elberton area. As with other weird municipal art projects elsewhere in 1970s America, Elberton seemed to embrace their Guidestones purely as quirky roadside attraction, another quintessentially 20th century American cultural tradition.

The Guidestone sponsors and Christian “himself” each directly lament the fact that ancient monuments like Stonehenge offer no concrete message to the modern world, that the true motivation for their construction and use, aside from their obvious calendrical and astronomical purposes, is unknown to us. With the purportedly “complete” picture of the process of making this monument, from conception to execution, The Georgia Guidestones booklet offers a vital gloss on the stones’ pure physical presence and their encoded message. It also offers a portrait of a small rural community in 20th century America at the end of arguably the nation’s Weirdest decade, a decade where issues of global survival met with the parochial concerns of post-industrial labor and production, filtered through a prism of the esoteric mysticism at the center of the entire American experiment.

Review: AC1 The Shady Dragon Inn

The Other Side -

Going through some of my favorite Basic-era books and games and I should really spend some time with another favorite, but one that became a later favorite.

AC1 The Shady Dragon Inn was one of the first accessories for the BECMI flavor of the D&D game.

This book also has the distinction of being one of the first Print on Demand books that Wizards of the Coast would release for the old TSR catalog.

The book also has special interest to me since it features the stats for one of my favorite characters Skylla.

I will be reviewing both the PDF and the Print on Demand versions.

The book is 32 pages with color covers and black & white interiors.  The print version is perfect bound; so no staples.   The scan is sharp and clean and PoD version is easy to read.

The book features the titular inn, but really the main feature of this book is the collection of NPCs.  Designed to be a bit like the original AD&D Rogues Gallery.  This product though is a little more robust.  The Shady Dragon Inn write-ups include some background on who these characters are, more than just a collection of stats.  Maybe indicative of shift between the AD&D and D&D lines.

The characters are split by class.   In each case, we get a dozen or so individual characters of Fighters, Thieves, Clerics, Magic-users, Dwarves, Elves and Halflings. with art by Jim Holloway and Larry Day.  While the art helps, each write-up includes a brief description.  This all covers roughly two-dozen pages.

There is another section of "Special" characters.  These are the ones with TM next to their names. Such notables as Strongheart, Warduke, Kelek and of course Skylla.

There is a bit at the end about the Shady Dragon Inn itself along with some pre-gen adventuring parties based on level.  A great aid for DMs that need some NPCs.

The Print on Demand version includes the maps to the Inn as part of the print.  The main PDF does not have them, but they can be downloaded as a separate file.   There are PDFs and image files to print out to use with minis.  So with some minor tweaks, you can use this with any version of D&D you like.  The characters inside can be converted to 5e easily enough.
Ignore the saving throws, and recalculate the base to hit as 20 - THAC0.  I find that 22 or 23 -THAC0 actually works out a little bit better for 5e.

The maps are set to 1" = 5', so D&D 3, 4 & 5 standard.
The Print on Demand versions do not come out to 1" exactly, but when you buy the pdf you get the maps as files to print on your own.

While this book lacks the numbers of NPCs the Rogues Gallery does, it is superior in every other aspect.  Starting in an Inn might be a D&D cliché, but a product like this makes you want to embrace the cliché anyway.

The Print on Demand version is fantastic really.







The maps are part of the book, not detachable, but that is fine really.





Here is the spine.  It is Perfect bound. No staples.



Various shots of the text.  It appears the same as the early editions.  Maybe a touch fuzzier, but nothing that I consider a deal-breaker.  Barely noticeable in fact.


How can you tell this is a new print versus a really, really well kept original?  This page. This is the same sort of page found in all DriveThru/OneBookShelf/LightningSource books.
Note how the bar code is not an ISBN one.

The Grid of Destiny: David Palladini’s Aquarian Tarot Deck, 1970

We Are the Mutants -

Exhibit / November 20, 2019

 

Object Name: Aquarian Tarot Deck
Maker and Year: David Palladini, Morgan Press, 1970
Object Type: Tarot Cards
Image Source: Graphicine
Description:  (Richard McKenna)

With their autumnal hues and deft fusion of the geometries of Art Nouveau and Art Deco, the tarot cards illustrated by David Palladini and published in 1970 by Morgan Press evoke perfectly the fading glow of the previous decade’s psychedelic optimism. The drift of interest in the esoteric and occult from the counterculture into the mainstream had been underway for some time: three years previously, Palladini had contributed to another pack of Tarot cards for Massachusetts paper producer Linweave and produced a series of Zodiac posters for Morgan Press. As well as Nouveau and Deco, Palladini’s style took inspiration from “decadents” like Harry Clarke and Aubrey Beardsley, the washed-out exoticism of illustrator Arthur Rackham, and even the expressionism of Munch, all filtered through memories of the early days of cinema and the poster art of the 1960s to create something that still looks modern today.

Palladini, who passed away in 2019, may be familiar from his illustrations for books like Jane Yolen’s 1974 book The Girl Who Cried Flowers and Other Tales, the 1987 edition of Stephen King’s The Eyes of the Dragon, and his remarkable, haunting poster for Werner Herzog’s 1979 Nosferatu. As his name suggests, Palladini came from an archetypal Italoamerican background—born in Italy in 1946, his family had emigrated to the United States in 1948 and settled in Illinois. After graduating from New York’s prestigious Pratt Institute Art School, which he attended on a scholarship, Palladini accepted a job as a photographer at the 1968 Mexico City Olympic Games. When the the chief poster designer abruptly departed, Palladini took over his post, creating a series of posters for the event. Once the Olympics were over, Palladini moved back to New York and took up a position with Push Pin Studios, then considered one of the most innovative illustration companies in the world.

As an illustrator working in the New York of the 1960s and ’70s, it seems likely that Palladini would have been moving in the same circles as British illustrator Peter Lloyd, who would later work on the production design of 1982’s Tron. Looking now at these monochrome faces in their glowing geometric garments, it’s hard to avoid the conclusion that Lloyd and/or the other production designers of Tron must have been familiar with Palladini’s work. Shortly before Tron‘s release, echoes of the elegiac formalism of Palladini’s Tarot were also to be found in the uncharacteristically restrained artwork the brilliant Bob Pepper produced for this set of Dragonmaster cards in 1981: both packs channel an entire history of Western art from the Middle Ages on into beautifully cohesive imaginary worlds. And as these cards by Suzanne Treister show—published 48 years after the publication of Palladini’s deck—Tarot continues to enjoy a position of importance in the countercultural pantheon.

Merry Part, Witches' Voice

The Other Side -

A non-gaming post today of sorts.

I just read the announcement that The Witches' Voice will be shutting down its service.
Witches' Voice, or Witch Vox, has been online serving the Pagan, Neo-Pagan and Wiccan community online since 1997.


Now to be clear, I am not a pagan, Wiccan or anything like that.  I have always been a pretty hard-core Atheist. But I liked Witch Vox and I like Pagans in general.

I liked going to WitchVox because it also kept me informed on what was happening in the community of Neopagans and Wiccans.  While my own witch books are what I like to think of a nice mix of myths, fairy tales, and legends, some of those myths are also modern myths.  See my Pumpkin Spice Witch book as an example.

Through WitchVox I was able to find several occult bookstores in my area, great back in the late 90s when I first moved out into the suburbs from Chicago.  I found a great little occult bookstore not too far from my Favorite Local Game Store.  Sadly that bookstore is gone. And much like WitchVox itself a lot of these places are closing due to people getting their materials online.  Amazon has replaced the occult bookstore and Facebook has replaced WitchVox.

I also used WitchVox as a starting point for research.  It was a crucial find for me back when I was putting together my first witch "netbook".   Prior to this, like all good little academics, I went through books and later journal articles.  WitchVox opened up new avenues of research to me.

Thankfully much of the original purpose of WitchVox can now be handled well with their Facebook Page, and potentially hit a much larger audience.

WitchVox may be shutting down their website, but the cycle of birth-death-rebirth is something that witches often believe.  So I am sure there will be a rebirth of WitchVox in some form or another.

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