Monday, February 5, 2018

Among The Fairy Haunted Halls of B3 Palace of the Silver Princess By Moldvay & Wells For Your Old School Campaigns




Are there hidden agents of chaos scattered across Dark Europe? Have there been cults of chaos within European confines for thousands of years since before the time of the Roman occupation of Europe? What are  the connections to a TSR classic adventure & Arthurian legend? 
Let dive right into the deep end of the royal gene pool!




Now I've talked about the '81 John Boorman cultclassic film Excilbur on yesterday's blog post & some of the familial connections its had in my games over years. And let's talk a bit about the connections between adventure locations, NPC bloodlines, & classic era TSR adventures. Everything revolves around the Le Fey family  because they're  the last bastion of the Elven bloodlines on Earth in Dark Europe.
Because there isn't just one Morgan Le Fey there are many daughters in the Le Fey line especially when we get into the 13th-century Old French romances of the Lancelot-Grail (the Vulgate Cycle) & some of the early Arthurian works:
"Morgan first appears by name in Vita Merlini, written by Norman-Welsh cleric Geoffrey of Monmouth. Purportedly an account of the wizard Merlin's later adventures, it elaborates some episodes from Geoffrey's more famous earlier work, Historia Regum Britanniae (1136). In Historia, Geoffrey relates how King Arthur, seriously wounded by Mordred at the Battle of Camlann, is taken off to the blessed Isle of Apple Trees (Latin Insula Pomorum), Avalon, to be healed. In Vita Merlini, he describes this island in more detail and names Morgen as the chief of nine magical queen sisters who dwell there, capable of shapeshifting and flying,[13] and using their powers only for good.[14] Her sisters' names are Moronoe, Mazoe, Gliten, Glitonea, Gliton, Tyronoe, Thiten and Thiton.[15][16][17] Morgan retains this role as Arthur's other-worldly healer in much later literature, and Geoffrey might have been inspired by the 1st-century Roman cartographer Pomponius Mela, who described an oracle at the Île de Sein off the coast of Brittany and its nine virgin priestesses believed by the Gauls to have the powers of curing disease and performing various other marvelous magic, such as controlling the sea through incantations, foretelling future, and changing themselves into any animal.[18] In Lanzelet, written by the end of the 12th century by Ulrich von Zatzikhoven, the infant Lancelot is spirited away by a water fairy (merfeine in Old High German) and raised in her paradise island country of Meidelant ("Land of Maidens"); his water fairy queen might be related to Geoffrey's Morgen of Avalon."
That's right kids the relationship between the Morgan line & Arthur's is  as complex & convoluted as anything you'll find in Tolkein or Game of Thrones. Because the Morgan line are Elven bloodlines that have been watching & tending mankind this entire time all across Europe. Each one has a witch cult,grove, or mystery cult as well as  other connection to Fairyland and even perhaps gasp HP Lovecraft's Deep Ones?! There are a number of lost under water kingdoms in Celtic folklore that might have connections to various locations taken back by the Deep Ones. Again another blog entry for another time.



Why would the royals of  Morgan line be allowed to continue across Europe then?! Because as I said their relationship to the crown heads of Europe is complex and familial. The families have produced some of the premiere doctors, healers, lawyers, merchants etc. in all of Europe some of whom are beyond reproach;

"Prior to the cyclical Old French prose, the appearances of Morgan are few. The 12th-century French poet Chrétien de Troyes mentions her in his first romance Erec and Enide, completed around 1170. In it, a love of Morgan is Guinguemar, the Lord of the Isle of Avalon and a nephew of King Arthur, a derivative of the legendary Breton hero Guingamor.[19] Guingamor's own tale by Marie de France has him in relation to the beautiful magical entity known only as the "fairy mistress",[20] who was later identified by Thomas Chestre's Sir Launfal as Dame Tryamour, the daughter of the King of the Celtic Otherworld, and who shares many characteristics with Chrétien's Morgan.[21][22] It was noted that even Chrétien' earliest mention of Morgan already shows an enmity between her and Queen Guinevere, and although Morgan is represented only in benign role by Chrétien, she resides in a mysterious place known as the Vale Perilous (which some later authors say she has created as a place of punishment for unfaithful knights).[18][23] She is later mentioned in the same poem when Arthur provides the wounded hero Erec with a healing balm made by his sister Morgan. This episode both affirms her early role as a healer and provides the first mention of Morgan as Arthur's sister; healing is Morgan's chief ability, but Chrétien also hints at her potential to harm.[24] Chrétien again refers to Morgan as a great healer in his later romance Yvain, the Knight of the Lion, in an episode in which the Lady of Norison restores the maddened hero to his senses with a magical potion provided by Morgan the Wise. While Modron is the mother of Owain mab Urien in Welsh literature, and Morgan would be assigned this role in later French literature, this first continental association between Sir Ywain and Morgan does not imply they are son and mother; she is first mentioned as Ywain's mother in the early 13th-century Breton lai Tyolet."
The Morgan line are not simply healers but tacticians, events did not go as planned with the Camelot affair & after Arthur's death Avalon's return to the world of men didn't happen.



How bad did events get?! Well when dealing with Chaos & the occult events are unpredictable & highly dangerous. B3 Palace of the Silver Princess might be the perfect old school example of another adventure location taken off to Fairyland whose chaos energies have warped the entire classic adventure location. Let me get this bit out of the way; "Palace of the Silver Princess is an adventure module for the Dungeons & Dragons Basic Set. It was recalled on the same day it was released, then rewritten and re-released some months later. The original version, with an orange cover, was written in 1980 by Jean Wells.[2][3] When the orange version was recalled (and most copies destroyed), the module was rewritten by Tom Moldvay and released with a green cover. Writing credit on the second version was given to both Moldvay and Wells, although there was very little of Wells' original content in Moldvay's version."

So The Thirty Years War is raging across Europe and the PC's are on the border of France's wastelands and battlefields. The PC encounter evil creatures that have taken over the palace after one of the more bloody battles which puts events of B3 right around the Catholic Intervention.
So why the Catholic Intervention? Because the violence & bloodshed has warped the country depicted in B3 right back into the world. The Morgan line's curse was responsible for its disappearance in the first place. All of this time its been in Fairyland its been warped by the energies of chaos. What sort of possible Lovecraftian powers might have had a claw in this? Clark Ashton Smith's Mother of Toads (1934) goes into the dark connections to a possible source?!

This isn't a simple dungeon crawl as its a fight for survival against some terrible odds against the backdrop of the Thirty Years War. Because B3's adventure location has been warping in and out of reality for a long time and time does not pass in our world as it does in the palace. So there are bound to be an NPC cast  of adventurers and fortune seekers from across history within the palace.  The palace's inhabitants and monsters are native to Fairyland but is there evidence of the Morgan line's connection to the palace and events of The Thirty Years War?! Will the Morgans let the PC's live if they manage to escape the palace?
Contemporary painting showing the Battle of White Mountain (1620), where Imperial-Spanish forces under Johann Tserclaes, Count of Tilly won a decisive victory.

Let's face it, B3 Palace of the Silver Princess is a mess of an adventure but it adaptable to a wide variety of campaign settings and circumstances. By weaving a bit of Arthurian literature into the mix and some real world history we get a great backdrop for an alternative  Lion & Dragon retroclone setting. More to come!

Sunday, February 4, 2018

Grail Matters - The Other Arthurian Lore In Old School Campaigns

Sometimes you've got to go back to basics to just keep perspective, in this case it was watching one of John Boorman's classics. Excalibur today isn't mentioned except within certain circles of old school gaming & by film fans.
"Excalibur is a 1981 American epic fantasy film directed, produced, and co-written by John Boorman that retells the legend of King Arthur and the knights of the Round Table, based on the 15th century Arthurian romance Le Morte d'Arthur by Thomas Malory." This film has all of the classic John Boorman touches from his camera layout, pacing, sweeping weirdness of Boorman's take on not only Britain but the Arthurian legend.  This is a top drawer & stellar casts, "Nigel Terry as Arthur, Nicol Williamson as Merlin, Nicholas Clay as Lancelot, Cherie Lunghi as Guenevere, Helen Mirren as Morgana, Liam Neeson as Gawain, Corin Redgrave as Cornwall, and Patrick Stewart as Leondegrance."


It still has one killer of the best Arthurian casts & this film's  impact still resonates with certain corners of the old school gaming community to this day. Back in '81 I had to sneak into the Warner theater & this film blew me away. Lots of Arthurian violence, a heaping of nudity & sex, etc. this film wouldn't be seen again until many late night viewings on HBO. Director John Boorman was channeling a bit of Lord of the Rings in Excalibur because he was supposed to have made the film.




And its impact on old school gaming? Well, just ask Games Workshop who 'borrowed' their designs for the space marine armor from this film. And let's not even get into the number of 'historical' armor designs in fantasy gaming that also went down that same road.But let's get into some deeper connections to the Mythos or more specifically the writings of Manly Wade Wellman Whose Devil Is Not Mocked. 
This story was the inspiration for F. Paul Wilson's The Keep  A part of the Adversary cycle novel
The ideas of an Outer God trapped within the confines of an Arthurian era castle structure have vast over reaching ideas for a sort of reverse dungeon and these style of legends invoke echos of the mythology of sleeping kings and gods. And this symbolism  also been a part of the numerous legends of the sleeping kings. Not to mention the weirdness surrounding the
The Holy Grail.


How at the Castle of Corbin a Maiden Bare in the Sangreal and Foretold the Achievements of Galahad: illustration by Arthur Rackham, 1917




This also ties in with the sword of power Excalibur having been forged by the pagan gods in Boorman's film. But its the betray of Queen Guenevere & Lancelot against Arthur that ties into the back bone of the film & various iterations of the Arthurian literature's plot.
During the Thirty Years War there was a resurgence in the legends of Arthur & his knights within the circles of Alchemy. And this ties into the Lion & Dragon retroclone rpg quite nicely.
 
 

When the forces of Fairy are taking advantage of the action of the various battles to touch the world of men the chaos laden realm creates the wasteland which ties in directly to the emotional states of the local inhabitants specifically royalty. A lift curse,  cure wounds, or a miracle of God  is going to be needed to lift the curse of the Wasteland.

"In the Arthurian Grail material, the Wasteland's condition is usually tied to the impotence of its leader. Often the infirmity is preceded by some form of the Dolorous Stroke, in which the king is injured tragically for his sins but kept alive by the Grail. In Chrétien de Troyes' Perceval, the Story of the Grail, the Fisher King has been wounded in a misfortune that is not revealed in the incomplete text, and his land suffers with him. He can be healed only if the hero Perceval asks the appropriate question about whom the Grail serves, but warned against talking too much, Perceval remains silent. In the First Continuation of Chrétien's work, the anonymous author recounts how Gawain partially heals the land, but is not destined to complete the restoration. Over the course of time romances place less emphasis on the Wasteland and more on the king's wound. In the Lancelot-Grail Cycle the link between the devastated land and the wounded king is not absolute, and in the Post-Vulgate Cycle much more emphasis is placed on King Pellehan's injury by Sir Balin than on the devastation this causes to his kingdom.
Scholars of the earlier 20th century devoted much study to the Wasteland motif. In one of the more popular works on the subject, From Ritual to Romance, author Jessie Weston suggested that the origin of the motif lies with an otherwise unattested pagan fertility cult. The book is mostly disregarded today, though T. S. Eliot credited it as the source of the title and the largest single influence on his famous poem The Waste Land."

Wizards, alchemists, & magic wielders are essential when the forces of Fairyland & Chaos are at play. During the Thirty Years War the blood shed & battles were like ringing the dinner bell for the powers of the Devil & Chaos. Morgan Le Fay after the fall of Camelot made a deal with the Devil & became one of the Queens of Fairy.


Morgan le Fay by Frederick Sandys (1864)



The witch cults of Dark Europe might be spreading terror across the lands acting as fulcrum & levers where needed by the Elven royalty. This includes Ireland and across Europe; "In Irish folklore, the last High Queen of the Daoine Sidhe - and wife of the High King Finvarra - was named Una (or Oonagh, or Oona, or Uonaidh etc.). In the ballad tradition of Northern England and Lowland Scotland, she was called the Queen of Elphame.

The character is also associated with the name Morgan (as with the Arthurian character of Morgan Le Fey, or Morgan of the Fairies), or a variant of Mab (such as Maeve or Mabd). In the Child Ballads Tam Lin (Child 39) and Thomas the Rhymer (Child 37), she is represented as both beautiful and seductive, and also as terrible and deadly. The Fairy Queen is said to pay a tithe to Hell every seven years, and her mortal lovers often provide this sacrifice. In Tam Lin, the title character tells his mortal lover:
At the end of seven years
She pays a tithe to Hell
I so fair and full of flesh

I fear it be myself"
These are the degenerated remains of the Roman mystery cults & pagan grove cults still doing the Elves & the demonic 'Gods' works across the lands.

"Both Edmund Spenser and William Shakespeare used folklore concerning the Fairy Queen to create characters and poetry, Spenser in The Faerie Queene and Shakespeare most notably in A Midsummer Night's Dream. In The Faerie Queene, Spenser's fairy queen is named Gloriana, and is also referred to as Tanaquill, which "appears to be an epithet for Gloriana, Queen of Faeries" derived from the name of the wife of Tarquinius Priscus.[1] She is the daughter of Oberon, who in Shakespeare's later play is married to Titania, a name derived from Ovid as an epithet of the Roman goddess Diana. Diana was regularly portrayed as the ruler of the fairy kingdom in demonological literature, such as King James VI of Scotland's Daemonologie, which says that she belongs to "the fourth kind of spirits, which by the Gentiles [non-Jews] was called Diana and her wandering court, and amongst us is called Fairy (as I told you) or our good neighbours."
These evil forces are out to kill and destroy both Catholic & Protestant alike within the bonds of war while they clean up the remains of Europe.

Morgan Le Fay by John R. Spencer Stanhope (1880)


This isn't light weight stuff here, these are the ancient powers of evil pure & simple. They will have their day and it comes fast during the events of the Thirty Year War. Lion & Dragon has these forces of Fairy being confined but they have many names and when they spread they do so where & when the chaos realm of Fairyland washes against reality. Mutation, horror, & magick are the rule not the exception. All of the old places and hates are their anchors and they will come to call. The Arthurian legends & Celtic mythologies have hints bits of the over all horror.
But the power is there & they come to call.



All of this ties back into X2 Castle Amber & matters I was speaking about in yesterday's blog entry. The Soceress of Averoigne / The Tower of Istarelle 1941 by Clark Ashton Smith talks about the exactly the sort of juxtaposition of the forces of magic & the works of mankind. This sort of thing was eluded to in the Arthurian literature & Boorman's film but also we see this a bit in the X2 The Castle Amber adventure. We'll get into the how's & why's in tomorrows blog entry coming up!


Friday, February 2, 2018

The Cursed & Lost Halls of X2 Castle Amber By By Tom Moldvay For Your Old School Campaigns

"Trapped in the mysterious Castle Amber. you find yourselves cut off from the world you know. The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly, lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long enough to find it?"

X2 Castle Amber is a beloved B/X Dungeons  & Dragons classic adventure. So let's get the basics out of the way from wikipedia;
"Castle Amber is a Dungeons & Dragons adventure module designed by Tom Moldvay. This was the second module designed for use with the Expert D&D set." The events of the  Thirty Years War 

are raging on & the PC's have already come face to face with my adaption of  B10 Night's Dark Terror.  They find themselves back on the outskirts of France but something is not right at all. The wind & driving rain have force them deep into the woods & piled ruin of a castle  stands above them.  They've never heard of the Amber family? Why?! Because the family was cursed by the forces of Fairy long ago and because of the war the entire place has been vomited back into the 'real world'.


"The module is described as a medium to high-level scenario which takes place in a castle surrounded by a strange gray mist" according to Wiki." & this is exactly why this module makes a perfect interlude into a Thirty Years War campaign. The Castle Amber (or Château d'Amberville) is exactly the type of place that would be taken by Fairyland & tossed about like a sea shell in the chaotic & ever changing dreamlike heavens & Hells of that alien dimension.
The wizard-noble Stephen Amber (Etienne d'Amberville) puts a curse  on his treacherous relatives for murdering him or is it that he calls down the forces of Fairy on the house of the Château d'Amberville?! Invoking the forces of Fairyland proves too much for the pile and its been whisked away to the bastions of chaos far beyond reality. The chaos & death of the battles & conflicts of the Thirty Years War have wretched the place back into existence with the curse still in play after all this time.



Wallenstein A Scene of the Thirty Years War

Its illogical and cold nature of the module that plugs into the vailed threat of the nature of X2 which draws so heavily from both Clark Ashton Smith's Averoigne stories & the fictional history of the the Amber family. The Lion & Dragon retroclone system is ideally suited to take full advantage of the differing eras, worlds, and times of X2 Castle Amber.


Dungeon Masters wanting to run this sort of an adventure should take full advantage of the Averoigene cycle stories which are:
Holiness of Azédarc, The (1933) contains some ideas for the subtle use of time & dimensional travel but wizards are going to have to take care around the environs of Castle Amber where the Inquisition is active & very dangerous! In X2 the forces of Fairy are not only very real they're also a very dangerous threat to PC's as they wind their way from one encounter to another within the castle.


A good point to run X2 Castle Amber is during the latter half of the Thirty Years War during the turning point of the early part of the 1600's;
"Tensions escalated further in 1609, with the War of the Jülich Succession, which began when John William, Duke of Jülich-Cleves-Berg, the ruler of the strategically important United Duchies of Jülich-Cleves-Berg, died childless." This gives a possible connection with ancestors of Johann Wilhelm of Jülich-Cleves-Berg & the Amber family perhaps as curse stemming from Stephen Amber (Etienne d'Amberville) dallying with the forces of Chaos & Fairy in the affairs of European state centuries earlier.



The accursed bloodlines of 
d'Amberville give an almost Edgar Allen Poe quality to X2 Castle Amber. We know that the Ambers themselves have some strain of Elven blood running throughout their family tree and perhaps something even more inhuman. There are several hooks in X2 that indicate that other members of the family had traveled to other worlds. This gives X2 Castle Amber a utility that later TSR modules lacked. It also makes a perfect set up for using this module as a bridge into other retroclone adventures.

Stephen Amber (Etienne d'Amberville) can't be the only wizard of the Amber line & in the past I've used other members of the family as NPC's in a number of old school campaigns as patrons for adventures, antagonists for parties, as fulcrums for other old school adventures. The family Amber's role in the history of Dark Europe should not be underestimated especially behind the scenes in the throne rooms of France's highest levels.



The possibilities of X2 Castle Amber as a lost adventure location might explain not only the quirky nature of the old school encounters but could lead to the castle being the gateway to other retroclone settings. There are lots of elements that could lead to a far longer ranging campaign then might be expected. Even in the Thirty Years War the echos of other worlds & time lost centuries could lead to some very unexpected and dangerous avenues!  X2 Castle Amber is not an adventure to take lightly and has wiped out more then one party of adventurers when I've run it in the past. .

A Gloomuim Laden OSR Commentary On The Demon Stones Adventure By Monkey Blood Design For Your Old School Campaigns




So while I'm having a beer last night & I'm on the phone with a friend speaking at length about his Midderlands campaign.  The following statement  came up during the conversation, "Unfortunately there's no real adventures available for the OSR setting? "  This gets into one of the actual problems that I've had with OSR bloggers over the years and we'll get to that adventure in a moment.



One of the real problems I have with OSR adventure reviews on various blogs is that the writers in question don't actually use the various adventures in play during their campaigns. Yup they do tons & tons of reviews both good & bad but very seldom do I see bloggers actually use these products that they're send in pdf  or book form in actual play. So over the years I've created a variety of kitchen sink campaign worlds to test out a wide variety of OSR products without breaking the campaign that I'm running. I'm not a guy who has an rpg book sitting on shelf someplace and this brings me to the Midderlands by Monkey Blood Design. The campaign setting is rife with its own green hued Gloomuim laden chaos inducing mutational magick. Glenn isn't paying me for this nor have there been any bribes. But he's got a Kickstarter on right now to expand the English countryside inspired OSR setting.


So right now in my own home Astonishing Swordsmen & Sorcerers of Second Edition home game I'm making a bit of plans to back door right in my own version of the Midderlands! A nice little isolated group of country locations with some secrets!  This brings me to that introduction adventure there's a lovely little OSR adventure for Swords & Wizardry called The Demon Stones by Monkey Blood Design.

“The sun had set an hour ago, and the rain lashed down and the wind howled on the dark moor. A storm this late in the season was unusual, but this one seemed different. The clouds were more menacing, tinged with anger, the rain colder and more biting than usual.
Skerrill had to find the lost calf and get him back to the farm before his father came back from the city on business. He’d been looking for two hours now, and he was right in the middle of the moor when the storm hit. He knew he should have turned back as soon as darkness fell, but then he was never the brightest boy in the valley. If only he had remembered to lock the farm gate.
The calf was now likely dead anyway having stumbled among the boulders and rocks, panicking in the dark, and then fallen in a floodwater stream and drowned. Either way, he was in more trouble than he could imagine.
Suddenly, a bright flash of white light and a roaring peal of thunder were preceded by an explosion as a huge object fell from the sky and impacted the ground of the moor no more than a stone’s throw from him. Dirt, mud, water, and debris erupted from the impact site, flying high into the air and then covering the moor for hundreds of feet all around.
Skerrill was knocked to the ground instantly and covered in the fallout from the blast. His ears rang and his head spun, but he staggered to his feet in a daze.
He stumbled to where the blast had happened only moments before, and in a depression in the ground lay a huge stone glowing orange as if hot. Skerrill passed out.
Two more thunderous explosions crashed in the distance.”

The Demon Stones shares many of the same locations & monsters as the Midderlands & can seamlessly be inserted into a campaign as an introduction adventure. Sure some of the encounters, PC levels,etc. will have to be adjusted for a beginning set of PC's. But this could prove to be a perfect set up to get the players into the setting without breaking the bank.

Many of the basic elements of the adventure can be seen in this flip through of the adventure. This includes some of the cartography, maps, and set up. The Demon Stones adventure could be worked out for a Dark Albion or The Lion & Dragon retroclone game as well.



The reason why I've stopped doing reviews is because I actually own this adventure & I want to use many of the OSR books that have been gathering dust. I want these adventures used in play & that's exactly what's going to be happening in the next couple of months!
I'm going to put out session reports, adapting commentaries, & more!

Thursday, February 1, 2018

Clark Ashton Smith, Old School Adventure, & That Old Time Religion For Your Old School Campaigns


In a lost land, that only dreams have known,
Where flaming suns walk naked and alone;
Among horizons bright as molten brass,
And glowing heavens like furnaces of glass,
It rears with dome and tower manifold,
Rich as a dawn of amarant and gold,
Or gorgeous as the Phoenix, born of fire,
And soaring from an opalescent pyre
Sheer to the zenith. Like some anademe
Of Titan jewels turned to flame and dream
The city crowns the far horizon-light
Over the flowered meads of damassin ....
A desert isle of madreperl ! wherein
The thurifer and opal-fruited palm
And heaven-thronging minarets becalm
The seas of azure wind....
(Note: These lines were remembered out of a dream, and are given verbatim.)

The City in the Desert  (1922) 

The old gods are dead but their ruins & temples continue on. I've always preferred Clark Ashton Smith to many of the other authors in the Lovecraft circle. To a certain extent even over Lovecraft himself. Last night I found myself with the classic Original Dungeons & Dragons Gods, Demigods, & Heroes book by Robert J Kuntz & James Ward. I was doing a bit of research for Astonishing Swordsmen & Sorcerers of Hyperborea second edition and this book has some material in it that could be useful for dungeon masters.


A lot of times I go back to the original well  & source material from which I've plucked knowledge from when I first got into gaming. Time & again this strategy has worked when its comes to old school gaming especially when designing adventures . This become especially true when it comes original Dungeons & Dragons which has so many bits of wisdom tucked away here & there. This is especially true going over Gods, Demigods, & Heroes by Robert J. Kuntz & James Ward. 
Coming out in Nineteen Seventy Six it covers information on the pantheons and constructs of the Egyptian, Hindu, Greek, Celtic, Norse, Finnish, Aztec, Maya, Chinese, and Japanese mythologies, as well as Robert E. Howard's Hyborea and the Melnibonéan Mythos from Michael Moorcock's Elric novels. Supposedly it doesn't go too deeply into the various pantheons but that's not what I'm looking for. I've spoken at length about how in my 'Old Earth' campaign using AS&SH second edition as  I freely dip into science fiction (fantasy), mythology & Weird Tales fiction.


In my AS&SH Hyperborea the various end of the gods tales have come & gone. This is borne out by the overview of the gods in AS&SH but there's more to it then that. Its very hard to kill a god per say & as borne out in Clark Ashton Smith's fiction, gone doesn't necessarily mean dead. There are literally thousands of temples, ruins, & dungeons all belonging to unknown gods of various pantheons scattered across Hyperborea after the 'Green Death' CAS's  The Isle of the Torturers (1933) bares this out.  So dead gods do not rest easy on Hyperborea even as it crosses Saturn's face.  They don't rest easy on my 'Old Earth' setting either but that's another blog entry.



Yesterday I wrote about using B10 Night's Dark Terror with the Lion & Dragon retroclone system during the . I also hinted at using that module as a set up campaign during 
"The Thirty Years' War " events
PC's fighting in that module could easily cross over into Hyperborea & become lost in the world of AS&SH. What?! Sacrilege, horror, how?! AS&SH is the far future of an Earth in the far distant future & acts as a sieve for time & space! Dimensional gates, time warps, and worse happen all of the time on Hyperborea. The artwork of the product proves the answers!  This also helps to explain where all of the PC races of  people of Hyperborea have come from. Scattered across time & space the Hyperboreas were experimenting with forbidden magicks & technologies.  

I've said this before & I'm going to say it again all of history is the dungeon master's plaything. The only thing you're limited by in the OSR & old school gaming is your imagination. CAS's
Ubbo-Sathla (1933) gives a great case for why magic items are scattered across human history; the reach of the Old Ones & the Outer Gods is immense. Dungeons & other ruins are not always going to be where they belong in AS&SH. Plugging  in CAS's Beast of Averoigne, The (1933) gives us even more fodder with that forbidden French providence providing more fuel to the adventure mix.  Attacking X2 Castle Amber by Tom Moldvey we've got the perfect location to get PC's into all kinds of time & dimensional gateway  related trouble especially from AS&SH.


Remember the door swings both ways & PC's who find themselves thinking that this going to be a quick raid for riches, fame, & adventure are going to be in for a brutal surprise as the 'gods' might have far more other worldly plans for them. There may be far more to that dark and stormy night then the PC's realize.



Harry Quinn's Wild Hunt artwork from X2 Castle Amber

We'll get into the hows & whys of X2 Castle Amber possibly tomorrow. But for now keep those dice rattling.