Monday, December 18, 2023

Giving The Pirates A Bloody Nose In The Black - The Clement Sector & The Ship Files: RAX Type Protected Merchant From Moon Toad Publishing

 "The trade routes of known space can be dangerous, even with the presence of securityforces and local law enforcement. The RAX is a well armoured and armed merchant, which affords more protection and security, which is especially important when carrying expensivecargo. Even more dangerous are the routes out on the frontier, fortunately this vessel is well equipped to look after itself if need be." 

Let's dive back into the blackness of the Clement sector and look deeper into the one of the tried and true starship designs from Moon Toad Publishing. In this case this case the Ship Files: RAX Type Protected Merchant. And yes I'm going back to the well here when I first got into the Cepheus Engine Rpg two or three years ago. This blog entry picks up right from here on the blog. 
























The Ship Files: RAX Type Protected Merchant is perfectly suited to be a corporate sponsored style trader/scout ship. A small fleet of these exploring the blackness of the Clement Sector is perfectly suited to reestablish communication with colonies that have lost contact with the main branches of the Clement sector. 
And the RAX is perfect for corporations to gain thier own over reach deeper into the blackness while spreading thier influence to these far flung colonies. 
This also makes the RAX a perfect target for pirates however you can see that the RAX could easily give a couple of pirate ships bloody noses while dealing with the unknown dangers within the Clement Sector. 
The RAX is a ubiquitous design and the production of these ships over the years gives some solid groundings for them to take thier place among the trade ships of the Cepheus Sector. The crew rounds out at thirteen and the RAX has a weapons to back up thier positions. 
Ian Stead's artwork is on point here enabling the DM to get very accurate references on RAX's  specs and designs. Layout, writing, fonts, etc. all fit the Independence Games usual guidelines and quality. 

The RAX can also be used to keep open very distant intergalactic trade routes with both drive power and weaponry. This enables these corporations to service so called company store colonies. And the RAX is a key starship for such areas with weaponry and gusto in a second to defense such colonies. 


 The RAX is also key for deep exploration missions into the blackness of the Clement sector with it's ability to be configured for missions requiring extended stays and deep space roles. The RAX is well suited to these missions with weapons to take on unknown threats. 


Sunday, December 17, 2023

Review & Commentary On GMA1: Cult of The Rat God By Andy Castillo Jr For 1edition, 2nd edition, & OSRIC RPG

 "Your travels have brought you to the City of Genepa, a thriving port and trade town. While you explore the city and seek adventure, your inquiries lead you to an ancient troll commander’s lair. You also travel through reptile infested swamp in search of an elusive group of slavers that are reputed to be lead by a Wererat bandit and his wife. The Rat King and The Rat Queen. Life is full of surprises." 



"As if that were not enough, a necromancer has stirred the restless undead at the southern edge of the city and the council calls upon your services to try and sort out this problem. The Ratmire and Laborer’s districts are in complete disarray and the Planned Afterlife Cemetery appears to be the source of the Hungry Dead"  

 GMA1: Cult of The Rat God By Andy Castillo Jr  has been on my radar for a long time. Again this is one of those modules that I'll get around too. Well last week I pulled the trigger with a nice Amazon gift card I got for the holidays from one of my players. GMA1 isn't a small  module at ninety nine pages but it's one where there's a ton going on. Andy Castillo's writing here is on point and the plot winds its way with the PC's up to thier armpits in tepid swamp water; "The party's 
inquiries lead them to a troll and reptile infested swamp, in search of an elusive group of slavers that are reputed to be lead by a wererat bandit and his wife, The Rat King and The Rat Queen.  Meanwhile, a necromancer is busy, secretly plying his trade in or about the Ratmire District and the Planned Afterlife Cemetery.  As undead start to rampage throught sections of the city each night, the council summons the players to investigate the cause of these serious discturbances." As I said GMA1 is expansive and well done. Encounters are quick and the author's writing is on point. The font and layout is also good with the artwork nor the layout laboring the eye. 
  Encounters in GMA1 are solid and challenging while moving the action along. On the whole 
 GMA1: Cult of The Rat God seems like a well thought out module. What's really unique here in GMA1 is the fact that this module allows the PC's to actually be heroic and solidly moral for a change. There are real stakes here with an undead army that if it get's loose could spell doom for the campaign setting. 
One of the things that makes GMA1 solid for OSR play is how adaptable the module is. And this makes GMA1 perfect for adapting it to Castles and Crusades. The encounters can easily be shifted into an existing campaign such as Greyhawk. 


The action here is fast paced and the author keeps thing moving. There's some decent encounters and the stakes are reasonable high. There could be a world ending threat but it needs to be checked by the adventurers. GMA1 is PC driven and perfect for runnning with Hyperborea rpg or Castles & Crusades or even OSRIC. 
There's a good deal of both urban and wilderness in GMA1 this is a welcome style of module with the PC's able to showcase thier talents in this module. And GMA1:Cult of the Rat God has some very decent adventure locations that can slide right into existing campaigns. And this mades this module very modular for campaign usage. There something profoundly satisfying about reusable adventure locations th at can be used again and again. GMA1: Cult of The Rat God has all of the hallmarks of a great module and be sure to visit the author's website for further details on the module here.

Review & Application of Shiny Object Syndrome By Venger Satanis For Cha'alt or OSR Campaigns Plus Tassie's Affair Session Report

 


Shiny Object Syndrome by Venger Satanis clocks in at seventeen pages of  solid female NPC's with a romantic difference for Cha'alt. And Shiny Object Syndrome has some solid NPC's that have been drawn out for the Cha'alt setting. But SOS could be used for any Science Fiction rpg or other OSR games with a Science Fiction element. Venger Satanis brings far more to the 17 pages then at first it seems;"The slow-burn or build-up when it comes to NPCs, specifically of a romantic type, is a lost art. You increase the tension and desire with anticipation. Don’t give the players what they want right away. Chances are, they don’t even know what they want. But if you dangle something alluring in front of them and then take it away, a few of them may get hooked. You can use this technique with almost anything, but Incremental Infatuation serves a singular purpose – make the PCs (perhaps just one or two, but that’s enough) excited about socially interacting with a particular woman. By the time they actually meet her later in the scenario or campaign, there’s something real, something special… a true connection. This connection raises the social interaction above and beyond the usual female NPC who’s just there to look pretty, get used by the PCs, or move the story along. She will hopefully fulfill another kind of purpose as either a long-term romantic interest or short-term wild night in Bangka’ak. However, because we took our time slowly building up the PC’s fascination, even a one-night stand will become a memorable diversion in your shared narrative." 
So in seventeen pages in SOS we get four well drawn out NPC's with background, motivation, and a romantic lead in for a PC. And these women are all trouble or simply lead in's for the DM. However there are some serious consquences for the player's PC's with these ladies. And this happens with incremental infatuation with this NPC. 



























This factor allows the DM to gauge how deeply the PC is into this lady NPC. And in this afternoon's Wretched Space second edition game the Shiny Object Syndrome went into full effect with the PC's encountering Tassie within an elevator and the weird tentacle peusdo sexual fantasy in full effect. And then a couple of random rolls for motivation, why is she trouble, and the level we've got to find that girl. 
Well the encounter caused the players to get involved and assumed that she was a part of the action of Alpha Blue. And so she was! I've been wanting to get the space brothel back into focus & Tassie works aboard Alpha Blue but also has connections to Cha'alt & The Void Haven Outpost! So this directly connects back unto both the Outer Rim and Alpha Blue. 

































Tassie was/is the escort to a rich merchant prince that has gone rogue and started. And this relates back to some of the events depicted in Alpha Blue's Alien Ass, Hydrogen Gas, or Cosmic Grass... No One Warps For Free. Tassie has heard and seen a bit too much. She's got secrets in her head that the Federation's officials would go away. 
And boy does one of the PC's in today's game want to help her (pity him) because the group has three Federation assassin droids after them. 




















Now the PC's are aboard a strange star ship 'The Space Bird' with a pleasure cyborg, and assassin droids after them. They're  on auto pilot to Cha'alt but first they've got a refuel at a strange alien space ship truck stop. And that's where we ended! 








































Shiny Object Syndrome by Venger Satanis is perfectly suited to get your PC's into lots of trouble and the NPC ladies in this supplement are ideal made to cause max. havoc in your campaigns! 




Ambush In The Desert ! - Warriors of the Red Planet/ Hyperborea rpg Session Three

 


We're picking right up from where we left off last time here on the blog.  The hills surged with cannibalistic red men warriors who were in a beserk state hopped up from the Gods know what drug that the low lander's master's had cooked up. We brought our rifles to bare and still didn't waver then fired! There were explosions and worse out in the field. And then the fliers crested over the ridge off to our left!



































There were various ships from over a dozen nations in various states of disrpair and this didn't matter. The red men seethed with foam coming from thier mouths and then tried to pour into our carvan. We dropped mines and explosives killing scores of them and then the next wave came over the horizon. And there's a ton of these warriors crawling over everything. And that's when the heavy weapons came out! Our caravan hunkered down and we began getting the big guns out! Here's where we ended this week's session! 

Thursday, December 14, 2023

Review & Commentary On Severed Fate By John Keefe and Laurel Nicholson From Smoldering Dung Games For Your Old School Or OSR Campaigns

 "Barely 100 feet away, the repulsive and terrifying monster Furythorn steps into the compound littered with burning corpses. He hasn’t seen you yet, but he will soon. There's no escape. Your band of adventurers are the last ones to stop his destruction and killing.


You ready your weapon, watching bursts of flames erupt from his body. Hideous pus-oozing burns cover his face.

As night deepens, one of his hulking minions spots you and points, grunting. Seeing your group of warriors, Furythorn laughs a chilling cackle, spewing pus into the evening air. “There you are cowards. I’ve been waiting for you.” He holds out his arms. “Come to me and die!”



Kranna, the wizard’s apprentice feverishly clutches the spell components beneath her cloak. “He must die tonight. Otherwise he’ll destroy the whole northern half of the isle.” The only response is the sound of blades pulled from their sheathes. As you charge forward, embers from the monster’s burning flesh float above you in the wind." 


Severed Fate By John Keefe and Laurel Nicholson is a 1st level adventure for five to seven player's PC. Severed Fate is well done 1st or 2nd level adventure for beginning or  experienced players. Severed Fate can be dropped into any campaign & works very well with campaigns with wilderness focuses. And it has as it's central focus an impressive NPC and lots of twists and turns. 
Severed Fate is very much grounded in the old school tradition with some mature themes but it's also grounded into the OSR's more modern aspects. The good aspects of this module are that if run solidly with a good group of players this adventure will cement the touchstone for an exciting campaign. The layout is well done, the fonts easy to read, and the material well done OSR solidly adventure. 
Encounters in Severed Fate can be and are deadly for a group of players who are not used to the fact that death is always waiting around the corner. And in this OSR module  this is never more true. 
The writing is solid for it's seventy two pages and is easily fitted into your old school or OSR campaigns. And this makes this adventure ideal for OSRIC! Drop this adventure in right after B2 Keep on The Borderlands. 



























Could Severed Fate be used easily with other OSR systems?! Short answer, yes. This module  could be combined with Castles & Crusades without much fuss. And infact if the DM wanted this module could easily be dropped into Greyhawk or similar campaigns running C&C as it's main system. 
The reasons for this are the focus on the wilderness, the NPC's, flexible locations, and more. Severed Fate is well thought out and needs more leads into it's own campaign setting though. This isn't a criticism however only a minor point of contension on my part as a DM. Over the team of 
 John Keefe and Laurel Nicholson who once worked for Mayfair Games as a part of the Role Aids adventure modules.The quality of Severed Fate continues this tradition in spades. 

Wednesday, December 13, 2023

Pre WWII Pulp Setting Campaign with an Indo European flavor Using Wretched Darkness & Fantastic Heroes And Witchery Part III

 Make no mistake even though I haven't talked about it, Wretched Interbellum is definite about themes of cosmic horror. Because it couples so well with the broken promises of World War I to both those who served and to the world. The supernatural tidal wave of World War II promised to engulf the world in a cascade of destruction and Hellfire. This blog post picks right up from here on the blog. 


































There were forty million killed during World War I and the world easily forgets these numbers. The supernatural world not so easily as the dead & undead crawl into the spiritual world. Fantastic Heroes and Witchery uses a variation of the Great Wheel which means that in some ways the Great Wheel model of the planes fits a sorta of Christian & Pagan model of the planes. Which allows one to fit the Beyond into this as a realm connected with Purgatory. 



















World War II leads to the uprising of the supernatural as well as the undead from World War I begin filling in the ranks of the damned for the upcoming world war. This all stems into the realm of Dreams and the Fey. This means that the Fey are already lowering thier tendrils into Europe's underworld. And this sets up some of the deadly factions that we find in Wretched Darkness. And we get a good sense of exactly what's coming from Wretchedverse issue #21 A Guide to The Wretchedverse


Tuesday, December 12, 2023

Colony Defense In The Black - The Clement Sector & The Bridgetown-class Escort and Cape-class System Defense Boat

 "“We surprised the pirate just outside the OZP. Honestly, did the dropkicks think they could outrun us? Bloody idiot tried to leg it anyway. The skipper was polite, really polite...At first...The final chat was via the port p-beam, and it did not end well for them.” - Sublieutenant Wayne Jarred, gunnery officer, RAS Mukinbudin, New Perth Navy, AXO-206, 2342 (standard)" 


Let's get right into this and pick up where we left off on the blog here.  And this time we're going to dig into the "The Bridgetown-class Escort and Cape-class System Defense Boat ". This Escort & Cape class System Defense Boat plugs into a design conceit right out of the gate; "The Bridgetown-class Escort and Cape-class System Defense Boat from the New Perth Navy with Ship design by Michael Johnson. Art by Ian Stead" 



What makes " The Bridgetown-class Escort and Cape-class System Defense Boat " so dangerous is the multi roles that this ship can play from planetary defense to full on anti piracy 'The Bridgetown' can literally handle it all and this is baked deeply into her design & DNA;" The addition of the Bridgetown-class escort to the fleet provides the New Perth Navy with a smaller warship that is capable of a range of roles many of which are currently being undertaken by the Raptor-class sloop RAS Wedgetail and the four Perth-class frigates. These roles include standard merchant convoy escort roles, fleet/squadron escort duties, or long-range anti-piracy patrols well beyond the New Perth and AXO-206 (Boulder) systems." 
She has everything that a DM could want to bloody the nose of pirate Clement sector players whose PC's have been running over the Clement sector's systems. And these ships are well written with Michael Johnson's writing covering everything from set up, design, history, manufacturing, etc. making 'The Bridgetown' a force to be wreckoned with by the Aussies in the Clement sector. Ian Stead & Micheal Johnson's artwork is on point here enabling the DM to get very accurate references on 'The Bridgetown's specs and designs. Layout, writing, fonts, etc. all fit the Independence Games usual guidelines and quality. 
'The Bridgetown' makes an excellent star ship and colony escort ship especially given the Space Western aspect of the colonies of the Clement sector. 

Given this 'The Bridgetown' is an affordable defense bot for both governments & the corporte entities of the Clement Sector. 
These ships have reputations for reliability, verstility, and kicking ass in the black of the Clement sector. And this is because the 'The Bridgetown' fulfills it's roles as an escort very well; "
A modern fast escort in service with the New Perth Navy, the Bridgetown has been designed to be truly multirole. New Perth had originally intended to construct twentyfour of these capable vessels over a period of twenty years, however, the rising tensions with Ariel, the growing internal problems in Peel and the ever-present piracy concerns has fast tracked construction. It is widely expected that the 2345 Naval Force Expansion Act (NFEA) will include an additional four block 2 hulls taking the total number in service to twenty-eight." 
How could characters of the Clement sector interact with these ships?! Since the crews of the Clement Sector are small (forty eight)  even on escorts such as 'The Bridgetown' class. It's easy to see the PC's interacting with captains, crew, etc in antipiracy roles, criminal endevours, mercenary roles, and even as explorers. But this is a ship that almost but not quite demands the attention of those who cross her bows. 



All r

Sunday, December 10, 2023

Blood Eagle Gang's Revenge Blood! On The Streets - A Zaibatsu/Hostile Mini Campaign On Colony World - Earth - Hostile Situation Report #010 Street Scum -

 




The player's learned that there were consquences when it comes to leaving messes behind and it was because of the mess that they left on Abyss. The Blood Eagles were approached by a minor exacutive from Abyss whose got it in for the September Group (our mercenary group of Russian adventurers from another universe). This session picks righr up from the latest encounters at Victory Downs and our November 12th session report. 

































Yammoto Najurai an exacutive for the Matsuyama conglomerate wants the  PharmaSynthesiser that the player's PC's have aboard several of thier starships. And he's willing to do anything to get it. The player's PC's were responsible for Yammato San for getting a demotion at the Matsuyama conglomerate after the PC's took off to do a mission onto Tau Ceti without paying for some equipment. A major no no and they did manage to kill off the creditors for the corporation. Yammato San knows about the Starship Voskhod  systems that the player's PC's have incorporated into various starships that they've managed to secure and register. 
Th Blood Eagles Vincent android has the plans for the
 PharmaSynthesiser technology but is keeping the technology up his sleeve as an ace. He's been stoking the Blood Eagles blood feud with the PC's. And the recent capture of the town of Victory Downs is a major sticking point with the PC's. And now the Blood Eagles breaking into the PC's facilities to steal one of thier   PharmaSynthesisers. While simulating an attack as a destraction to cause as much mayhem as possible was huge violation in today game. 



The PC's are looking for pay back and now have left on a vendetta mission to recover the PharmaSynthesiser's technology. This was after we had a doctor PC in today's game get plugged by a Blood Eagle ganger. And this loss to our party & so now the players  want to thaw another doctor outta of cold storage aboard one of the player's facilities. The feud with the Blood Eagles is getting worse as the gangers work to legitmize themselves. 

Saturday, December 9, 2023

Vampire Queen 5E and 10 Year Anniversary 1E Softcovers With The Classic Greyhawk Campaign Setting- Session Report 6

 So as you know from the last session last week I'm deeply engrained with DM Steve's Tainted Greyhawk campaign where we're treading on the outer edges of the vampire queen's domain. We finished off the last of the zombie bandits from last game. This wasn't an easy fight to say the least. But then we came across the bandit king's lair during the daylight hours. And the bastard was a vampire and that lair was guarded by giant rats and giant bats. 




















We're playing a variation of Hanging Coffins of The Vampire Queen. Which  is fantastic module  available from Dark Wizard Games here.  Back to the band king vampire, there was no way that we were going to let this thing keep existing but it was going to be a slog to get to him. We were conserving our mages and so forth. So it was down to dirty tricks and two caskets of burning oil down the enterance of the cavern lair. 
The free willed intelligent zombies are part of the vampire queen's mercenary forces and have been one of the hazards that we've run into twice now. This part time we were ready. There were passive dangers from the bandit king's lair including dart traps, pit traps, green slime (always a crowd pleaser), and rot grub pits. All passive defenses. And then there were the numerous giant rats, and bats to contend with not to mention the unintelligent zombies and two intelligent ghoul body guards. We had to think our way past everything. And we had to do it by sunset with all of the traps designed to slow us down. And finally we got to the stone coffin and it was a false set up with an intellgent slime monster. And here's where the wizard's fire ball spell came in truly handy. 


















This is so DM Steve, slow us down and let the NPC rise to finish us off. Not this time, we have two thieves and they found the secret door to the bandit king's tomb behind a false mozaic of the undead bastard who was apparently some minor knoble in life. We staked hime, cut off the head, stuffed the head with garlic, and then staked the body out for sunrise while we waited in the bushes for his forces to come! This is where we ended the session. 


Thursday, December 7, 2023

Godstar/Clement Sector campaign Revival Using The Quick Ship File: Starguard System Defence Boat

 The USS Evening Star a Trade Empire class ship belonging to  the First Heaven Mercantile Company (FHMC) is on course to be received at the Tasho Station. The PC's are aboard a Starguard System Defence Boat as mercenaries. 





















 The whole cloth idea here of involving the First Heaven Mercantile Company (FHMC) is to try to revive my Godstar/Clement Sector rpg campaign. Which for a while was highly successful.The idea is that the Hyades sector was originally open to the Clement sector. And when the worm hole with Earth collapsed that it also collapsed the Hyades sector as well. The first thing that happens when the conduit opens is that starship designs are going to be exchanged when trade resumes. 





















One of these ship designs could well be the Starguard System Defence Boat which comes into our games as a system escort star ship. Why? Because of the capacity of these starships;"The Starguard Class System Defence Boat is a 400ton multi-purpose starship. It is not a true “System Defence Boat” as it has limited Jump-1 capability, but is popular with smaller systems who wish to have a reasonably capable ship able to be deployed in a variety of roles including system defence, customs inspection, police actions as well as being able to operate in a ground support role. It is also common with Mercenary Companies operating in a system defence role." The other ship in it's own role is the massive and impressive Trade Empire class starship. And it's a perfect ship in it's role as a trade embassitory ship;"The Trade Empire-class Commercial Transport is a massive 4500 tonne superfreighter.  This large vessel is capable of hauling 2670 tonnes of cargo through Earth Sector!" 



Designed to carry mass quantities of materials for the large corporations in Earth Sector, this superfreighter has been used by corporations to carry cargo, by navies as a replenishment ship, and is sometimes used to carry other starships.  Armed with defensive weaponry, the ship can even hold off pirates when needed!" 
The 
First Heaven Mercantile Company (FHMC) has thier own internal armed forces, trade representives, etc. so our Trade Empire class ship is going to be fully manned by it's own personel. 
And this set up of starships is going to get into the perfect seemingly target for pirates. And we'll get into those next time. 

Wednesday, December 6, 2023

Piracy In The Black - The Clement Sector & Quick Ship File: Gwad Urm Class System Defence Destroyer

 Right so let's pick it right up from here on the blog. Set up is this a notorious space pirate with a heavy bounty on his head has had his gang steal a Gwad Urm Class System Defence Destroyer. Why is this such a big deal? "The Gwad Urm Class Destroyer is an armoured 400 dton System Defence Destroyer, with 5G acceleration, intended for anti-piracy, customs

inspection, blockade and general defence duties."



"It comes with a 50 dton Missile bay, with associated missile storage, split over two locations (Port and Starboard) for survivability. In addition the ship has 2 x Plasma Barbettes (Dorsal and Ventral) and a standard triple Pulse Laser Turret fitted aft. In addition, the ship is fitted with a Standard Class Armed Gig and a contingent of Marines for detached duties."
Sure the 
 Gwad Urm Class System Defence Destroyer could be purchased through shell corporations and fake planetary defense forces. Why go through the hazard when a pirate lord can simply steal one of these crown jewels from some back water starship yard in the Clement sector. And if ships make the campaign for Clement sector then this is an excellent ship to start a pirate fleet. She has the fire power and ability to use it. 
PC's could and should try to form a small tactics unit or party to go after such a ship. The  Gwad Urm Class System Defence Destroyer could be a menace to the space lanes. And taking out colonist fleets as they come out of hyperspace gates could be a very dangerous point.  
Now given the gun running aspect that we spoke about within the Catino Class Fast Armed Trader. The  Gwad Urm Class System Defence Destroyer is a good point defense ship for a back water space western planet.. And if they can afford such a ship a corporate colony world would be wise to invest in such a ship. 































The Clement Sector as Space Western frontier is vast and the fact that the Gwad Urm Class System Defence Destroyer is perfect for the role of system defense when coupled with other Clement ships. The defenses of the space craft are very well thought out & are perfect for fleet roles in systems that need them. 
The plans, schematics, and pdf of the Gwad Urm Class System Defence Destroyer are well done. The artwork is solidly done with Gwad Urm Class System Defence Destroyer. 
A Gwad Urm Class System Defence Destroyer could be the perfect pirate vessel or the perfect system defense ship when coupled with other Clement sector space craft. 

Pre WWII Pulp Setting Campaign with an Indo European flavor Using Wretched Darkness & Fantastic Heroes And Witchery

 So going back too Fanastic Heroes and Witchery PC's has been interesting to say the least. Over the last day or so I've been reading old campaign notes. And this post is going to right up from here on the blog. And looking into having a horror based F&W horror game has been interesting because the players want to kick supernatural behind. 





















Now the Pulp classes from FH&W are as follows: 
Necronimus ( Spiritualist) class, occultist, Psychic, Rifleman, savant(scientist), the skylord, and the wild brute. We've got these classes set against the supernatural of the Beyond ( which is actually Purgetory between Heaven & Hell) in our campaigns. 


Wretched Darkness first & seond edition presents an interesting delemia mixed with FH&W because what do you do with the D&D style wizards?! The answer is simple we use the existing magic guilds and wizard schools set in stable Fairyland areas. Technically speaking you could take the whole cloth of the campaign setting of Wretched Darkness 2nd edition and run it with Fantastic Heroes and Witchery. The supernatural world is still reeling from the unquiet dead of World War I. Add to this instability of the world and it's a perfect opportunity for the horror factions of Wretched Darkness to make in roads into the world. 
And we can see factions looking at South America, Mexico, France, Russia, and other nearer European theaters being too juicy targets for the supernatural or cults for that matter to leave alone. 

And we've been using a Tainted version of Greyhawk to this mix where the various Greyhawk monster factions looking over Europe and licking thier metaphorial chops.  I could see the characters journeying to Greyhawk to sabatoge a humaniod army filled with pig faced Orcs and the like under the purview of Luz. 






















Paris France has been one of our occult mainstay cities for decades along with Portugal because of thier roles in the conquest of the 'New World'. The tide of violence and blood has been the source of supernatural energies of decades. These centers of forgotten power draw occult societies and cults like moths to flames. 
These places are also going to be beckons for many knightly orders who still exist in secret. 

With fading colonial interests and deadly enemies waiting in the shadows. Who knows what is moving around the swirl of desparate partiers and jet setters of the displaced royals, world weary vets, and others who move among the Interbellum crowds and elite. 



 Here's where I'm thinking of slipping in Raiders of the Lost artifacts for it's relic rules. These magical artifacts allow gods and other divine entities to have a toe hold in the world and allow them to possibly comeback into the modern era after thier time or era cycle is gone. 
This is something I've been toying with after reading up on the legends of the Devil's witch shools in Iceland. The idea that the supernatural continually recycles its agents and what not has a very nice appeal to me as a DM. More to come!