Showing posts with label Appendix S & S. Show all posts
Showing posts with label Appendix S & S. Show all posts

Sunday, August 7, 2022

OSR Lovecraftian Ecology on Clark Ashton Smith 'The Tomb Spawn ''s the Ghorli (Updated)

  "Great was Ossaru, being both king and wizard. He ruled over half the continent of Zothique. His armies were like the rolling sands, blown by the simoom. He commanded the genii of storm and of dark-ness, he called down the spirits of the sun. Men knew his wizardry as the green cedars know the blasting of levin."

Clark Ashton Smith 
'The Tomb Spawn 
'

When it comes to Clark Ashton Smith's far future Earth setting  Zothique  'The Tomb Spawn ' is an old favorite & the inspiration for numerous Castles & Crusades adventure forays. A highly of this appendix S&S ( Sword & Sorcery) Weird Tales is  the Ghorli. These monsters are are heavily featured in the D20 Zothique setting book.  
The question remains as to what sort of undead horrors these former humanoid things actually are?!  According to GR Hager the author of the D20 Zothique setting book the following comes to us through the Ghorli entry; "
Small Undead Hit Dice: 2d12 (12 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 13 (+3 Dex) Attacks: Bite +3 melee; 2 claws +1 melee Damage: Bite 1d4+3, claws 1d2 ea. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Stench Special Qualities: Undead, +1 turn resistance, Darkvision 10 ft., receive double damage for all non-magical attacks Shaman spells: Darkness, Create More Ghorii Saves: Fort +0, Ref +2, Will +3 Abilities: Str 9, Dex 16, Con -, Int 9, Wis 12, Cha 12 Skills: Climb +6, Escape Artist +6, Hide +6, Jump +6, Listen +6, Move Silently +6, Search +6, Spot +6 Feats: Multiattack, Weapon Finesse (bite) Climate/Terrain: Any desert, ruins, and underground on the greater continent Organization: gang (2-6), pack (7-19), band (20-60), horde (60-100) Challenge Rating: 1 Treasure: Conditional (see below) Alignment: Always lawful evil Advancement: 3-6 HD (Medium-size) Ghorii speak to each other in a language of hoarse coughing and spitting. Ghorii are devilish undead that appear in a gaunt, jackal-like form. They have long muzzles and double rows of teeth, which insure at least 4 points of damage with a successful bite attack. They run on all limbs, but can use their taloned forelimbs for grasping. Their sole source of moisture is the blood of their victims, so they devour both the living and the dead, including fallen ghorii. They are usually the color of the local soil, and hide very well, except for the stench which reveals their presence. They prefer to travel in large bands or hordes, which are always led by by a hierarchy of chieftains and shamans of 3-6 HD, or on rare occasions by an osyluth (bone devil). Except for a bag of odd spell components worn about the neck of ghorii shamans, they are always naked and carry no treasure. However, the opulent treasure of previous victims can often be found strewn about in the vicinity. The desert wraith (see p. 14) can be mistaken for a ghorii, often with fatal results. Good rules of thumb: If it looks like a jackal and doesn’t avoid you, it isn’t a jackal. If it travels alone, or has a furry pelt, it’s probably a desert wraith. COMBAT Ghorii favor ambushes and overwhelming odds. They will leap from above like panthers, given the opportunity. Stench Attack (Ex): This is a passive ability. When 7 or more ghorii are indoors, or 20 or more ghorii are outdoors, all other creatures with a sense of smell found within 20 feet must succeed at a Fortitude save (DC 13) or be wracked with fear & nausea, suffering a -2 penalty to all attacks, saves, and skill checks for the next 10 minutes. Darkness (Su): Same as the 2nd-level cleric spell. 1/day for shaman. Create More Ghorii (Su): A ghorii shaman invokes hellish powers to create more ghorii from jackal skeletons wrapped in human skin. This cannot be done in battle, and requires several hours of spell casting. Ghorii must be created in multiples of five, and each one requires a complete jackal skeleton and the entire skin plus some blood, brain & bones from a human. 1/week for shaman. Receive Double Damage (Ex): Ghorii take double damage when receiving any successful physical blow. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage." 
There a few conclusions that we can glean here. The Ghorli were once human or humanoid tribesmen. They have shamans & still retain a tribal society even in undeath. But what exactly are they?! My guess is  an evolved form of ghoul that has been created by some ancient Lovecraftian god. The rite to create more ghorii tells the story; "A ghorii shaman invokes hellish powers to create more ghorii from jackal skeletons wrapped in human skin. " My best guess would actually be Mordiggan from 
the Clark Ashton Smith tale 'The Charnel God' 

“‘Mordiggian is the god of Zul-Bha-Sair,’ said the innkeeper with unctuous solemnity. ‘He has been the god from years that are lost to man’s memory in shadow deeper than the subterranes of his black temple. There is no other god in Zul-Bha-Sair. And all who die within the walls of the city are sacred to Mordiggian. Even the kings and the optimates, at death, are delivered into the hands of his muffled priests. It is the law and the custom.’” — The Charnel God, CAS 1934









Paizo artwork of Mordiggan used without permission. 


The Ghorli may have been once been desert tribesmen who committed suicide enmass to their Lovecraftian god. The corruption of 'the Ghorli curse' simply keeps spreading among the victims of the undead horrors. The Ghorli tribe or species of undead simply keeps spreading in Zothique's wastelands & deserts. The fact is that these undead horrors are ideally suited to Zothique's desert wastes. And if there is one artist whose work for me captures Zothique its got to be Rodney Mathews.  The Ghorhi haunt and guard the ruins of cities, wizard towers, and the former royal holdings of long extinct nations in the wilds of Zothique. 



































Rodney Mathew's artwork used without permission.. 




Will the Ghorli tribe or species take over Zothique?! Not anymore then another semi demonic undead horror will. The species while aggressive & very dangerous are perfectly suited into their undeath ecological niche. These monsters are far too specialized in their behavior & undeath state. They may have to be pruned for the greater good of Zothique. But at the moment at least these undead horrors  are a very large specialized & niche enviroment. But evertything about these situations feels like its being set up & the Ghorhi in position to take out the enemies of the gods of evil on Zothique. 

Wednesday, August 18, 2021

More Free Sword and Science Fantasy Fiction - 'The Tree of Life ' by C. L. Moore From October 1936 issue of Weird Tales magazine

 

































"A gripping tale of the planet Mars and the terrible monstrosity that called its victims to it from afar -- a tale of interplanetary space hero Northwest Smith."
Grab it right here. 

Most of you might be thinking that this blog entry is going to be where we dive deep into C.L. Moore's Northwest Smith  Mars.   If we look at 'The Tree of Life ' by C. L. Moore more closely there's a lot going on below the surface. 
 The actual danger comes to PC's who don't understand that the Lovecraftian Martian plant described in the story is actually a part of a much greater danger on Mars & elswhere. The plant life described in the story is similar to plant deities of Mars decribed by both Leigh Brackett & Clark Aston Smith. For CAS it was his story, 'The Dweller in the Gulf' is one where one of the ancient gods of Mars shows the upstart humans that not everything is gone on Mars. This entity might be similar to the occult cosmic entity found in Seedling of Mars and Vulthoom .  And as Boyd Pearson says in his article on Eldritch Darkness 'Cycles of Clark Ashton Smith'; "While The Vaults of Yoh-Vombis and The Dweller in the Gulf would of been equally effective stories had they been set on earth Seedling of Mars and Vulthoom utilised the 'alien invasion' motif popular in the pulps at the time However, theses did not contain your typical alien invasion scenarios Vulthoom was an alien 'god' (plant like) who came to mars when humans "were still the blood-brothers of the ape," and now wishes to move to Earth Vulthoom's plot is only temporarily foiled by being put back to sleep for a thousand years The plant thing in Seedling of Mars has better luck in that it does get to take over the earth" 

Seedling of Mars or The Planet Entity [plot by - E M Johnson] (1931)[An alternative background to the proceeding 4 stories] 

So what does any of this have to do with 'The Tree of Life ' by C. L. Moore? Everything there are very dangerous occult forces on Mars. Divine forces that work in various cycles of life & death just as some Earth life forms do according to the weather. And this plant entity encountered by Northwest Smith might simply be an extension of the former pantheon of Mars. And in point of fact these alien entities might be tied to Edgar Rice Burroughs Barsoomian plantmen. And in point in of fact these plantmen could be extensions of the Lovecraftian plant gods on Mars. 
But these types of entities are not just found on Mars. There are a literal ton of these plant monsters scattered throughout the Pulps. So it would be quite easy to add these monsters to your favorite OSR games! 
These plant gods & alien entities are the great survivors & are able to survive just about any disaster that might befall Mars and this includes a small nuclear war. 

The plantmen below is from Michael Whalen's Barsoom covers & used without permission. 

Sunday, August 8, 2021

From Thyatis We Can See Zothique - Using The Arena of Thyatis (DDA1) by John Nephew To Create A Zothique Campaign For Castles & Crusades

It's Party Time in Thyatis. . .


And simply everyone is going to the magnificent Villa Osteroplus, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won"

One of the modules that in the past has been translocated to Clark Ashton Smith's Zothique has been Arena of Thyatis (DDA1) by John Nephew from 1990. Everything about this module has just the right amount of sleaze, forbidden weirdness, & old school nastiness to be perfect for a port over to far future decadent weirdness of Zothique. 


































Thyatis itself as blue print for a Zothique city state is perfect emulating a late Roman era style setting with a foreign ancient far edges of the ancient empire. Add in some of the suggestions from the D20 Zothique By George Hagar   & your good to go with a low magic high action gladiatorial adventure romp. For added in Roman style weirdness add in the  Castles & Crusades Codex Classicum by Brian Young (which needs an update Troll Lords). 


































Many of the classes from 
Codex Classicum  can be adapted into the Arena of Thyatis (DDA1) by John Nephew for a Zothique feel. The weirdness comes from adding in a few monsters from the classic Fiend Folio but fortunately the heavy lifting has been done with the Classic Monsters & Treasures book for that otherworldly feel. 

































The party is captured by the Thyatis guards & sold into gladiatorial combat they escape during the module's events. And then begin adventuring on Zothique or they continue into the next module. For my money I'd go with escape during several pivotal adventure moments. Zothique has its own perils to deal with especially in the wastelands. And next we dive into some of the perils of this far future desert land. Once again its always Rodney Mathew's artwork that always echoes Clark Ashton Smith's Zothique for us. 







Saturday, August 7, 2021

OSR Lovecraftian Ecology on Clark Ashton Smith 'The Tomb Spawn ''s the Ghorli

 "Great was Ossaru, being both king and wizard. He ruled over half the continent of Zothique. His armies were like the rolling sands, blown by the simoom. He commanded the genii of storm and of dark-ness, he called down the spirits of the sun. Men knew his wizardry as the green cedars know the blasting of levin."
Clark Ashton Smith 
'The Tomb Spawn 
'

When it comes to Clark Ashton Smith's far future Earth setting  Zothique  
'The Tomb Spawn ' is an old favorite & the inspiration for numerous Castles & Crusades adventure forays. A highly of this appendix S&S ( Sword & Sorcery) Weird Tales is  the Ghorli. These monsters are are heavily featured in the D20 Zothique setting book.  
The question remains as to what sort of undead horrors these former humanoid things actually are?!  According to GR Hager the author of the D20 Zothique setting book the following comes to us through the Ghorli entry; "
Small Undead Hit Dice: 2d12 (12 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 13 (+3 Dex) Attacks: Bite +3 melee; 2 claws +1 melee Damage: Bite 1d4+3, claws 1d2 ea. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Stench Special Qualities: Undead, +1 turn resistance, Darkvision 10 ft., receive double damage for all non-magical attacks Shaman spells: Darkness, Create More Ghorii Saves: Fort +0, Ref +2, Will +3 Abilities: Str 9, Dex 16, Con -, Int 9, Wis 12, Cha 12 Skills: Climb +6, Escape Artist +6, Hide +6, Jump +6, Listen +6, Move Silently +6, Search +6, Spot +6 Feats: Multiattack, Weapon Finesse (bite) Climate/Terrain: Any desert, ruins, and underground on the greater continent Organization: gang (2-6), pack (7-19), band (20-60), horde (60-100) Challenge Rating: 1 Treasure: Conditional (see below) Alignment: Always lawful evil Advancement: 3-6 HD (Medium-size) Ghorii speak to each other in a language of hoarse coughing and spitting. Ghorii are devilish undead that appear in a gaunt, jackal-like form. They have long muzzles and double rows of teeth, which insure at least 4 points of damage with a successful bite attack. They run on all limbs, but can use their taloned forelimbs for grasping. Their sole source of moisture is the blood of their victims, so they devour both the living and the dead, including fallen ghorii. They are usually the color of the local soil, and hide very well, except for the stench which reveals their presence. They prefer to travel in large bands or hordes, which are always led by by a hierarchy of chieftains and shamans of 3-6 HD, or on rare occasions by an osyluth (bone devil). Except for a bag of odd spell components worn about the neck of ghorii shamans, they are always naked and carry no treasure. However, the opulent treasure of previous victims can often be found strewn about in the vicinity. The desert wraith (see p. 14) can be mistaken for a ghorii, often with fatal results. Good rules of thumb: If it looks like a jackal and doesn’t avoid you, it isn’t a jackal. If it travels alone, or has a furry pelt, it’s probably a desert wraith. COMBAT Ghorii favor ambushes and overwhelming odds. They will leap from above like panthers, given the opportunity. Stench Attack (Ex): This is a passive ability. When 7 or more ghorii are indoors, or 20 or more ghorii are outdoors, all other creatures with a sense of smell found within 20 feet must succeed at a Fortitude save (DC 13) or be wracked with fear & nausea, suffering a -2 penalty to all attacks, saves, and skill checks for the next 10 minutes. Darkness (Su): Same as the 2nd-level cleric spell. 1/day for shaman. Create More Ghorii (Su): A ghorii shaman invokes hellish powers to create more ghorii from jackal skeletons wrapped in human skin. This cannot be done in battle, and requires several hours of spell casting. Ghorii must be created in multiples of five, and each one requires a complete jackal skeleton and the entire skin plus some blood, brain & bones from a human. 1/week for shaman. Receive Double Damage (Ex): Ghorii take double damage when receiving any successful physical blow. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage." 
There a few conclusions that we can glean here. The Ghorli were once human or humanoid tribesmen. They have shamans & still retain a tribal society even in undeath. But what exactly are they?! My guess is  an evolved form of ghoul that has been created by some ancient Lovecraftian god. The rite to create more ghorii tells the story; "A ghorii shaman invokes hellish powers to create more ghorii from jackal skeletons wrapped in human skin. " My best guess would actually be Mordiggan from
the Clark Ashton Smith tale 'The Charnel God' 

“‘Mordiggian is the god of Zul-Bha-Sair,’ said the innkeeper with unctuous solemnity. ‘He has been the god from years that are lost to man’s memory in shadow deeper than the subterranes of his black temple. There is no other god in Zul-Bha-Sair. And all who die within the walls of the city are sacred to Mordiggian. Even the kings and the optimates, at death, are delivered into the hands of his muffled priests. It is the law and the custom.’” — The Charnel God, CAS 1934









Paizo artwork of Mordiggan used without permission. 
The Ghorli may have been once been desert tribesmen who committed suicide enmass to their Lovecraftian god. The corruption of 'the Ghorli curse' simply keeps spreading among the victims of the undead horrors. The Ghorli tribe or species of undead simply keeps spreading in Zothique's wastelands & deserts. The fact is that these undead horrors are ideally suited to Zothique's desert wastes. And if there is one artist whose work for me captures Zothique its got to be Rodney Mathews.  The Ghorhi haunt and guard the ruins of cities, wizard towers, and the former royal holdings of long extinct nations in the wilds of Zothique. 







































Will the Ghorli tribe or species take over Zothique?! Not anymore then another semi demonic undead horror will. The species while aggressive & very dangerous are perfectly suited into their undeath ecological niche. These monsters are far too specialized in their behavior & undeath state. They may have to be pruned for the greater good of Zothique. But at the moment at least these undead horrors  are a very large specialized & niche enviroment. But evertything about these situations feels like its being set up & the Ghorhi in position to take out the enemies of the gods of evil on Zothique.