Showing posts with label Astonishing Swordsmen & Sorcerers of Hyperborea. Show all posts
Showing posts with label Astonishing Swordsmen & Sorcerers of Hyperborea. Show all posts

Saturday, July 25, 2020

Icier Ripples From G2 Glacial Rift of the Frost Giant Jarl By Gary Gygax Updated

The last time I ran G2 Glacial Rift of the Frost Giant Jarl the PC's had been hired by hired by nobles to destroy the frost giants & I was already running 'The Old Solar System' setting 


I want to do some brief flying commentary on the giants of the Old Solar system setting. Fire & Ice giants are respectively some of the only technology & magic item producing races in the solar system. This is due to their enslavement of the maggot like children of Ymir, the dwarfs who toil under the yoke of the giants. Its very possible that these beings have produced the mutate human/ Dwarfs who we see hither there in the exoplanets out past Pluto. We've gotten hints about them in the Clark Ashton Smith Hyperborea Cycle of stories & other hints about them HP Lovecraft's Dream Quest of Unknown Kadath


Two dwarfs as depicted in a 19th-century edition of the Poetic Edda poem Völuspá (1895) by Lorenz Frølich.

In the Whisper In Darkness we get a good solid sort of  look at the Mi Go. But there's other far more interesting hints that HP Lovecraft puts forward in "Henry W. Akeley" Mi Go Public Relations campaign;
"As a beginning of this improved rapport, the Outer Ones have naturally chosen me—whose knowledge of them is already so considerable—as their primary interpreter on earth. Much was told me last night—facts of the most stupendous and vista-opening nature—and more will be subsequently communicated to me both orally and in writing. I shall not be called upon to make any trip outside just yet, though I shall probably wish to do so later on—employing special means and transcending everything which we have hitherto been accustomed to regard as human experience. My house will be besieged no longer. Everything has reverted to normal, and the dogs will have no further occupation. In place of terror I have been given a rich boon of knowledge and intellectual adventure which few other mortals have ever shared.
The Outer Beings are perhaps the most marvellous organic things in or beyond all space and time-members of a cosmos-wide race of which all other life-forms are merely degenerate variants. They are more vegetable than animal, if these terms can be applied to the sort of matter composing them, and have a somewhat fungoid structure; though the presence of a chlorophyll-like substance and a very singular nutritive system differentiate them altogether from true cormophytic fungi. Indeed, the type is composed of a form of matter totally alien to our part of space—with electrons having a wholly different vibration-rate. That is why the beings cannot be photographed on the ordinary camera films and plates of our known universe, even though our eyes can see them. With proper knowledge, however, any good chemist could make a photographic emulsion which would record their images.
The genus is unique in its ability to traverse the heatless and airless interstellar void in full corporeal form, and some of its variants cannot do this without mechanical aid or curious surgical transpositions. Only a few species have the ether-resisting wings characteristic of the Vermont variety. Those inhabiting certain remote peaks in the Old World were brought in other ways. Their external resemblance to animal life, and to the sort of structure we understand as material, is a matter of parallel evolution rather than of close kinship. Their brain-capacity exceeds that of any other surviving life-form, although the winged types of our hill country are by no means the most highly developed. Telepathy is their usual means of discourse, though we have rudimentary vocal organs which, after a slight operation (for surgery is an incredibly expert and everyday thing among them), can roughly duplicate the speech of such types of organism as still use speech.
Their main immediate abode is a still undiscovered and almost lightless planet at the very edge of our solar system—beyond Neptune, and the ninth in distance from the sun. It is, as we have inferred, the object mystically hinted at as "Yuggoth" in certain ancient and forbidden writings; and it will soon be the scene of a strange focussing of thought upon our world in an effort to facilitate mental rapport. I would not be surprised if astronomers become sufficiently sensitive to these thought-currents to discover Yuggoth when the Outer Ones wish them to do so. But Yuggoth, of course, is only the stepping-stone. The main body of the beings inhabits strangely organized abysses wholly beyond the utmost reach of any human imagination. The space-time globule which we recognize as the totality of all cosmic entity is only an atom in the genuine infinity which is theirs. And as much of this infinity as any human brain can hold is eventually to be opened up to me, as it has been to not more than fifty other men since the human race has existed."
So what does this have to do with the events of G1-2-3 Against the Giants? Well in G2 Glacial Rift of the Frost Giant Jarl we can see some of the moves behind the throne of the Ice Giants &  their allies. But are we really seeing all of the goings on & politic of what are essentially alien beings? I think not. I believe what we're seeing here are the machinations of the ice giants & their patron the White Sybil, & through her the Ice Worm.



I've said before that my own opinions & edits to G2 have parted ways with the official G2 very quickly when I ran it as a part of the second adventure in the 'Against the Giants'series of adventures. Now I've mentioned the Mi Go, The White Sybil, but how does the Ice Worm fit in the answer comes straight out of Wiki;


"As in Steading of the Hill Giant Chief, the bulk of this adventure takes place in two locations: an upper area consisting of caves and the rift floor, and a lower area consisting of natural caverns. In the upper area there are ice caves, barracks, and a dome of ice. These are inhabited by yeti, frost giants, ogres, and winter wolves. The dome of ice houses a remorhaz. In the lower area there are caverns that house the servants, serve as a prison, and contain the Jarl Grugnur and emissaries who have come to meet with him. The main inhabitants are frost giants and ogres."
The remorhaz is a monstrous servant of the Ice Worm & that thing is an Old One of the lowest orders. We get our answers to this in The Coming of the White Worm by Clark Ashton Smith; "

In much fear and wonder he descended and flung wide the portals. Before him were two men, or creatures who had the likeness of men. Both were strange of visage and bright-skinned, and they wore for mantles such rune-woven stuffs as wizards wear. The runes were uncouth and alien; but when the man bespoke him he understood something of their speech, which was in a dialect of the Hyperborean isles.
"We serve the One whose coming was foretold by the prophet Lith," they said. "From spaces beyond the limits of the north he hath come in his floating citadel, the ice-mountain Yikilth, to voyage the mundane oceans and to blast with a chill spendour the puny peoples of humankind. He hath spared us alone amid the inhabitants of the broad isle Thulask, and hath taken us to go with him in his sea-faring upon Yikilth. He hath tempered our flesh to the rigour of his abode, and hath made respirable for us the air in which no mortal man may draw breath. Thee also he hath spared and hath acclimated by his spells to the coldness and the thin ether that go everywhere with Yikilth. Hail, O Evagh, whom we know for a great wizard by this token: since only the mightiest of warlocks are thus chosen and exempted."
Sorely astonished was Evagh; but seeing that he had now to deal with men who were as himself, he questioned closely the two magicians of Thulask. They were named Dooni and Ux Loddhan, and were wise in the lore of the elder gods. The name of the One that they served was Rlim Shaikorth, and he dwelt in the highest summit of the ice-mountain. They told Evagh nothing of the nature or properties of Rlim Shaikorth; and concerning their own service to this being they avowed only that it consisted of such worship as is given to a god, together with the repudiation of all bonds that had linked them heretofore to mankind. And they told Evagh that he was to go with them before Rlim Shaikorth, and perform the due rite of obeisance, and accept the bond of final alienage." This also means that the frost giants depicted in G2 might be the lead in for an invasion  from another world & the various classic era monsters featured in the module might be siege forces for the Ice Worm and its cult. All of this is kicked off from the rise of the elemental cult.

But where does that leave the Drow who kicked this off? Well since we're accessing Clark Ashton Smith, the myrkálfar worship Atlach-Nacha whose daughter Loloth (Hyperborean spelling) might have kicked off events in the background of the Against the Giants series. We'll get into those when we cover the G3 Hall of the Fire Giant King




All of this ties back into the Leigh Brackett (ology)by Blue Tyson  which goes into the whole timeline of Leigh Brackett's solar system including her take on Pluto and its out lying worlds. Basically whole cycles of history repeat back on themselves and the cults of the Old Solar system could see the rise and fall of the Hyperborean empire more then once. The cult of the Ice Worm ties into the fate of Hyperborea & Old Earth which is a vastly different place then the one we know today. More old school random tables tomorrow folks! 

Sunday, April 12, 2020

Old School Sword & Sorcery Commentary On X1 The Isle of Dread For Your Old School Campaigns

"Hundreds of miles from the mainland, surrounded by dangerous waters, lies an island known only as the Isle of Dread. Dark jungles and treacherous swamps await those who are brave enough to travel inland in search of the lost plateau, where the ruins of a once mighty civilization hold many treasures - and many secrets!"
If there's an adventure module that seems to be ever elastic & adaptable its X1 The Isle of Dread. This module seems to be one of the most easily adaptable of many old school modules. Recently I've been on a bit of a science fantasy kick & some friends suggested X1 for adapting to this campaign/thought exercise.


X1 has all of the makings of an experimentation or staging area of some ancient's laboratory. Many dungeon masters have added in science fantasy elements and much of it seems very reminiscent of Edgar Rice Burroughs. Who along with Sir Arthur Conan Doyle's Lost World books seems to be a major influences on Isle of Dread. As the official Wizards of the Coast entry on the adventure describes,' Historically, we think of the 70s and early 80s as a time of dungeon crawls, but Cook and Moldvay both frequently pushed another aesthetic: pulp adventure.' This is one of the strengths of X1 Isle of Dread in that it frequently seems to get pulled into may folks 'lost world' adventure locations.


"Cook specifically describes "Isle" as having a "Lost World/Skull Island feel." It was one of two pulpy adventures he wrote at the time, the other being I1: "Dwellers of the Forbidden City" (1981), which centered on a lost city in the jungle. He'd later author two pulpy RPGs for TSR: The Adventures of Indiana Jones RPG (1984) and the Conan Role-Playing Game (1985).
Moldvay also had plenty of other pulpy experience. James Maliszewski thus identifies "Isle" as the first book in Tom Moldvay's Pulp Fantasy Trilogy. It's a pretty apt name, as "Isle" contains a dinosaur-filled island, X2: "Castle Amber" (1981) directly references the pulp writings of Clark Ashton Smith, and B4: "The Lost City" (1982) features a city beneath the desert sands.
The adventure's "Skull Island feel" means that it also also owed something to King Kong (1933). TSR would even more explicitly return to this inspiration with WG6: "Isle of the Ape" (1985)."
This brings up the point that while fifth edition Dungeons & Dragons placed the Island of Dread on the plane of Water, does this make the island a stable point as a planar nexus? I believe answer is yes because the entire island is an artificial ecology put in place long ago. The multi dimensional dimensional nature of the island is perfect link to the plane of water making this a great & highly abundant resource. This makes it perfect fodder for one of the original Lovecraftian races 'The Elder Things'. None of the monster combinations really makes sense except in a Moldvay/Cook ecological nice way. Making this a perfect adventure location for ancient ruins of the 'Elder Things' in a Dungeons & Dragons setting.

The Kopru, dreaming the restoration of their lost Empire might have been one of the ancient enemies of the 'Things' left behind after the destruction of their own empire. Dinosaurs & worse prehistoric monsters could be food stock let loose on the island having now established their own ecological niches. The various other races of the island could be simply castaways now having carved out their own factions.
But why has X1 been placed on the Plane of Water? Well there's a great article on On the placement of the Isle of Dread  Posted by Stelio  which actually has quite a few useful ideas for adventure fodder.  There's also the  The history of the Isle of Dread  for a few ideas about old school referencing and more for X1. Threshold issue #3 Sea of Dread contains a boat load of  adventure & campaign ideas for incorporating the Seas of Dread into an old school campaign. The Sea of Dread articles in issue four of Threshold magazine concentrate on traders and those navigating the horrid waters which surround the Isle and its environs. This was the former empire of the Kopru and now the waters are home to a myriad of underwater ruins of these horrors. There could still be many super science artifacts & relics there making this a very useful resource to an Astonishing Swordsmen & Sorcerers of Hyperborea dungeon master.  Threshold issue four is available right over here

A mid-Expert campaign in the Sea of Dread by Giampaolo Agosta has some great ideas for a sword & sorcery style adventure campaign. These are great for a mid level group of players and PC's because they should keep things moving right along during table top play. X1 The Isle of Dread is balanced for Expert Dungeons & Dragons making this adventure perfect for mid tier retroclones such as Astonishing Swordsmen & Sorcerers of Hyperborea or Adventurer, Conqueror, King, Labyrinth Lord or even Swords & Wizardry. 

Monsters, lost treasure,etc from a thousand planes are liable to have been washed up on the shores of X1. This makes it perfect for DYIing in your own twist on this classic module. In fact this makes X1 The Isle of Dread a perfect counter point to AS&SH's Forgotten Fane of the Coiled Goddess.  The island could be another dimensional remanent that has been lost to the far future that caused the events of 'Old Earth. An idea toyed with ages ago making X1 a meet up point where the PC's are washed a shore by the dimensional tides. 


Saturday, September 14, 2019

Old School Domain Level Play With B1-9 In Search of Adventure As Old School Sword & Sorcery Campaign Jump Off Point

So I was discussing B9 Castle Caldwell with some friends & someone over heard us & quickly dismissed this old school anthology module as Basic D&D tripe. Oh I beg to differ folks. Tonight we're going to go into one of the turning point modules for B/X D&D and how it relates to domain level play & the OSR. First off don't buy B9 instead buy In Search of Adventure which is an abridged version of both B9 & some of the other adventures that preceded B9 as a super module. This is really the one to get.

"THRESHOLD! The northernmost town in the Duchy - and your last stop before your adventures begin. Threshold, the gateway to mysterious castles, lost temples, deadly caves and caverns. You have heard the stories and legends, now you wish to see for yourself. This product provides a complete campaign adventure that will take beginning characters from 1st all the way to 3rd level and possibly beyond, drawn from the first nine modules of the B-series adventures." According to the Amazon review

In Search of Adventure: The Grand Duchy of Karameikos Anthology is one of the best of the Eighties products to come out because it gives a highly playable & detailed region in the style of a pseudo European campaign setting sure some stuff from the venerable adventure modules was left on the cutting room floor but the sum is greater then the parts. Here the the PC's are adventuring in someone else's domains & the anthology approach of this mega module strings it together nicely especially for sword & sorcery styles of old school play. Castle Cladwell & Beyond is in this one but its got a completely different feel to it.

"The Clearing of Castle Caldwell--A local merchant has recently purchased a small castle... but when he tried to move in, he discovered that the castle was already inhabited!  

Dungeons of Terror--A strange trapdoor in the floor of Castle Cadwell leads to a terrifying challenge! The Abduction of Princess Sylvia--On the eve of her wedding, the beautiful princess has been kidnapped! Can you save her in time? The Great Escape--Imprisoned in an enemy fortress, without armor or weapons, your situation seems hopeless. Yet there may be a way to freedom . . . The Sanctuary of Elwyn the Ardent--A mystical chime of great power has been stolen?but by whom? In the wrong hands, the chime can cause untold harm! But can you find and defeat this mysterious and powerful creature?"


This adventure takes the PC's from the first level right through about maybe third or forth level in terms of Astonishing Swordsmen & Sorcerers of Hyperborea or Adventurer, Conqueror, King by giving them a well strung together adventure resource that makes them the center of the action. They're the heroes of old as a part of this over arching plot boiler of this adventure setting. "The modules B1-B9 include: B1 In Search of the Unknown, B2 The Keep on the Borderlands, B3 Palace of the Silver Princess, B4 The Lost City, B5 Horror on the Hill, B6 The Veiled Society, B7 Rahasia, B8 Journey to the Rock, and B9 Castle Caldwell and Beyond." With a bit of work on the DM's part this anthology can be used to build out the adventure locations used in both the original adventure modules and the super modules to do Marvel Conan comic style returns after one part of the anthology is completed this was a tactic that served me well a few times when running this series of modules especially of the dungeons of the B4 The Lost City where entire dungeon sections are left blank allowing the DM to create five or more abandoned tunnels that can lead to the surface & back tie in with the B6 The Veiled Society as faction of the city setting. Why?


The entire module is build around the premise to allow rookie DM's to take PC's up class levels & have the entire module used as a viable campaign. This means that while the adventures are mostly intact it has a completely different aim then say some of the individual adventures unto themselves. In fact this allows PC's to take several of the adventure locations featured as possible domains for their parties. This is something we see today in several OSR products.
There are several reasons why In Search of Adventure  works for sword & sorcery style play:

  1. Ready made adventure location domains built into the module. 
  2. The PC's have personal adventure investment in the campaign setting location. 
  3. The whole adventure can be dropped into your favorite old school retroclone easily and it still fits quite nicely. 
  4. Lower tier encounters make this adventure ring true with beginning level parties 
  5. The module is still deadly and dangerous regardless of the starting level, this is something that many DM's I know forget. 
  6. There are several encounters that have threads that can be woven into other parts of a sword & sorcery campaign. 
  7. Loot, locks, & opportunity means that parties can carve out their own kingdoms if they're smart about it. 
  8. NPC's are deadly, devious, and dastardly - Several players I've known underestimate this adventure and it gets them every single time. 
  9. Campaign expansion opportunities, have you ever wanted to drop in weird adventure location or dungeon? This is a great anthology to use for exactly this sort of a reason. 
  10. More locations and more trouble for players  DM's should take full advantage of the dangers of domain play from their favorite rules sets when using this adventure. In fact it can easily be tied into White Plume Mountain for campaign expansion.

Friday, March 8, 2019

Echoing Elemental Death Winds of AD&D G3 Hall of the Fire Giant King

"Giants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. Death and destruction have been laid heavily upon every place these monsters have visited. A party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants." 



This is the final installment of the 'Against The Giants' series of adventures & its an adventure that really takes the idea of the tactical game adventure into the convention style of tournament play. For our purposes this adventure might as well take place deep within the Earth. We're given a tour de force of the fire giant's lair, motivations, etc. in G3 Hall of the Fire Giants and its some of Gary Gygax's writing.  There are several reasons why the' Against The Giants' series  is a key competent for a Sword & Sorcery game especially Astonishing Swordsmen & Sorcerers of Hyperborea. 

I've run this module in the past and its one to be respected because its an AD&D first edition competition module. 









































The fire giants of this adventure are very dangerous, smart, and wily. They control a solid empire & come from the realm of Muspelheim making them a part of  the Eldjötnar 
family line. Now this indicates that these are royalty with Lovecraftian ties into the
the Elder Elemental God, who was first referenced to in G1: "Steading of the Hill Giant Chief". All of this lore has disappeared from mainstream AD&D first edition lore over the years but basically  "Temple of the Eye of the Elder Elemental God", a god worshiped by the Eilservs clan/family of Drow wraps around to T-14 Temple of Elemental Evil.  So not only does this place the fire giants at the center of the action it makes them as a fulcrum to the entire events of the whole meta campaign that we get into in Descent Into The Depths of the Earth series of adventures.  But back to Hall of the Fire Giants for a moment. We know that they've been with us since the beginning of our existence but surely there isn't an 'Old Solar' system connection? Not only is there one but it explains the empire of the fire giants right under our very noses. The Wiki entry on  Muspelheim gives us our first clue;
"According to the Ragnarök prophecies in Snorri Sturluson's Gylfaginning, the first part of his Prose Edda, the sons of Muspell will break the Bifröst bridge, signaling the end of times:
In the midst of this clash and din the heavens are rent in twain, and the sons of Muspell come riding through the opening. Surtr rides first, and before him and after him flames burning fire. He has a very good sword, which shines brighter than the sun. As they ride over Bifrost it breaks to pieces, as has before been stated. The sons of Muspel direct their course to the plain which is called Vigrid.... The sons of Muspel have there effulgent bands alone by themselves"
The second clue we have comes in the form of one of the nasty NPC's "Obmi the "first real villain of Greyhawk Castle"" whose a perfect example of the evil, foulness, of the brood of Ymir if there ever was one. He embodies the characteristics of many of the foul beings that spring  from Gygax's imagination. His motives, motivations, etc. are perfect examples of the petty drives of the maggot breed of Dwarf that are the slaves to the fire giants. The fire giants have lost their god & are seeking to resurrect the elemental god.

This lines up the fire giant's entry in AS&SH's Referee's Guide where they serve a demon lord instead of their god. The fire giants also have an empire & outposts scattered throughout the fiery cores of many worlds including old Earth & other planets in the solar system. This connects in with Clark Ashton Smith's Ascharia (Synopsis and Fragment) where Mhaggalok Jupiter is mentioned. Its been speculated in the past by Lovecraft that stars and other celestial bodies would be perfect breeding grounds for alien elemental life forms. AD&D has scores of these beings throughout from the Monster Manual first edition through the Fiend Folio. The Fire Giants are beings that can easily survive on the surfaces of such places. But one of the worlds that a friend of mine has speculated would be a perfect trading point for the fire giants is Jupiter's hell moon Io and its the perfect spot for the elemental gods resting place. 
"Io's surface is also dotted with more than 100 mountains that have been uplifted by extensive compression at the base of Io's silicate crust. Some of these peaks are taller than Mount Everest.[10] Unlike most satellites in the outer Solar System, which are mostly composed of water ice, Io is primarily composed of silicate rock surrounding a molten iron or iron-sulfide core. Most of Io's surface is composed of extensive plains coated with sulfur and sulfur-dioxide frost.
Io's volcanism is responsible for many of its unique features. Its volcanic plumes and lava flows produce large surface changes and paint the surface in various subtle shades of yellow, red, white, black, and green, largely due to allotropes and compounds of sulfur. Numerous extensive lava flows, several more than 500 km (300 mi) in length, also mark the surface. The materials produced by this volcanism make up Io's thin, patchy atmosphere and Jupiter's extensive magnetosphere. Io's volcanic ejecta also produce a large plasma torus around Jupiter."

Its alien surface is the perfect place for the alien elemental life forms & monsters of AD&D and its probably a good place for a fire giant trade point. The fire giants have been with us the whole time and the Hall of The Fire Giant points out just how dangerous these beings can be. Io has been used by me in the past as a possible resting point for some of the relics of Surtr.

Any world in the solar system with a lave & molten core is a potential military point or city for the fire giants but this isn't the end of the giant problem within the 'old solar system' setting. Things got turned on their head when Astonishing Swordsmen & Sorcerers of Hyperborea rpg 2nd edition came out. 



The fire giants from AS&SH  are no long under the protection & ruler ship of the god giant Surtur. They are now under the  dominion of a demon lord of Underborea & vulnerable to the influence of the Drow. The Drow are not true Dark Elves but the legacy of spider demoness & one of the Great Old Ones. They were birthed in the thousands during the year of Ragnarok.

 



The Drow went to war with the Hyperboreans & lost badly. They were exterminated down to less then two hundred but have been spawning again in their cities in the Underworld of the Dreamlands once again. There are rumors them having been seen nosing around the Hyperborean weapons testing facilities on Io of late but these are merely whispered rumors.Could they be after the relics & weapons of Surtr? No good can come of this?

Surtr with the Flaming Sword (1882) by F. W. Heine,
 based on a plaster frieze designed by Friedrich Wilhelm Engelhard (1859)

Monday, September 11, 2017

Elemental Echoes From G3 Hall of the Fire Giant King By Gary Gygax


"Giants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. Death and destruction have been laid heavily upon every place these monsters have visited. A party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants."



This is the final installment of the 'Against The Giants' series of adventures & its an adventure that really takes the idea of the tactical game adventure into the convention style of tournament play. For our purposes this adventure might as well take place deep within the Earth. We're given a tour de force of the fire giant's lair, motivations, etc. in G3 Hall of the Fire Giants and its some of Gary Gygax's writing.  There are several reasons why the' Against The Giants' series  is a key competent for a Sword & Sorcery game especially Astonishing Swordsmen & Sorcerers of Hyperborea.


I've run this module in the past and its one to be respected because its an AD&D first edition competition module.







































The fire giants of this adventure are very dangerous, smart, and wily. They control a solid empire & come from the realm of Muspelheim making them a part of  the Eldjötnar 
family line. Now this indicates that these are royalty with Lovecraftian ties into the
the Elder Elemental God, who was first referenced to in G1: "Steading of the Hill Giant Chief". All of this lore has disappeared from mainstream AD&D first edition lore over the years but basically  "Temple of the Eye of the Elder Elemental God", a god worshiped by the Eilservs clan/family of Drow wraps around to T-14 Temple of Elemental Evil.  So not only does this place the fire giants at the center of the action it makes them as a fulcrum to the entire events of the whole meta campaign that we get into in Descent Into The Depths of the Earth series of adventures.  But back to Hall of the Fire Giants for a moment. We know that they've been with us since the beginning of our existence but surely there isn't an 'Old Solar' system connection? Not only is there one but it explains the empire of the fire giants right under our very noses. The Wiki entry on  Muspelheim gives us our first clue;
"According to the Ragnarök prophecies in Snorri Sturluson's Gylfaginning, the first part of his Prose Edda, the sons of Muspell will break the Bifröst bridge, signaling the end of times:
In the midst of this clash and din the heavens are rent in twain, and the sons of Muspell come riding through the opening. Surtr rides first, and before him and after him flames burning fire. He has a very good sword, which shines brighter than the sun. As they ride over Bifrost it breaks to pieces, as has before been stated. The sons of Muspel direct their course to the plain which is called Vigrid.... The sons of Muspel have there effulgent bands alone by themselves"
The second clue we have comes in the form of one of the nasty NPC's "Obmi the "first real villain of Greyhawk Castle"" whose a perfect example of the evil, foulness, of the brood of Ymir if there ever was one. He embodies the characteristics of many of the foul beings that spring  from Gygax's imagination. His motives, motivations, etc. are perfect examples of the petty drives of the maggot breed of Dwarf that are the slaves to the fire giants. The fire giants have lost their god & are seeking to resurrect the elemental god.

This lines up the fire giant's entry in AS&SH's Referee's Guide where they serve a demon lord instead of their god. The fire giants also have an empire & outposts scattered throughout the fiery cores of many worlds including old Earth & other planets in the solar system. This connects in with Clark Ashton Smith's Ascharia (Synopsis and Fragment) where Mhaggalok Jupiter is mentioned. Its been speculated in the past by Lovecraft that stars and other celestial bodies would be perfect breeding grounds for alien elemental life forms. AD&D has scores of these beings throughout from the Monster Manual first edition through the Fiend Folio. The Fire Giants are beings that can easily survive on the surfaces of such places. But one of the worlds that a friend of mine has speculated would be a perfect trading point for the fire giants is Jupiter's hell moon Io and its the perfect spot for the elemental gods resting place.
"Io's surface is also dotted with more than 100 mountains that have been uplifted by extensive compression at the base of Io's silicate crust. Some of these peaks are taller than Mount Everest.[10] Unlike most satellites in the outer Solar System, which are mostly composed of water ice, Io is primarily composed of silicate rock surrounding a molten iron or iron-sulfide core. Most of Io's surface is composed of extensive plains coated with sulfur and sulfur-dioxide frost.
Io's volcanism is responsible for many of its unique features. Its volcanic plumes and lava flows produce large surface changes and paint the surface in various subtle shades of yellow, red, white, black, and green, largely due to allotropes and compounds of sulfur. Numerous extensive lava flows, several more than 500 km (300 mi) in length, also mark the surface. The materials produced by this volcanism make up Io's thin, patchy atmosphere and Jupiter's extensive magnetosphere. Io's volcanic ejecta also produce a large plasma torus around Jupiter."

Its alien surface is the perfect place for the alien elemental life forms & monsters of AD&D and its probably a good place for a fire giant trade point. The fire giants have been with us the whole time and the Hall of The Fire Giant points out just how dangerous these beings can be. Io has been used by me in the past as a possible resting point for some of the relics of Surtr.

Any world in the solar system with a core is a potential military point or city for the fire giants but this isn't the end of the giant problem within the 'old solar system' setting.



Friday, September 8, 2017

Icier Ripples From G2 Glacial Rift of the Frost Giant Jarl By Gary Gygax

The last time I ran G2 Glacial Rift of the Frost Giant Jarl the PC's had been hired by hired by nobles to destroy the frost giants & I was already running 'The Old Solar System' setting 


I want to do some brief flying commentary on the giants of the Old Solar system setting. Fire & Ice giants are respectively some of the only technology & magic item producing races in the solar system. This is due to their enslavement of the maggot like children of Ymir, the dwarfs who toil under the yoke of the giants. Its very possible that these beings have produced the mutate human/ Dwarfs who we see hither there in the exoplanets out past Pluto. We've gotten hints about them in the Clark Ashton Smith Hyperborea Cycle of stories & other hints about them HP Lovecraft's Dream Quest of Unknown Kadath


Two dwarfs as depicted in a 19th-century edition of the Poetic Edda poem Völuspá (1895) by Lorenz Frølich.

In the Whisper In Darkness we get a good solid sort of  look at the Mi Go. But there's other far more interesting hints that HP Lovecraft puts forward in "Henry W. Akeley" Mi Go Public Relations campaign;

"As a beginning of this improved rapport, the Outer Ones have naturally chosen me—whose knowledge of them is already so considerable—as their primary interpreter on earth. Much was told me last night—facts of the most stupendous and vista-opening nature—and more will be subsequently communicated to me both orally and in writing. I shall not be called upon to make any trip outside just yet, though I shall probably wish to do so later on—employing special means and transcending everything which we have hitherto been accustomed to regard as human experience. My house will be besieged no longer. Everything has reverted to normal, and the dogs will have no further occupation. In place of terror I have been given a rich boon of knowledge and intellectual adventure which few other mortals have ever shared.
The Outer Beings are perhaps the most marvellous organic things in or beyond all space and time-members of a cosmos-wide race of which all other life-forms are merely degenerate variants. They are more vegetable than animal, if these terms can be applied to the sort of matter composing them, and have a somewhat fungoid structure; though the presence of a chlorophyll-like substance and a very singular nutritive system differentiate them altogether from true cormophytic fungi. Indeed, the type is composed of a form of matter totally alien to our part of space—with electrons having a wholly different vibration-rate. That is why the beings cannot be photographed on the ordinary camera films and plates of our known universe, even though our eyes can see them. With proper knowledge, however, any good chemist could make a photographic emulsion which would record their images.
The genus is unique in its ability to traverse the heatless and airless interstellar void in full corporeal form, and some of its variants cannot do this without mechanical aid or curious surgical transpositions. Only a few species have the ether-resisting wings characteristic of the Vermont variety. Those inhabiting certain remote peaks in the Old World were brought in other ways. Their external resemblance to animal life, and to the sort of structure we understand as material, is a matter of parallel evolution rather than of close kinship. Their brain-capacity exceeds that of any other surviving life-form, although the winged types of our hill country are by no means the most highly developed. Telepathy is their usual means of discourse, though we have rudimentary vocal organs which, after a slight operation (for surgery is an incredibly expert and everyday thing among them), can roughly duplicate the speech of such types of organism as still use speech.
Their main immediate abode is a still undiscovered and almost lightless planet at the very edge of our solar system—beyond Neptune, and the ninth in distance from the sun. It is, as we have inferred, the object mystically hinted at as "Yuggoth" in certain ancient and forbidden writings; and it will soon be the scene of a strange focussing of thought upon our world in an effort to facilitate mental rapport. I would not be surprised if astronomers become sufficiently sensitive to these thought-currents to discover Yuggoth when the Outer Ones wish them to do so. But Yuggoth, of course, is only the stepping-stone. The main body of the beings inhabits strangely organized abysses wholly beyond the utmost reach of any human imagination. The space-time globule which we recognize as the totality of all cosmic entity is only an atom in the genuine infinity which is theirs. And as much of this infinity as any human brain can hold is eventually to be opened up to me, as it has been to not more than fifty other men since the human race has existed."
So what does this have to do with the events of G1-2-3 Against the Giants? Well in G2 Glacial Rift of the Frost Giant Jarl we can see some of the moves behind the throne of the Ice Giants &  their allies. But are we really seeing all of the goings on & politic of what are essentially alien beings? I think not. I believe what we're seeing here are the machinations of the ice giants & their patron
the White Sybil, & through her the Ice Worm.



I've said before that my own opinions & edits to G2 have parted ways with the official G2 very quickly when I ran it as a part of the second adventure in the 'Against the Giants'series of adventures. Now I've mentioned the Mi Go, The White Sybil, but how does the Ice Worm fit in the answer comes straight out of Wiki;


"As in Steading of the Hill Giant Chief, the bulk of this adventure takes place in two locations: an upper area consisting of caves and the rift floor, and a lower area consisting of natural caverns. In the upper area there are ice caves, barracks, and a dome of ice. These are inhabited by yeti, frost giants, ogres, and winter wolves. The dome of ice houses a remorhaz. In the lower area there are caverns that house the servants, serve as a prison, and contain the Jarl Grugnur and emissaries who have come to meet with him. The main inhabitants are frost giants and ogres."
The remorhaz is a monstrous servant of the Ice Worm & that thing is an Old One of the lowest orders. We get our answers to this in The Coming of the White Worm by Clark Ashton Smith; "

In much fear and wonder he descended and flung wide the portals. Before him were two men, or creatures who had the likeness of men. Both were strange of visage and bright-skinned, and they wore for mantles such rune-woven stuffs as wizards wear. The runes were uncouth and alien; but when the man bespoke him he understood something of their speech, which was in a dialect of the Hyperborean isles.
"We serve the One whose coming was foretold by the prophet Lith," they said. "From spaces beyond the limits of the north he hath come in his floating citadel, the ice-mountain Yikilth, to voyage the mundane oceans and to blast with a chill spendour the puny peoples of humankind. He hath spared us alone amid the inhabitants of the broad isle Thulask, and hath taken us to go with him in his sea-faring upon Yikilth. He hath tempered our flesh to the rigour of his abode, and hath made respirable for us the air in which no mortal man may draw breath. Thee also he hath spared and hath acclimated by his spells to the coldness and the thin ether that go everywhere with Yikilth. Hail, O Evagh, whom we know for a great wizard by this token: since only the mightiest of warlocks are thus chosen and exempted."
Sorely astonished was Evagh; but seeing that he had now to deal with men who were as himself, he questioned closely the two magicians of Thulask. They were named Dooni and Ux Loddhan, and were wise in the lore of the elder gods. The name of the One that they served was Rlim Shaikorth, and he dwelt in the highest summit of the ice-mountain. They told Evagh nothing of the nature or properties of Rlim Shaikorth; and concerning their own service to this being they avowed only that it consisted of such worship as is given to a god, together with the repudiation of all bonds that had linked them heretofore to mankind. And they told Evagh that he was to go with them before Rlim Shaikorth, and perform the due rite of obeisance, and accept the bond of final alienage." This also means that the frost giants depicted in G2 might be the lead in for an invasion  from another world & the various classic era monsters featured in the module might be siege forces for the Ice Worm and its cult. All of this is kicked off from the rise of the elemental cult.

But where does that leave the Drow who kicked this off? Well since we're accessing Clark Ashton Smith, the myrkálfar worship Atlach-Nacha whose daughter Loloth (Hyperborean spelling) might have kicked off events in the background of the Against the Giants series. We'll get into those when we cover the G3 Hall of the Fire Giant King




All of this ties back into the Leigh Brackett (ology)
by Blue Tyson  which goes into the whole timeline of Leigh Brackett's solar system including her take on Pluto and its out lying worlds. Basically whole cycles of history repeat back on themselves and the cults of the Old Solar system could see the rise and fall of the Hyperborean empire more then once. The cult of the Ice Worm ties into the fate of Hyperborea & Old Earth which is a vastly different place then the one we know today. More old school random tables tomorrow folks! 


Tuesday, June 6, 2017

Deeper Lovecraftian Commentary On The AD&D Adventure Module C1 The Hidden Shrine of Tamoachan For Your Old School Campaigns

I've been down for the count with a brutal head cold for several weeks now which I caught from my wife to be coming in from Heathrow. Today I put her on a bus back to New York City and a flight for the U.K. again but we managed to see Alien Covenant.  It reminded me of this post on C1 The Hidden Shrine of Tamoachan.




Alien Covenent is an interesting bridge gap between Prometheus & the first Alien film. There were several things that got my old school dungeon master's gears turning about the film. It left more questions then answers. But that's a blog post for another time.






The central character axis  of Alien Covenant is of course David who actually reminds me of HG Wells  
Doctor Moreau from the classic H.G.Wells novel The Island of Doctor Moreau. In fact Alien Covenant reminds me of Wells comments on his own novel;" Wells described the novel as "an exercise in youthful blasphemy"" In fact the novel The Island of Doctor Moreau has many of the same themes as Alien Covenant;"The novel deals with a number of philosophical themes, including pain and cruelty, moral responsibility, human identity, and human interference with nature."



So what does all of this have to do with the Hidden Shrine of Tamoachan?  Not only are there parallels between both the film & H.G. Wells novel but there is also a twist with this old school competition adventure. "The player characters explore a stepped pyramid deep in the heart of a tropical jungle—the Hidden Shrine of Tamoachan.[4] The characters must penetrate this Mayan-style temple, which is full of tricks and traps.[2] Some of the traps include cursed items, firebombs, and triggered statues." This hidden pyramid complex in the jungle is a prime example of survival of the fittist in miniature maintained by the Olman people. ""Shrine" introduces the ancient Olman people of Greyhawk, based on the Aztec, Mayan, and Toltec peoples of Earth. This was probably the first meaningful expansion of Greyhawk by anyone other than Gary Gygax or Rob Kuntz.
There's also a peculiar connection in C1 to a later Greyhawk adventure. Room 19 of "Shrine" contains a figurine of a spaceship called the "II-Nedraw." Since the ship that crashed in S3: "Expedition to Barrier Peaks" (1980) was based on the Warden from Metamorphosis Alpha (1976), this could suggest a connection between that spaceship and the Tamoachan ruins. But it's probably just a fun easter egg."
Yeah probably just a fun Easter egg umm no I don't think so because this pyramid temple introduces on of the most dangerous Lovecraftian monsters ever the Shoggoth. ERrmm  I mean the Gibbering Mouther or do I?
I've stated before about how the  Hidden Shrine of Tamoachan is a perfect ancient lab facility for PC's to stumble into but who really set it up? Could this be one of the hidden sinks of evil that Adventurer, Conqueror, King talks about? I not only thinks so but I think that the Olman people were not the originators of the Hidden Shrine.  Just as the Engineers are not the creators of humanity or the Aliens
The question becomes whose actually behind the operation of the Hidden Shrine today?



The Oldmans are actually the caretakers of the holy knowledge of the shrine and instead inside it possibly in some hidden room or headquarter location is the owners of the shrine - The Elder Things.  The Oldmans have been refining, experimenting, & creating variations of Shoggoths for centuries playing Vivamancer
They've been emulating the 'holy work' of their progenitors for so many centuries that now they've created a PC class shoggoth for some alien purpose.   What does this all mean? Well there is far more going on below the surface then the simple grab the treasure & explore the ruin narrative here.



Not only is the Hidden Shrine of Tamoachan a dangerous module for PC's but its an engine of monster creation & campaign axis point for Lovecraftian mythos weirdness in a campaign. Because those who survive the trials of the 'gods' are worthy to become a blessed Gibbering Mouther PC or NPC class to add another wrinkle to layer cake that is C1.The reasons for this are built right into the ACK's rules where wizardly cross breeding ala OD&D is the norm & rule. This brings the question into focus whose 'David' in C1 the Hidden Shrine of Tamoachan & whose benefiting from the operations of the temple? Whose getting that sweet divine nectar from the continued operation of the pyramid complex? If the Shrine is on Hyperborea then are the Elder Things still in charge & how many years have they been using the Olman people as cultists & operative?



Ten Lovecraftian Old School Tie Ins for C1 The Hidden Shrine of Tamoachan
  1. As an adventure location its a nasty & legendary place that can be used again and again to challenge the higher level fools erm adventurers for treasure and fame. There should be a dangerous and sanity blasting under current to the place. 
  2. The legendary status of the Shrine should be used to tease everything dark and dangerous about the cults of the Olmans. This could be used as a motivator for artifacts or treasure within a game setting. 
  3. C1 could be its own engine of horror churning out forbidden artifacts or treasure as an engine of Lovecraftian mythos divinity.
  4. Hyperborea needs several such locations as stop gaps for the kinds of horror that these monsters & cults offer. 
  5. There is a wide variety of horror that C1 can be used for and its a perfect Raiders of the Lost Artifacts adventure setting.
  6. Sword & Sorcery needs more hidden pulpy temples & shrines this adventure makes a perfect location for horrid cult of the Olmans. 
  7. Several Lovecraft connections can be made to other AD&D settings using C1. This means that lures, adventure hooks, and more can be interwoven between old school campaign settings. 
  8. The world always needs more Shoggoths 
  9. Several of the Olman artifacts can be used to tie into the world of Adventurer, Conqueror, King 
  10. C1 could be operating for hundreds of years causing all kinds of Lovecraftian cult mayhem in your campaign causing an expedition to this horrid jungle location.