Showing posts with label pulp space. Show all posts
Showing posts with label pulp space. Show all posts

Monday, August 1, 2022

The Invisible Monster Revealed!

 Last session, our heroes took a job to salvage the luxury liner Aurora Queen from the Belt for an insurance company. They find the ship damaged and were unable to locate many passengers. The injured Captain told them a vicious invisible monster was stalking the ship!


The cast:

Jones: human, ex-soldier
Lor' el-Am: Hadozee engineer
Mitchell: another human and ex-Space Marine
Trzkt: Vrusk scientist

The team used the ships internal comms (powered by emergency power) to make a call for other survivors. They heard from two: Big game hunter, Gareth Dugal and actress Vena Kallor who were barricaded on deck three. They decided to first find a means of making the invisible monster visible. They searched the galley for flour with no luck. They settled for a seltzer bottle. They then proceeded to engineering to try to get the power back on. This required splitting the group: Lor'el and Mitchell stayed in engineering and Trzkt and Jones went back to the electrical board on the bridge. They managed to get the power back up, allowing Lor'el to notice insectoid creatures in an open cargo hold!

The creatures turn out to be petrified specimens, but they are fearsome in appearance. The party also finds locked boxes, which they break open. One contains a number of unusual gems.  Another has archeological artifacts, and the last one has more petrified animals.

Taking the gems with them, they decide to head toward deck 3. Lor'el has a grease gun they hope to use to reveal the creature. On deck two, they find more evidence of struggle but no bodies. The creature attacks, and Jones tries to appease it with the gems (maybe they are its eggs?), but the creature shatters several and scatters the others they fight, and Lor'el is wounded, but the creature is forced to run from their atom rifles. It hides in a room, but they run in after it. Lor'el delivers the killing blow with a monkeywrench, and the giant creatures topples onto her and Jones, requiring Mitchell's help to get them out.

They free the actor and the hunter from deck 3. There are no other survivors. In the aftermath, the Captain manages to spin things in his favor and downplay the incident, saving the insurance company money, but keeping the party from a big payday. Taine is impressed with them though, and becomes a partner with them, funding a ship, provided they do work or him when he needs them to.

Friday, June 10, 2022

Marva

More about the setting I'm going to use or my 5e pulp sci-fi game...


Marva, fourth planet from the sun, is harsh, desert world, made so by natural processes but also as the result of a long ago atomic war. In ancient times, the advanced science of Marva's native intelligent species, the Vrusk, was bent to the art of weapon-making to wield against the members of rival sociopolitical groups. The Vrusk refer to these conflicts as the Hive Wars. They very nearly led to the race's extinction.

The Vrusk bear some resemble to giant insects in their form, though they actually have internal skeletons and possess eight limbs. Most of the "civilized" Vrusk live within one o several domed cities or the underground structures beneath. Toxins from the ancient wars are still present, so it is prudent to limit exposure the the exterior environment unprotected.

The dwindling resources of their world have forced the Vrusk to develop a fairly regimented society by human standards. Every Vrusk knows their role and performs it for the good of all. Their Council of Experts advises and oversees the various  citizen committees which manage most aspects of Vrusk civilization. Vrusk consider it their duty to serve their race in whatever capacity required of them. Modern Vrusk are seen as industrious, stoic, and rational by most of the Solar Systems peoples--some (like the Hadozee) might call them boring and pedantic.

Of course, Vrusk have their free thinkers and eccentrics just like any other people. When the Vrusk collective cannot find creative ways to utilize these individuals, they are politely ostracized and they typically drift elsewhere in the system.

Thursday, May 26, 2022

The Moons of Wanaxar

Art by TerranAmbassador

There are eleven moons of the gas giant Wanaxar. At least four of the moons are habitable due to their large size, the heat from their primary, and the churning of their molten cores. 

Ivo (Wanaxar I): Mud world, third largest of the major moons. It's oceans are kept muddy by the tug of Wanaxar, both it's gravity and the effects of its magnetic field on the metals in the mud. There are no intelligent inhabitants but mini-submarines adapted to its sludgy seas sift mineral wealth from it. There are some ruins in the highland regions and it has been suggested that this was the original homeworld of the Giff.

Halia (Wanaxar II) Fourth largest of the major moons, it is overwhelming covered by ocean. It's inhabitants are an intelligent invertebrate species known as the S'sessu, who look something like a cross between a earthworm and a salamander. The S'sessu do not appear to be native to Halia but don't discuss their origins with other species. S'sessu are widely disliked by members of other species owing to their extremely competitive and self-centered natures, but they pay well with radioactive isotopes from Halia's depths, so merchants from other worlds are willing to overlook their faults.

Ganameen (Wanaxar III): Largest known moon in the Solar System, Ganameen is a volcanic, world, mostly covered by cool forests. There are ruins on Ganameen relating to an advanced precursor civilization, but the main draw is its port, through which most of the goods of the Wanaxar system pass. Ganameen's native race are the dwarfish, hairy anthropoid Ifshnit. They are tolerant and easy-going, but not overly social. They let humans engage in most of the operation of the port, while they take a share of the profits.

Sallista (Wanaxar IV): Second largest of Wanaxar's moons, it was once the home of an advanced civilization, but now it is a scared, toxic ruin. Sallista is home to the Scro, a militaristic humanoid species with gaunt features. It is unknown if the Scro colonized Sallista after the destruction of its previous civilization (perhaps even having caused it) or if they are the mutated descendants of that people. Generally, Sallista is avoided, but the government of New Earth has taken the unprecedented step of using Scro units as troops in its operations in the outer system.

Friday, May 6, 2022

New Terra


New Terra is uncannily like humanity's world of origin in terms of size and atmospheric composition. Even the native plant and animal life proved mostly compatible with the biochemistry of organisms from Old Earth. It made an ideal new home for the refugees from across the stars.

The technology that allowed humankind to make the journey in great arks has now been lost. Humans may have left the Earth behind, but they could not flee the worst parts of their nature. Wars for territory began soon after their arrival and in them much knowledge was lost.

Something like two centuries have passed since that time. An international governing body was formed to ensure peace, and it did so for a time. Corruption and entanglements on other worlds led an economic depression. The previous government was ousted by popular vote in favor of the New Earth Order party under it's charismatic leader, Hastor Trask. 

New Earth Order blamed most of New Terra's woes on undue influence of aliens, and has proscribed the travel of nonhumans on Earth, while pursuing a military build-up and expansion of New Terran hegemony into the Belt and beyond.

Thursday, April 21, 2022

Pulp Inspirations: Uranus from Captain Future


Uranus figures prominently in the Captain Future story The Magician of Mars published in 1941. Here are some details on Hamilton's version of Uranus, which is not at all scientifically accurate, but very useful for gaming inspiration. Quotes are provided from the issue of the pulp magazine.

Geography
  • Mountains are Uranus's best known feature.
  • Mystery Mountains: "And there is one colossal range in the northern hemisphere, called the Mystery Mountains, which have an altitude of at least twenty miles and possibly much more."
    • "The Mystery Mountains’ eternally cloud-wrapped upper heights have never been explored. It is believed that strange creatures inhabit those lofty hidden heights, since occasionally men have found grotesque bodies floating down the North River that flows from those mountains toward the Polar Sea."
  • Meteor Peak: "In the wilds south of Losor is the remarkable mountain called Meteor Peak. It is not a natural mountain like the other peaks of Uranus, but is in fact a huge meteor which fell there in times past and half -buried itself in the ground. Because of its unique metallic nature the meteor did not shatter, and still rises from the wilds as a great, dome-like mass of metal. It has sometimes been used as a quarry for certain metals, but that has now been prohibited."
  • Valley of Voices: "...in the Valley of Voices, sheets of a talc-like material exuded from the cliffs seem to have the power of recording in some way any sound vibrations which fall upon them. These queer talc-sheets, whenever the wind strikes them, give forth all the sounds they have “recorded.” The result is that in the Valley of Voices one can still clearly hear sounds and human voices which are echoing after thousands of years."
  • Endless River: "It was a foaming river that roared ceaselessly around the planet in the titanic canyon it had eroded for itself, its current being the result of tidal pull of the four moons."
  • Shining Sea: "It is a sea whose waters are so impregnated with radioactive material from deposits in its bed that it glows at night like a great lake of light. The Uranian city of Lulanee is built on the shores of the Shining Sea, and is considered by inter- planetary travelers to possess one of the most beautiful settings of any city in the System."
  • The Great Caves: "Beneath the surface of the planet is a natural wonder almost as great as the mountains, the great caves of Uranus. The interior of the planet is honeycombed by a labyrinth of caverns unmatched anywhere else in the System...Men have explored some of the upper caverns. There is a tiny amount of light in them, emitted from the radioactive minerals in which Uranus is rich. And there is a whole range of life-forms that exist in the caverns and never emerge into the sunlight."
Lifeforms
  • Floating Flowers: "Perhaps the most distinctive plant-life of Uranus are its Floating Flowers — flowers that drift in the air by means of sacs into which pure hydrogen is exuded, and whose trailing air-roots supply them with water and nutrition from the air."
  • "The animal life of Uranus is abundant, and comprises many of the most ferocious carnivores in the System."
  • Cliff Apes: "are the most dreaded, being not really apes but huge bear-like animals whose six limbs are adapted for clambering over the sheer precipices."
  • Cloud Cats: "haunt the cloud-wrapped up- per heights of the peaks, and stalk their prey in the eternal mists."
  • Thunder-hawk: "has vast wings which can shadow a whole village and can carry off huge beasts in its claws."
  • Harpies: "Their human-like appearance is mere accident, and they are in no way as intelligent as the Qualus, the famous winged men of north Saturn."
  • Uranians: "have yellow skins, dark hair, and small, dark eyes." 
    • "they are perhaps the most conservative and tradition-ridden people in all the nine worlds. They revere custom, and practice a suave courtesy that most people find rather wearying."
    • "they are perhaps the most skilled miners in the System, due to their long acquairitance with the underground labyrinth of their world."
  • People of Darkness: "humans of a primitive kind who dwell in the caves and are known as the People of Darkness. They are presumed to be descendants of Uranian stock who ages ago went down into the caves and developed eyesight capable of seeing well there. These People of Dark- ness never appear on the surface. Intense light dazzles them."

Monday, April 4, 2022

Rockets , Rayguns, and Other Worlds


I've been thinking about a campaign setting that would utilize a bit of material from Spelljammer, a bit of material from Star Frontiers, and then some reconfigured stuff from D&D in general. The ruleset would be 5e (it's what the group I would likely play it with knows the best), but that would allow me to draw from Rocket Age 5e and other sources saving me some work. 

I sketched some of the bones last week, and it would conform to some of the particulars I outlined in this alternate Spelljammer idea, here. The basic idea is that humanity, fleeing some cataclysm on Earth, wind up either in a distant star system or either an alternate universe (I don't know if the players will know which or if it will matter) where the solar system is uncannily like a pulp version of our own. The laws of physics will obviously be somewhat different here, but I don't expect that to be a focus of play.

Technology will conform to pulp sci-fi standards, with rockets with some sort of atomic powered aether drive playing their way through the system. Swords of some sort will be present side-by-side with rayguns, but I haven't decided whether they will be or everyone or particular characters, or whether they will be normal swords or something special. Psychic powers will take the place of magic.

Thursday, January 21, 2021

Appendix X Minus 1: A Pulp Solar System Anthology

I've written a number of posts about old-style inhabited solar systems. Given that the literature that might prove inspirational for games in that setting are old and mostly out a print, I thought I might give a guide.

These stories were selected because they present and interesting (and gameable) take on the celestial body in question, not necessarily for quality--though I do think a number of them are good stories.

Since Mars and Venus stories are probably most famous and most available, I figured I'd start with the more obscure, Galilean Moons of Jupiter.

Callisto
"Monsters of Callisto" (1933) by Edward R. Hinton - Lost at the bottom of the mysterious aquasphere, they struggle on!

"Mad Robot" (1936) by Raymond Z. Gallun - Did it ever occur to you that a machine could be complex enough to go insane? This one did! 

"The Callistan Menance" (1940) by Isaac Asimov - What was on Callisto, the tiny moon of vast Jupiter, that was deadly enough to make seven well-armed, well-equipped space expeditions disappear? And could the Eight Expedition succeed where the others had failed?

Europa
"Redemption Cairn" (1936) by Stanley Weinbaum - Here is one of the last stories by one of the outstanding writers of science- fiction. Remember him as you read it.

"Mutiny on Europa" (1936) by Edmond Hamilton - An unnerving spectacle we must have been to them!

"Repetition" (1940) A.E. van Vogt - Because a people live on a planet, it does not mean that they have a civilization on that planet. First they need to learn the old tricks and make them new.



Ganymede
"Tidal Moon" (1938) by Stanley and Helen Weinbaum - Shackled by the Gravity of Mighty Jupiter, Three Vertical Miles of Water Rush on to Blanket the Surface of Ganymede!

"World of Mockery" (1941) by Sam Moskowitz - When John Hall walked on Ganymede, a thousand weird beings walked with him. He was one man on a sphere of mocking, mad creatures—one voice in a world of shrieking echoes.
 
"Crypt-City of the Deathless One" (1943) Henry Kuttner - Only once could a man defy the deathless guardians of the Ancient's tomb-city deep in Ganymede's hell-forest and expect to live. Yet Ed Garth had to return, had to lead men to certain doom—to keep a promise to a girl he would never see again.

"Tepondicon" (1946) by Carl Jacobi - He was not the savior-type. He certainly did not crave martyrdom. Yet there was treasure beyond price in these darkened plague-cities of Ganymede, if a man could but measure up to it.

"The Dancing Girl of Ganymede" (1950) by Leigh Brackett - She was like a dream come to life--with hair of tawny gold and the glowing face of a smiling angel--but she was not human!

Io
"The Mad Moon" (1935) by Stanley Weinbaum - The great, idiotic heads, the silly grins and giggles--those infernal giggles--would drive him crazy. 

"Invaders of the Forbidden Moon" (1941) Raymond Z. Gallun - Annihilation was the lot of those who ventured too close to the Forbidden Moon. Harwich knew the suicidal odds when he blasted from Jupiter to solve the mighty riddle of that cosmic death-trap.

"Outpost on Io" (1942) by Leigh Brackett - In a crystalline death lay the only release for those prisoners of that Ionian hell-outpost. Yet MacVickers and the men had to escape—for to remain meant the conquering of the Solar System by the inhuman Europans. 

Sunday, November 8, 2020

Weird Revisited: Encounters in A Martian Bar Before the Gunfight Started

Art by Jeff Call
01 A jovial human trader eager to unload a large, glowing jar containing squirming creatures he claims are Mercurian dayside salamanders.

02 A shaggy, spider-eyed Europan smuggler waits nervously for her contact.

03 Four pygmy-like “mushroom men," fungoid sophonts from the caverns of Vesta. They are deep in their reproductive cycle and close proximity gives a 10% chance per minute of exposure inhaling their spores.

04 A Venusian reptoid lowlander with jaundiced eyes from chronic hssoska abuse and an itchy trigger-claw.

05 Two scarred, old spacers in shabby flight suits.  They're of human stock mutated by exposure to unshielded, outlawed rocket drives.

07 A cloud of shimmering lights, strangely ignored by most patrons, dances around twin pale, green-skinned chaunteuses. It's  actually an energy being from the Transneptunian Beyond.

08 An aging, alcoholic former televideo star (and low level Imperial spy) with 1-2 hangers-ons.

09 A Venusian Wooly who just lost a Martian chess game to a young farm-hand who doesn't know any better.

10 A Martian Dune Walker shaman on his way to a ritual at a nearby Old Martian ruin, with a bag of 2d6 hallucinogenic, dried erg-beetles. He dreams of driving all off-worlders from Mars.

Thursday, March 21, 2019

Weird Revisited: Celluloid Rocketship

This post was originally from 2013. It doesn't related to any of my recent Solar System speculations, pulpy or otherwise, though of course it could. He bared repeating for Lester B. Portly's animated title...


By the mid-thirties, the major film studios were all exploiting the public’s interest in the exotic worlds of the solar system. Of all the one-reel travelogue series produced, perhaps none was more popular than The Rocketship of Movietone, debuted in 1931.

Several of the earliest films dealt with Venus. “Giants of the Jungle” focused on the exotic and dangerous Venusian saurians. In early 1932, “Lost Cities of Venus” used footage from the Markheim survey expedition's dangerous foray into one of the ruins of the ancients.


Of course, Mars figures prominently in the early subjects. The low canal markets and bazaars were featured. Another dealt with the desert tribes--though the tragic fate of the expedition that provided the footage was wisely kept from the movie-going public.

While the initial run of films dealt predominantly with the inner worlds and their satellites, one was made from footage shot by one of the earliest commercial missions to Ganymede. While the footage is limited (still photos had to be used at times) and of lower quality than what was coming from film crews on Mars or Venus, it did give the public their first view of the eerie necropolises of that cold and distant moon.


More than one spaceman of the fifties and sixties sited these early Rocketship of Movietone films as an important influence on their lives.

Sunday, August 26, 2018

A Dozen Encounters in A Spaceman's Bar

The original d10 only version of this post appeared in 2011. Here it is again, revised and expanded...


It was a motley crowd, Earthmen and Martians, and Venusian swampmen and strange, nameless denizens of unnamed planets...”
- CL Moore, “Shambleau”
This could be used with any pulpy space game:

01 A shifty-eyed human trader eager to unload a large, glowing jar containing squirming creatures he claims are solar salamanders.

02 Two spacers in aged flight suits.  They're of human stock but congenitally scarred from in utero exposure to poorly shielded drives and strange cosmic radiations.

03 Four pygmy-like “mushroom men," fungoid sophonts from the caverns of Ganymede. They are deep in their reproductive cycle and close proximity gives a 10% chance per minute of exposure inhaling their spores.

04 A reptoid outlaw with bloodshot eyes from chronic hssoska abuse and an itchy trigger-claw.

05 A balding man with thick glasses and a nervous look sits in the shadows. If observed for at least a minute he will be seen to flicker like a bad transmission on a viewscreen.

07 A human child with pigtails and sad eyes surrounded by a faint nimbus of swirling, colorful lights.

08 A cyborg gladiator (his machine parts occasionally leaking oil) on the run from one of the L4 arenas regales two groupies with his exploits.

09 A scruffy prophet and his 1d4 wide-eyed and oddly-dressed teen acolytes, dealing in "spiritual enhancers."

10 Blonde and statuesque Venusian women, neuro-goads on their belts, looking for a suitable male.

11 A hard-faced man with steel-gray hair and a military baring watches the diverse patrons with a cold gaze. His aging uniform might be recognized as that of the humans-only Knights of Solar Purity revolutionary group, crushed in the Phobos Uprising.

12 3d6 Creatures(?) like fist-sized fur tumbleweeds that move with suprising speed and attach to glowing with some sort of electrostatic force burst from a storage bin, presumably accidentally lift in an alcove. Could they be examples of the fabled florofauna of Vesta?

Thursday, November 20, 2014

Faces of Mars


On Google+ the other day, Evan Elkins sparked a conversation about the portrayals of Mars in the works of Clark Ashton Smith, CL Moore, and Leigh Brackett. While there are a lot of differences between their future red planets, they start from a Barsoom base and had an ingredient ERB never utilized: colonialism. Not that it was a particularly glaring oversight for Burroughs to ignore it; his earth folk on Mars were never numerous and trickled in one at a time. These three, though, developed there respective Mars into something less fairy tale or Gulliverian travelogue and so they had it--but they dealt with it differently.

In Smith's Mars stories ("The Vaults of Yoh-Vombis," "The Dweller in the Gulf," "Vulthoom") have colonialism merely as a background. The native Martian aihai are largely just set dressing. They act as bearers or as guides for the earthling archeologists and treasure-seekers that are the protagonists of Smith's tales. The history of Mars is more potent--and more deadly. Earthmen seem to have free rein on Mars in the present, but that only gives them the freedom to blunder into ancient places where they don't belong. The Curse of King Tut's Tomb and Fawcett's doomed expedition to the Lost City of Z are good templates for Smith-style Mars adventures--as might be Lovecraft's At the Mountains of Madness.

CL Moore's protagonist is not a treasure-seeker or archaeologist like Smith's and his fate is not as grim. He's not a representative of colonial authorities--in fact he's often hiding out from them--and exists in a criminal underworld made up of native Martians and outcasts of other worlds. He might be Charlie Allnut in the African Queen or Jake Cutter in Tales of the Gold Monkey--except the same ancient horrors Smith's protagonists unearth are still lurking out their, waiting to snare the unwary. Despite Moore's more multifaceted approach, her stories still don't involve resentment Martians might have against the Earth. The colonization is still mostly window-dressing.

Brackett's portrayal of Mars is much like Moore's, except that deals specifically with the tension between colonizer and colonized. This is something that develops; her earliest Mars stories are more straightforward sci-fi adventures. Eventually though the Tri-Council of worlds is seen to be of secondary importance to "the Company." Brackett's Martian's for all their Celtic names resemble Native Americans as they were beginning to be portrayed is Westerns like Cheyenne Autumn or Duel at Diablo. There might also be a bit of Heart of Darkness in Brackett's Mars, at times, though her protagonist is unique: an outsider, himself, and more savage than any Martian drylander. This doesn't make him any less resented by the Martians though, because they don't just resent people of Earth as their conquerors, they resent them for being young upstarts with less history. Brackett for all it's Old West by way of the Middle East flavor is more than a little China under the thumb of the Great Powers in the the early 20th Century.

There are ancient secrets lurking on Brackett's Mars. too. (You pretty much can't have pulp Mars without them.) Here, though, it isn't greedy colonizers digging them up or merely stumbling upon them, its Martians hoping to use them against their enemies (i.e. mostly the colonizers). Unfortunately, for them, they are seldom exempt from ancient dangers.

What's the point of all this? Well, I think this distinction is strong (though certainly not solitary) distinction between the Mars of these respective authors. Gaming in any sort of colonial Mars setting would require some consideration of how that fact of this colonization will impact the PCs and their actions.

Monday, February 11, 2013

Celluloid Rocketship



By the mid-thirties, the major film studios were all exploiting the public’s interest in the exotic worlds of the solar system. Of all the one-reel travelogue series produced, perhaps none was more popular than The Rocketship of Movietone, debuted in 1931.

Several of the earliest films dealt with Venus. “Giants of the Jungle” focused on the exotic and dangerous Venusian saurians. In early 1932, “Lost Cities of Venus” used footage from the Markheim survey expedition's dangerous foray into one of the ruins of the ancients.


Of course, Mars figures prominently in the early subjects. The low canal markets and bazaars were featured. Another dealt with the desert tribes--though the tragic fate of the expedition that provided the footage was wisely kept from the movie-going public.

While the initial run of films dealt predominantly with the inner worlds and their satellites, one was made from footage shot by one of the earliest commercial missions to Ganymede. While the footage is limited (still photos had to be used at times) and of lower quality than what was coming from film crews on Mars or Venus, it did give the public their first view of the eerie necropolises of that cold and distant moon.


More than one spaceman of the fifties and sixties sited these early Rocketship of Movietone films as an important influence on their lives.

Sunday, January 27, 2013

Ghosts of the First Ones


Discoveries since the the advent of the space age have confirmed occult theories and assertions of the Book of Dzyan that humanity is not the first intelligence to arise on the earth. Astral projection has allowed a glimpse of the beings that inhabited earth in the distance past. The oldest of these was a protoplasmic race made of lighter elements than current physical matter--indeed, they were of a density we would currently term “etheric.” They inhabited a continent only slightly denser than themselves, long ago sublimated into the Astral, but then located at what is now the North Pole. For this reason, these beings have been dubbed “Polarians.”

Psychic impressions indicate the Polarians were alien in many respects. They do not appear to have possessed consciousness in the manner of humans and were perhaps part of a group intelligence. They weren't users of tools in the usual sense: they made what they need from their own substance. Polarian bodies possessed no organs and they reproduced asexually via binary fission.

Polarians are long extinct, but their tenuous ghosts are sometimes encountered, particular in the atmospheres of the gaseous outer planets, blown there by the solar winds.



POLARIAN GHOST

# Enc.:1 (1d4)  Movement:180’ (60’)  Armor Class: 0 (or 8)  Hit Dice: 8  Attacks:1  Damage: 1d6, see below  Save: M8.
These remnants of the Polarian race are ethereal and incapable of physical harm or being harmed by physical creatures. However, their presence is unnerving and may cause fear as per spell. Pyschic beings are particularly susceptible to their alien intellects and save at a -2. They can be harmed by supernatural abilities which effect ethereal creatures or by other ethereal being. They may strike ethereal creatures with pseudopods for 1d6 damage. On a successful hit they can envelope a foe if they wish, provided their man-size or smaller. To ethereal creatures this does a 2 points of damage per round. Their ability to damage etheric beings also allows them to disrupt psychic helms, effecting navigation in unpredictable ways.

Sunday, December 4, 2011

Supermen of the Black Sun

The saucer-shape of German spacecraft, employing a radically different design paradigm than the vessels of other nations, suggests a source of technological information separate from the captured resources of the failed “Martian” invasion of 1898. The preponderance of evidence suggests this knowledge was shared with certain occult societies that support the Nazi Party by a more advanced race--the beings referred to in intelligence reports as the “Blond” or “Nordic” adepts.

Captured documents refer to these beings as “Hyperborean.” It is the belief of the Thule Society and other German occult groups they are the pure-blooded descendants of the original “Aryan” race they once lived in a polar Atlantis. Some cataclysm led to their empire’s collapse and they retreat to a hidden redoubt. This is variously described as “underground” or within the “hollow earth.” The name Agartha is often used for this enclave.

The Agarthans or Hyperboreans are associated with a symbol called the “Black Sun.” Psychometric intelligence gives the impression that their civilization may be nourished by a literal black sun--some sort of sphere of concentrated vril energy.

If the Hyperboreans are of terrestrial origin, it raises the question as to where they have been throughout recorded human history. Their attractive forms and metaphysical powers suggest the possibility that encounters with these beings may underlie much of human mythology and folklore.

Hyperboreans are physically and psychically stronger than normal humans. Extreme caution should be taken when encountering them either physically or astrally.

(More from an alternate Spelljammer Pulpier Space.)

Sunday, November 13, 2011

Invading Mars


The first thing that strikes any Earthling visiting Mars for the first time is that Mars is old. The seas and lush vegetation of its youth have given way to anemic canals and barren rock and sand. Many of its canal cities are more ancient than Sumer--and even these are young compared to the ruins that dot the dust-choked wastes.

The Great Powers of Earth came to Mars hoping steal knowledge and wealth from the dying world. It was the first planet to be conquered with the arrival of the Age of Space and with good reason. The 1898 invasion that had nearly ended the human race had come from the red planet, after all. When man mastered the psychic technologies of the Invaders, it was only natural to want to strike back.

The Invaders weren’t actually from Mars, of course. That had only been a staging point. But the old canal cities of the true Martians had been waystations for space travelers in the past, and they still held ancient secrets. In the arid wastes there were underground complexes, the abandoned redoubts of ancient Martian civilization, constructed when they burrowed in to survive their world growing inhospitable. These subterranean ruins contain treasures both magical and mundane.

Treasure-hunters, thieves, and spies flock to the colonial cities. The British and French have governmental presences and peacekeeping forces. The Americans are represented by soldiers of fortune and freewheeling traders. The Russians are divided between White Russian spies, dreaming of a czarist resurgence, and Communist agitators, looking to make Mars more Red. German agents of the Nazi Ahnenerbe or the more shadowy Vril Society search out secrets for their mysterious “Aryan” masters in Agartha.

The Martians themselves tolerate these new invaders like all the others over the millennia. The canal and Lowland dwellers are generally solicitous and eager for Earth coin--though there are occasional small scale uprisings, and always there are rumors of murderous cults that wish to purge Mars of alien influences. The grim highlanders, however, seldom recognize colonial authority. They act as bandits and are often organized around fanatical ghazaerai monks.

Monday, August 15, 2011

An Alternate Spelljammer Setting


In 1898, the people of Earth discovered they weren’t alone when a brutal invasion was launched from Mars. Luckily, the mauve, squid-headed Invaders were unprepared for the perils of Earth’s biosphere.  No one believed the human race would be so luck should they try again. Scientist went to work studying the Martian technology left behind. Their conclusions were that some sort of psychic power was needed to operate many of the devices. Men from the Society for Psychical Research were co-opted by the British government and were put to the task. Soon, seeking to broaden their knowledge base, they would actively recruit members of the Hermetic Order of the Golden Dawn, as well.

The conclusion the research group had come to was that Martian technology had at its base a science previously known to humanity as magic. Soon, the researchers were beginning their first cautious experimentation with operating the devices themselves.

As a new century dawned, the discoveries of Carter from Egypt suggested this science wasn't new, but had only been lost. The occult secrets supposedly uncovered by Blavatsky and others were looked at in a different light. By the second decade of the twentieth century, a space age was underway, brought into being by alien technology and the wisdom of the ancients.

Soon humankind discovered there were other species in the solar system besides the beings they thought of as Martians--a race they realized was actually from a trans-Neptunian world. Nearly every world in the solar system held intelligent life of some sort, a disparate group of species with varying degrees of mastery of the psychic sciences. What’s more, most worlds contained ruins of an even more advanced ancient race. The ruins often contained material riches as well as ancient knowledge.

The nations of earth now had a solar system to fight over. World Wars would become Multi-World Wars with powerful new sciences changing the way they would be fought.