Causey StrangeTrails
Causey StrangeTrails
Cover illustration:
Reno Maniquis
Interior Illustration:
Art on page 6 by Reno Maniquis
Art on page 17 by Johnathan Bingham
Image on page 15 modified from an original photo copyright C.G.P. Grey (www.CGPGrey.com),
used under the Creative Common License.
All other art is presumed to be in the public domain. Original sources, where known, are as
follows: photo on page 4 from the film Robot Monster (1953); photo on page 6 of South Farallon
Island landing, 1871; photo on page 11 of San Pedro mummy; photo on page 12 of Luna Park,
Coney Island ca. 1905, from a Detroit Publishing Co. glass negative; photo on page 14 from the
serial Flash Gordon (1936); photo on page 16 of Annette Kellerman from the film Daughter of
the Gods (1916).
Much of this material originally appeared on the blog From the Sorcerer’s Skull
http://sorcerersskull.blogspot.com/
Strange Trails © 2011 Trey Causey. All rights reserved. Reference to other copyrighted material in no way
constitutes a challenge to respective copyright holders of this material.
Strange Trails, From the Sorcerer’s Skull, Weird Adventures, the Strange New World, and all related elements are
trademarks of Trey Causey.
INTRODUCTION
The contents of this volume are eclectic essays describing a fantasy world.
It’s not the traditonal sort of pseudo-Medieval fantasy world, but is instead,
more like world presented in the more outré adventures of pulp heroes
like the Spider or the Shadow, or occult detectives like Carnacki and John
Thunstone.
The City (no other name for it has been revealed, as yet) and its Strange New
World differ from the setting of those stories in two important ways. First,
theirs is a “secondary world,” not fictionalized version of our Earth. It’s
parallel in some ways, but distinct. Secondly, it’s a fantasy gaming world,
created in the shadow of decades of fantasy game worlds. It was conceived
with an eye toward supporting “typical” fantasy adventure gaming, with
high magic and diverse monsters.
Once these two elements came together, “typical” becomes a relative thing,
as the essays here will show.
The City and its world continue to be built on my blog, From the Sorcerer’s
Skull, which was the source of most of the material here. There you can
find out about this Yian the S.S. Venture was bound for, the secret magics
of hobo-goblins and the dangers of the Dustlands.
And, of course, the setting book Weird Adventures looms on the horizon.
For newcomers, enjoy this free preview. For those who are already fans,
thanks for your support. Hopefully, this appetizer will hold you over for the
main course.
SOMEWHERE IN THE CITY…
“I knew you wouldn’t be doing anything, old boy.”
I shrugged. What could you possibly say to a man who thought staring at a blank piece of
paper in a typewriter while listening to the incessant creaking of an arthritic desk fan nothing?
What exactly did he make of the ashtray full of butts? The quarter of Gentleman Loser whiskey
absent from the bottle on the desk?
Heward Kane was a private detective of the occult variety, but looked more like a film star.
He was tall, dark, and the rest of it--though the lines of his face were a little too smooth for
a paragon of masculinity. He was handsome, though, and he knew it better than anybody. He never
met a mirror he didn’t make eyes at long enough for it to flatter him. He was dressed all in a
particular shade of gray, and mostly in silk except for an opal tie pin. I think he used the same
face cream as those Heliotrope starlets, too.
Heward sat in the old chair on the other side of my desk, and tossed something he’d been
carrying in my direction. A package wrapped in brown, waxed paper landed on my desk with a dull
sound. It slid a bit toward me before finally coming to a stop. It looked like meat from a
disreputable butcher.
“Open it.”
“I’m no palm-reader,” I said, “but I think this man has lost something close to him.”
Heward lit a cigarette, took a dramatic puff and blew smoke from his nose. “Funny. Now what
is it?”
And it was. Dried--mummified, maybe. The skin was the color of parchment. Long, dessicated
veins crossed and twisted like the corpses of worms beneath its surface. It was human left hand
with the addition of a narrow, greenish candle between the first and second fingers, held as careless
as if it was a cigarette. From the looks of it, the candle had burned a long time. Solidified wax
rivulets ran down the hand. The wick was black and coiled back on itself.
“Aha! Yes, that’s what it looks like,” he said. “That’s what I thought at first, too. But
it’s not just some grisly magic lockpick. It’s something unique.”
I put the hand back in the wrappings. I didn’t much like touching it, and I wasn’t sure the
feeling only came from its appearance.
“A key to what?”
Heward leaned forward, and lowered his voice like he was imparting a secret. “A key to a
crypt. A crypt where, I believe, there is a something of particular value.”
“‘Was,’ you mean.” I pointed to the hand. “That thing looks like it’s been used.”
“True enough.” He flashed me an even bigger grin, like he was posing for a publicity photo.
“But I just happen to know who got that something of value, and where it’s been taken.”
And so, the point emerged. I still wasn’t inclined to make it easy on him. “And you came
here to tell me so we could giggle over it like school girls? Should we find a drugstore and have a
malted?”
“Yes, well, I need your expertise.” Heward shifted in his chair like that was an uncomfortable
admission. “And I’ll pay for it.”
I smiled. “That’s good, but you know you’re talking about theft.”
Heward crushed out his expensive cigarette in my ashtray. “Would it help if I said they were
very bad people? That they trafficked with things that most assuredly should not be trafficked with?”
“Not particularly.”
“Would I help if I said Rose has already agreed to join this little venture?”
I had leaned forward in my chair before I knew I was doing it. After all this time, I could
still be conjured with her name. “Rose is out of the game. She said so. ”
“She has apparently reconsidered. I recall something about time and the healing of wounds
that would be apropos, here. Then, of course, there’s money.”
Heward leaned back and crossed his legs. His expression said he knew he had me. This had
been his endgame all along. Everything else was just maneuvering.
“So what do you say, old boy? Once more into the breach?
MALICE IN SLUMBERLAND
All humans (and human-like beings) dream. Like thought balloons in a comic
NOT ES strip, clouds of dreamstuff float “upward” from the dreamer into the Astral Plane.
This article was posted on June There they form bubbles in the astral substance, tethered to the dreamer until
13, 2010. It was the twelfth waking. These bubbles are permeable with--and ultimately dissolve into--the
City-related post. Dream Realm, more commonly called Slumberland or Dreamland, or sometimes
1 The land of Nod is a land “east of “the Land of Nod.”1 Given their nature, dreams represent the easiest portal for
Eden” to which Cain flees after killing humans to cross the transitive plane of the Astral and move into the Outer Planes.
Abel, as recounted in Genesis 4:16.
Its punning use to refer to the land Slumberland is ruled (or perhaps merely managed) by a being known by many
of sleep is first attested in Jonathan
Swift’s Gulliver’s Travels (1726). names, but often called the Dream Lord, or Dream King. He appears as a robed,
humanoid figure wearing a bronze, mirrored mask. He doesn’t create dreams--
2 That is, the far side of the Moon— these come from mortal (and perhaps immortal) minds, themselves--but he does
the side permanently turned away monitor and maintain them. His castle, with its strangely-angled, expressionistic ,
from the Earth.
dream-logic architecture, sits on the border between the material and immaterial
3 Implying oneiros (dream) + elec- worlds, existing both in Slumberland and on the dark side of the Moon.2 From
tronics, analogous to John Campbell’s there, the Dream Lord maintains the oneironic3 devices and monitors the content
coining of “psionics.” of the flow of dreamstuff. He strives to ensure virulent nightmares don’t readily
4 The Sandman of folklore makes his infect other dreams and that idle fantasies don’t spoil and bloat to become per-
literary debut in Hans Christian An- verse obsessions.
dersen’s Ole Lukøje. A more sinister
version of the character is referenced It’s a big job, and the Dream Lord doesn’t do it without help. Gnome-like crea-
in E.T.A. Hoffmann’s 1816 horror
short-story, Der Sandmann. tures called Sandmen4 serve him. They carry pouches of silvery, glinting powder
made from desiccated, and alchemically treated, dreamstuff. They use this onei-
5 G. Benedicto at the now defunct ric dust to induce sleep in mortals, or to cause waking dreams, or even to cause
Eiglophian Press blog first proposed multiple beings to share the same dream. This is their primary tool for observing
bringing the RPG bugbear back to its
nightmare origins. or even entering dreams--supposedly for the purposes of monitoring and testing.
It’s for these strange and whimsical dioramas that people visit the rock city. But
before making the trip yourself, consider where the non-gnomish statues in the
dioramas come from. Some experts hold these are gnomes, just assuming differ-
ent forms. Others point to the unusually high number of disappearances in the
area and suggest that the gnomes may sometimes need human stock for their
quaint designs.
TRAMP STEAMER TO YIAN
In 5886, as part of Gillam M.
NOT ES Bezoar’s Exotic Port’s O’Call
This article was posted on newsree1l travelogue series,
September 26, 2010. It was our writer Dan Carmody and
first glimpse of the southern a camera man shipped out
hemisphere of the City’s world. from San Tiburon on a tramp
steamer, the S.S. Venture2,
1 Newsreels were short documentary bound for Hyaishang, Yian.
films shown at movie theaters.
They were eventually supplanted by Here are excerpts from the
television in our world. notes Carmody made on the
journey.
2 In the fiction of our world, a tramp
steamer named the S.S. Venture
makes a fateful trip to Skull Island in Only a couple of hours out
the 1933 and 2005 films King Kong. from the port of San Tiburon.
Any relationship between those S.S. Capt. Clanton points out the islands called “The Teeth”--no doubt a name given
Ventures and this one would be them due to their appearance, or perhaps it’s because of the sharks that infest
purely conjectural.
the waters around them. The Captain reports a story he’s many times heard in
3 Sea Devils are evil, aquatic humans a waterfront dives that the isles are a sacred spot to sea devils3 who rise from
who can be represented by that SRD the depths on moonless nights to worship their demon god-fish--some gigantic,
and old-time favorite the sahuagin, prehistoric shark, the tales reckon--in gruesome rites.
though I’d ditched the tail they picked
up in illustration of the modern age,
and lower their intelligence a bit.
Of course, one could just as easily
simulate them with Lovecraftian Deep
One stats.
Four days out and we arrive in Pyronesia. This archipelago is every bit the
tropical paradise it’s often made out to be. We were there for two days, and I
managed to make a trip (as close as I dared) to the volcanic peak of the Big Island.
I glimpsed a lava child4 rising from the flows beneath; my native guide suggested
we give them wide berth. They’re rarely hostile, but given their size and nature, it
isn’t hard to see how their simple-minded playfulness could be dangerous.
A sailor off a Yianese junk traded me this print of a rather contemplative Demon
Islander for a pack of Djinn4 cigarettes. We didn’t visit (for obvious reasons) the
so-called Demon Islands5. The red-skinned, horned humanoids inhabiting the
archipelago live in a warrior-based society still ruled by the sword. Barely beyond
a medieval level of technology, their raiding parties are only dangerous to their
closest neighbors--though grim stories are told of the fate of those shipwrecked
on their shores.
THE DEVIL’S JUKEBOX
The so-called “Devil’s Jukebox”1 is
NOT ES a malign, arcane device that may be
This article was posted on August encountered in shabby dance-halls, two-
15, 2010. bit gin-joints, or lonely roadside bars from
1 The word “juke” has some devilish
the outskirts of the City to the coast of
connotations all on its own. It appears Hesperia. Its presence often heralds some
in English first in “juke joint” or “juke sort of tragedy or misfortune; it has been
house,” meaning a cheap roadhouse seen in farm towns just before devastating
or brothel. The phrases derives
from the Gullah creole word meaning
floods and captured in the background of
“disorderly” or “wicked.” It’s related crime scene photos of gangland massacres.
to modern words in some Western Often, though, the Devil’s Jukebox causes
African languages, like the Bambara its own tragedy.
word dzugu meaning “to live wickedly”
and the Wolof dzug, “wicked.”
The device is supposedly the only
2 In Wolfram von Eschenbach’s Schreckwalder Lapsit Exillis2 model
Parzival, Lapsit Exillis is a mysterious jukebox in existence, the last model
and mystical stone which is also the
Grail. Lapsit Exillis is nonsensical
personally designed by company co-
Latin, but may be a corruption of lapis founder Wolfram Schreckwalder before his
ex coelis meaning “stone from the seclusion--and the tragedy that followed.
heavens.” Make of this what you will. No one knows how the device came to be
imbued with magical power, though there
are always tales that it was made on commission for some extraplanar power.
It plays standard 78rpm shellac records, though no one has been able to change
out the records in this machine. Attempts at removal lead to another copy of the
record in question re-appearing in the device, and the removed one crumbling
away to dust with a hint of brimstone in the air. The jukebox does change its own
records from time to time, though no one can predict when this will happen. It can
hold up to twenty platters, though no one has ever heard more than a handful of
the songs in its repertoire and lived to tell about it.
Here are a few of the songs that have been heard played by the machine and the
magical effects that occur when they play. Effects last as long as the song does (4
minutes or less) unless noted otherwise. The jukebox seems to play these songs at
random, and it starts or stops as it will. Songs may be selected by number, but few
are foolish enough to actually make it play:
3. “It’ll Come Back Around” by Billy Barrow and His Jazz Revenants:
Ghosts of dead enemies/foes materialize and attack or otherwise bedevil those
present. Additionally, any dead bodies present will rise as undead.
10. “Missing You Missing Me” by Jonny Favorite5: Everyone hearing the
song becomes permanently amnestic regarding some important memory in his
or her life. This varies from forgetting a single important fact, to complete loss
of identity. Occasionally (30% of the time), someone present will have memories
replaced with ones not their own.
THE NIGHT MAIL
The New World depends on the timely delivery
NOT ES of mail over large distances. Unfortunately, large
This article was posted December swathes of the continent are mostly unsettled,
12, 2010. The title is a reference only cut by lone railways or haphazard auto-
to the Rudyard Kipling science trails. Bandits, hostile Native tribes, and
fiction story “With the Night Mail”
wandering monsters still harry travellers in
(1905).
much the West, while malevolent storms and
1 A form of entertainment popular ravenous zombies menace the Dustlands. The
in the 1920s, wherein troupes of skies have often become the best option.
travelling pilots would perform
airplane stunts.
The Union has a postal service, but it relies on
2 In our world, there’s a famous (or private contractors to carry air mail. Many of
infamous) photo of a thunderbird that these companies are small operations or even
it has been claimed was published sole propietorships. The pilots are typically
in the Tombstone Epitaph in 1890.
Many have claimed to have seen the recruited from the ranks of barnstorming1
photo, but despite years of searching, daredevils or veterans of the Great War. Their
no one has been able to locate it. planes are often rickety and aging, held together
Perhaps it was a bit of epherema by paint and wishful thinking.
from the Strange New World?
3 Sylphs, according to Paracelsus The larger, or more reckless, operations run night and day. Coast-to-coast routes
(who apparently discovered them), can be flown by most carriers in around 30 hours, pilots staying awake with black
are elementals of air. Depictions of coffee and alchemical stimulants. Larger (and much more expensive) planes can
them as winged, scantily clad fairies
are purely fanciful. make the trip in less than twenty. The smaller planes go from the City to San
Tiburon in jumps--making deliveries in the Steel League, Lake City, and some
4 A harrowing encounter with such Western cow-towns along the way.
stratospheric fauna is described in
“Joyce-Armstrong Fragment,” related
to us by Sir Arthur Conan Doyle in That’s assuming the planes make it
the 1913 shortstory “Horror of the safely. Aviation is a dangerous business
Heights.” in the best of conditions, and conditions
are seldom the best. Thunderbirds2
hunt western skies, wings crackling
with St. Elmo’s fire, riding the storms
their presence invokes. Air-bandits
strike from mountain hideouts or (it’s
rumored) cloud-hidden flying fortresses
to down and loot commercial planes. The
whispered come-ons of sylphs3 seduce
lonely aviators to their doom. Elemental
storms smash aircraft out of spite.
Their presence interacts with the human mind, too. Pilots who have suffered
gremlin attacks often report hallucinating outlandish, colorful, diminutive
creatures--if they survive the encounter.
LIES YOUR MUMMY TOLD YOU
Far to the west of the City, within the
great Stoney Mountains, there are remote NOT ES
places where ancient ruins dot the This article was posted August
hardpan, high-desert landscape. From 13, 2010. It was immediately
these ruins sometimes come unusual preceded by “The Devil’s
artifacts, none more so than the so-called Jukebox” also in this volume.
dwarf mummies1.
1 A similar mummy (in appearance,
at least) was found in the San Pedro
Dwarf (sometimes pygmy) mummies Mountains about 60 miles southwest
look just as their name suggests: they of Casper, Wyoming, in 1932. It was
are wizened figures little more than a 7 inches tall sitting, and estimated to
foot tall, usually in a seated pose. Despite be 14 inches tall if it was standing.
The mummy ended up in the
having none of the usual signs of life, the possession of a used car salesman
mummies are endowed with the magical named Ivan Goodman, who used the
semblance of life at least, and though they in advertisements for his dealership.
don’t move (usually) they are aware, and Goodman died in 1979, and the
mummy’s whereabouts after that
interact with their environment. point become uncertain. Perhaps it
slipped away, back to a world other
The susurration of the mummies can be than our own.
heard by all, if conditions are quiet enough,
but only the one “owner” of the mummy
will be able to understand their dessicated
whispering, which will sound as if spoken
directly into their ear even if they are as much as ten feet away.
The mummies’ utterances will fall (either randomly or at the GM’s whim) into the
following categories:
The longer a person owns a mummy, the more uncritical they will become about
its statements. After a week or more in their possession, the owner will react to
the mummy as if it has a Charisma of 18. After a month, a failed save will mean
the owner acts as if charmed by the mummy. He or she will believe everything it
says, and treat it as if it is a trusted confidant.
No one knows who the dwarf mummies are, nor their purposes. Any answers the
mummies’ give in this regard will certainly be lies.
CRIME & AMUSEMENT
NOT ES
This article was posted December
9, 2010. It’s the first post to
deal with a specific area of the
City.
A covert war is being fought along the boardwalk, and in the places of amusement,
on Lapin Isle on the southeastern coast of the City. The war is between two lords
(or one lord and one lady) of petty crime. The stakes are the illicit earnings from
all the beach’s pick-pockets, quick-grab artists, petty confidence tricksters, and
part-time prostitutes. Neither of these would-be kingpins is human, but is, in fact,
a coin-operated fortune telling machine1.
Chax also has been known to employ inky spider-things the size of wharf-rats with
almost human faces and derisive, whispering voices. Their bites cause painful
pustules and nightmares.
Mister Chax’s rival can be found in a novelty shop near the entrance to Lunar
Rabbit Park. Her glass case gives her name as Grisselda, but her followers-- NOT ES
her “ducklings”--call her “auntie” or “great aunt.” Grisselda3 appears as an old 3 The Monkees recorded a novelty
song called “Your Auntie Grizelda”
woman, like an Old World grandmother. She tells fortunes by the use of playing
in 1966. That’s probably another
cards, and this is also the way she communicates with her followers. These are coincidence.
mostly young girls, either in their teens or early twenties, who dress like prim
young ladies, perhaps on a church trip. Their dainty purses hide switchblades, and 4 In our own world, East Asian
folklore holds that a rabbit lives in
maybe pocket pistols, and nasty, back-alley magic items. The cryptic meanings of
the moon, derived from paredolia. In
Grisselda’s cards are interpreted by an oracle. She’s a girl a little older than Auntie’s the City, this rabbit is associated with
standard soldier, with eyes older still, and porcelain skin. She typically dresses madness, or...lunacy.
like an aspiring torch-singer and smokes a cigarette through a holder. Her name
is always “Esme.”
Chax and Grisselda try to keep their war sotto voce. They have no wish to attract
the authorities, but also no wish to draw the interest of the malign godling of
Lapin Isle, the dark personification of the rabbit in the moon4; the thing like a
man in a bunny suit that is not a man.
OUT OF THE VOID
Salvaged photographs all show the same thing: beings in strange suits, with
NOT ES face-plates empty but for the absolute black of the void. There’s an alien presence
This article was posted, as stalking the west of the Strange New World...1
Halloween approached, on
October 28, 2010. In the summer of 5880, news of an approaching rogue planetoid swept the globe.
The greatest scientists and thaumaturgists worried over charts and formulae, and
1 This article describes dire events made dire predictions. From the streets of the City, to the savannas of Ebon-Land,
in the Strange New World. Some and across the half-ruined cities of Ealderde, people watched the skies, and faced
sources have suggested its account is
apocryphal, or at least exaggerated. the fearful prospect that the end of the world was near.
Readers may draw their own
conclusions. The world obviously didn’t end that summer, perhaps thanks to the actions of
a renegade scientist and two less than willing companions2. The scientist had
2 Astute readers will note parallels
with the Zarkov expedition, chronicled constructed a rocket and planned to guide it into the planetoid, altering its course.
by Alex Raymond beginning in 1934. This plan was doomed to failure, according to accepted theory. Thaumaturgists
had long been aware that the alien, and hard to placate, elementals of vacuum and
3 The second day of the month of radiation were perturbed and driven to madness by the movement of large bodies
Erefrost.
like the planetoid. Also, astral projection had detected malign energies emanating
from the planetoid. Was this the psychic death-cry of the world propagating
backwards in time…or something else?
The scientist averred he had novel approach to thaumaturgic shielding. His rocket
could run the gauntlet. In retrospect, it may be that his thoughts in this regard
were not entirely his own.
Union officials have plotted the course of the harbingers (as they have come to be
called). Moving from the Stoney Mountains, they’ve passed through only small
towns, some barely worthy of the name. They’ve passed into the Dustlands where
strangely the tornado overlords have given them wide berth. Ahead, lies the heart
of the Steel League, and beyond that, who knows?
The crater left by the falling star has since been examined. It was found to contain
the remains of a rocket resembling the one launched by the renegade scientist
eight years ago.
IT CAME FROM THE SRD!
NOT ES
In working on Weird Adventures, I’ve been taking a look at the monsters in the This article is based on two posts
d20 System Resource Document and thinking about how they might fit (or not) (July 30 and August 1, 2010), but
into the Strange New World of the City. has been largely reworked and
expanded here.
Some general principles come into play. One, The Strange New World tends 1 See “Green Hell,” posted October
to be more a place of pulpy “one-off” monsters, than recurrent species. Two, 21, 2010.
demi-humans and humanoids aren’t common; with a few exceptions, they tend
2 See “More Images from the City,”
to be “lost race” sorts of encounters if they’re encountered at all. Three, if an
posted November 12, 2010.
interpretation of a monster makes it more like pulp fiction (or horror or science
fiction movies from the ‘50s or earlier) it’s probably better than the standard one.
Other articles in this book have already “re-imagined” some monsters. Let’s take
a look at several more choice examples:
Assassin Vine: Tropical parts of the world (like the Grand Cinnamon River
Basin in Asciana1 or parts of Ebon-Land, or some islands in the South Seas) are
probably full of these things. There’s at least one in some eccentric botanist’s
collection in the City, too--or maybe in some unassuming florist shop.
Bulette: These have been known since the reports of early Ealderdish explorers,
but they’re rare enough now that some experts have pronounced them extinct.
Still, grizzled prospectors and old Natives in the Western Desert tell stories about
a predator that moves underground.
Centaur: Tragically, these Ealderde natives are now extinct. There was a small
preserve of tamed and inbred centaurs in the private forests of the Sultan of
Korambeck, but they are no more. A few taxidermied specimens or skeletons can
be seen in Ealderdish museums, though may of these may have been damaged or
destroyed in the Great War.
Derro: Distorted tales of the Reds3, told by unfortunates driven insane by their
NOT ES fiendish psychic torment.
3 See “The Red Menace,” posted June
7, 2010 for more information.
Dire Animal: Yokels are always telling stories about oversized animals (the
4 “Hogzilla” was the name given to an recent Hogzilla4 might be a good model). Sometimes they wind up being true.
unsually large hog shot in Alapaha GA
in 2004. It was initially claimed to be Dryad: Tree spirits are known to exist,
12 feet long.
but tend to stay in unspoiled forests.
5 These are, for the record: They can sometimes cause trouble for
salamander (fire), gnome (earth), logging operations in more remote
sylph (air), undine (water). areas. Sometimes such beings become
6 See the post of the same name from
troublesome “invasive spirits” after
July 16, 2010.
their tree is transported to a non-native
7 Or so suggests bluesman Robert environment.
Johnson in “Hell Hound on My Trail,”
recorded in 1937.
Elemental: Primary elementals are of
the type described by Paracelsus5, but
the SRD variety exists, too. Since the
Great War, the elements have become
mixed and somehow tainted. The black
dust elementals of the Dustlands are one
horrifying example.
Gnoll: There are hyena-folk in Ebon-Land that would resemble gnolls, stat-wise.
Their clans are female-dominated.
Goblin: The Old World Goblin that appears to be extinct. The hobo-goblin6 of
the Strange New World may be a relative.
Hag: Perhaps these creatures are former human witches who bargained with
infernal powers or the degenerate and spiteful remnants of forgotten goddesses.
Either way, they can be found in remote places in the world.
Hell hound: Also called black dogs, these supernatural creatures have been
known to haunt certain cursed families from the Old World. They are creatures
of vengeance, which can be called up by aggrieved witches or conjure-folk to hunt
down an offending party and drag his soul to hell. Particularly powerful sorcerers
might be able to bind a hell hound to their service for a time as a guard dog,
though the spiritual price is no doubt high. They may sometimes stalk the sinful
on dark nights, in remote places.7
Mummy: The giant-sized Ancients left mummified members of their race in 9 The continent east of Ealderde.
Often thought of as “the Orient.”
crypts and burial mounds throughout the Strange New World, waiting for would-
be tomb-robbers to wake them. 10 For more on the rust beetle
problem and the industrial uses of
Naga: An ancient race of human-headed snakes is found in the Orient but not in salamanders, see “Cities of Steel,”
posted June 10, 2010.
the New World. Some wilder speculation links them to Hollow Earth—that is, if
the earth is indeed hollow. 11 See “Something to Do With Death,”
from July 15, 2010.
Ogre: The degenerate, inbred ogres of the Smaragdine Mountains8 are somewhat
12 Eludicated in “Vampires and the
smaller and more malformed than the usual type. City,” posted September 20, 2010.
Remorhaz: Beasts like these have been rumored in the cold deserts of Eastern
Eosa.9
Rust Monster: Traditional rust monsters aren’t found in the Strange New
World, but there are rust beetles to bedevil industry.10
Salamander: The salamander raised in the industrial heart of the New World is
an elemental of fire and a relatively less dangerous creature than the SRD variety.
Shambling Mound: There are probably a few of these in the swamps of the
South.
Vampire: The City’s vampires are similar to SRD staple, but as essentially blood
addicts, they operate a little differently.12
That’s just a sampling. More SRD monsters exist in the City’s world, and more
might exist in one isolated place or the other. Adventurers are always finding
things unknown to science.
STRANGE SOURCES AND WEIRD INSPIRATIONS
The following works have been inspirational and influential on the development of the City and its
world. This is just a sampling; there are many, many others that have found their way into Weird
Adventures one way or another.
Literature:
L. Frank Baum, The Wonderful Wizard of Oz: American fantasy at its most quintessential. W.W.
Denslow illustrations help, but the classic film versions are probably influential, too.
Dashniell Hammett, The Maltese Falcon: It’s got tough guy dialogue, a femme fatale, and double-
dealing, all to get a valuable artifact.
China Mieville, The New Crubozon series, King Rat, and Kraken: The weird fantasy of Mieville
tends toward modern settings (New Crubozon is roughly Victorian). Every one of his books boasts
several interesting, gameable ideas.
Damon Runyon, Guys and Dolls and Other Writings (Penguin Classics): Runyon has a very
distinctive voice and a humorous touch with gangsters and other lowlife types. A few stories from
Runyon and a few from Fritz Leiber might be key foundational reading for a City campaign.
Manly Wade Wellman, the Silver John, Judge Pursuivant, and John Thunstone stories: Fantasies
that draw on American traditions--but also aren’t afraid to make things up.
Nonfiction:
Kenneth Hite, Supressed Transmission and Supressed Transmission 2: The Second Broadcast
(Steve Jackson Games, 1999 and 2002): Essays, at once erudite and fast-paced, about a variety of
topics mainly focused on alternate history and conspiracy and how they can be applied to gaming.
Highly recommended.
Don Hutchinson, The Great Pulp Heroes (Mosaic, 2010): Provides an overview of several hero pulp
icons (Doc Savage, the Shadow, G-8, Operator #5, and others) with a chapter on each—giving just
enough detail to whet the appetite and fire the imagination.
Robert Damon Shneck, The President’s Vampire: Strange-but-True Tales of the United States of
America (Anomalist Books, 2005): A collection of Fortean essays on such topics as Andrew Johnson’s
pardon of a blood-drinking killer, dwarf mummies of Wyoming, and an attempt by a religious cult in
1854 to build a machine messiah in Massachusetts.
Comics:
Max Collins and Terry Beatty, Johnny Dynamite limited series (Dark Horse, 1994): A private dick
out of Mickey Spillane takes on a criminal Faust in a psychotronic yarn.
Alan Moore and Rick Veitch, “Greyshirt,” appearing in Tomorrow Stories (ABC/Wildstorm,
1999-2002), collected in two volumes; and Veitch’s solo effort Greyshirt: Indigo Sunset (2001-2002,
collected in 2003). A homage to Will Eisner’s The Spirit, “Greyshirt” has more weirdness in its
knowing pastiche of pulp and crime fiction.
Eric Powell, The Goon (Dark Horse): The title character and his sidekick fight zombies and other
weird menaces in a fictional (and somewhat surreal) American city in a period vaguely between the
Depression and the 1950s.
E.C. Segar, Popeye: Fisticuffs, quirky characters, a Sea Hag, and a Goon (no relation to the above).
Fantagraphics Books began reprinting a complete library in oversized volumes beginning in 2006.
Carnivale (HBO, 2003): TV series created by Daniel Knauf about a secret, centuries-old battle
between Manichean forces coming to its resolution in the Depression-era dust bowl.
7 Faces of Dr. Lao (MGM, 1964): George Pal directs this tale of the arrival of a fantastic circus run by
a mysterious Chinese man to a small, Southwestern town. Strangeness ensues. Based on the book
The Circus of Dr. Lao by Charles G. Finney.
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