Blog is back — Now with sexism!

29 02 2012

oh crap...In one of those coincidences, iconic iconoclast Zak of “Playing DnD with Pornstars” posted about the problem, or the idea that there is a problem, with sexism in RPG and comics publishing. His solution: Hire women! And a fine idea too.

What makes it seem oddly coincidental to your correspondent, apart from a brain evolved for vastly fewer bits of info that might coincide, is the pains I’ve been through in recent days with our next release. To wit: Disclaimers, plastered over my book like banana stickers, lest I seem to be encouraging sexism and racism.

All four readers of my past RPG work will have had opportunity to note my world view, which I make little effort to hide. Succintly: Life sucks and that’s pretty funny. Pain and doom are the norm, yes, but not in a teen angst way that makes for charismatic suffering. No, people are no better than they are forced to be, and their efforts must ultimately come to naught. There’s heroism, since this is a game, but it’s never easy to overcome circumstances, and the triumphs are always local, relative, and short-lived.

So. In this new book, there is a cast of thousands, and they run the gamut from somewhat ignorant to deeply stupid, from somewhat prejudiced and hiding it to utterly sexist, racist, and unable to accept that there might be another way. I write like this because, from my overeducated, snide, and pessimistic point of view, that’s the way things are. I’m swords and spells all the way, and I write about pseudo-medieval societies that seem to me, given certain unrealisms inherent in the genre, to feel real. Among other unmodernisms, people harbor deep suspicion of anyone different, and patriarchal societies are powerfully vested in keeping women home with the babies.

I could have soft-pedaled all that, but I have always objected to the multi-culturalization of geek art. IRL I’m a liberal and a believer in not only true equal opportunity under the law, but in educating future generations in tolerance. In a fantasy world, though, I want believability. If one of the monks in your book’s magic monastery is black, fine, but I want to know why, and how. If your culture is isolated, because it’s an ancient kingdom without airplanes set in a land plagued with monsters, or it’s a limited population in another dimension, or a planet full of aliens, then you can’t just make it ethnically mixed. I understand the impulse — showing “society” or “kids” that race doesn’t matter. But it’s wrong to fuck up the immersiveness of your art for that sake.

And I think that’s part of what Zak was getting at. As an audience, we have to trust artists to make what they want without striving for correctness. As artists, we have to give our audience credit for knowing the difference between, say, writing about bad behavior and condoning it in reality. Otherwise we get crap art. Let’s be grownups instead.

That’s what I’m always trying to write, whether it’s a whole book about closed-minded people or just some napkin notes about a crawl: DnD for grownups.





heart of glass by mr. joel

13 01 2012

“immortality.” said master, with a sneer. his gesture toward the jar was that reserved for dismissing a shadow dwimmer, or expressing spine-deep loathing for a rival. i assumed he feared it.

“a very unusual spell,” says the book. really zygyg? all the other space-bending and mind-smoking is commonplace? so you’re to blame for all the concern about mechanistic magic.

it’s true however that I can think of few other recipes that allow the caster to damn himself directly, without the cooperation of an outside power. even the lords of the planes have no dominion here.

“the life force can sense and attack any creature within”—what, thirty yards or so?—”but what the creature is, is not determinable.” oh yes mighty Z. and why is that? why because you can’t fucking see, apprentice.

“the life force.” that means me, or what’s left of me. and indeed i can’t see.

it’s not even dark. i can’t even remember what seeing is like. only that it’s gone., and left a bigger space than I’d have guessed. to remember seeing, you don’t need eyeballs, necessarily. but you need a brain. you need a lobe of visualization.

i lack those items. also any lobes of audio condensation, olfactory renderment, or pressuratory refinement. i likewise have none of the lesser lobula and skerritries.

no glands nor juices.

“a large gem or crystal.” a monoclinic crystal, in fact, an isinglass, a symmetrical mica formation of clear and glitering hexagons, well-protected by a lantern-like contraption. the lantern looks deceptively mundane, but a stone fort would crush faster.

little chance it will be destroyed, and “the life force” “snuffed out.” not in any stretch of time susceptible to human thought and memory, at least.

the jar is all but empty. i’m more like a film left on the inside of an alembic after the admixture boils away.

the classics teach that the body is the husk of the soul.

the classics know nothing.

this is the mind. it is the husk, the dry shell, sterile and dead. the body, the living core, is the fruit, the inner core which this thin skeletal carapace was made to protect. the self divides not into body, mind, and soul. the soul is the body and the body is the soul. the mind is trivial.

my memories make no sense now. it takes an extraordinary span of concentration to extract any information from the bright blurs of what my lost brain once saw, the jagged shapes of what I once heard, the hissing of what the body touched.

words remain. I no longer recall what they sounded like, nor the forms of letters. but in those years of absorbing words, they became part of me, pure discreta of thought. and pure thought is all i have now. all i am. thoughts, made mostly of words.

i no longer sleep. did that once sound good to an overworked apprentice: an untiring mind? sleep, a waste of time? what a luxury, to be lost. I can’t recall, I no longer contain, what it felt like, but I remember what it’s for.

it stops thought.

cold as I am I recognize the absolute good of that.

minds still clinging, parasitic, to their lush host bodies, when thought cannot be borne, sometimes break. madness interrupts thought, when bodily needs and worldly distractions fail.

it turns out that even madness is the body’s doing, a way of caring for the mind with the same natural flow-around that stops a man eating when he is full, or directs bile away from a roiling liver. when thinking becomes unbalanced, lobular excesses heat the ducts in that part of the brain, that juicy mass, and the increased flow pressures the release of countervailing humors or, if need be, a complete flush of the vesicles, cooling the active lobe perforce. the wheel of thought breaks.

I cannot break. without a body, my thoughts are perfect, and perfectly obvious. the truth can never be denied or avoided, obscured or even put off, because I am the truth, made of it, it is me. even “thinking” is too active to describe me. i can’t think. a brain can think. i simply am thought, all the ideas and knowledge that remain, frozen in unmoving relation.

no vision or other senses, and no movement.

i can react, but to so little. i react, or would, when a living creature approaches. the thrills of thought along their nerves, the spinning and thrust of their minds, impinge on me as a breeze shakes a spider’s web. and like a spider I prey on what moves.

but nothing has moved in so long.

i reacted when my body left. the rhythm of its nerves, in my absence, ebbed and swelled so slowly, and so familiarly. i could have chosen it from a hundred bodies without an instant’s hesitation.

but then it stopped. did it die? did it move beyond the range of my pathetic single sense? how, if i felt no living thing come to take it away?

nothing moves. no heat. there is a pulse however, of sorts.

the heart of the crystal vibrates.

by this I measure time. so many beats of the crystal, so many cycles of shapeless words repeating the thoughts that make me up.

three times now the pulse has changed. three times a different pulse moved through it, interfering, drawing jangling new spikes and quavers from the crystal, in whose unseen vertices, internal faces, edges, and confining planes I dwell.

my sense of direction, out to thirty yards, is absolute. the wave comes from one direction, passes through the crystal, peaks, fades, is gone away that way. the direction was the same twice, slightly different once. the period varied. I already made, I already am, the calculations of possible formulae that might explain the gap, prove the pattern.

once the harsh amplitudes disturbed my thought so deeply that I forgot who I am. I’d give anything to know when, if it might come again.

other than the temporary change of such vibratory interference, I hope only for something to react to. a “living creature.” a body.

I vaguely recall the lusts that drove me into this jar. i thought to have all the use of my own body, flawed though i considered its ways, and add more bodies to it, doubling, trebling, multiplying the paltry niche to which flesh meant to keep me. domination, deception, dominion.

I believed my mind strong enough to overcome any who strayed in here, tempted, taunted, or marched by force. I feared only slightly that, should the “creature regain control of its mind, the magic-user is trapped until he can take over the mind for control or escape.” trapped in the body of my victim, that is.

but little more than he. we both, fragile ghosts, would ride the bountiful mount and bathe in its beneficent flows and changes. which of us had the will, means nothing. the body is no trap.

only the jar.





Lesserton and Mor revealed!

1 03 2011

In many ways the heart of Eastern Valnwall, the majestic ruins of Mor and the nearby town of Lesserton offer some of the best –and worst– that the region has to offer. No adventurer traveling to these lands would pass up an opportunity to delve the sprawling rubble of Mor, or to enjoy the spoils from his efforts in Lesserton’s gambling halls, fleshpots, and taverns.





Mor teaser art

25 01 2011

A peek at some art from Steve Zieser:





Excerpt from the Referee’s Guide to Lesserton: Brinkley’s Assurety Trust

20 01 2011

Brinkley’s began generations back as a ransom broker for adventurers, and still makes much profit from that business. A mercenary or delver who fears capture or defeat can deposit his own ransom with Brinkley’s. The institution takes a small payment and provides a bronze pin, engraved with a picture of a bee and a unique, three-digit number. Together, the clerk and the customer pick two passwords: one to indicate that the bearer of the pin is entitled to the ransom, another to indicate that ransom should not be paid, perhaps because the captive customer is being maltreated. To users of the no-pay password, however, clerks reveal the existence and size of the ransom.

In the Ruins of Mor, most intelligent denizens recognize the pins and may prefer to capture someone wearing one instead of killing him. To ransom a prisoner, the captors send a representative to Brinkley’s with the pin and its matching password. Generally, they then release the prisoner, but keep his gear. The Brinkley’s customer can specify more guarantees than just his life: for example, promising a reward of 100 gp, or 150 gp if he’s allowed to keep his arms. Brinkley’s records all such details with the customer’s file.





What happens in…

7 10 2010

“Lesserton, a swampbound and sinful town. Lesserton exists only to support and exploit those who explore the vast ruins of the ancient city of Mor.”

The Ruins of Mor, the vast, sprawling remains of a once great city-state. And Lesserton, the seedy town on the edge of the swamp that feeds off those who brave the ruins in search of fortune and glory. First supplying the adventurers with what they need to recover riches, then depriving them of their coin with all manner of diversions and scams.





In the North

9 08 2010

…lies a quiet valley, ruled from the town of Wolford by the court of Sir Taris. The people of the land shepherd, farm, and go about their lives.

But up on the ridge line of the mountains, an eerie sight can be seen. The great, brooding image of a skeletal face, formed from the very rock. Fell deeds occurred there in times past, on the slopes of Skull Mountain!





Linkies

3 07 2010

I’ve added a couple links on the right. One is to an image of the Known Lands map as it appears in the Labyrinth Lord rule book. The other is to our earlier “Sites of Eastern Valnwall” post and map.





Wrack and the Bight

30 06 2010

Wrack and Rune is out now. In addition to the adventure, it contains a lot of fun flavor for the Bight and the village of Wrack.

The concept was a sort of a combination of an almost Lovecraftian rural New England and the east coast of Scotland. Bleak, dour, and slightly unwelcoming. Rocky shores, foggy weather, chill waters, etc.

I know it’s along the southern coast, but that doesn’t have to mean tropical. I think the map is small enough to allow for that stretch of the region to be temperate.





The Rune of Keyshilan

31 05 2010

“When vernal sun lights on the mists,
And wave by warmth again is kiss’d,
Comes Keyshilan of gold and green,
Old home to fairy folk unseen.

As the year doth turn to fall,
And fogs a-bighting lend their pall,
The lords and ladies make their trek,
Beneath the waves to Shiriyak!”








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