Welcome!

"Come now my child, if we were planning to harm you, do you think we'd be lurking here beside the path in the very darkest part of the forest..." - Kenneth Patchen, "Even So."


THIS IS A BLOG ABOUT STORIES AND STORYTELLING; some are true, some are false, and some are a matter of perspective. Herein the brave traveller shall find dark musings on horror, explorations of the occult, and wild flights of fantasy.

Monday, August 3, 2020

SIX SEASONS IN SARTAR: THE COMPANY OF THE DRAGON - A FIRST LOOK

A NOMINAL SEQUEL



IN WRITING THE COMPANY OF THE DRAGON, the one thing I didn't want to do was a sequel.  Six Seasons in Sartar is a self-contained story; it has a beginning, a middle, and an end.  It struck me as silly to just have "continuing adventures" tacked on, as if the ancient Third Age poet Usuphus of Jonstown just kept cranking out additional epics like some Gloranthan Jerry Bruckheimer.  So from the start I knew The Company of the Dragon had to be something different.  It would have to be 100% compatible with Seasons, but also a stand-alone project.

Because the metafiction was key to Six Seasons, it proved essential here too.  It enabled me to establish a connection between the two sagas, but to also explain why they are so different in design and in tone.

For decades, scholars have argued that Usuphus's coming of age tale was pure fiction, without basis in fact.  But the discovery of additional Third Age documents in the 1960s changed all that.  The War Bands of Occupied Sartar is a history, the name of its author unknown, and it details the individual guerrilla warfare companies that comprised the Sartarite resistance between 1620 and 1625.  One chapter, "The Company of the Dragon," is the first real hint that Usuphus might not have made the entire thing up.  Though it doesn't mention the "Haraborn," it details a war band made up of warriors "whose homes were burned and lands taken" by the Lunars.  While this is only a thin similarity to Usuphus's protagonists, one striking detail is that this war band is described as having a draconic wyter, a coiled dragon spirit with rainbow scales.  This sounds suspiciously like Shah’vashak, the dragon spirit that becomes the patron of the youths in Six Seasons.


IN PLAY 


What this means at your gaming table is that The Company of the Dragon could, indeed, be played as a direct sequel to your Six Seasons in Sartar campaign. After the fall of the Haraborn, your player characters join the "Deer Folk" become warriors in the underground. The Company of the Dragon tells the story of that phase in their lives. On the other hand, the Company may have no connection to Usuphus at all, and could easily be run as its own campaign.


Beyond this, however, it means The Company of the Dragon is very different in both tone and design. Six Seasons is based on an epic poem; it is a fairly linear story. Company is a history, covering a five-year period. Instead of chapters building to a climax, the book is made up of 50 to 60 "episodes," much like the ones in the final chapter of Six Seasons. Some of these episodes can be used at any time, others are time specific. They become available at certain times along the timeline. In this way Company has a much more "sandbox" feel, but instead of encounters being triggered by wandering a round a map, they are activated by previous encounters and by certain times.


To keep the story aspect, however, Company introduces "character arcs." During character creation, each player and the GM will map out an "inner journey" the character will take. Avenging the death of a loved one. Finding someone they lost. Being torn between love and duty. Etc. As the campaign progresses, these personal stories weave in with the episodes to keep a continuity and to help the characters develop and grow as they pursue personal goals.


TONAL DIFFERENCES


The biggest difference between the two campaigns, however, is that Six Seasons was about a clan. The characters farmed, had families, community. It presented a fairly bucolic image of Heortling life.


The Company of the Dragon is about war. 


Though the Lunar Empire considers Sartar "pacified" enough to move their troops south to the Holy Country, the resistance aims to prove them wrong. Your characters will hold up and rob Lunar caravans, strike military targets, engage in espionage and diplomatic assignments, take hostages, rescue prisoners, fight battles, and yes...Heroquest...all while evading capture and hiding out in the highlands and the wilds. You will fight to survive the Great Winter than falls when Orlanth and Ernalda "die," and you will be instrumental in the Dragonrise.


Oh...and did I mention the sealed, forbidden city of insane Dragonewts?


This doesn't mean that community is not an important part of the story! The Company of the Dragon includes introductory chapters on war bands, on the sacred bonds that join members of them together. You are not some collection of murder hobos! You are a group of people who have put your lives into each other's hands, a bond closer than blood. Three types of war bands are given as examples; Vingan, Orlanth Adventurous, and Humakti, each with their own rituals, customs, and initiations.


THE DRAGON CONNECTION


Another difference between this and Six Seasons is scale and scope. Seasons takes place in one narrow valley over a six season period. The Company of the Dragon moves across Sartar and Dragon Pass, with forays into Prax and the Holy Country, and covers five years. This means a lot more of what we love about Glorantha enters its pages; Uz, Mostali, Ducks, Morokanth, and especially Dragons. In an intentional echo of Six Seasons in Sartar, Kallyr Starbrow will need the help of the player characters and their Dragon wyter to bring about the Dragonrise, and The Company of the Dragon includes a meaty chapter on "Draconic Consciousness" and Dragon Magic.


FINALLY, MORE 13G AND QUESTWORLDS 


While Six Seasons was always intended to be compatible with QuestWorlds/HeroQuest Glorantha (the blog contains an HQ conversion of the entire campaign), 13G was not covered by the Jonstown Compendium. All that has changed, and The Company of the Dragon will fully support all three games. In the coming weeks we will also be released a FREE 13G adaptation guide for Six Seasons


I will be sharing a lot more about the book over the coming weeks, and keep you posted about a release date. Please note; because of the new Jonstown Compendium guidelines I cannot offer a print version until the book has sold at least 250 PDF copies (as of this writing, Six Seasons is nearly double that and very close to Gold bestseller status, so with any luck, Company will get a print release eventually too). 

Saturday, July 25, 2020

HARLEM REVISITED: THE LEATHERETTE EDITION OF HARLEM UNBOUND

THE SECOND EDITION of Chris Spivey's Harlem Unbound is officially the first Chaosium title I've gotten my hands on in the leatherette incarnation (well, unless you count two-volume Guide to Glorantha).  

Understand; I am a book nut.  I am an addict.  I have a problem.  Before I came to Tokyo, I had a three-bedroom apartment and two of the bedrooms were just for books.  Collector's editions.  Illustrated editions.  And yeah, a lot of leatherette.  But Japan is a nation that crams half the population of the United States into an area the size of California.  Land is expensive.  Rent is punitive.  Apartments are small.  In my two-bedroom here, I still have a room full of books...but I need to be careful.  90% of what I buy and read is in PDF.  9% are those books that I read in PDF that I knew I needed in paper.  Then you have that 1%.  Books like Harlem Unbound.  For those, you want the best.

I've already reviewed the book and will not repeat that here.  It's not only the best RPG sourcebook book I have read in the last year, but also the most timely.  Harlem gets absolutely everything right; the art, the writing, the tone, the details, the horror.  It somehow manages to be a Lovecraftain tour de force, a critique of the man's less palatable opinions, and a book that encourages us to use roleplaying as a tool of understanding.  I am still mystified how Spivey managed to fit all of that into one basket and then so deftly carry it.  As an author, it makes me jealous as hell.



But let's talk about the leatherette edition.



Like Chaosium's other hardcovers the last few years the print quality is superb, the paper high quality and silky to the touch.  The spine is impeccable and it lays perfectly flat.  It's lighter than it looks and easy to hold curled up in your favorite reading chair.  It simply looks wonderful.  The only possible criticism I could make of the design is that it doesn't have Brennan Reece's ENnie-nominated cover (good luck to both Harlem and Berlin!!!). 



No, sorry.  That was a lie.  I have another criticism.



Because sitting there on the shelf, next to Call of Cthulhu and The Grand Grimoire of Cthulhu Mythos Magic that leatherette spine looks so much more...regal.  Now I'll have to replace them with leatherette too...



...and the Malleus Monstrorum will be coming out in print down the road...I'll need that in leatherette...and Berlin, of course...

And the shelf next to it?  I can't have the Call of Cthulhu shelf outshining the RuneQuest shelf.  They will need to be replaced too...

You are evil, Chaosium.  You are evil.

         

     

Thursday, July 2, 2020

MALLEUS MONSTRORUM 2nd EDITION: THE REVIEW

Monstrosity fascinates us because it appeals to the conservative Republican in a three-piece suit who resides within all of us. We love and need the concept of monstrosity because it is a reaffirmation of the order we all crave as human beings . . . and let me further suggest that it is not the physical or mental aberration in itself which horrifies us, but rather the lack of order which these aberrations seem to imply…
Stephen King, Danse Macabre



HERE THERE BE MONSTERS
WEIGHING IN at a cyclopean 480 pages, divided across two volumes—Vol 1 Monsters of the Mythos and Vol 2 Deities of the Mythos—the second English language edition of Chaosium’s Malleus Monstrorum is a full-color feast for the eyes and the absolutely essential compendium of Lovecraftian deities and denizens for the seventh edition Call of Cthulhu RPG.  Unlike many books of this kind, the Malleus is not merely a Keeper (GM) reference book.  For reasons we will explore below, this is a book every player can enjoy.
To be clear we are reviewing the PDF here.  Because there really is not that much you can say about a collection of monsters in a review (“um...so, okay, it’s like got a lot of monsters and stuff in it...”) we will be digging deep into some of the background of the volume (Now About That Name) and what distinguishes it from the first edition (A Matter of Monsters).  The third section, A Look Within, covers the nitty gritty details.  So pour yourself a brandy, draw a chair up beside the fire, and let us peruse this blasphemous tome of lore together.



NOW, ABOUT  THAT NAME...
PERHAPS THE FIRST OFFICIAL “MONSTER MANUAL” crawled its way out of the shadows in the late 15th century. To be clear, we aren’t talking about the “bestiary” or bestiarum vocabulum here.  That, as a literary tradition, extends at least as far back as Aristotle.  No, this isn’t about catalogues of animals and living creatures or any sort of “fantastic beasts and where to find them.” We mean a monster manual…an instruction manual, if you will, in the art of exterminating abominations.  The honor of originating that sort of tome, gentle reader, probably has to go to Catholic clergyman Heinrich Kramer.
Now before we deal with Kramer, let us linger a moment on that word, “monster.”  The word comes to us from the Latin monstrum, which indicates a curse, or a warning, from the gods.  A monstrum—a deformity or malformity—makes us aware of the deities’ displeasure.  When your cow gives birth to a two-headed calf, it is the gods telling you something,  This “making aware of” aspect of the word links it to ones like demonstrate or remonstrate.  It signals to us that a monster isn’t just an aberration, but a sign.
File that away.  We are coming back to it in the next section.
Now, for Heinrich Kramer, a calf born with two heads, curdled milk, impotence, failed crops, and other similar monstrum were all signs of the same thing; witches.  Thus in 1487 he authored the first great monster manual, the Malleus Maleficarum.  While this volume of fever-dreams and misogynistic ramblings didn’t technically start the witch trials of the next two centuries—Pope Innocent VIII’s Summis desiderantes affectibus was the technical culprit—the Malleus was clearly the accelerant.  
The “Hammer of the Witches” reads like a modern horror novel, and like a good work of horror fiction it is really about rubbing our faces in our own phobias and complexes than anything else.  For Kramer, the complex clearly was with women.  He could have just as easily called his work the Malleus Maleficorum, with an “o” rather than an “a,” but he intentionally selected the feminine title.  This is in character with the man.  Two years before the Malleus saw publication, Kramer had put Helena Scheuberin, the wife of a wealthy burgher, on trial for witchcraft.  Described as “an independent woman not afraid to speak her mind,” Kramer had been so much more obsessed with her sexuality and toilet habits during the trial than with spells and devil worship that she was acquitted and the Bishop of Innsbruck expelled the clergyman for insanity.  Unable to let go of it, Kramer took his obsession and fear and wrote the book that made him famous.  A guide for hunting witches.
Five centuries later, when author Scott David Aniolowski had assembled a compendium of horrors for the Call of Cthulhu roleplaying game, Frank Heller and German game company Pegasus Spiel suggested a title that referenced Kramer and his “Hammer of the Witches” directly.  That title, Malleus Monstrorum, worked on a surprising number of levels.  
On one hand, Malleus Monstrorum might be the most “on-the-nose” title for an RPG game book of this kind.  “Hammer of the Monsters” pretty much describes the role monsters have played in RPGs since the beginning.  To borrow an old Japanese proverb, they are the nails that stick up, and it is the job of player characters to hammer them down.  This has been tradition since that other alliterative tome, the AD&D Monster Manual.  Never mind that the act of monster hammering in Call of Cthulhu involves a great deal more madness, gibbering, and unspeakable horror than most other RPGs, it still boils down to player characters ridding the world of monsters.    
One the other hand, Malleus Monstrorum is very specifically suited to this particular RPG.  In a game where the player characters are called “Investigators,” a reference to arguably the most famous manual for “Inquisitors” (from the Latin, “one who searches for answers”) was a perfect fit.  That Cthulhu Investigators spend much of their time quite literally hunting witches—or “cultists”—only serves to deepen the parallel.  Further, one cannot read Lovecraft’s descriptions of the orgiastic rites of Cthulhu’s worshippers, or the depiction of witch-cults in pieces like “The Dreams in the Witch House,” without thinking of Kramer’s fevered depictions.  That Lovecraft had read the Malleus is known—“Koenig has all the famous old witchcraft books of the Middle Ages—like the "Malleus Maleficarum", which I'm now borrowing from him” (H. P. Lovecraft to Emil Petaja, 29 Dec 1934, LWP 396—but from his writings it is very clear that Lovecraft’s notions of witches in general owes much to it.  Kramer’s shadow lies across many of Lovecraft’s pages.



A MATTER OF MONSTERS
The titular switch from Maleficarum to Monstrorum is a critical distinction, however, and here we come to an essential component of Chaosium’s new 2nd edition. As an exhaustive compendium of Call of Cthulhu horrors, the first edition was without peer.  Part of its tremendous charm was its art direction and illustration; departing from usual approaches, it showed impressions of its horrors captured in woodcuts, sculpture, period posters, etc.  We never saw the monsters, but rather people’s impressions of the monsters.  This is “good Lovecraft,” as Lovecraft understood what it is exactly that makes monsters work;
The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown...” 
Lovecraft, Supernatural Horror in Literature
Of the two critical elements distinguishing a Call of Cthulhu monster from one in, say, D&D, the unknown surely must be the first.  Lovecraft jettisoned gothic horrors because they were too familiar; his barely described and largely indescribable terrors horrified because they could not be quantified or categorized.  The art of the first edition was an expression of this principle. 
The second edition accentuates it, however, by moving some of the material stuck in the first edition’s appendices right up front and expanding on it.  The entire first chapter is now about not describing the monsters, or rather, describing them in a way that keeps the unknown front and center.  “The moonlight splashes across its matted fur, the silver lost in inky black patches that might be ichor, might be blood...long and lanky, it lopes towards you, a muzzle vaguely canine, features vaguely human.”  Is it a werewolf?  Is it a ghoul?  Something else?  The crux of the entire first chapter is how to make any of the entries that follow unknowable, using the senses and impressions rather than just announcing “you see a Deep One” and plopping a miniature on the table.
Again, all this was in the appendices of the first edition, but the second edition makes it a priority.  In fact the second volume, which covers the deities of the Mythos, begins in exactly the same way, and explains its reasoning; 
The Cthulhu Mythos is unknowable to humanity. What scraps of information are known are drawn from rare and fragmentary texts, conversations with wizards and witches, and from life-altering exposure. Thus, each entry highlights the often-conflicting data concerning these beings, leaving each Keeper to draw their own conclusions and mold the entities to fit their own concept of the Mythos. What “canon” exists is loose and unreliable. 
This makes the second edition of Malleus a book that even players can enjoy and have on their shelves.  No two Keepers will run monsters the same way, and if they follow the advice in these tomes, it won’t matter really if the players have read the entries.
This brings us the the second critical point concerning the Mythos and its monsters.
Humans filter their perceptions through the world as they understand it. For some who receive a glancing touch of the Mythos, perhaps a fleeting vision or dream, the connection to the entity sending the “message” is unreliable and vague, causing such messages to be misunderstood. The truths held within such communications are mostly lost, with such humans having no genuine appreciation or conception of what took place... (Vol 2, p. 12)
We spoke earlier of monsters as being a “sign” from the gods.  In the ancient world, the monstrous was evidence of the gods’ displeasure.  In the Middle Ages, the monstrous was often evidence of Satan at work.  With the Enlightenment, and the rise of Gothic literature as a direct result, the monstrous in these tales was often evidence that we were wrong; that the new age of Science and Reason was mistaken and that the old medieval world of supernaturalism still held sway.  Lovecraft took the monstrous in a new direction.  In the Mythos, the monstrous is not so much an aberration, but evidence that our very concept of order is an error.  We cannot know the truth, our minds are incapable of grasping it.  The second edition is very aware of this, and this awareness is present on every page.



A LOOK WITHIN
Now for the details.
Authors Mike Mason and Paul Fricker join original Scott David Aniolowski for the second edition, with cover and interior art by Loïc Muzy.  Volume 1, Monsters of the Mythos is a 218 page PDF, Volume 2, Deities, is 266.  As mentioned both are full color, and the fonts, lay out, and over all style is identical to over 7th edition Call of Cthulhu products.  The editing, clarity of prose, and user-friendliness that Cthulhu has had under the watchful eye (well, probably eyes) of Mike Mason is all evident here.  
Monsters contains more than 15o entries, and after the foreword, consists of a chapter on running and creating monsters (described above), one on creatures of the Mythos, creatures from folklore, and finally beasts (animals).  There is a guide to pronunciation and an extensive index.  Deities starts with another introduction, a lengthy chapter on the unknowable gods of the Mythos, the god’s themselves, then another pronunciation guide and index.
As touched on above, each entry gives a Keeper a spectrum of choices to make in describing and tailoring the monsters.  With gods this often takes the form of avatars and manifestations.  Hastur, for example, is described with separate avatars like the Amber Elder, the Ravening One, and of course the King in Yellow.  Cthulhu appears as B’Moth, Chorazin, and Leviathan.  Monster entries all include alternate names and whatever detail on subspecies or technology is appropriate.  The total effect of all of this is to give Keepers a palette of Mythos beings with which to paint their own campaigns, driving home the point that no two encounters with Shub Niggurath or Yog Sothoth should ever be the same. 
Obviously all entries conform to the style and mechanics  specifics of the 7th edition.
I cannot not say something about the art.  On the whole, I have let it speak for itself by gracing this review with it. Muzy is clearly a singular talent, and his images are jaw-dropping.  As with the RuneQuest Glorantha Bestiary, which also chose to use a single artist, the unity of vision Muzy brings to the project elevates it.  If I was forced to complain, I would probably have to settle on the complaint that there is not an illustration for every entity.  In fact, there are not a lot of illustrations for many entities.  I am not clear if this is a function of not wanting to work poor Loïc to death or a feature of the approach the text itself takes (again the emphasis is on not showing the monsters, making excessive illustration counter-productive).  Regardless, the art feels sparse.  What is there, however, is some of the best we have seen.  Again, ignore my two cents and just gaze upon the covers.  

FINAL THOUGHTS
Let’s not pretend here.  Alongside The Grand Grimoire of Cthulhu Mythos Magic and the core rulebooks, the new Malleus Monstrorum forms a kind of unholy “must-have” trinity.  Often when I get review copy PDFs I question whether or not I will invest in print copies.  I live in downtown Tokyo.  Bookshelf space is at a premium. But owning the print version of this is not even a question in my mind, nor should it be in yours.  It is, without doubt, the definitive Call of Cthulhu monster guide.  It has absolutely everything you could possibly want from a Cthulhu product; true to Lovecraft with room for Keepers and players to deviate, respect for the fact this is a literary tradition while at the same time bringing 40+ years of Chaosium game design, merciless editing and top shelf production values.  So really there is no point in fighting gravity here.  You want this.  You want the PDF.  You want the hardcovers.  You want the inevitable leatherette editions to come.  This is all a forgone conclusion.  The good news is, the text backs your desires up.  There are monster manuals and then there is the Malleus Monstrorum. 

Kramer might have gotten there first, but Chaosium has perfected the art form. 

Thursday, June 4, 2020

SIX SEASONS IN SARTAR, AN UPDATE, AND WHAT ELSE IS IN THE WORKS

SIX SEASON IN SARTAR

Six Seasons In Sartar is still in DriveThruRPG's top ten "Bestselling Titles" three weeks after release, something I certainly never expected from a modest community content offering.  I am indebted to the folks at Chaosium, as well as the Glorantha fan community, for this.  The reviews have been terrific, and because of all of this we are working hard to prepare the book for a print on demand offering (something we never initially expected to do).  Stay tuned for news on that.

 
Click to read what people are saying.


And here as well.


With this said, I'd like to let all of you know what you can expect from us next.

THE FINAL RIDDLE


Expected Late Summer


New Pavis, 1623.

As Pavis struggles to recover from the Great Winter, its streets thronged with the destitute and the hungry, a Dara Happan aristocrat arrives from the ancient Pelorian city of Alkoth.

Unva Prithverna is hiring.

For two dozen desperate guards, bearers, and guides, employment means rescue from starvation.  But everything comes with a price.  Prithverna's path will lead them across the River of Cradles into the desolation of the Wastelands.  Her purpose a mystery, they stray far from caravan trails and nomad grazing lands into uncharted horror and madness.  The restless dead, hungry spirits, and Chaos monstrosities haunt them every step of the way, but all this pales before what awaits them at the end...

Help Prithverna unlock the final riddle.


Unva Prithverna (some interior art)

Inspired by Armaj of Glamour's infamous pillow book, The Final Riddle is expected to be about a hundred pages.  Like Six Seasons in Sartar, it comes annotated with excerpts from scholarly works and lectures detailing aspects of Seventh Wane history, Lunar religion, and life amongst the nomad peoples of Prax.  Also included between the covers you will find;

5 complete scenarios set in the Wastelands beyond Prax, useable together as a single campaign of suspense and horror, or separately in your own Gloranthan sagas.

An introductory essay on author Lady Armaj, Lunar pillow books, and how The Final Riddle led to her downfall and death.

A chapter on Illumination in Glorantha, discussing the differences between Nysalorean Illumination, Lunar Sevening, and Draconic Consciousness.

Streamlined NPC creation rules that focus on roleplaying and making the characters memorable.

A dozen Prax and Wasteland specific "episodes," mini-scenearios and side quests you can use to expand your campaign or drop into any ongoing Gloranthan game.     

We hope to offer the book in both PDF and POD formats.


SIX SEASONS IN SARTAR: THE COMPANY OF THE DRAGON


Sartar.  1620 to 1625 ST.

Once, you had a home.  You had a family and a people.  You belonged, and something belonged to you.  Then, the  treachery of your own king and the servants of the Red Moon goddess took everything away from you.  You watched the people you loved die and the life you knew burn.

Now, all that's left is vengeance.

Playable as a direct sequel to Six Seasons in Sartar--in which your characters are now "the Company of the Dragon," also known as "Kallyr's Chosen"--or as its own separate campaign where you start off as a band of outlaws and rebels waging guerrilla war against the Lunar Occupation, The Company of the Dragon is the story of a conquered people and the lengths they will go to for freedom.  Members of the Sartarite rebellion, from their hidden encampments the characters strike at the Occupation every chance they get.  But the "deaths" of their god and goddess at the hands of the Lunars have brought endless winter and starvation.  If something doesn't change soon, there will be nothing and no one left for them to liberate.

Planned to be even longer than Six Seasons, at about 160 to 180 pages, The Company of the Dragon will include;

5 complete scenarios taking place over as many years, including a daring raid to rescue prisoners condemned to feed the Crimson Bat, the Battle of Auroch Hills, and a terrifying mission into a condemned dragonewt citadel in order to help Kallyr of Kheldon drive out the Lunar Empire once and for all.

A extensive look at Initiation in its various forms and degrees, including initiation into cults or war bands, Rune Lord status, or the Rune Priesthood.

An essay on Draconic Consciousness, the dragonewts, and the mysteries of the Empire of Wyrm's Friends.  

Two dozen "episodes," mini-scenarios and side quests centered around life as a rebel.  These include raiding caravans, espionage missions, attacking supply lines, taking and liberating hostages, and diplomatic assignments to gain support for your cause.  While tailored for this campaign, they could easily be adapted to any other Gloranthan saga, especially those focused on rebellion and banditry.

Like Six Seasons in Sartar, The Company of the Dragon is designed with flexibility and adaptability in mind, so that much of it can be reused in other RuneQuest or HeroQuest/Questworld campaigns.  

We intend to have the book ready before Christmas, in both PDF and print on demand forms.  
  


Tuesday, June 2, 2020

HARLEM UNBOUND 2ND EDITION: A REVIEW

TIME FOR FULL DISCLOSURE.

This review was written on the 17th of May, though Chaosium asked me to hold it until the release of the hardcover edition.  I mention this because the death of George Floyd fell between then and now, and as I write these words I am watching the nation I left behind wrestle with its soul.

It might appear at first blush then that this review is being published in a very different context than it was written.  But then again, is it really?  I am of the opinion that the only thing that has changed in America these days is that there are more cameras; what happened to George Floyd has been happening on a daily basis for centuries.  Nothing has changed, but we can all live in hope that this time maybe--just maybe--something finally will.

One thing I will say before you and I go ahead with the review.  Back in May, I initially had some reservations after looking at what I had written.  I questioned myself whether the review wasted too much time talking about Harlem Unbound's contribution to the ongoing conversation on race in America, rather than talking about it as the damn fine Call of Cthulhu supplement it is.  I decided to let it stand.  My sense was that author Chris Spivey--who has clearly poured his heart and soul into Harlem Unbound--wanted the dialogue on race to be part of the experience.  For me to shy away from that as a reviewer would be disingenuous at best and cowardly at worst.  Now, as I watch the news each morning, I am glad I made that call.

Chris, if you are reading this, thank you.  And if you are a drinking man, someday the first beer is on me.

ALM        



     

THE BOOK YOU DIDN'T KNOW YOU NEEDED

EVERY NOW AND THEN a role-playing game product appears that you didn't realize you needed--no, scratch that, that the industry needed--until it finally arrived.  This is really the only place you can start a review of Harlem Unbound.  It's a setting book for Chaosium's flagship Call of Cthulhu, and rather than sum it up for you I will just quote the back of the book; 


New York City. Prohibition is in full swing and bootleggers are living high. African-Americans flee the oppressive South for greener pastures, creating a new culture in Harlem. The music of Fats Waller and Duke Ellington pours out of the city’s windows, while women in stylish skirts and silk stockings, and men in white gloves and Chesterfield coats crowd the sidewalks. There’s a feeling of possibility in the air, like never before. But, even in this land of promise, Harlem is a powder keg, ready to explode. While classes and cultures collide, the horrors of the Cthulhu Mythos lurk beneath the streets, creeping through dark alleys and hidden doorways to infect the hopes and aspirations of the unwary. Can you hold it together and keep the terrors at bay for one more song?

Now, we've seen a lot of these over the years, and Chaosium used to be in the habit of prefacing their titles with "Secrets of," as in Secrets of New York, Secrets of Japan, Secrets of Kenya, Secrets of San Francisco, and so on.  These were all pretty good and they served their basic function; give the Keeper and Investigators enough information about a location to run Call of Cthulhu games there.  But there's been a new team over at Chaosium the last five years, and it's been just the shaking up that Cthulhu, now just shy of turning forty, needed badly.  Last year's Berlin: The Wicked City didn't just drop "Secrets of" from the title, it came with a whole new attitude.  Set in Weimar Germany, Berlin didn't shy away from what made the city notorious at the time.  The book tackles prostitution, drug abuse, and homosexuality head on.  It sent a clear signal that after decades of "Cthulhu for President" bumper stickers and Cthulhu plush toys, Call of Cthulhu wasn't "cute" any more.  It was a horror game and it was ready to get its hands dirty.


Harlem Unbound actually predates Berlin, with an ENnie-award-winning first edition published in 2017, but the second edition doesn't just share the same typeface and layout design as Berlin, it shares the same attitude. Cthulhu is no longer content to gloss over the uncomfortable realities of its 1920s setting, or the equally uncomfortable realities about Howard Phillips Lovecraft. And so, this long introduction finally gets to the point; Harlem is not just a setting sourcebook, it's a book that deals frankly and honestly with race.

Because really, people, how could a book set in Harlem during the Harlem Renaissance not?

AND NOW, THE TOUR

Harlem Unbound is a sourcebook for Call of Cthulhu 7th Edition or, if you like your campaign two-fisted, Pulp Cthulhu.  Weighing in at 370 pages, it demonstrates all the superb lay out, graphic design, and art we have come to expect from Mike Mason's tenure.  Spivey himself did the Art Direction, leading a team made up of Brennen Reece, Alex Mayo, and Jabari Weathers.  The combination of period photographs and stark black, white, and red illustrations is both eye-catching and suggestive.  I suspect there is subtext in those color choices.    

The book starts with a bang.  In his "Introduction" author, developer, and art director Chris Spivey (who leads a writing team that also includes Sarah Hood, Alex Mayo, Steffie de Vaan, Dr. Cameron Hays, Bob Geis, Noah Lloyd, Ariel Celeste, and Neall Raemonn Price) lays it all out for you.    Yes, Lovecraft was a racist.  He was also homophobic, anti-Semitic, and a misogynist.  This isn't news to anyone.  "But we're not here to focus on the man," Spivey tells us, "...we are here to focus on the work and how to elevate it."  The way that we are going to do that is to turn Lovecraft inside out and on its head.  Where Lovecraft wrote from the place of a white man's fear of marginalized people, we are actually going to be playing the objects of his fear.  The default assumption in Harlem Unbound, to put it plainly, is that the player characters are black.


Now there is nothing remarkable about this.  Not really.  If you were playing a campaign set in feudal Japan your character would be Japanese.  If the campaign was set in Anglo-Saxon England, you'd be Anglo-Saxon.  So really it is obvious that a game set in 1920s Harlem would feature black player characters.  

But in making this perfectly logical design choice, Spivey (himself a black man) is asking us to do something uncomfortable; to walk in his shoes.  Not just his shoes, but the shoes of people who lived just a few scant generations away from slavery.  I don't usually quote the author at length in a review, but I going to do so here because it is a point well made;

This game is unique (only for the moment, I hope) as it actively encourages players and Keepers to take on roles of minorities. This may lead to a more difficult gaming challenge: to look at the past for what it really was. Harlem Unbound does not gloss over racism in the name of gameplay. Racism is part of the world and part of the game. This is a chance to try to comprehend the crushing weight people of color have endured for generations. No, we can’t truly know what it was to live during the Harlem Renaissance. And no, white people can never really understand the impact of insidious racism. But we’re gamers. We embrace the idea of living different lives through play—and each time we do, we learn something new. If we’re lucky, we reach a better understanding of people different from ourselves, and learn to empathize with the “other.”

Now, I am not a church-going fellow, but it's hard to read a passage like that without an "amen."

What follows over the next twenty pages or so is a history of Harlem, and a detailed look at what has come to be called the "Harlem Renaissance."  Despite being set in the 1920s, when the Harlem Renaissance was in full flowering, Call of Cthulhu has never really used this as a backdrop before.  

Called "The New Negro Movement" at the time, after African American and Rhodes Scholar Alain Locke's 1925 The New Negro, the Harlem Renaissance was a cultural and artistic explosion whose epicenter was Harlem, New York, but which had ripples felt around the world.  Much of what we think of as the roaring 20s--the music, the fashion, the energy--either has its roots in the Renaissance or finds expression there.  It grew out of the Great Migration, the movement of upwards of 6 million Black Americans from the rural South into the urban centers of the Northeast and the Midwest.  After centuries of not having a voice, these people were finding theirs, and the contribution they made to American society was immense.  Spivey and his team take us through all the facets of the Renaissance, the fashion, the cuisine, the art, the literature, the science, and of course the music.  They paint a vibrant picture of the neighborhood, and why it makes such a unique and complex setting.


These transitions us perfectly into the third chapter, which covers creating Investigators.

As mentioned, the default assumption is that your Investigator is black, but as the next chapter makes clear Harlem also had strong Jewish and Italian communities.  The chapter introduces both new occupations and tailors old ones to the setting.  These include selections like the Conjure Woman (or Conjure Man), a catch-all occupation representing the priests, practitioners, and wise people of African-rooted traditions, and the Harlem Hellfighters, soldiers from the Great War who served in segregated units.  There are Harlem-specific backstory elements, and talents for Pulp Cthulhu aficionados. 

Chapter Four talks in depth about the peoples of Harlem, including as mentioned the Italian and Jewish communities, as well as the LGBTQ community (lest we forget Harlem was also a queer mecca during the period).  It gives biographies of prominent residents and sneaks in several campaign seeds into boxed texts involving them.  I found myself spending the most time with this chapter, coming back time and time again to read about these people and their lives there.  Josephine Baker is here, alongside Louis Armstrong, Bessie Smith, Duke Ellington, Langston Hughes, W.E.B. Du Bois, and dozens of others.  The chapter had me so lost in the period I almost forgot I had come there for some Lovecraftian horror.

Chapter Five talks about the neighborhood itself, all its distinctive areas and parts.  It familiarizes you with the clubs, the eateries, the night spots, the places to go and to avoid.  Alongside the previous chapter, it's a fascinating read and the temptation to jump into a campaign grows each page you turn.

Chapter Six is devoted to storytelling in this setting, and at first brings us back to the issue of race and racism.

Spivey pulls no punches here, but neither does he go out of his way to offend.  There is a full and frank conversation here on the realities of the period...and the realities that persist today.  There are mechanics; he introduces the "Racial Tension Modifier" which increases the difficulty of rolls (like social skills) made across racial lines. Yet there are also important reminders and tips on running Harlem Unbound comfortably and confidently, especially if your players are a diverse group.  Can a white person he a HU Keeper?  Spivey certainly believes so and walks you though what to be mindful of.  25 years ago, I was a white gamemaster living in West Philadelphia and playing with a group of black and latino players.  While I was not running Harlem Unbound, many of these tips would have been priceless then and they more than deserve a read now.

Chapter Six is also where the book starts to make the transition deep into Mythos territory.  From a discussion of the Mythos and the very human evil HU Investigators face, Harlem Unbound introduces in this chapter short scenario hooks suitable for a night or two of gaming, as well as a handy 4d6 scenario generator.  These can be used to expand on and personalize the campaign provided in the rest of the book.

And that, dear reader, is where our dance draws to a close.  Chapter Seven encompasses just under 200 pages, with seven fully-realized scenarios that form the core of Harlem Unbound.  Having said this, there is very little a review can say about scenarios without entering the country of spoilers.  I will say this is a terrific collection, greatly expanded from the previous edition for those wondering if they need to make the move to the new edition.  They continue to bring the setting to life, and the horrors within are terrifying enough to remind us this is a Cthulhu mythos game and not just a historical.


So what exactly is Harlem Unbound?

For starters it is very much more than the some of its parts.  The campaign contained in its pages will deliver all the challenges and chills we have all come to expect from Call of Cthulhu, and 200 pages of scenarios is more than enough to sell the book alone.  But somewhere along the line Cthulhu campaign settings have made the realization that it isn't all about having a backdrop for horror.  Investigators have lives, loves, and reasons to fight the forces of the Mythos.  Thus, the richer the setting, the more incentive the players have to care about it, and frankly it doesn't get richer than Harlem Unbound.  In playing Insomniac Games's Spider-Man on the PS4 last year, I am not ashamed to admit I spent countless hours just swinging around the amazingly realized city.  I strongly suspect players will find similar enjoyment just "being" in the streets of 1920s Harlem.

And yes, Harlem Unbound has now established itself as the definitive text on dealing with race in roleplaying games.  This is an element that cannot be overlooked.  While it is odd for weirdos like us who are drawn to horror games and the thrill of experiencing discomfort, race is an uncomfortable thing we tend to look away from.   Harlem Unbound asks us, gently, not to be afraid, making it arguably the first Call of Cthulhu supplement NOT trying to scare us.