Apr 302012
 

For some reason I had a phase where I was fascinated with the Jack the Ripper murders, at one point I even picked up a thick paperback encyclopedia with everything related to the murders (at the time it was published sometime back in the 90’s). Eventually I lost interest in reading about the various theories on whodunit and why he got away with it and went on to something else. Then last month while wandering up and down the aisles of Barnes and Noble, I stumbled across Ripper by Stefan Petrucha with the tag line “You thought you knew him. You were dead wrong.” A tag line and title like that, told me what the book was about, but what kept me from simply walking by it was the fact that it was in the teen fiction section. Because, you know, who puts a novel about Jack the Ripper in the teen or young adult fiction section!? That quirk factor led me to give the liner notes a read, the word steampunk popped up in there and I was sold. Oh, and there was the added bonus of a snort laugh fit at discovering in the front matter of the book that the text was set in “12 Point Bembo”—someone with some musical talent please start a band with this name!

 

The novel is set in 1895 inNew York Cityand the protagonist of the novel is a 14 year old orphan named Carver Young (hence the young adult/teen classification). Teddy Roosevelt is the Police Commissioner and there’s a super secret detective organization called the New Pinkertons operating out of the old Alfred Beach Pneumatic Subway (seen briefly in Ghostbusters II you may recall) and chock full of steampunk devices which make sporadic appearances throughout the novel. Carver, due to a change in the status of the orphanage he resides in, finds himself in need of a new home fast—or else he’ll end up on the streets. Being extremely interested in police work, he’s encouraged to write a letter to Teddy Roosevelt in hopes of finding a job with the police department. He’s also recently discovered in his file at the orphanage a cryptic letter that appears to be from his biological father. He believes if he can get himself an interview withRoosevelt, he might be able to start looking for his father while working for the police. The letter to Roosevelt leads to a sort of apprenticeship with Albert Hawking, a retired and somewhat disabled Pinkerton Detective. Hawking brings Carver into the New Pinkertons organization and helps with his training so that he can track down his father while developing his own problem solving and detective skills. The New Pinkertons are on the hunt for a killer who seems to be following in the footsteps of Jack the Ripper and leave Carver on his own most of the time. The hope is that if they find him, then they can step out of the shadows and bring back the glory days of the original Pinkertons agency. The goals of the New Pinkertons and of Carver Young quickly become intertwined and the race to find the Ripper before he strikes again leads you through the rest of the novel.

 

I thoroughly enjoyed this read. The main violence of the killings happens “off screen” as it were, so it’s pretty light on the gore. There’s a sweet budding romance and a feeling that the main character could carry over to other stories. Mixing real history into fiction can always be tricky, but Mr. Petrucha has done it well. I’m still on the fence as to whether there’s enough steampunk in this novel to bother with classifying it as such though. The unusual devices that pop up for Carver to use were all plausible devices that were simply ahead of their time. I’m not against their inclusion; they were done in such a way that they felt very natural–like they belonged in the real 1895. All that coupled with the mystery Carver was trying to solve and the twists and turns that came up along the way make for an enjoyable read. Mr. Petrucha not only developed his main characters well, but he also did an excellent job with the peripheral and minor characters. They are fully developed and their actions always seem fitting based on what you’ve learned about them—even the “bad” characters don’t come off as bad for the sake of filling a function, you could understand why they are the way they were. I do believe that the real reward of the novel is the amazing twist that comes at the end. I’ve read a lot of mysteries over the years and I’ve read a lot of novels in general where the author really wants to shock people with a twist to shake things up.  It’s always a wonderful surprise to get hit with a twist, have a momentary “wait…what!?” pause, followed by a re-read to make sure you got that right–then sit back and realize it’s perfect. More people need to read this so I can talk about the twist!

Apr 262012
 

Dystopian Wars Prussian Airship Box Art

Usually I’m the last guy you want painting tips from. My skills, or lack thereof, will NOT help you to receive a Slayer Sword. If that is your aim, well…I wish you luck and suggest you chat with Natalya Melnik. What I am is a chap that enjoyes painting different models.

This time around I painted a Pflicht Class Scoutship (aka zeppelin) for the Prussian Empire in Dystopian Wars. The rules, models, and accompanying accessories are in my possession. Yet, I have no intention of playing the game. The models won me over with their looks. Seeing pictures of them made me think “those would be fun to paint!”

Awhile back I painted some frigates and cruisers for the Prussian Empire. I decided to use something different with the airship. I had to know how Army Painter’s Quickshade impacted the process.
Continue reading »

Mar 202012
 

published by Prime Books 2011           I’ve struggled with how to write a review for Mechanique: A Tale of the Circus Tresaulti by Genevieve Valentine. And that’s primarily because I struggled with reading this novel. Now that it’s over, I’m conflicted on where I stand. I scanned through comments on a few sites where the book has been previously reviewed to see if I was alone and discovered it’s one of those novels that people either love or hate, few seem to have found a comfortable middle and that may be because it’s an uncomfortable work all around. Part of that is due to the fact that it breaks a number of writing rules and, as that saying goes, just because you can do something, doesn’t mean you always should.

 

This is the second recent novel I’ve read that’s set in a magical circus, the other being The Night Circus by Erin Morgenstern (which I’ve also reviewed HERE). The main difference in the two is that The Night Circus is magic in a realistic world setting, while Mechanique is set in an apocalyptic steampunk type world. Led by Boss, a woman we learn very little about, the Tresaulti Cirque Mechanique travels a war ravaged world, never staying in one place for too long. Boss has abilities, which allow her to bring back the newly deceased or take away life, that are tied to an animated griffin tattoo she has. It’s never explained how she came to have the tattoo or what the magic is that’s tied to it. She appears to be the only one in the world, or at least the only one still alive, who has these abilities. She uses her powers to improve the performers of the circus—exchanging their bones for hollow copper tubes that allow them to fly higher or creating clockwork arms and spines to increase their strength. It causes a class divide in the circus between those “with the bones” and those without; those without are mainly relegated to minor performers, staff and crew. Much of the plot revolves around two things: an internal competition between two of the performers for a set of wings and an external conflict coming from a “government man” who is intrigued by Boss’ abilities.

 

On the surface, the plot is interesting and the circus performers are a colorful and interesting group of characters. It’s just presented in a way that breaks with a lot of writing rules and that distracts from the story. I’m a character person, I want to know about the people in the story I’m reading and I didn’t get that with this novel, or perhaps I was too distracted by all the things I was finding that professors and writing instructors have told me not to do. It almost feels like Ms. Valentine went out of her way to break as many rules as she could. The novel alternates between, first, third and even second person point of view throughout. The Night Circus also alternated between POV, but stuck with a third person POV with small chapters in second—and that worked for that piece. There are also points were it varies between present and past tense. That happens in different chapters, but when you have two different POVs covering the same time frame and one is in past tense while the other is in present, it feels off. The first person portions that were narration of events didn’t draw me in because in the beginning of the novel you don’t even know who the narrator actually is—a character named Little George. And there are other times where the narration is third person giving more omniscience to the overall chapter, but then little asides are inserted via parentheses that give the impression that it’s still Little George speaking—and he’s giving you information that he in his limited capacity wouldn’t really know.

 

One of the other problems I have is the characters themselves. With the circus setting and the fact that these people straggle in at various points in the circus’ travels, you expect to get an interesting mix of different types of people. The performers and crew do come from a variety of backgrounds, you just don’t learn too much about those. Again, I’m a character person, the lack of detail for me, may be more than enough for others. Many of the chapters act as character sketches and do little to advance the plot. But even getting glimpses into the characters it felt like they were getting short changed. There wasn’t much that made me like or care about any of the characters. For example, the character of Elena is presented as being controlling and bitchy. There was nothing there in any of the novel that made me care about her, so further in to the novel when her very passionate reasons for why no one should ever again have the coveted wings; I could care less about her argument.

 

Overall I would describe the novel as a disjointed, non linear series of character sketches tied together by a couple different plot points. It’s an uncomfortable read and the characters are uncomfortable. The character of Panadrome (one of Boss’ first creations) is even described as making circus goers uncomfortable when they think about what he is for too long. There was a point a little over halfway through where the pace picked up and the circus took action when the external plot called for it, which was probably the portion of the novel that I enjoyed the most. It felt like they were finally doing something. Then the action dropped off and I felt as if I were being dragged along again.

 

Everything in my review is based on my first impression of the novel as I was reading and as I thought about it after I was done. For my tastes, there was too much breaking with writing tradition and not enough character and place detail. The conflicted feeling I mentioned back at the start are thanks to the other reviews I’ve read that refer to the novel with descriptors like “brilliant” or ” ground breaking”.  I started second guessing myself and wondering if I was missing her intention. Was her intention to make the reader uncomfortable and to feel out of place because that’s the way those involved in the circus live their lives? Or are people so caught up in the rule breaking that they’ve concluded it must be brilliant simply because of it’s non conformity? I’m curious about how others who’ve read Mechanique have felt after reading it.

Dec 192011
 
krampas

What better way to ring in the holidays with the Nordic tradition of Krampus!

No, no, it’s not a medical condition. Krampus is one bad ass holiday elf. And by elf of course, I mean slightly demonic childish nightmare.

Thanks to the amazing artistry of Steven Austin and the RPG stylings of Nevermet Press we have ourselves a Krampus RPG holiday blog carnival! I’ve taken the liberty of making good old Krampus a system neutral NPC, which you can download for free at DriveThruRPG! Be sure to check the RPG holiday blog carnival link for at least 20 other online RPG giants who are also celebrating the holidays with Krampus.

We here at Troll in the Corner would like to wish all of you a wonderful Holiday season for you and yours.  As much as we love Krampus and hope that you can use it in your campaigns, we hope you’re not visited personally by the wily dude.  In other words, be good.

Jul 082011
 

It is a truth universally acknowledged that people who turn their nose up at steampunk are – wait a minute. I can’t do that. I am one of those. I was one of those. Let me explain.

Let me start over. I have probably been reading steampunk for years without knowing it, but only very recently have I been paying attention to the description. I have come to find out that I have not paid as much attention as I thought I had – previously, it’s been on the level of “Zombies? Seriously?” I do not consider myself a delicate flower, but the idea of brainnnnnnnnnnnnnnnnzzzzz – no.

Because I have nothing else to read (I wish there was a font for sarcasm) – I found myself checking out the bargain area of one of my favorite bookstores recently. There I saw a copy of George Mann’s The Affinity Bridge, which came highly recommended. As I only remembered the name of the book and the recommendation, I picked it up. A mystery? In Victorian London? Now you’re singing my kind of song.

We meet Sir Maurice Newbury as he is coming out of a late night party with his friend Sir Charles Bainbridge. Both of them are investigators – Sir Maurice for the Crown, Sir Charles for Scotland Yard. There are murders in London that have supernatural overtones – locals who are questioned report a “glowing bobby” seen in the area near the time of the murders. The “glowing bobby” appears to be more ghost than man, and that adds to the already astronomical amount of terror in a bad situation.

Sir Maurice has a new assistant, Miss Veronica Hobbes. The three of them begin to work on the murders, and then they are pulled to a difference case. An airship has crashed in Finsbury Park, leaving no survivors. Sir Maurice’s involvement is directly requested by Queen Victoria. He and Miss Hobbes are pulled off the murders in Whitechapel, and they’re off to Finsbury Park.

They discover several very disturbing things, above and beyond what they expected. The passengers are hooked into their seats. While there is the possibility this could serve as a safety measure, it also ensured no passenger got out alive. A rep for the airship manufacturer is on the scene, and tells Sir Maurice and Miss Hobbes that the airship was piloted by an automaton. [Think a robot version of automatic pilot.] This is all very well, but there is no sign of any kind of pilot, automated or otherwise. When the rep is questioned on this, he replies that he will just say that the pilot was killed in the crash, and he really must go.

You will have gathered that all is not right in the land. There are a couple of mystery sub-plots in this book, and it is well worth your time.

The next adventure of Newbury and Hobbes is The Osiris Ritual.

Sep 212010
 

I just got this press release from the fine folks at Dead Gentlemen Productions, who you may know from our site. They’ve done some fine work with the Gamers series and other productions.  They have a new Steampunk based production coming out called “Strowlers” – which I look forward to seeing!  StrowlerCon will take place over Columbus Day weekend.

Are you near Boston this weekend? We need your support. But we promise it’s the best kind of support: the kind that hooks you up with great music, steampunk costumery, naughty circus performers, and entertainment from the edge, all at a show called StrowlerCon. And there’s one other thing to consider…

“Strowlers” is our next project after “JourneyQuest” (along with a certain gaming sequel). Matt Vancil and Ben Dobyns, our go-to guys for ten years of DG productions, created Strowlers as a steampunk webseries, set in modern day Seattle in the Kingdom of Cascadia. They’ve done a ton of world-building, scriptwriting, and development over the last three years to make this show something truly special. And it turned out to be more special than they anticipated: it resonated with some of the best indie musicians in the country, folks who make their living touring the states and world. Those musicians saw the concept poster for Strowlers and said “This is us.”

A year later, their hard work and passion have brought the Strowler Live Events to life. The event in St. Louis is past, but Boston and Seattle are still to come. In fact, StrowlerCon is this weekend in Boston.

We need your help selling tickets. The organizers of the Strowler events have put themselves on the line financially to make these events amazing. They deserve to have every single ticket sold, with a line stretching out the door and around the block. And these are our people—they’re gamers, geeks, nerds, performers, costumers, fire-spinners, tricksters, you name it. They’re risking everything to pursue the kind of life we all dream of having. And frankly, the DG core fans deserve to meet the fans of these musicians. For one thing, they’re awesome people. For another, they’re us. For a third, their fans include an unusual proportion of hot gamer geeks with a thing for nerds. (Wait until you see the music video we shot with them. You’ll see!)

So what’s happening and who’s playing? We’ll let SJ Tucker and Kevin Wiley speak for themselves in just a moment, but first, the call to action. Please, spread the word. Invite your friends. Take a chance and show up. Our people need help and our fans are mighty. You know what to do! (Also, we’ll give you 15% off tickets. Just use the code “strowlers15″ during checkout.)

http://www.strowlers.com/events/strowlercon

(If you’re in Seattle, please preregister for Strowler Nights. We’ll be there en masse with a gala screening of JourneyQuest, cast and crew signings, and more. More details soon…)

So please, help our friends out. You’ll also be helping us build momentum for a new film production that we can’t wait to share with you!

Here’s the word from SJ and Kevin:

We are producing StrowlerCon as a three night, two-day event in the
main ballrooms of Woburn Holiday Inn, north of Boston on Columbus Day
Weekend.  Expect three nights of concerts with circus arts, dancing,
and theatrical fun in between, set in a fandom-convention-style event
with daytime workshops, panels and a Maker Showcase (ie. better than
an art show, featuring inventive creations and physical artworks of
all sorts.)

Our currently expected schedule:

Friday, starting at 7pm:
A short opening from Kellianna
Alexander James Adams – The Faerie Tale Minstrel
SJ Tucker / Skinny White Chick – Mythpunk Musical Storyteller
Catherynne M. Valente’s Palimpsest / Orphan’s Tales Road Show
(short intermission)
Late night, naughty circus variety show

Saturday:
Workshops and panels from 11am to 5pm
Maker Showcase activities from 11 am to 5pm
evening concerts start at 7pm:
Kellianna – Mystical chants and stories of myth and magic
Sharon Knight – Fierce and lyrical celtic folk rock
Tricky Pixie – Gypsy celtic folk rock for naughty punk faeries
(short intermission)
Late night, naughty circus variety show
afterparties up in the hotel rooms

Sunday:
10/10/10 Celebration VIP Sunday Brunch from 9:30am to 10:30am
Workshops and panels from 11am to 5pm
Maker Showcase activities from 11 am to 5pm
evening concerts start at 7pm:
SJ Tucker / Skinny White Chick – Mythpunk Musical Storyteller
Heather Dale – Celtic music for the 21st century
The Gypsy Nomads – Gypsy celtic cabaret for the tribal and the punk
(short intermission)
Late night, naughty circus variety show

StrowlerCon takes it’s name from a 17th century English word found in
a “Dictionary of Thieving Slang” from 1737 ::: “Strowlers, n.
Vagabonds, Itinerants, Men of no settled Abode, of a precarious Life,
Wanderers of Fortune, such as Gypsies, Beggars, Pedlars, Hawkers,
Mountebanks, Fidlers, Country-Players, Rope-dancers, Jugglers,
Tumblers, Shewers of Tricks, and Raree-show-men.”  We believe in
pushing boundaries and we believe in those who have the vision and the
will to make their own way through the world, rather than blindly
following the examples and rules set by others.

We are part of the Touring Music Collective, the producers of
StrowlerCon;  we are a group of bands, duos, and solo musicians who
have rallied together to support each other as independent artists.
The collective’s artists aid each other by sharing resources and
pooling their collective power for the greater good, as an alternative
to the old and outdated “music label” model.   A good percentage of
our membership are also circus arts performers, jugglers, dancers, and
fire performers.

We’ve put on the Strowler events as a collective effort between bands,
performers, and volunteer fans to bring yet another facet of the music
industry back into the hands of the artists.   We are opening up
StrowlerCon in Boston and its sister event, Strowler Nights in
Seattle, to dancers, circus performers, side-show artists, and Makers,
because we share an interest in these performance arts, and appreciate
their value.

The hotel offers free shuttle transportation within a five mile
radius, including to and from the local MBTA station (Anderson
Station), for hotel patrons from 7:30am-9pm.

[tags]steampunk, strowler, rpg, dead gentlemen, jen page[/tags]

Jun 112009
 

Ahead of you stands one of the great gates, inset into the massive walls surrounding the city.  Deathwatch soldiers look down at you, their massive galvanic weapons ready to spit electrified death at the slightest touch.  The only sounds you hear are the screech of the gates opening and the hissing rasp of your breath passing through the gas mask.  Thousands throng the streets ahead of you, reduced to mere blurs in the dense smog.

“Animates!” someone yells from the parapets, and immediately the watch acts, the gates halting their movement, then closing rapidly, no one caring which side of the gate you are one when it shuts.  You rush in, and then look back, catching a glimpse of a few hundred shriveled corpses rushing the walls, toothless jaws agape in maddening moans.  They must have sensed you as you traveled the wastes.  Now the only scent in the air is ozone as the Death Watch obliterates the zombies with their electric arms.

The year is 2105, and London stands nearly alone, an island of ‘civilization’ amongst the wasteland of zombies and worse.

Welcome to the Metropolis.

revenant_mark

Unhallowed Metropolis Review Part 1: Setting

Post-apocalyptic settings have become a rather overused trope this past decade or so, in nearly all forms of media.  I am Legend, Fallout 3, Left 4 Dead, Half Life 2, the Matrix, Aeon Flux, heck, even Wall-E are just the tip of the iceberg.   I’ve commented in the past about the difficulties or creating a unique setting for urban fantasies, but really that is easy compared to standing out in the post-apoc arena.  This is especially true when any form of zombie or vampire is involved in creating said apocalypse.  Unhallowed Metropolis, a fairly recent pen and paper available from Hallows Eve Designs, (http://www.hallowsevedesigns.com/) manages to not only distinguish itself, but incorporate nearly every beloved staple of the Gothic/Victorian era of writing.  Elements of Mary Shelly, Bram Stoker, Edgar Allan Poe, even H. G. Wells, Joseph Sheridan Le Fanu, and Robert Lewis Stevenson all are lovingly interwoven into the setting along with a strangely compelling mix of Victorian ideals and fashion with latex/rubber bondage and other decidedly less mainstream ideas.  It’s been called gas-mask chic, Neo-Victorian horror, steampunk, though none of these quite encompass what UM is.

So what lies at the heart of Neo-Victorian London?  Where does their world go so horribly wrong?  Amazingly the rulebook includes nearly 100 pages of history leading up to 2105, a detailed alternate chronology of stories, accomplishments and timelines fully fleshed out.  It actually starts out with a number of things that really happened, key events of our development.  The first is in 1791 with the discoveries of Luigi Galvani concerning “animal electricity” controlling movement in muscle and nerve, being one of the inspirations for Frankenstein not quite thirty years later.  Edison, Tesla, Bell, all the great inventors of the late 19th century appear, as does the advances of Queen Victoria’s government.  Many people would dismiss these historical facts as irrelevant, but I believe that it was brilliant to include them.  How can one create a game world in a Neo-Victorian setting without understanding who the Victorians were, beyond the small amount most of us know of Sherlock Holmes and Charles Dickens?  (Both Doyle and Dickens influence the work as well, btw)  This was a time of massive change, seeing electricity, phones, recording devices, anesthesia, and the theory of evolution springing up almost overnight.

Interestingly the initial event that separates their world from ours is only mentioned in passing.  This is the idea of the luminiferous aether.  Essentially it was an idea of late 1800s physics, saying that since sound needs a medium to travel through (water or air for example) so too would light, and since light travels through vacuum the vacuum must be made of luminiferous aether. (Meaning simply light bearing medium) Albert Michelson and Edward Morley famously disproved this in 1887, for which Michelson wins a Nobel Prize in 1907.  1904 is when things diverge, as Michelson and Morley publish a retraction, new results quickly duplicated by other laboratories all over the world as the aether is proved to exist.  It is the last major scientific advance for decades.

Without warning, the dead began to rise and feed on the flesh of the living.  The effects of the Plague can scarcely be overstated; overnight the cities of the world were overrun and survival became the primary human occupation.  The very natures of life and death were utterly and irrevocably altered the evening of 9 December 1905.

Millions perished in the nightmare that followed as cities and towns fell to the walking dead.  Within a few hours of its initial appearances, the infection had spread far beyond the possibility of containment. (UM p. 10-11)

Faster than anyone would like to believe possible the world descends into an era so dark it makes the first Dark Age look positively enlightened.   In less than three years it is believed 18 million British citizens have perished, despite the fact that England fares better than practically the entire world.  The cities devolve into blasted, smoldering wrecks home only to the dead, and refugee camps fall one by one, starvation claiming as many as external (and internal) zombie attack.  The world, unhinged by the return of the dead, grows ever more strange and twisted.  Ghosts, psychics, even vampires emerge in the chaos, but through it all the Britons remain undaunted.  Eventually London herself is reclaimed inch by bloody inch.  It takes 20 years and more than 30,000 lives, but London is fully reclaimed by 1959.  Even then constant vigilance is required, as any who die might spontaneously reanimate, while those who are bitten are almost assured to die and return in short order.

As happy as this all sounds, it is hardly the worst of the changes wrought by the New Dark Age.  The earth itself grows twisted, huge swaths of land unable to support any life not similarly sickened and diseased.  Scientists, striving to improve the human condition, more often than not create monsters easily rendering Frankenstein’s Monster gentle and harmless by comparison.  Whole Burroughs of London are sealed off rather than risk spreading the Plague during outbreaks, leading to near total losses.  The government itself creates monsters, uncontrollable shape-shifters called Thropes.  They were created to combat the animates safely; instead becoming a worse threat for any who venture beyond the city walls.  Cremation is mandatory for all but the most wealthy, creating a massive black market for cadavers, both for medical research and illegal resurrection experimentation, often acquired ‘fresh’ by evil and callous criminals.  The smogs in London, an issue even before the Plague, becomes a plague in its own right, whole days lost entirely in the black, an entire populace forced to wear gas masks outdoors constantly.

I’d imagine many of you feel a bit less than compelled to play in a setting so dreary.  Unhallowed Metropolis is not without it wonders however, the horrors of the Plague driving industry and science in ways we can’t fathom even now.  Massive arrays, based on Nikola Tesla’s ideas, broadcast energy wirelessly to the entire city, enabling electrical power to reach even the most remote area no matter how physically cut off from the rest of the metropolis.  Galvanic technology, powered by the Tesla Array, brings unimaginable power to create and destroy to those who can afford it, helping ensure London’s safety from outside attack.  Life-spans are increased with new medicines, allowing youth and vigor to last decades, life centuries.  Reliable contact with the dead is established through mediums, allowing some of the veil of death to be thrown back.  Genetic engineering becomes a (somewhat) reliable science, able to cure diseases as well as create awesome monsters,   Psychic detectives protect the city, not only reading criminals minds and remotely conducting surveillance but predicting events before they happen.  The reclamation is over, and many believe immortality, the elixir of life, and unlimited power is just one experiment away.

Granted, this is not a RPG for the timid. (Nor for the kiddies)  Unhallowed Metropolis deals with very adult ideas, and is certainly one of the bleakest dystopias I have ever seen.  What makes it so intriguing, so fascinating, for me is the potential for amazing story telling, in so many different ways.  A group wanting a mystery to rival Sherlock Holmes himself would find themselves right at home with this game, as would another looking for a dark political thriller.  Combat is gritty and brutal, a far cry from the abstract hit points and healing magic of most RPGs.  There is even room for a Frankenstein obsession; the pursuit of creation itself.  It’s a unique world, filled with scarred “Undertakers” living off of bounties for animates and vampires, sly and tricky criminals, doctors with more in common with butchers than healers, and professional mourners ready to decapitate the deceased at the first sign of infection.

The next section will deal with the bones of the game, the mechanics of play and die rolls.  Be sure to drop me a line by comment or e-mail if you have any specific questions about the game you would like answered.

ghost-lover_marked

[tags]Unhallowed Metropolis, Unhallowed Necropolis, New Dark Age, Pen and Paper RPG, Role Playing Games, Hallows Eve Designs, Steampunk[/tags]