Note: To preserve my sanity, just for today I’m not going to link
to any of the potentially clickable things below. Google is your friend.
Clearly I need to read some H. P. Lovecraft. (I’ve read tons about Lovecraft, and comic adaptations of Lovecraft, and bushels (thanks to The Year’s Best Fantasy and Horror series) of stories written in homage to Lovecraft, but—embarrassingly—I’ve
never sat down with a book that had “Lovecraft” on the spine.) So I can’t speak knowledgeably about
gugs or their role in The Dream-Quest of
Unknown Kadath. But with split
vertical maws, bizarre physiologies, appetite for ghoul flesh, and ties to
old, unknowable gods, gugs make it clear to players that the Realms Below are
stranger and more terrifying than they even suspected.
A duergar thane
directs his miners to dig in spiraling patterns with no regard to lodes or
fault lines. Their carvings meet
up with the dizzying excavations of the gug savant that holds the thane in his
power.
A portal shifts
between views of crystal-lit caverns deep below the ground, a shattered
asteroid belt, and a misty courtyard lined with statues of serpentfolk and
proteans. In each vista, camps of
gugs can be seen gamboling and enacting strange rites.
A party of spelunkers
is paralyzed and captured by ghasts.
Instead being devoured, they are brought miles below the earth to the
Pale Kingdom of the ghouls for interrogation and disposal. They are saved when gugs assault the
city in an invasion that rips the entire kingdom into the Realm of Dreams.
—Pathfinder Bestiary 2
151
I keep forgetting to mention that last weekend was Free RPG
Day! Still going through my haul, though, so no grand thoughts yet.
I love the Underdark by any name. (I typically use the “Realms Below” or the “Deep Lands” or
something to avoid copyright issues.)
I loved it even before it was called that (I have vague memories of the
term “Deepearth” from the Dungeoneer’s
Survival Guide from browsing it in the store when I was young); I loved Mystara’s
Lower Thar, Oenkmar, and shadow elves; I loved Skullport, the temple of
Elistraee, and Dunspeirrin in Dragon Magazine; R. A. Salvatore’s Homeland and the 3.5 Forgotten Realms Underdark sourcebook; and Paizo’s Into the Darklands.
That said, the wealth of these sourcebooks has made the
Realms Below a known quantity, with whole nations and civilizations. Give me a detailed enough map of the
Underdark, and I can tell you what goes where: “Underground sea? Aboleths. Duergar here.
Drow on this level. That
rift will have cloakers…” etc. I
could probably plot out Lost World (“Dinosaurs and yeti here…”) or Weird
Fantasy (“Animate fungi and clockwork creatures here…”) iterations just as
easily.
Gugs are a return to a darker, more uncertain Underdark. You can easily insert them into
whatever versions of the above Darklands you like (“Lower level, where reality
is thin, near the ghoul kingdom, keeping undead from threatening the dwarves
above…”). But they’re also good if
you’re trying to get back to a more Unfamiliar Underdark—a more 1st Ed.,
pulp-era world of dark caverns and lost, strange cities and weird, alien
monsters.
And I do mean weird.
Look up Dragon 281 (this isn’t
something I usually encourage, but you can find a PDF in seconds if you Google)
and check out “Subterranean Scares” by Joseph Terrazzino. In a world of two-headed jawgs,
snake-vomiting genocids, and verx swarms, gugs fit right in. If you want your players, especially
the experienced ones, to rediscover the wonder and horror of reckless
spelunking, gugs are a good place to start.
(Credit where credit’s due: 4th Ed.’s Underdark sourcebook, featuring a constantly shifting Underdark and
a King’s Highway tunneled by a trapped, dying god was a great move in the
Uncertain Underdark direction…but like all 4th Ed. stuff, it just
felt…thin.)
No comments:
Post a Comment