A Preview of Art From the Illustrated Ghastly Affair Presenter’s Manual

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Here’s a sneak peek at the art in the upcoming illustrated version of the Ghastly Affair Presenter’s Manual, set for release next month! This preview includes a full-page image from artist Stacey Kaelin, and three silhouettes from author Daniel James Hanley.

Available Now: the Illustrated Ghastly Affair Player’s Manual, with all the information you need to play a character in Ghastly Affair. Get it on Amazon and CreateSpace.

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Coming Soon for the Ghastly Affair RPG

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The Illustrated Ghastly Affair Presenter’s Manual is coming soon!

Filled with advice, adversaries, historical information, and expanded rules for running The Gothic Game of Romantic Horror!

Written by Daniel James Hanley, with editorial contributions by Wendy Rosalsky. Featuring illustrations by Stacey Kaelin, and Daniel James Hanley.

Available Now: the Illustrated Ghastly Affair Player’s Manual, with all the information you need to play a character in Ghastly Affair. Get it on Amazon and CreateSpace.

What is “Romantic Horror”?

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Ghastly Affair is the “Gothic Game of Romantic Horror”. But what exactly is “Romantic Horror”? The “Horror” part of the phrase is generally understood, but how can “Horror” also be “Romantic”? The question is perhaps further confused by the three meanings of “Romantic” – one relating to love, the second relating to literary and artistic “Romanticism”, and the third relating to the historical period sometimes called the “Romantic Era”. In the case of Ghastly Affair, all three meanings are intended.

In the 18th century, the word “romance” was used to indicate what would be called “fantasy” today. A story that had fantastic and supernatural elements was deemed a “Romance”, and thus the original Gothic novels were (and are) called “Gothic Romances”. Romanticism was a historical movement of writers, artists, and musicians who promoted imagination, and free expression of personal truth. Literary Romantics included the poets Coleridge, Wordsworth, and Byron, and writers such as Novalis and Chateaubriand who followed Goethe. Beethoven was the premier musical Romantic. Artistic Romanticism was epitomized by the works of Friedrich, Turner, and Delacroix. The great Romantic artist E.T.A. Hoffmann composed music, wrote, and drew. Whereas 18th century Classicism valued order, symmetry, rationality, restraint, and the mundane world, Romanticism concerned itself with catastrophes, irregularity, emotion, freedom, and the supernatural. Classicism promoted the power and perfectibility of humanity – Romanticism instead emphasized the power and perfection of Nature. Romanticism also had a distinct tendency towards the morbid. In many cases, literary Romanticism was just a polite cover for writings that would otherwise have been tarred with the disreputable label of “Gothic”. Coleridge’s “Rime of the Ancient Mariner”, a cornerstone of Romantic poetry, is really a hallucinatory story of supernatural horror in verse. The modern Horror genre in fact is a development from the Gothic genre so heavily intertwined with Romanticism. It isn’t so much that Gothic is Horror plus Romance, as modern Horror is Gothic minus the Romanticism.

Love, to the Romantics, was the greatest force of all, and staying true to love was more important than life itself. Love and death for them were often the two heads of a single beast. The most thrilling kiss is delivered on a precipice, under threat of fatal punishment, in defiance of some terrible authority, because one obeys the supreme authority of Desire. The monsters that move through the pages of Gothic novels are the rampaging incarnations of desire – terrible and irresistible. The Horror of Ghastly Affair is Romantic, not only because it concerns itself with the dark corners of desire, but also because it works through the themes and motifs of Romanticism. It is the simultaneous stirring of terror and attraction, which erupts in an irrepressible expression. Characters in Ghastly Affair may find themselves bound in love to monsters of every kind, whose monstrosity itself is magnetic. They exist in a world where reason breaks down, and the shadows are alive with incomprehensible things. This world of horrors is filled with lovely people, places, and things, some possessed of a beauty so extreme it terrifies. Romantic Horror is being overcome with the feeling of arousing panic, of being uplifted by fear, of inviting the lovely darkness to consume you.

Ghastly Affair in Actual Play

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Here is a great example of Ghastly Affair in actual play.

This play-by-post game features a nice mix of Horror and Romance, with great writing and role-playing from all. Tricorne hats off to everyone involved!

Playlists for a Night of Romantic Horror

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Appendix II of the illustrated Ghastly Affair Player’s Manual contains a list of classic Gothic and Romantic literary works, inspirational artists, and suggested movies. In that spirit, here is an essential playlist of ten songs that compliment the themes and motifs of Ghastly Affair:

  1. Sadeness (Part I) – Enigma
  2. Spellbound – Siouxsie and the Banshees
  3. Don’t Fear the Reaper – Blue Oyster Cult
  4. Stand and Deliver – Adam & The Ants
  5. Bark at the Moon – Ozzy Osbourne
  6. Love Bites – Judas Priest
  7. Total Eclipse of the Heart – Bonnie Tyler
  8. N.I.B – Black Sabbath
  9. Bad Romance – Lady Gaga
  10. The Rime of the Ancient Mariner – Iron Maiden

And here are fifteen classical works to play as you read the illustrated Ghastly Affair Player’s Manual. These pieces also make great soundtracks for Affairs.

Danse Macabre – Camille Saint-Saëns (Composer)
Der Erlkönig (The Erlking) – Franz Schubert (Composer)
Der Freischütz (The Freeshooter), Overture – Carl Maria von Weber (Composer)
Der Tod und das Mädchen (Death and the Maiden) op.7 no. 3 – Franz Schubert (Composer)
Die erste Walpurgisnacht (The First Walpurgis Night) – Felix Mendelssohn (Composer)
Mephisto Waltz – Franz Liszt (Composer)
Moonlight Sonata – Lugwig van Beethoven (Composer)
Night on Bald Mountain – Modest Mussorgsky (Composer)
Piano Sonata No 2 (Funeral March) – Frédéric Chopin (Composer)
Requiem in D Minor – Wolfgang Amadeus Mozart (Composer)
String Quartet No. 14 in D Minor (Death and the Maiden) – Franz Schubert (Composer)
Symphonie fantastique – Hector Berlioz (Composer)
Symphony No 5. (First Movement) – Lugwig van Beethoven (Composer)
The Isle of the Dead – Sergei Rachmaninoff (Composer)
Toccata and Fugue in D Minor – Johann Sebastian Bach (Composer)

The Illustrated Ghastly Affair Player’s Manual Is Now Available!

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The long-awaited, illustrated edition of the Ghastly Affair Player’s Manual is now available as a print-on-demand book through Amazon and CreateSpace!

GhastlyAffairPlayersManualCoverPromoGhastly Affair is the Gothic Game of Romantic Horror, set in a macabre world of terror and desire. Play out stories of love and death, where deceased paramours won’t stay in the grave, cursed noblemen wander the moors as wolves, and young women are trapped in the dark halls of ancient castles. Beware the highwayman that terrorizes the roads, or take him as a lover instead!

Experience the Ghastly Age, a darkly romantic take on the years when the Marquis de Sade lost his freedom, Marie-Antoinette lost her head, and Napoleon lost an Empire. Aristocrats play twisted games of seduction and betrayal in glittering palaces, while ordinary people starve in the streets. Some take arms against the creatures of darkness, while other battle with words in the salons and coffee houses. Restless souls haunt ancient abbeys, while immoral Libertines haunt the ballrooms of High Society. Live a life of romance and horror in a time of revolution, war, and natural disasters.

The rules of Ghastly Affair utilize the familiar terms and concepts of Old-School Role Playing Games, but with a modern twist. Characters are defined by six Basic Abilities, a Character Class, and Level. The basic system is simple: roll a twenty-sided die to obtain a number lower than the rating of an Ability. Character Classes include such classic Gothic tropes as the Bandit, Grave Robber, and True Innocent. Each Class has its own flavorful array of Special Abilities and Weaknesses, and can also be customized with free-form, player-defined Assets and Afflictions.

Magic is dark and dangerous in Ghastly Affair. Magicians use Invocations to manipulate minds, perform Ceremonies to summon Demons, create Talismans that protect the wearer from harm, and employ Pacts that grant power at a cost. Mad Scientists invent strange drugs and bizarre machines that twist the laws of nature. Anyone can use a Magical Ritual to gain love or treasure, if they are willing to suffer the awful consequences. And the Devil himself waits for those desperate enough to barter their very souls.

The illustrated Ghastly Affair Player’s Manual contains all the information needed to be a Player in the Ghastly Affair RPG. It includes complete rules for creating and advancing characters, with nine Gothic Character Classes (and optional rules for playing Vampyres and Werewolves). Guidelines are given for situations ranging from flirting at the masquerade ball, to fighting supernatural horrors. Plus, extensive information on the culture, clothing, objects, and attitudes of the Ghastly Age is woven throughout the text. If you already have the Free PDF version, this illustrated, full indexed edition will be a beautiful and useful addition to your gaming table!

Coming Soon: The illustrated Ghastly Affair Presenter’s Manual, filled with advice on presenting stories of Gothic Horror and Romance, a full selection of Creatures and Adversaries, a detailed chronology of the Ghastly Age, and much more! Download the free PDF version of the Presenter’s Manual to help run you game until the release of the book!

Please note: Ghastly Affair emulates the shocking world of the original Gothic novels, and is therefore intended for mature readers.

Purchase on Amazon:

Or get it directly from CreateSpace:
https://www.createspace.com/6416247

See the Downloads page for Character Record Sheets and Quick References for Ghastly Affair.

Great Stuff From Other People

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If you like what you see on the Engine of Oracles, here are some other Gothic and Horror gaming blogs and projects I recommend:

Over at “Ynas Midgard’s RPG Blog” the author is developing Grim Tales, a dark fantasy campaign based on European fairy tales and folklore.

Tales of the Grotesque and Dungeonesque” is a Gothic feast run by an expert on the genre. One of the original blogs blending OGL gaming with authentic Gothic sensibility, from someone who really knows what he’s talking about. The highly recommended free downloads are stuffed with dark goodness.

Tales from the Haunted Jukebox” is a gem of a blog that presents the world of 50’s horror novelty songs as an RPG setting! It’s teenage werewolves, rock and roll ghouls, and hot-rods driven by Dracula! A truly great idea that deserves some exposure. Also from the same author is “Great & Small”, a game of animal fantasy in development. The “Creepy Crawlies” setting of the game is a Gothic world where nocturnal animals protect humanity from the real monsters that lurk in the darkness.

Wine and Savages” is filled with Gothic and Regency-era materials for the Savage Worlds system. The authoring is currently developing “The King is Dead”, a darkly romantic Savage Worlds setting that takes place is an imaginary 18th-century setting where vampires rule as nobility. The “VARGR” adventure has been released for the setting already.

The “Aeons & Auguries” blog is a great source for ideas and Old-School style random tables. The recent series of posts inspired by the “Xor” setting, first proposed on the “Elfmaids & Octopi” site, presents a cornucopia of body-horror and bio-mechanical nastiness reminiscent of David Cronenberg movies like “eXistenZ” and “Videodrome”.

The Ghastly Affair Player’s Manual – An Update and Art Preview

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The long-awaited release of the illustrated Ghastly Affair Player’s Manual is close at hand! In a few short weeks you’ll be able to relax with a copy on your favorite chaise longue, while you imbibe an ancient vintage from the skull of a former lover. Or you could just get together with some friends and play the game instead! Until then, enjoy this preview of the cover, as well as three of the gorgeous full-page illustrations by artist Stacey Kaelin.

Ghastly Affair is the Gothic Game of Romantic Horror, where players live shocking stories of desire, death, and the supernatural against a dark and decadent backdrop of elegance, depravity, and social upheaval. Experience a time when a lady’s hand fan is a weapon in High Society, and monsters of every kind await the unwary.

Images marked “Copyright, Stacey Kaelin 2016” are used under license from the artist. See more of Stacey’s work at: http://www.sakaelin.com.

The light is more lovely for the darkness around it.

Carmilla Karnstein for the Ghastly Affair RPG

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Fitzgerald, funeral from Carmilla
Sheridan Le Fanu’s “Carmilla” is among the all-time great Gothic stories, a gorgeously atmospheric tale of predatory desire and deadly obsession. Carmilla herself is among the best-imagined literary vampires, who continues to inspire new works to this day. Here she is brought to beautiful (un)life for use in Ghastly Affair, the Gothic Game of Romantic Horror!

Carmilla
The obsessive lover, and bloodthirsty killer, of lonely young women

Full Name: Mircalla, Countess Karnstein
Aliases: Carmilla, Millarca (her aliases are always anagrams of “Mircalla”)
Class: Everywoman (Aristocrat) / Vampyre
Level: 5 / 10
Appearance/Most Memorable Characteristic: A stunningly beautiful young woman with large dark eyes, fine features, thick golden-brown hair, and a slim figure. Her manner is graceful but languid. She has extremely sharp, cat-like fangs that she does her best to avoid showing.
Age: About 20 (apparent)

Charisma: 20 Intelligence: 14 Wisdom: 12
Strength: 8 (22 when she uses her Inhuman Strength) Dexterity: 10 Constitution: 8
Perversity: 15
Assets: Incredibly Beautiful
Afflictions: Obsessive

Speed: 9 (10 in wildcat form)
Hit Points: 60
Attacks: 1 (bite or punch – Carmilla dislikes changing into Vampyric Form to use her claws, but may attack in wildcat form)

Everywoman Special Abilities: Profession (Aristocrat), Avocation (Actress), Affection (Young Women), Inheritance (The ruined village and castle of Karnstein), Social Contacts (A team of servants bound in Dark Devotion who aid in her schemes)
Vampyre Special Abilities: Assume Vampyric Form; Revenant Immunities; Rise From Death; Supernatural Combatant; Vampyric Powers: Hypnotism, Inspire Dark Devotion, Inhuman Strength, Unnatural Charisma, Inflict Love, Transform Self into Cat, Bond With Victim, Create Vampyre, Walk Through Walls, Walk Through Shadows
Everywoman Weaknesses: Phobia (Funerals), Prejudice (Peasants)
Vampyre Weaknesses: Blood-Lust; Vampyric Debilities: Affected by Holy Symbols, Cannot Enter Homes Uninvited, Must Rest in Original Tomb (1 hour per day), Permanent Fangs, Haunted, Hunted, Obsessive Love, Vulnerable to Iron, Vulnerable to Holy Water, Obsessed with Anagrams (can only use aliases that are anagrams of “Mircalla”)

Typical Equipment Carried: A lovely dress. Antique jewelry. A valise (with dresses, chemises, a hand mirror, combs, and other small personal items)
Residence: Her tomb in the deserted village of Karnstein, in Styria (southeast Austria). A household with a lone young woman.

Background:

  • 1678: Mircalla Karnstein is born in Castle Karnstein in Styria. The Karnsteins are already renowned for their bloodthirsty natures and infamous crimes.
  • 1698: Mircalla, Countess Karnstein is killed by a Vampyre in her family castle, and cursed to become one herself.
  • 1718: The Village of Karnstein becomes plagued with Vampyres. The Baron Vordenburg, a Demon Hunter who had been living in Moravia, takes it on himself to destroy all the Vampyres of Karnstein. Unfortunately, the Baron had actually been Mircalla’s lover in his youth. Unable to bring himself to destroy her body, he instead destroys the monument over her tomb, and thus obscures the site of her burial. In his old age, however, he becomes overcome with guilt and records the actual location of Mircalla’s tomb for posterity.
  • 1798: The village and castle of Karnstein are now completely deserted.

Personality and Role-Playing Notes: Carmilla affects a weak and helpless demeanor to worm her way into households, but if cornered at night, she is a truly fearsome opponent. A favorite scheme is to find an estate or castle housing a beautiful but lonely young woman, and then fake a carriage crash nearby. She will then have one of her servants (masquerading as her mother) beg the owner of household to take Carmilla in as she recuperates. During the day Carmilla moves slowly but gracefully, and speaks as if half-asleep. She can fly into sudden rages, however, if she encounters a funeral, feels a peasant is being insolent, or thinks that someone is about to discover her true nature. While she had a male lover before her death, she now strongly prefers attractive young women as both victims and objects of affection. Carmilla will kill any convenient woman merely to satisfy her hunger, but the one women chosen as her beloved will be showered with affection and grandiose declarations of eternal love by day, even as she become the Vampyre’s prey at night. Carmilla is always being stalked by some Demon Hunter or distraught father, but has so far managed to kill, corrupt, or elude every one. She avoids assuming full Vampyric form, preferring to feed while in the shape of a wildcat. She is very sensitive about her permanent, cat-like fangs, and will try everything within her power to silence anyone who calls attention to them.

Carmilla in Your Game: It is Carmilla’s curse to always the cause of her love’s destruction. A beautiful female True Innocent would be in particular danger from Carmilla, as the Countess could not help falling into deadly love with such a young woman. Despite her need to rest at least an hour a day in her tomb, Carmilla’s ability to Walk Through Shadows means could be encountered in places as far away as Vienna, Venice, Prague, Munich, or Buda. Since she is always being Hunted, PCs who face Carmilla should be able to obtain aid against her. They might come into possession of the original Baron Vordenburg’s papers, or even meet one of the Demon Hunters descended from him! Note that the PCs will most likely be encountering Carmilla before the events described in the eponymous novella (set circa 1848). If they actually destroy her, assume that Le Fanu wrote “Carmilla” based on stories he heard about the PC’s experiences!

Source: “Carmilla” by Sheridan Le Fanu

Lord Ruthven – The Original Aristocratic Vampyre

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Lord Ruthven is the original literary Vampyre aristocrat, created by John Polidori as a direct parody of Lord Byron. He is also a product of the same storytelling contest at the Villa Diodati that inspired Mary Shelly to write Frankenstein! Relatively young, and not particularly powerful for his kind, Lord Ruthven makes a good early antagonist for characters not yet ready to confront the likes of Carmilla Von Karnstein or Count Dracula. He he is written-up for use with Ghastly Affair, the Gothic Game of Romantic Horror.

Lord Ruthven
High Society seducer, and cold-blooded killer

Full Name: Lord Ruthven (his true full name is unknown)
Aliases: The Earl of Marsden
Class: Libertine / Vampyre
Level: 2 / 4
Appearance/Most Memorable Characteristic: A well-dressed but distressingly pale man, with black hair, and dead gray eyes.
Age: Late 20s (apparent)

Charisma: 17 Intelligence: 11 Wisdom: 9
Strength: 12 Dexterity: 11 Constitution: 9
Perversity: 18
Assets: Master of High Society
Afflictions: Compulsive Gambler

Speed: 9
Hit Points: 25
Attacks: 1 (dagger in human form, teeth and claws in Vampyric Form)

Libertine Special Abilities: Disguise (+1) | Dueling (+1/+3) | Fraud (+1) | Sneak (+1) | Seduction (+1)
Vampyre Special Abilities: Assume Vampyric Form | Revenant Immunities | Rise From Death |Supernatural Combatant | Preternatural Powers: Hypnotism, Inspire Dark Devotion, Inhuman Strength, Unnatural Charisma
Libertine Weaknesses: Faithless Lover | Fascinated By Innocence
Vampyre Weaknesses: Blood-Lust | Vampyric Debilities: Cadaverous Skin Color, Strange Eyes, Obsessive Love, Restored by the Moon

Typical Equipment Carried: A set of clothes in the latest style. High boots. A fine hat of beaver fur. An ataghan (long, curved Turkish dagger). A walking stick. 1000p in bank notes.
Residence: London, but enjoys traveling to Italy and Greece.

Background: Lord Ruthven’s actual background before 1812 is unknown. Nothing about any personal history he reveals will stand up to investigation. He will claim various titles to impress women, but none of them can be verified. All anyone will ever be able to uncover is that he seems to owe considerable amounts of money to various creditors, all of whom believe different things about his actual identity.

  • January 1812: Lord Ruthven appears in London. He makes the acquaintance of a young man named Aubrey.
  • June 1812: In debt, Lord Ruthven leaves England for the Continent. He is followed by Aubrey, who decide to make the trip his Grand Tour. Lord Ruthven visits every gambling house he can along the way.
  • Early July, 1812: Lord Ruthven arrives in Rome, where he begins the seduction of a Countess’ daughter.
  • Late July, 1812: Aubrey quarrels with Lord Ruthven about the latter’s dishonorable intentions towards the Countess’ daughter, and leaves for Greece. Lord Ruthven secretly follows him.
  • August 1812: Under cover of night Lord Ruthven murders Aubrey’s beloved, a young Greek woman named Ianthe. He is surprised by Aubrey, who does not recognize him in the darkness of a hut where the two accidentally meet. Lord Ruthven is about to kill Aubrey when he is surprised by villagers bearing torches. He flees into the night. Later, Lord Ruthven appears and tends to Aubrey as the young man lies delirious in bed.
  • September 1812: Lord Ruthven and Aubrey wander Greece, visiting ruins.
  • Late September, 1812: Lord Ruthven and Aubrey are ambushed by bandits during the day. Lord Ruthven is mortally wounded, but he makes Aubrey promise to expose his body to the moonlight after death. He also makes Aubrey swear not to reveal his crimes, or the fact of his death, for a year and a day.
  • January, 1813: Lord Ruthven appears again in England, and begins using the title “The Earl of Marsden”. When Aubrey sees him, Lord Ruthven reminds him of his solemn oath. Lord Ruthven begins the seduction of Aubrey’s sister.
  • Late September, 1813: Lord Ruthven marries Aubrey’s sister, making Aubrey so furious and distraught that he bursts blood vessel in his brain, and dies shortly thereafter. Lord Ruthven murders his new wife, and leaves for the continent.

Personality and Role-Playing Notes: Lord Ruthven is an aggressive seducer of women, who takes great delight in corrupting innocent maids and happily married women, but is bored by wanton ladies. He appears to take little actual pleasure in life, but acts with desperate intensity. He can nonetheless be quite charming when he cares to, and will appear to be a great friend. In fact he is a heartless manipulator, and will eventually betray any companion. He especially loves to kill those beloved by his misguided associates. Lord Ruthven loves to lavish gifts upon criminals, drug addicts, and others despised by society, but will not show the least charity to the guiltless poor.

Lord Ruthven in Your Game: Lord Ruthven is likely to be found haunting London High Society (the “Ton”), but could also be encountered at parties in Rome or Venice. Travelers to the ancient ruins of Greece could find him there, apparently sight-seeing (but actually looking for his next victim). Any True Innocents will naturally be singled out for seduction and eventual murder. If any of the players have actually read Polidori’s “The Vampyre”, have Lord Ruthven initially use a new alias. The ideal time for PCs to encounter Lord Ruthven is after October of 1813. If PCs encounter and destroy him before 1812, however, that just means that John Polidori’s tale was inspired by a story he heard regarding the “real” Lord Ruthven!

Source: “The Vampyre: A Tale” by John William Polidori

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