Inspired by the concept of the Sinsar Dubh in Karen Marie Moning’s Fever Series, “Darkness Rising” is a Book of Shadows, of sinister nature. The central motif was derived from a pair of wings which the “King” in the book was said to have possessed. The wings were then stylized and made into the motif you see, and then hand-sculpted with clay to achieve a 3D effect. 2 pieces of beautifully ornate filigrees are added to complete the central motif. The metal gates on top and below the central motif are a combination of patina-ed brass and rusted galvanized zinc, assembled to symbolize the “Jaws of Death”.
Thursday, June 7, 2012
Darkness Rising
Luthien Thye brings us this wonderful tome. One detail I'm particularly impressed by is the central embossment formed from two found jewelry stampings, one over the other. As a trip to Etsy will demonstrate that approach usually looks atrocious, but Ms. Thye was able to pull it off by unifying to two with red detailing and a weathering wash.
Wednesday, June 6, 2012
The Hermitage Fairy
Swedish artist Jacob Petersson brings us this wonderful mummified fairy. What sets this apart from similar projects is the incredible level of detail, from the redcap's clothing and weapons to the archaic display case.
Tuesday, June 5, 2012
The Horror in Clay
The talented Jason McKittrick brings us his version of the clay tablet from Lovecraft's "The Call of Cthulhu". The bas-relief is one of the most iconic items from the old gentleman's entire body of work, followed closely by the statuette that appears later in the story.


Monday, June 4, 2012
The Tome
"Copper Centipede" brings us this nicely done tome. The cover treatment is paper mache with a drybrushed finish.


Sunday, June 3, 2012
"At the Mountains of Madness" Project Update
Work on the "At the Mountains of Madness" project continues.
Last week I mentioned a few problems I'd encountered. Thanks to your suggestions two out of the three issues are close to being resolved. I've found two boxes that appear to be ideal for the deluxe sets and should be getting samples by next week. The difficulty with finding unbranded photographs is still a bit iffy, but I think I'm close to finishing that up as well. As of yet I still haven't found a professional printer that can handle printing the sketches on textured art paper.
Over the last week most of my time has been spent doing research. I've steadily amassed quite a collection of books on the history of Antarctic and polar expeditions. One of the most useful has been Polar Exploration: The Heroic Exploits of the World's Greatest Polar Explorers
from the Royal Geographic Society. It's a coffee table book offering a broad overview of the subject written by scholar Beau Riffenburgh. What sets it apart from other popular history books are the included documents. It's absolutely chock full of removable sketches, notebooks, diaries, letters, and other ephemera drawn from the experiences of polar explorers stretching back to the mid 18th century.
If you're considering running Chaosium's classic "Beyond the Mountains of Madness" adventure I would highly recommend this book. For gamemasters and players alike it's a great introduction to the history of polar exploration that conveniently runs right up to 1929, the year before the original Miskatonic Antarctic expedition. It's not an in-depth read, but the heavily illustrated text and included documents are an ideal way to get into the spirit of the expedition. Players will get a real feel for the kind of challenges they'll be facing on the ice, including the horrific consequences when something goes wrong. The real history of exploring the ends of the earth is filled with enough disease, starvation, death, and cannibalism to give anyone pause.
Anyone looking to embrace a prop-heavy version of BTMOM will find the included ephemera a fountain of inspiration. A good example of the book's reproduction documents is this letter from Ernest Shackleton to J. Scott Keltie, Secretary of the Royal Geographic Society. Shackleton mentions his expedition has gained the backing of the War Office to such an extent that he can requisition Army personnel. He also expects the Admiralty to approve an equal level of access.
From a propmaking perspective the letter includes two interesting details. The first is the letterhead itself. It's an ideal historical reference for anyone, like me, looking to reproduce an authentic looking piece of Antarctic expedition ephemera.
The second is one of those great little details that a century of time has obliterated from the modern consciousness- the importance of the telegraph. The letterhead not only includes the expedition's dedicated address for telegrams, but what codebooks messages should use. And what do you know, both of those books are available for free. Google books has a copy of the ABC Telegraphic Code, Fifth Edition, while the Internet Archive stores Bentley's Complete Phrase Code.
For gamers this is a great opportunity to add some real interactivity and immersiveness into an adventure. By the classic era of the Mythos the telephone was well on its way to replacing the telegraph as a means of communication, but telegrams were still used for a large proportion of long distance message traffic. Having players decrypt a message using a code book is the kind of entertaining mini-game that reinforces the principles of investigation and provides an intellectually engaging experience.
Last week I mentioned a few problems I'd encountered. Thanks to your suggestions two out of the three issues are close to being resolved. I've found two boxes that appear to be ideal for the deluxe sets and should be getting samples by next week. The difficulty with finding unbranded photographs is still a bit iffy, but I think I'm close to finishing that up as well. As of yet I still haven't found a professional printer that can handle printing the sketches on textured art paper.
Over the last week most of my time has been spent doing research. I've steadily amassed quite a collection of books on the history of Antarctic and polar expeditions. One of the most useful has been Polar Exploration: The Heroic Exploits of the World's Greatest Polar Explorers
If you're considering running Chaosium's classic "Beyond the Mountains of Madness" adventure I would highly recommend this book. For gamemasters and players alike it's a great introduction to the history of polar exploration that conveniently runs right up to 1929, the year before the original Miskatonic Antarctic expedition. It's not an in-depth read, but the heavily illustrated text and included documents are an ideal way to get into the spirit of the expedition. Players will get a real feel for the kind of challenges they'll be facing on the ice, including the horrific consequences when something goes wrong. The real history of exploring the ends of the earth is filled with enough disease, starvation, death, and cannibalism to give anyone pause.
Anyone looking to embrace a prop-heavy version of BTMOM will find the included ephemera a fountain of inspiration. A good example of the book's reproduction documents is this letter from Ernest Shackleton to J. Scott Keltie, Secretary of the Royal Geographic Society. Shackleton mentions his expedition has gained the backing of the War Office to such an extent that he can requisition Army personnel. He also expects the Admiralty to approve an equal level of access.
From a propmaking perspective the letter includes two interesting details. The first is the letterhead itself. It's an ideal historical reference for anyone, like me, looking to reproduce an authentic looking piece of Antarctic expedition ephemera.
The second is one of those great little details that a century of time has obliterated from the modern consciousness- the importance of the telegraph. The letterhead not only includes the expedition's dedicated address for telegrams, but what codebooks messages should use. And what do you know, both of those books are available for free. Google books has a copy of the ABC Telegraphic Code, Fifth Edition, while the Internet Archive stores Bentley's Complete Phrase Code.
For gamers this is a great opportunity to add some real interactivity and immersiveness into an adventure. By the classic era of the Mythos the telephone was well on its way to replacing the telegraph as a means of communication, but telegrams were still used for a large proportion of long distance message traffic. Having players decrypt a message using a code book is the kind of entertaining mini-game that reinforces the principles of investigation and provides an intellectually engaging experience.
Saturday, June 2, 2012
Mummified Pygmy Warrior Head
Kevin Gerrone brings us this well done tsanta gaff. The headdress is a nice touch. Even the best shrunken heads can have issues reproducing the look of human hair. The contrasting textures and colors of the headdress is a clever way to ameliorate that while adding a great deal of visual interest.
Friday, June 1, 2012
The Human Touch
One of the perennial topics here at Propnomicon is the difficulty of making fonts look handwritten. For short segments of text it's not a major issue, but reproducing the appearance of natural writing when you're dealing with large blocks of material is extremely difficult. Dean Engelhardt at the Cthulhu Reborn blog has an excellent post up looking at some techniques for adding the human touch.
The focus of the article is on Adobe Illustrator, but his detailed explanation of the basic principles of incremented randomization should be applicable to any digital art program. I highly recommend reading the whole thing. His insights will be useful to anyone crafting handwritten paper props.
Now, that’s a great font … and even straight out-of-the-box it looks pretty reasonable as a simulation of human handwriting. But … if you look closer, you’ll notice a few things. The capital I character repeated in both lines looks exactly the same in both renditions. The lower-case T is also conspicuously identical in angle and weight in each of the half-dozen places it appears. And the baseline is dead-straight, much moreso than a real person would create. Now, none of these are failings of the font itself (most fonts only include one version of the upper-case I glyph for example), and for short passages of faux-handwritten text they are probably fine. But when you’re putting together long passages using a font like this, the repetition and regularity of the font definitely diminishes the overall illusion of the text having been written by hand.
The focus of the article is on Adobe Illustrator, but his detailed explanation of the basic principles of incremented randomization should be applicable to any digital art program. I highly recommend reading the whole thing. His insights will be useful to anyone crafting handwritten paper props.
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