A supertall supernerd, LYNN HOGAN has been working since 2000 on a wide range of apparel, merchandise, card games, video games and comics … as well as artwork for our science-fiction role-playing game, Myriad Song.
“After suffering from a repetitive stress injury to my drawing arm, I’ve formed Fat Loot Games with my partners Laura Goldstein and Jason Lust and been slowly recovering while focusing on putting together teams and producing projects instead. I live in Seattle with my husband and 2 corgis, and drink too much coffee.”
MONSTER STACKER, a game for mobile devices by Fat Loot, with art direction by Lynn Hogan
Unused concept artwork by Lynn Hogan for STAR WARS video games.
“There’s always the challenge of achieving the look you want as an artist within the constrains of the system and art style you’re working in. Also, in the early stages of a project an art style might completely change, or all the art you’ve been working on for months gets thrown out with a defunct feature. Games are constantly evolving, it’s a constant challenge to keep up!”
“I also write and draw a fantasy comic called Prydwen, available as a web comic. Orphaned at a young age and raised in a Sui monastery, Prydwen settles into a peaceful life tending the gardens, never knowing who she is or where she came from. When disturbing dreams give way to waking up in patches of ash where flowers used to be, she flees the safety of the church grounds with her friend Auric, looking for answers. But, things rarely go as planned when Gods are involved, and Prydwen finds that she is a crucial part of the plans of both Gods and Monsters.” [Click here to listen to a podcast interview, courtesy of Indeed.]
Known for his THOSE ANNOYING POST BROS comic-book series, author/artist MATT HOWARTH has produced countless other works and worked with many independent and electronic musicians. He has designed album covers, illustrated comic books, and written novels, where he frequently uses science fiction as a means to comment on our culture.
“My mind is prone to pursue strangeness when it comes to storylines, and in the real world there are strict guidelines (i.e.: laws of physics or social conventions) that act as limiting parameters. In storytelling, the writer is supposed to focus on an aspect of humanity as the crux of the tale… but my personal inclination is to get lost in the weird trappings that surround the characters, whether it be an alien world or a completely unrealistic scenario. I struggle to guide humanity back into the story, but often find myself constrained by the indigenous situations. Political or theological ramifications of our time have little bearing on a character’s motivations if they live on a gas giant planet halfway across the galaxy a few hundred years in the future.”
PROGRESSION, a fantasy novel for fans of progressive music
WIPEOUT, a graphic novel with C’thulu, Ron Post, and other Bugtown characters
“I have recently completed CHANGES 2, a sequel to my graphic novel from 30 years ago, further chronicling the misadventures of the Post Bros and the other eccentric denizens of Bugtown. Also just self-published KEIF LLAMA: WALLWAY, the fifth color digital graphic novel following the exploits of Xenotech Keif Llama–deep space with lots of weird aliens.”
“During the 70s, I started in self-publishing, but I swiftly spread out to working for a variety of publishers. This diversity has continued throughout my career, doing work for Fantagraphics, Dark Horse, Heavy Metal, DC Comics, TMNT, Aeon, Rip Off Press … Yet all along I continued to self-publish things–mainly because my output is far more than any group of publishers could possibly handle. Since 2000, I’ve adapted my work to computer technology, which allows me to self-publish in digital form and avoid printing and warehousing costs. But during the last decade, I’ve still done numerous series and oneshots for a variety of publishers. I’m like a water faucet that’s stuck and can’t be turned off; things just keep on gushing out.”
In the darkness of ages past, our universe was visited by aliens strange and unknowable. They enslaved hundreds of people and they conquered thousands of worlds. Their empire became known as the Myriad Syndicate, and they were called the Syndics. For untold generations, the Myriad people served them, and worlds were stripped of all resources, and left barren and dead. Pollution was rampant – some planets became furnaces of waste heat and greenhouse gasses, while others became poisoned, radioactive wastelands. Many resented the rule of the Syndics, but no uprising was successful for long.
And then, a century ago, the Syndics were gone. Did they retreat to another universe? Are they hiding on undiscovered worlds, in radio silence? Interplanetary factions spread their philosophy from place to place. The Solar Creed offers the people free energy . . . at the price of their freedom and liberty. The technologists of the Concord push forward with their new science, for better or for ill. The Averlini Merchant Group promises greater wealth . . . by indenturing people in ways more oppressive than the Syndics ever did. Strange alien masters, such as the Malmignatti Queen and the Colligatarch of Apparat, threaten the livelihood of millions of people across the ten thousand worlds. And what mysterious dangers lurk in the unknown voids of space?
A complete game in one volume, Myriad Song is a science-fiction adventure where you will play as a brave adventurer traveling in the strange legacy of an alien empire. You will travel to primitive worlds with savage monsters . . . to high-tech stations of amazing technology . . . to derelict worlds where people scrounge out a living among the ruins . . . and to places far stranger. You will find lost treasures . . . and you will find horrors best forgotten. The risks are great, but the rewards are greater. Are you ready to heed the siren song of the further stars?
Sure, you’ve been enjoying our podcasts, and you’d love to participate, but what if you’re a sapient alien who can’t communicate through auditory vocalizations? Well, if you have a computer, ansible, teletype, xenharmonic demodulator, or another kind of compatible device, then you can use internet relay chat!
Join Jason Holmgren, the Fearless Imperator of Sanguine Games, creator of “Joe Genero”, “Ironclaw”, and “Myriad Song”, for an IRC (text-based chat) on Thursday, May 23rd, hosted by Dan Davenport of The Hard-Boiled GMShoe. The show starts at 7pm Central Standard Time (GMT-6).
Myriad Song is game of science-fiction adventure where you will play as a brave adventurer travelling in the strange legacy of an alien empire. You will travel to primitive worlds with savage monsters … to high-tech stations of amazing technology … to derelict worlds where people scrounge out a living among the ruins … and to places far stranger. You will find lost treasures … and you will find horrors best forgotten. You will tangle with dangerous people, from desperate lowlifes out to make a quick buck, to dangerous soldiers of imperial armies, all the up to monstrous entities both alien and terrifying. The risks are great, but the rewards are greater. Are you ready to heed the siren song of the further stars?
As if the title wasn’t enough, IRONCLAW’s BOOK OF FOOLS has earned yet another title as the #1 game as ranked by by sock-puppet accounts. These social media accounts, specifically created by ad agencies to praise a product through paid endorsement, rated BOOK OF FOOLS as the #1 game that they were created to praise.
“It’s a fantastic book for a great game,” said David Manning from Ridgefield, Connecticut. “I can’t recommend it enough.” Mary Sue Smithee from Portland, Oregon, added, “It’s a fantastic book for a great game. I can’t recommend it enough.” Praise was funneled in from accounts created internationally, such as Nikolai from Columbia, who said, “It’s fantastic book for a great game. I can’t praise it enough.” Olivia from Bolivia added that it was a “fantastic book” and that they could not “praise it enough.”.
Based upon the acclaimed novels by Wil Radcliffe, NOGGLE STONES: FANTASTIC ADVENTURE AT THE CROSSROADS OF AMERICA puts the players in the roles of either mysterious creatures of myth and legends, or the humble people of turn-of-the-century America, against the threats of darkest myth. When the Otherworld of Faerie could no longer contain the forces of evil, a shadow falls over midwestern America … and the dark powers grow stronger in the era New Imperialism, feeding upon fear, greed, and hate. Take up bow and sword, or put your trust in bomb and gun, or take the risks of the supernatural, but remember … your worst enemy lurks in your own shadow.
From the designers of IRONCLAW, this book is a complete game in one volume, with rules for making characters both human and supernatural … weapons both from 1900s America and from the Faerie Realm …. a sample adventure to get you started … and more! Fully illustrated, in full color, by George Broderick Jr., with Ernie Colon, and Norman Rafferty.