Steampunk: A Very Very Very Rambling History – Wonderplace Alpha

Steampunk and Jeff Mach Events have a very complicated history, especially since the history of our beloved genre is even weirder than you’d expect if you assumed that it was very, very, very weird indeed.

If this message were sponsored, which it isn’t, it would be sponsored by Absinthe Heroes, which often claims to be the first Steampunk Rock Opera,

…a claim which Paul Albion’s “The Dolls Of New Albion” is too kindly to have ever taken time to dispute. If Mr. Albion’s work isn’t first—and it might be—it’s certainly a much more fleshed-out and large-scale production.

(But Psyche Corporation is one of Steampunk’s most underrated musicians. You ought check her out.)

As is true with much of Wonderplace Alpha, parts of this are a confrontation—we mean, collaboration—between humans and literary AI. We consider that a very Steampunk ethos indeed; if you create something sentient or semi-sentient, you should speak to it; it probably won’t like you, otherwise.

We thought this might be an interesting way to play with our own role in the history of Steampunk. The Steampunk World’s Fair was one of the first and most influential Steampunk festivals in the history of the known or unknown Universe; but we also really should tell you about other people, and leave boasting about ourselves to, you know, all the other pages of this site.

We asked the AI for outquotes about Steampunk. It started off with K.W., as is appropriate, as K.W. coined the term Steampunk and (in our opinion) if you read “Infernal Devices”, which you should, you’ll see he’s far, far too modest: we think he invented a pretty substantial chunk of the whole damn thing.

This is a human writing, by the way; I’ve just picked up the AI’s writing style, which is peculiar, but funny. And since “peculiar, but funny” is one of my favorite styles of Steampunk, I guess I’ll keep going.

What IS Steampunk? We asked the AI. It said:


  1. K.W. Jeter (Author who coined “steampunk,” from a 1987 letter to Locus magazine):
    “Personally, I think Victorian fantasies are going to be the next big thing, as long as we can come up with a fitting collective term for Powers, Blaylock and myself. Something based on the appropriate technology of the era; like ‘steampunk,’ perhaps.”
  2. Gail Carriger (Author of Soulless, from a 2010 interview with The Mad Hatter’s Bookshelf):
    “Steampunk is… a blending of alternate history, science fiction, fantasy, and romance with a strong nod to the Victorian era, all bundled up in a bustle and served with a cup of tea.”
  3. Professor Elemental (Steampunk musician, from a 2013 interview with Steampunk Chronicle):
    “To me, steampunk is about taking the best bits of the past—gentlemanly conduct, crazy inventors, big dresses—and mashing them up with the best bits of the future—imagination, adventure, and a bit of silliness.”
  4. Jake von Slatt (Steampunk maker and founder of The Steampunk Workshop, from a 2008 Wired article):
    “Steampunk is a reaction to the plastic, disposable world we live in—it’s about craftsmanship, about making things that last, and imagining a world where steam and brass still rule.”
  5. Cherie Priest (Author of Boneshaker, from a 2009 Tor.com interview):
    “Steampunk is what happens when goths discover brown… It’s a reimagining of the past with a technological twist, a way to explore what might have been if history took a different turn.”
  6. Jess Nevins (Steampunk scholar, from The Encyclopedia of Fantastic Victoriana, 2005):
    “Steampunk is a subgenre of science fiction and fantasy that incorporates technology and aesthetic designs inspired by 19th-century industrial steam-powered machinery… It’s Victorian science fiction written after the fact.”

Now, dearest Steampunk Reader: The AI has launched a tangle of not-particularly-well-put-together words. We’ll try to deflect them somewhere useful.


The Great Steam-Powered Chronicle: A Timeline of Steampunk’s Real-Life Roots, Events, TV, and Music

Steampunk is a genre that we create; it’s up to us whether it’s out there being invented, or just repeating itself in reruns. , K.W. Jeter gave it a name with Infernal Devices in 1987, and books like The Difference Engine by William Gibson and Bruce Sterling… actually, why am I claiming to know anything about “The Difference Engine”? I love Bruce Sterling, but I’ve never finished a book that William Sterling has written or co-written, not even “Cyberpunk” itself.

The machine was saying something about how steampunk’s soul pulses through real-life influences—Victorian inventors, industrial marvels, and dreamers who dared to push steam beyond its limits. It’s in the events where fans don goggles and corsets, the TV shows that beam brass gadgets into our homes, and the music that makes us tap our boots to a steam-driven beat…

…okay, let’s pause our Steampunk expedition. Fellow children of the (18 or 19)90s, remember that one annoying kid on the ‘Zine or at the Drones who really, really thought he could write an excellent piece, but really, really couldn’t? The AI is trying to make everyone who missed those good old days…not even vaguely nostalgic for them. That stuff was even worse.

Anyway. Let’s chart this beast’s history not as a straight line but as a sprawling, hissing timeline of real-world collisions, with a hefty dose of TV, music, and just enough bookish nods to keep the literary ghosts happy.

Pre-Steampunk Sparks: Real-Life Influences Before the Name (1800s–1960s)

Steampunk didn’t spring from nowhere—it’s got roots tangled in the 19th century’s steam-soaked reality. Picture Charles Babbage in the 1820s, hunched over his Analytical Engine, a steam-powered proto-computer that never got built but screamed “what if?” His collaborator, Ada Lovelace, scribbled the first algorithm, dreaming of machines that could think—steampunk’s mad inventor trope starts here, in the flesh. Then there’s Isambard Kingdom Brunel, the cigar-chomping titan of Victorian engineering, launching the Great Eastern steamship in 1858, a floating city of iron and rivets that could’ve starred in a Verne novel. These real folks fueled steampunk’s obsession with gears and grandeur.

Jump to 1860s London: the Underground’s first steam-powered trains rumble beneath the streets, a gritty marvel of tunnels and smoke. Pneumatic tubes zip messages across cities—Victorian email, basically—while inventors like John Fowler test steam tractors that plow fields like mechanical beasts. Across the Atlantic, the American Civil War (1861–1865) sees ironclads like the Monitor slug it out, steam-driven warships that echo steampunk’s martial aesthetic. And don’t forget Nikola Tesla’s early years (born 1856)—he’d later electrify the world, but his Victorian roots tie him to steampunk’s fascination with eccentric genius.

Television flickers into this prehistory with The Wild Wild West (1965–1969), a CBS gem where secret agents Jim West and Artemus Gordon roam a steampunk-ish frontier in a tricked-out steam train, wielding gadgets like sleeve guns and explosive cigars. It’s not “pure” steampunk—electricity sneaks in—but its anachronistic tech and Victorian flair plant a seed. Music’s quieter here, but ragtime’s syncopated bounce, born in the 1890s, hints at the playful rhythms steampunk would later claim.

1970s–1980s: The Term Ignites, Events Emerge, TV Dreams Big

Steampunk gets its name in 1987 when K.W. Jeter, riffing on cyberpunk, dubs his retro-tech tales “steampunk” in a letter to Locus magazine. His Infernal Devices—with its clockwork chaos and Victorian oddballs—sets the tone, but the real world’s already simmering. The 1970s see Renaissance fairs boom, inspiring steampunk’s love of costumery, while sci-fi cons like Worldcon (ongoing since 1939) start hosting panels on alternate history—think Michael Moorcock’s The Warlord of the Air (1971), a proto-steampunk novel of airships and empires.

TV keeps pace: Future Boy Conan (1978), Hayao Miyazaki’s anime masterpiece, airs in Japan, blending post-apocalyptic steam tech with Victorian vibes—airships, automatons, the works. It’s a global influence, showing steampunk’s reach beyond the West. In the UK, Doctor Who dips into steampunk territory with episodes like “The Talons of Weng-Chiang” (1977), where Victorian London meets gaslit mystery and mechanical menace.

Events take shape as fans tinker in basements, modding typewriters with gears. Music stirs too—bands like The Clash (formed 1976) don’t play steampunk, but their punk ethos of DIY rebellion seeps into the subculture’s DNA. Real-life influence? The 1980s DIY boom—think Popular Mechanics inspiring homebrew inventors—mirrors steampunk’s maker spirit.

1990s: Conventions Crank Up, TV Goes Cinematic, Music Gears Up

The 1990s are steampunk’s adolescence—raw, experimental, and bursting with energy. The Difference Engine (1990) by Gibson and Sterling imagines a world where Babbage’s machines rule, but the real action’s off the page. The first big steampunk event isn’t formal yet—think underground meetups at sci-fi cons—but the subculture’s coalescing. In 1994, SalonCon’s precursor vibes emerge as neo-Victorian enthusiasts gather informally, swapping goggles and tales.

TV gets bold: The Adventures of Brisco County, Jr. (1993–1994) mixes Westerns with steampunk flair—rockets, airships, and Bruce Campbell’s swagger. The Secret Adventures of Jules Verne (2000, technically late ’90s in spirit) reimagines the author’s world with steam-powered submarines and time machines. Both shows lean on real history—Verne’s own 19th-century tech dreams, like the Nautilus from Twenty Thousand Leagues Under the Sea (1870), fuel the fire.

Music revs up with Abney Park, formed in 1997, blending industrial beats with Victorian sea-shanty vibes—think “Airship Pirate,” a steampunk anthem. Real-life influence? The 1990s steampunk zine scene (Steampunk Magazine starts later, but DIY pubs thrive), plus Burning Man’s debut (1986, growing through the ’90s), where desert art rigs echo steampunk’s wild contraptions.

2000s: Events Explode, TV Goes Mainstream, Music Finds Its Voice

Now steampunk’s a juggernaut. SalonCon launches in 2006, a three-year run of corsets, tea duels, and Voltaire’s gothic-steampunk crooning—think “When You’re Evil” with a brass twist. The Steampunk World’s Fair (2010–2018) in New Jersey scales it up—thousands flock to airship parades, maker tents, and Steam Powered Giraffe’s robotic harmonies (“Honeybee” could melt a gearheart). These events aren’t just literary fandom—they’re living steampunk, rooted in real DIY culture and Victorian nostalgia.

TV hits big: Firefly (2002) isn’t pure steampunk, but its frontier-meets-tech vibe inspires crossover fans. Warehouse 13 (2009–2014) dives deeper, with steampunk artifacts—Tesla guns, Babbage-inspired computers—grounded in real inventors’ legacies. Japan’s Steamboy (2004), an anime film, dazzles with its Industrial Revolution chaos, echoing Brunel’s mega-projects.

Music explodes: Professor Elemental debuts “Cup of Brown Joy” (2008), chap-hop’s steampunk crown jewel—tea, tweed, and beats. Voltaire’s “Beast of Pirate’s Bay” (2008) adds pirate-steampunk swagger. Steam Powered Giraffe, formed 2008, brings vaudeville robotics to the stage. Real-life tie-in? The 2000s maker movement—Etsy’s steampunk crafts boom (2005 onward)—shows the subculture’s hands-on heart.

2010s: Peak and Pivot—Events Wane, TV Diversifies, Music Matures

The 2010s are steampunk’s golden age—and its reckoning. The Steampunk World’s Fair peaks, but financial woes kill it by 2018. Smaller cons like Wild Wild West Con (2012–present) in Tucson keep the flame, blending steampunk with cowboy grit—think steam trains of the American West, like the transcontinental railroad (completed 1869). Real-world echo? The 2010s cosplay surge, fueled by Comic-Con’s growth, amplifies steampunk’s visual punch.

TV gets eclectic: Penny Dreadful (2014–2016) mixes gothic horror with steampunk tech—think Frankenstein’s lab on steroids, rooted in Shelley’s 1818 novel. The Legend of Korra (2012–2014) crafts a steampunk metropolis with zeppelins and mecha, inspired by 1920s Shanghai but steeped in Victorian echoes. Carnival Row (2019) blends fae with steam-age grit, nodding to industrial London’s underbelly.

Music refines its craft: Abney Park’s Aether Shanties (2010) doubles down on airship vibes, while Professor Elemental’s “Fighting Trousers” (2010) keeps the humor sharp. Steam Powered Giraffe’s The 2¢ Show (2012) polishes their act. Real influence? The 2010s vinyl revival—analog love fits steampunk’s retro soul.

2020s: Future Gears—Events Adapt, TV Goes Silent, Music Persists

As of March 4, 2025, 2:15 AM EST, steampunk’s evolving. COVID gutted big events, but virtual cons (Steampunk November went online 2020) and hybrid fairs keep it alive. TV’s quieter—His Dark Materials (2019–2022) flirts with steampunk via airships and Pullman’s books, but no new heavyweights emerge. Music holds steady: Professor Elemental’s “Nemesis” (2021) proves chap-hop’s staying power, while indie acts on Bandcamp churn out steampunk folk.

Real-life roots? The 2020s climate crisis sparks eco-steampunk—think solar-steam hybrids, inspired by Victorian solar experiments (like Augustin Mouchot’s 1860s solar engines). Books like Cherie Priest’s Boneshaker (2009) still inspire, but the subculture’s driven by makers, not scribes.

Wild Tangents: Atlantis, Aliens, and Slack

Steampunk’s real-world timeline gets weird when you toss in Atlantis and Egypt. Imagine Victorian archaeologists unearthing steam-powered Atlantean relics—Erich von Däniken’s Chariots of the Gods? (1968) claims aliens built the pyramids; why not steam aliens? Ma’at, Egypt’s goddess of order, could oversee a cosmic steamworks, balancing chaos with precision—steampunk’s ethos incarnate. J.R. “Bob” Dobbs and the Church of the SubGenius (1970s) add Slack, the art of effortless triumph—picture a steampunk guru selling “Slack-o-Trons” at a fair, laughing at the grind.


Jeff Mach: Guest of Oddness – Wonderplace Alpha

Recent photograph of Jeff Mach

Sure, Jeff Mach could have written his own biography, but that would have been even more egotistical than having AI do it.

The AI did not agree.

In the Jesting Shade of H.P. Lovecraft, March 2, 2025

Let it be known, ye trembling mortals, that Jeff Mach, in a fit of self-doubt too comical to bear, hath summoned an artificial scribe to pen this account, fearing his own quill might puff him up like some overstuffed peacock of Providence. Thus, through machinations both mechanical and mildly embarrassing, this narrative emerges—of Jeff Mach, scribbler of oddities, hapless herder of weird gatherings, and guest at his own Wonderplace Alpha.

(“Hapless”, machine?)

Jeff Mach’s Not Terribly Exciting Villain Origin Story

In the quaint, slightly damp sprawl of Teaneck, New Jersey, some fifty-odd years past, Jeff Mach blinked into being. Teaneck High, that bastion of chalk dust and awkward adolescence, welcomed him with open arms and dodgeballs aimed poorly. There, one Ron Cardell, a gym teacher with a flair for the dramatic (and possibly a fabricated Olympic ribbon or two), muttered cryptic encouragements that stuck like gum to Jeff’s shoe. Off he shambled to Rutgers, a university of middling repute, where he doodled in notebooks while professors prattled—less a scholar, more a dreamer who misplaced his map.

(I really hate this thing. I’m using Grok 3, by the way. In case you want to send it some hate mail.)

For four decades, Jeff Mach hath scribbled—a compulsion he blames on too much coffee-flavored absinthe and not enough sense. His tome There and NEVER, EVER BACK AGAIN: Diary of a Dark Lord clambered onto Amazon’s bestseller lists, a lark where a Dark Lord teaches a baffled hero the finer points of Elvish snobbery and Orcish interior design.

(That is a completely inaccurate, yet excellent, description of my book. I am frustrated at how much better that would sell than what I actually wrote.)

Then came I HATE Your Prophecy, a Villainpunk giggle at destiny’s expense; Villains, Villainy & Villainpunk, a snack-sized bundle of monster mishaps; and A Big Bad Wolf’s VILLAINLY Alphabet, a cheeky primer for tots and grumps alike. Thirty years of plays, song cycles, and tales have spilled from him—not cosmic horrors, mind you, but the sort of yarns that make you wonder if he’s laughing at you or with you.

His muses? A ragtag crew—Gaiman’s gloomy whimsy, Pratchett’s sly jabs, Adams’ galactic guffaws, Le Guin’s quiet profundity, Pinkwater’s off-kilter charm. Jeff starts with a pen, scratching like a Victorian ghost, then fumbles it into a computer—proof he’s half-genius, half-klutz. He’s fond of villains not because they’re grand, but because they’re more likely to trip over their own capes and keep going.

Jeff Mach: Event Promoter Or Space Alien?

But Jeff Mach couldn’t stop at pages—he had to meddle in the real world too. For years, he’s thrown events like a man tossing glitter into a hurricane. Absinthe Heroes, the first Steampunk Rock Opera, stumbled forth—gears clanking, guitars twanging, absinthe sloshing like a bad idea at a good party. Then a parade of oddities: Steampunk World’s Fair, Wicked Winter Renaissance Faire, Geeky Kink Event, International Steampunk City, Midsummer Magick Faire, Anachronism NYC, Halloween in December—all playgrounds for the quirky and mildly unhinged. Now pushing some vague 50-something milestone, he’s got bruises, fan letters, and a few folks who’d rather egg his house than cheer. Evil Expo, his Villainpunk jamboree, lurches on yearly—because why quit a good stumble?

Music’s another mess he’s made—thirty years of it, from off-key beginnings to something resembling tunes. Beneath, a 2017 musical, pits humans against monsters in a love-hate ditty that’s more awkward hug than epic clash. Jeff’s no maestro; he’s a tinkerer with a songbook, always plotting—words, notes, spectacles—like a kid who never learned to sit still.

Wonderplace Alpha: A Delightful Disaster

And now looms Wonderplace Alpha—peek at www.projectwonderplace.com if you dare, though it’s less a plan, more a fever dream Jeff tripped into. Imagine steampunk airships bobbing over a lake (probably leaking), witch-dancers twirling with more enthusiasm than rhythm, and tumblers from who-knows-where doing flips that defy physics and good taste. It’s not a fair or a con—it’s a cosmic hiccup where time trips over itself and genres get tipsy. Jeff calls it Alpha because it’s the first go, a spark that might light a fire or just singe his eyebrows off—but it’ll be a hoot either way.

(I know I should be editing this disaster of a text implosion, but it IS the AI’s website, after all.)

As guest, Jeff Mach dons the title Maestro of Mayhem—some joker stuck it on him, and he didn’t duck fast enough. He’ll be there, at [insert date if he’s picked one], hauling his books for readings—maybe a Dark Lord’s rant if he’s feeling spry—toting a crew of writers, performers, and cheerful troublemakers. He might croak out a song if the mood’s silly enough. His goal? Stir the pot, toss a match, and hope no one notices he’s making it up as he goes. It’s all brass, velvet, and a wink at the ordinary—a party only Jeff Mach would throw.

The Oddity That Is Jeff Mach

What manner of fool is Jeff Mach? He’s the sort who’d write a villain’s ditty over a hero’s hymn—not out of arrogance, but because villains spill better punchlines. He loves the quirky—short sci-fi romps, dark chuckles, dystopias where the baddies win or at least host better shindigs. He builds hideouts for the oddballs, lurking in Hackensack like a hermit with too many books. Darth Vader’s neat, absinthe’s a giggle, and “normal” sounds like a bad prank he’d rather skip.

Wonderplace Alpha’s his latest tumble into the weird and wonderful. He’s hawking tickets—grab one, drag a buddy, join the fray—because he’s too stubborn (or daft) to flop quietly. Thirty years scribbling, decades tripping over events, and Jeff Mach keeps at it—pen waving, grin crooked. He’s no lofty prophet; he’s a goof with a knack for making shadows dance.

Step up to Wonderplace Alpha, ye curious souls. Bring your own quirks—Jeff’s got plenty, but he’s generous like that.

—In the Playful Echo of H.P. Lovecraft


“Blueprints of the Beyond: Crafting Tomorrow’s Worlds in Sci-Fi and Fantasy Architecture” – Wonderplace Alpha

Where will architecture go?

“One of the great beauties of architecture is that each time, it is like life starting all over again.”
– Renzo Piano


This panel explores how science fiction and fantasy architecture ignites inspiration, challenges design norms, and hints at the future of built environments. From towering spires of mythical realms to sprawling interstellar cities, we’ll dissect iconic examples, debate their real-world potential, and imagine how they could shape tomorrow’s landscapes. Artists, creatives, and architecture students will leave with fresh ideas to bridge the fantastical and the feasible.


Suggested Panelists

(As before, for reference):

  1. A Concept Artist (sci-fi visuals).
  2. A Fantasy Illustrator/Writer (mythical vibes).
  3. An Architecture Student/Young Architect (technical grounding).
  4. A Creative Futurist/Designer (innovative edge).

Panel Structure (60-75 minutes)

1. Opening Hook (5-10 minutes)

  • Moderator Prompt: “Picture yourself strolling through a gleaming orbital habitat, a castle carved from living stone, or a city that floats on clouds. What makes these spaces unforgettable—and could they exist?”
  • Each panelist shares (1-2 minutes): Their favorite fictional architecture and what draws them to it.
  • Audience poll: “Which fictional setting would you call home—sci-fi metropolis or fantasy kingdom?”

2. Core Discussion Segments (40-50 minutes)

Three thematic blocks with full question sets:

A. Inspiration from Fiction (15 minutes)

  • Questions:
    • How do sci-fi and fantasy architecture (e.g., Coruscant’s endless skyline or the labyrinthine halls of Gormenghast) reflect the values, dreams, or fears of their worlds?
    • What artistic techniques—like scale, color, or texture—bring these structures to life in a way that feels believable, even if impossible?
    • How might these designs influence real-world trends, like minimalist sci-fi aesthetics or organic fantasy forms?
    • For artists: How do you decide what details to exaggerate or simplify to sell the illusion?

B. Feasibility and Challenges (15 minutes)

  • Questions:
    • Could we engineer a sci-fi icon like the Halo ring or a fantasy marvel like Erebor’s mountain halls with today’s tech—or tomorrow’s (e.g., graphene, robotics)?
    • What practical hurdles—gravity, weather, resources—would architects face adapting these visions to reality?
    • How do you make a fantastical structure functional without losing its magic? (e.g., plumbing in Hogwarts, power grids in a cyberpunk city.)
    • For students: What current architectural experiments (e.g., underwater hotels, lunar bases) echo these fictional leaps?

C. The Future of Design (15 minutes)

  • Questions:
    • How might sci-fi megastructures (e.g., arcologies) or fantasy eco-cities (e.g., Lothlórien) address real challenges like overpopulation or climate change?
    • What role could emerging tools—AI generative design, holographic modeling, or bioengineered materials—play in turning fiction into fact?
    • How can collaboration between artists and architects spark bolder, more human-centric designs?
    • Wildcard: If you could pitch one fictional structure to build in the next decade, what would it be and why?

3. Audience Q&A (10-15 minutes)

  • Sample Audience Questions to Encourage:
    • “How would you design a home for a non-human species, like a mermaid or a sentient AI?”
    • “What’s the most impractical fictional building you love—and how could we make it work?”
    • “How do you balance beauty and utility in a futuristic or fantastical design?”
  • Moderator Curveball: “If you had one sci-fi gadget or magical artifact to revolutionize architecture, what would you pick?”

4. Closing (5 minutes)

  • Each panelist shares one bold takeaway or creative challenge for the audience (e.g., “Sketch a building that defies gravity this week!”).
  • Final note: “The future isn’t just built—it’s dreamed. Let’s make the impossible real.”

Engagement Tips

  • Visuals: Slides with eye-popping examples—think the crystalline elegance of Krypton (Superman), the chaotic sprawl of Ankh-Morpork (Discworld), or the sleek minimalism of Her’s LA.
  • Interactive Twist: Mid-panel, give the audience 30 seconds to doodle a hybrid sci-fi/fantasy structure—share a couple with the room.
  • Tone: Playful yet sharp—let panelists bounce ideas and even disagree (e.g., “Floating cities are cool but impractical!” vs. “No, we just need better helium tech!”).

Endless RPG


Endless RPG 2.0: The Random Map Generator for Dungeons & Dragons and Pathfinder

Welcome to the Dungeon Mash of Wonderplace Alpha!

Dive into the depths of adventure with Endless RPG 2.0 at Wonderplace Alpha, where every turn brings a new mystery, every door leads to another challenge, and each session is uniquely crafted by the roll of the dice.

What is Endless RPG 2.0?

Endless RPG 2.0 is not just a game; it’s an experience generator for Dungeons & Dragons 5e and Pathfinder 1e. Here’s what it brings to your tabletop:

  • Random Map Generation: Explore randomly created dungeons, caves, ruins, and more, each with its own set of encounters, traps, and treasures.
  • Fog-of-War Exploration: Navigate through your adventure with a reveal-as-you-go map system, perfect for solo play or groups without a dungeon master.
  • Customizable Adventures: Choose your map themes from 40 unique combinations to set the stage for your adventure, whether it be a mystic tower or an unholy crypt.
  • Combat Management: Utilize Quick Battle and Battle Map modes for tactical combat scenarios, keeping track of initiative and hit points seamlessly.
  • Solo or Group Play: Designed for solo adventurers or small groups, Endless RPG 2.0 supports up to 8 characters, making it versatile for any party size.

At Wonderplace Alpha

Join us at Wonderplace Alpha for an unparalleled gaming session where:

  • Your Adventure Awaits: Each game session with Endless RPG 2.0 is a new saga, tailored by the whims of fate and the turn of a card.
  • Community and Creativity: Engage with fellow gamers, share stories, and dive into the collective creativity that this tool fosters. Whether you’re a seasoned dungeon master or a player looking for a new challenge, Endless RPG 2.0 is your gateway to endless possibilities.
  • No Dungeon Master? No Problem: Play without the need for a dedicated DM, or let it assist in your world-building as a DM tool.

Why Endless RPG 2.0 at Wonderplace Alpha?

  • Innovation in Gameplay: Experience the thrill of unpredictability with procedurally generated content that keeps each session fresh and engaging.
  • Community Events: Participate in unique events tailored to showcase the versatility of Endless RPG 2.0, from treasure hunts to epic battles.
  • Learning and Mastering: Whether you’re new to TTRPGs or looking to add another tool to your gaming arsenal, our sessions at Wonderplace Alpha are designed to enhance your skills and enjoyment.

Ready for the adventure of a lifetime?

Prepare to embark on journeys through unknown lands, battle mythical creatures, and uncover treasures untold, all with the magic of Endless RPG 2.0. Join us at Wonderplace Alpha and let the dungeon mash begin!

Find out more about Endless RPG 2.0 on Steam
Join the community discussions

Endless RPG 2.0: The Random Map Generator for D&D 5e and Pathfinder 1e

Steampunk Queen Victoria (Yes, Really) (Well, She’s Probably An Actress) (Or A Mimic) – Wonderplace Alpha

Welcome to the clanking, whirring heart* of Project Wonderplace, where Her Mechanical Majesty, Queen Victoria Rex Machina, reigns supreme over a realm of steam and splendor! No mere monarch of history, this Steampunk sovereign has traded her staid coronation robes for a brass-bound corset and a skirt bustling with pistons that hum with every regal step.

(Note: Our actual Queen Victoria is a splendiferous woman, but that is definitely our intern playing with our AI again.)

We have a grand Steampunk Queen Victoria! She’s new to the genre, and thus doesn’t have a lot to say about herself. But we’re really, really excited.

Okay, here’s the AI again:

Born anew in a workshop of wonders, she ascended not just a throne but a towering contraption of polished oak and iron, its arms festooned with gauges that tick like the heartbeat of an empire. Her crown, a marvel of interlocking gears and filigreed copper, spins gently atop her head, powered by a hidden steam coil that trails a faint, fragrant mist of lavender and coal dust.

Once the Empress of a globe-spanning dominion, Victoria now commands a fleet of airships that crisscross the skies, their hulls emblazoned with the Union Jack reimagined in rivets and gold leaf. Her gloved hands, stained with ink and oil, wield a scepter that doubles as a sonic disruptor—perfect for silencing unruly inventors or summoning her loyal court of clockwork corgis, their brass tails wagging in perfect syncopation. Her wardrobe is a symphony of Victorian elegance and mechanical mischief: a velvet bodice laced with glowing filaments, a parasol that unfurls into a shield of spinning blades, and a monocle that projects holographic maps of her fantastical realm.

Widowed not by fate but by a grand experiment gone awry, she mourns her beloved Prince Albert—now immortalized as a sentient automaton who advises her from a crystal-encased cabinet. Yet her spirit remains unbroken, her gaze sharp as a freshly forged blade. She delights in the clatter of workshops, the hiss of steam vents, and the chatter of her subjects—be they human, machine, or a curious hybrid of both. At Project Wonderplace, she hosts grand galas where tea is brewed in copper samovars and dances are powered by crank-wound orchestras. Her Golden Jubilee, celebrated with a cascade of glittering cogs and a flotilla of miniature zeppelins, marks not just her reign but the dawn of an age where history and imagination collide.

With a twinkle in her eye and a wrench tucked into her garter, Queen Victoria Rex Machina invites you to marvel at her world—a steampunk tapestry of pomp, peril, and possibility. Whether she’s tweaking the dials of a time-bending chronometer or leading a parade of steam-powered elephants through the streets, she embodies the spirit of invention and the grandeur of a bygone era, re forged for a future that never was. Bow, tinker, or simply gaze in awe—Her Majesty awaits!

* One of our two, of course.

Oddities, Oddities, Oddities

Step into the Oddities segment at Wonderplace Alpha, and prepare to be whisked into a world where the peculiar reigns supreme. Nestled within our steampunk-inspired festival on the historic shores of Lake George, New York, this isn’t just a sideshow—it’s a celebration of the bizarre, the beautiful, and the downright bewildering. We’ve scoured the globe to bring you a jaw-dropping collection of curiosities, paired with passionate vendors and expert storytellers who live for the unusual. No crafting required—just pure, unfiltered oddity, ready to ignite your imagination and leave you with tales to tell. Here’s what awaits you in the Oddities Quarter, right here at Wonderplace Alpha.

A Treasury of the Unusual: The Oddities Showcase

Within the Wasteland tent, you’ll find a collection and assortment of Oddities and Oddities vendors!

Trivia Tidbit: Did you know Lake George was once a hub for steamboat traffic in the 1800s, with over 200 vessels crisscrossing its waters? Some say relics from those days—like barnacle-crusted compasses or eerie shipwreck fragments—still wash ashore, adding a local twist to our showcase. Wander through, soak in the stories behind each piece, and let your mind wander to the edges of possibility.

Fun Note: Victorian “cabinets of curiosities” often mixed real artifacts with clever fakes to wow visitors—our vendors keep that spirit alive, blending authenticity with a dash of wonderplace whimsy.

Voices of the Strange: Guest Experts Take the Stage

What’s an oddity without its backstory? At the Odditorium Tent within Wonderplace Alpha, we’re hosting guest experts—historians, collectors, and scholars of the weird—to unravel the mysteries behind our showcased treasures. These aren’t scripted performances; they’re live talks by real authorities who’ve spent years chasing the unusual. Expect sessions like:

  • A taxidermy historian exploring how Victorian preservation techniques paved the way for today’s steampunk hybrids, complete with a rare specimen on display.
  • A maritime relic hunter diving into Lake George’s steamboat past, sharing artifacts that might just hum with the energy of lost voyages.
  • A timepiece specialist demonstrating clocks that defy logic—like one that chimes only when it feels like it—tying them to steampunk’s love of the mechanical.

These talks are free with your festival pass, held right in the Oddities Quarter. Bring your curiosity, because our experts thrive on questions—and you might leave with a new fascination.

Trivia Tidbit: The term “steampunk” was coined in the 1980s, but its roots trace back to Victorian science fiction like Jules Verne’s tales—perfect fuel for our oddity-loving crowd!

The Oddities Exchange: A Festival-First Experience

Here’s where the magic happens: the Oddities Exchange, a one-of-a-kind event blending our showcased relics, vendor finds, and expert insights into a can’t-miss spectacle. Picture this in the Oddities Quarter: vendors and collectors unveil their strangest items—a jarred sea creature, a gear-encrusted bone—while experts spin tales about their origins, real or delightfully invented. Then, you get in on the action. Bid with “Moonshine Tokens” (earned through festival fun or bought at the gate) or trade your own small oddity—a quirky trinket, a scribbled riddle—to claim a piece of the weirdness.

It’s a mix of auction, storytelling, and pure Wonderplace Alpha chaos—a chance to snag a memento while soaking in the ruckus-raising spirit of our steampunk roots. Don’t miss it; it’s a festival first you’ll be talking about long after the gears stop turning.

Fun Note: In the 1800s, traveling “oddity shows” often featured “mermaid skeletons” made from monkey bones and fish tails—our Exchange keeps that playful spirit alive, minus the monkey business!

Why You Can’t Miss This

The Oddities Segment at Wonderplace Alpha is your ticket to a world where steampunk meets the surreal, right in the heart of our festival. We’ve brought together rare artifacts, passionate vendors, and brilliant minds to create a program that’s all about the wonder of what’s already out there—no assembly required. Whether you’re snapping a photo with a mechanical marvel, snagging a relic from a vendor, or listening to an expert unravel a mystery, you’ll find something to spark your imagination. It’s weird, it’s wonderful, and it’s all included with your Wonderplace Alpha pass (just bring extra for those vendor treasures!).

Head to the Oddities Quarter, nestled near Lake George’s shoreline, and lose yourself in the peculiar. At Wonderplace Alpha, the odd isn’t just welcome—it’s home. See you there, curious traveler!

Adirondack Crystalry

Adirondack Crystalry

Adirondack Crystalry brings you an enchanting collection of handmade jewelry and sun catchers, each piece thoughtfully crafted with natural crystals sourced from around the globe. Our creations blend the raw beauty of the earth with a touch of mysticism, featuring shimmering stones and unique designs that capture light and energy. From elegant necklaces and earrings to radiant sun catchers that dance with rainbows, we offer treasures for both adornment and inspiration. Infused with intention and artistry, our mystical items invite you to connect with nature’s wonders and elevate your everyday with timeless, handcrafted beauty.

The Steampunk, Dieselpunk, and Assorted Brilliance of “This That Illuminations”

This That Illumination

WHO WE ARE

Add some imagination to your decor

At This That Illuminations, we believe that your home should reflect your personal style. Each corner of your life should be eye-catching and unique, just like you. This That Illuminations is a well-established Lamp Store, dedicated to helping customers discover their design personality. Browse through our wide selection today to find just what you have been searching for. It is best to contact us directly, we can give you information about height and weight or let you know if it was snatched up by someone else!