Friday, October 29, 2021

Talislanta in the Dying Earth RPG

Still cogitating on Talislanta in Pelgrane Press' Dying Earth rpg, I tried out character creation of a character from the Chronicles of Talislanta: Crystabal, the Cymrillian/Saristan self-styled "rogue magician." Here's what I came up with:

Abilities:
Persuade (Charming) 10
Rebuff (Wary) 8
Attack (Finesse) 9
Defense (Parry) 9
Health 8
Magic (Curious) 9

Appraisal 2, Athletics 3, Etiquette 2, Gambling 3, Perception 4, Pedantry 2, Riding 2, Seduction 2, Stealth 3, Wherewithal 2 
Wealth 2
Resistances: Avarice 2, Indolence 5, Gourmandism 4, Pettifoggery *[infinite]

Possessions: High-collared cloak, breeches and tunic; dyed leather boots; leather-bound spell book; rapier; pouch; shoulder bag; 2 magical trinkets; equs steed; 50 gold lumens worth in assorted coinage.

I had had the thought of just using the archetypes from 4e as the scale of abilities is pretty close to that of Dying Earth. Unfortunately, it isn't close enough--and Dying Earth's scale doesn't seem to be consistent across abilities, at least as far as I can determine looking at NPCs. This means a lot more just re-creating the archetypes, which isn't hard given the relative simplicity of the systems, but more work than I was hoping for. Of course, one could just ditch adaptation and interpret the Talislanta setting alone in the Dying Earth game, but I worry that would lose much of the flavor the archetypes provide (and make chargen take longer).

Another issue is spells. In Talislanta 1st-3rd editions, basic spells are rare broad and generically named, but advanced spells are more specific and have Vancian names. In DE, all spells are specific and have Vancian names. I'm inclined to just use DE spells, renaming some of them eponyms with the names of famous Talislantan mages, using the Tal advanced spells as a model.

Thursday, October 28, 2021

Encounter with the Cyan Sorceress


Our Land of Azurth 5e game continued on September 16 and again last Sunday. The party passed through the door opened by the sleep walkers and into an older structure. Just beyond the door, they encountered an animal like a great cat with a ball of energy for a head. The party fought with it, and though it had some unusual powers, put it down reasonably quickly.

They moved into a larger passage where a humming sound presaged the passing of something at high speed. During the rest of the time in this central tunnel the thing periodically passed at unpredictable intervals. They had to be careful and stay out of its way.

Crossing the dangerous "highway" they came into a room full of strange, junk machinery--and another (or perhaps the same) energy-headed cat. They fought it again, and realized finally it would stay did until they shocked it with lightning. 

More weird rooms followed that one. There were several with sarcophagi where beings seemed to be in various states of growth around old bones. Dagmar touched the semi-solid green stuff in a vat and got sucked in and would have drowned, had they not pulled themselves out. A strange, cybernetic undead attacked them, but they stopped it with the first of the trinkets they had managed to figure out how to use.



Eventually they came to a room where some of the hapless, captured townsfolk were being turned into more such creatures. When they moved to free them, the Cyan Sorceress appeared. She revealed that she was one of the Chromic Witches, in the same coven as the Magenta Mage they met back on the Candy Isle. The Sorceress's speech seemed halting, and occasionally she was confused, suggesting to the party she was being controlled by someone. She also mentioned a book as being important which Waylon guessed (rightly) was the Wondrous Wizard of Azurth. The group tried to apprehend her, but she teleported away.

Wednesday, October 27, 2021

Wednesday Comics: DC, January 1981 (wk 2, pt 2)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around October 23, 1980. 


Legion of Super-Heroes #271: continues the story of the last two issues. Light Lass learns the secret of the Dark Man, who is clone made from part of Tharok's irradiated brain (and apparently all evil). The various Legionnaires manage to escape from their confinement and make common cause with the Fatal Five who have decided the Dark Man doesn't have their best interests at heart. Blok (late of the Super-Assassins) gets to prove his worth to the Legion, but it all comes down to Tharok versus the Dark Man, which appears to lead to mutual annihilation.  Conway's and Janes' story is inferior in craft to the sort of stuff going on over in the X-Men at this time (and probably Teen Titans) but it's a solid story that only suffers for perhaps being a little drawn out.


Mystery in Space #115: None of these stories are particularly interesting except for some of the artists brought to bear. "Certified Safe" has got Bolland drawing Drake's story of a hotshot, space opera general whose overconfidence is his undoing when he's killed by a weird organism on a routine scout mission. Still, his political opponents meet the same fate. Denys Cowan is artist for a humorous tale by Allikas which has contestants vying to be delegates to a convention on Planet Rxaxx, only to discover it's our viruses they consider kindred intellects, not humans. La Rocque and Sech collaborate on a space opera yarn where a couple both sacrifice themselves thinking the other can then get to earth and warn of an alien invasion. This causes the aliens to change their plans of conquest because of the human power of love. 

The other two stories have artists from an older generation. Barr and Tuska give us a story of a spacefaring Noah contending with a AI gone mad. In "The Planet of Loathing" by Utley and Ditko, aliens contact one human to offer to help earth enter a new Golden Age only to be rebuffed. They unknowingly contacted a hardened criminal on deathrow.



New Adventures of Superboy #13: This is not usually one of my favorite titles in the DC catalog and this story isn't anything special--but the ending had a twist I wasn't expecting. This sort of continues from last issues story, with Clark acting extra cowardly to convince everyone he isn't a hero, which makes Clark seem really masochistic, but okay. On a plane ride to Coast City, he meets a young man named Harold who impresses Clark by seeming without fear no matter what happens. He and Clark become friends and later on the beach, he helps Clark out against some bullies. Clark as Superboy soon  soon returns the favor when Harold gets in over his head with some criminals. At the end of the story, we find out Harold's (or Hal's) last name is Jordan, and he will one day become Green Lantern. Well played, Bates and Schaffenberger! Other interesting continuity tidbits: comments regarding the distance from Smallville to Coast City puts Smallville in the Eastern Time zone and suggests it must not be too far from the coast, so it isn't in Kansas at this point. The story also mentions the Beach Boys as if they are new, so it must be set in the early to mid-60s.


Sgt. Rock #348: The lead story by Kanigher, Ayers and Randall has Zack, former bazooka man for Easy, preparing to head home because he lost his left arm. Zack doesn't go home though, instead following Easy into battle, and helping Rock out one last time before leaving him in the hands of his replacements, Short and Long Round. Jan Duursema pencils the next story about the depravity of the Roman gladiatorial games under Nero. Kanigher seems to like these historical asides. "Runaway" has really amateurish looking, apparently early, art by Ron Randall. It's a nasty tale of deserting British soldiers in World War I who disguise themselves with cowhides and escape the Germans only to die in a grisly mishap in an abattoir. The last story is a "Men of Easy" feature focusing on 4-Eyes and what happens the day he breaks his glasses. Spoilers: he still makes the shot.


Super Friends #40: Bridwell and Fradon introduce the Monocle, who has the power to fool any sense, and pretty much makes fools of the Super Friends until they lure him into a trap by pretending Wonder Woman is getting arrested for one of his crimes. Then the Wonder Twins take him down. The backup story is about Jack O' Lantern of the Global Guardians and features a leprechaun and a piece of the Blarney Stone for really concentrated Irishness.


Unexpected #206: The cover story is a Johnny Peril tale by Barr with appealing, sort of cartoony art by Sparling and Patterson. A robot appears to acting as a brutal vigilante. Johnny traces the robots to a factory and discovers the killer robot is the prototype for an assassin (and really more a vehicle or powered armor, but whatever). The creator, Dr. Haskell, powers the robot with a star-shaped talisman given him by a mysterious benefactors--who then apparently kill him for revealing their secret. More on this mysterious group is promised next issue.

Drake, Nicholas, and Demulder open the issue with a businessman wanting to wise up the liberal, vegetarian, animal-loving son of his old mentor. He drops him on an island with a gun where he believes he'll be forced to kill a rabid wolf and give up his beliefs. He returns to find the young man does now have a taste for meat--human meat! He's become a werewolf. "The Iron Beast" by Utley and Garcia is a bit like Bradbury's "There Will Come Soft Rains" except the machine looking for commands from humanity is a futuristic tank. 


Warlord #41: 
Read more about it here.  We also get more of a "Tale of Wizard World."

Monday, October 25, 2021

Seven Years in Azurth

 


We played the 7th anniversary game of our 5e campaign last night, having had the inaugural session in the Land of Azurth on October 19, 2014. It hasn't been as many sessions as the time might suggest; we only played once a month over much of that time, though the pandemic and a switch to telegaming led to an increased frequency. Still, it's the longest myself or any of my players have continued a game.

We've lost no characters to misadventure, and only one player has left the game over that time period: the teenage daughter of two of the other players who decided she had been things to do than game with middle-aged folks. 

I can't say my eye hasn't wandered to other games over that time. It has probably helped the longevity that we were able to squeeze in Star Trek Adventures in the pandemic, and I'm able to play some other games with another group. Still, I think the inertia of doing this game for so long actually helps carry it forward. It's much easier to quit something you haven't invested as much in.

I don't think we've plumbed the depths of the setting, yet. There's still a lot more the group could get up too.

Sunday, October 24, 2021

Vancian Talislanta


I've again been pondering running Talislanta in Pelgrane Press' Dying Earth rpg. Why this particular ruleset, which just happens to be based on the work of an author who was a big influence on Talislanta (particularly when there's another Dying Earth game on the way, after all)? Well, attempting to emulate its source material, it discourages combat and killing and encourages social interaction and trickery. While this isn't the only way to approach Talislanta, it is certainly a reasonable way to do it, and one supported by the example of the picaresque travels of Tamerlin through the land in The Chronicles of Talislanta.

Also, take a look at the key ingredients of a Dying Earth adventure the GM advice identifies:

  • Odd Customs
  • Crafty Swindles
  • Heated Protests and Presumptuous Claims
  • Casual Cruelty
  • Weird Magic
  • Strange Vistas
  • Ruined Wonders
  • Exotic Food
  • Foppish Apparel

I don't think all of those are essential for a good Talislanta adventure but Odd Customs, Weird Magic, Strange Vistas, and Ruined Wonders seem to me to be--and none of the others seems at all out of place.

The base level of the Dying Earth rpg is the "Cugel level" which seems to recreate the adventures of the knavish Cugel (hence the Crafty Swindles and Presumptuous Claims). The next level is that of Turjun (of Miir) and the earliest Dying Earth tales, which are a bit more standard Sword & Sorcery.  Turjun level protagonists are more competent and at least sometimes more moral, so the key adventure elements change somewhat:


Talislanta certainly leans "Turjun level" (with many an archetype based around combat), but I don't think it needs to abandon the swindles and verbal interplay of the Cugel level. My personal conception of Talislanta is that it would be best served by analogy to a Vance work that was written between the time of the early Dying Earth stories and the later ones (though Cugel's first appearance does predate it) and that's the planetary romance of the Planet of Adventure series. Tschai presents a sort of Turjun-level-esque hero, Adam Reith, in terms of competence--but he's less bloodthirsty than some other Turjun-level types--who is forced to deal with with verbose grifters at every turn and maneuver through oddball cultures.

Conceptual grounding aside, the ease of adaptation is always an issue with something like this. Completely remaking Talislanta in the Dying Earth system would daunting, even though Dying Earth is not terribly crunchy. I think though a complete adaptation might not be necessary; there may be a way to meld the sort of traditional Talislanta system with the DE mechanics, but I have only started thinking on this. Perhaps more on that in a later post.

Friday, October 22, 2021

Minaria: Muetar

 

Muetar is the largest kingdom of Minaria in land area and possessed of the largest army. Its rulers are the descendants of the Mueta horse lords who first harried the city-states of the Land of the Great Rivers, then were its foederates, until a chieftain general Oyaro (Old Meuta: Hoyaru), forced the Princes of Methluma to give him the title of Supreme General or Warlord. The word, as borrowed into the Muetarian tongue, eventually came to mean "emperor." Oyaro's line came to be the de facto rulers of the land in a military dictatorship that developed over generations into the current feudal state.


The Empire's current ruler is Herrott (Kheroth) of the Pirostar (Phiroshtar) Dynasty. sometimes called "Golden Helm" for brightly polished helmet he wears in battle. Herrott was the second son and given command of the elite guard of the Emperor, but ascended to the throne upon the death of his older brother in a riding accident. While his father's rule was occupied with internal struggles, Herrott turns his eyes toward expanding the empire, but he is cautious and not prone to rash action. He is an avid falconer as well as rider and pampers his prize animals.


Atata, his Empress, is descended form the old Oyarostar line. She has little taste for court gossip or petty intrigues and is judged as aloof and perhaps even severe by her ladies in waiting. Like all Muetarian elite she takes part in the rituals of the martial cult of Anshar (who has absorbed much of the folio and importance of the supreme god Taquamenau in the Muetarian ascendance), but supports a policy of religious tolerance in the Empire. She is an advocate for the poor and is said to use her influence to protect the more moderate clerics of Huisinga--this despite the peasant uprising blamed on radical members of the Sankari sect during the reign of Herrott's father, Maasa. 

Atata is also a patron of the arts and has even brought Ponian theater to the court of Muetar.

Thursday, October 21, 2021

Hearing the Owls Hoot in the Day Time

 


Owls Hoot in the Day Time & Other Omens was the title of the 2003 collection of Manly Wade Wellman's John the Balladeer/Silver John stories from Night Shade Books. I have long been a fine of these Appalachian-centered fantasy stories (they were an influence on Weird Adventures). Recently I bought the audiobook of this collection for a work trip. I probably have read these stories in nearly 20 years so it was fun to revisit them and the narrator is just right for the material.

Wednesday, October 20, 2021

Wednesday Comics: DC, January 1980 (wk 2, pt 1)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around October 23, 1980.



Action Comics #515: Wolfman's story here is an interesting alternate history of the sort the X-Men would do a lot in the 80s (in fact, X-Men #141, "Days of Future Past" is out this same week!). We see a world where Vandal Savage is the absolute ruler and Superman is his dedicated enforcer, completely convinced of Savage's beneficence, until undercover rebel agents Lois Lane and Perry White make him see the light. The issue ends with Superman vowing to make Savage pay. It's odd seeing the very Silver Age Curt Swan drawing this sort of "modern" story.

In the Atom backup by Rozakis and Saviuk, an agent of cosmic balance named Mallo (who is drawn so mundanely and specifically, I feel like he has to be a reference to someone but I don't know who) is worried that having an Earth-1 and Earth-2 Atom without the same powers will somehow cause a problematic imbalance. So he switches the Atoms' powers, and Ray Palmer has to go through the issue just being tough and not having shrinking powers. At the end of the issue, Mallo restores Palmer's usual powers and plugs the upcoming "Whatever Happened to the Earth-Two Atom?" feature. This story is logically flawed and a bit silly, but it didn't bore me, which is a win for a backup.



Brave & the Bold #170: Burkett and Aparo bring Batman together with Nemesis, probably to try to build interest in the character who's going to return to the backup feature after this. Nemesis and Batman get to the top of the organization that killed his friend and brainwashed his brother to do the killing. It turns out Head is a guy in an iron lung. Nemesis wants to kill him, but Batman convinces him not to. Still, a dying Nazi scientist does the the job. The story has a nice moment where Batman is examining with professional admiration the quality of one of the masks Nemesis uses as a disguise.


Detective Comics #498: The Conway and Newton/Adkins main story starts out a little confusingly as it is a direct sequel to story from 1979, but they don't tell you that until a few pages in. After his last encounter with Batman, Blockbuster falls into the ocean and is presumed dead.  After washing up on a beach, he walks to Bleak Rock, West Virginia, for some reason where he gets involved in the struggle of miners against a corrupt union boss. Batman has been looking for Blockbuster to show up (perhaps a bit guilty over his death) and flies to West Virginia. He is promptly hit in the back of the head by a goon and thrown into a mine. He's found there by Blockbuster who starts to get enraged and wants to kill him. To be continued!

The backup continues the "Barbara Gordon--Murderer" storyline by Burkett, Delbo and Giella. Commissioner Gordon is back to bail Barbara out of jail and the lawyer she's friendly with agrees to represent her, but she doesn't have much time to clear her name--unless she wants to reveal that she's Batgirl. The prosecution has an invoice signed by her for the poison that killed the Congressman, so Barbara knows her administrative assistant must be in on it. She visits her as Batgirl, and the woman admits the part she played, but she didn't want Barbara to go to jail, only to leverage Commissioner Gordon into letting her brother out of jail. She now knows she was duped. Before Barbara can do anything with this information, thugs bust in, and she in knocked out in the ensuing fight. This continues to be a decent storyline.


Green Lantern #136: There's a lot going on in this Wolfman/Staton yarn. Trying to find out what happened to Carol Ferris, Green Lantern and Tom seek out Bruce Gordon who was at Ferris Aircraft the day of the bombing. Bruce Gordon is Eclipso, though, so a fight breaks out that leads to the collapse of the building. As GL flies to save Tom, he is transported away to a future Earth under siege by the Gordanians. The time jump has left him without his memory. The Space Ranger breaks him out of the hospital to enlist his further aid against the invaders. They manage to find a green lantern in an old weapon cache, so Jordan can recharge. Unfortunately, the Gordanians defeat them all and take them captive. While (well, not really since she's in the past, but you know what I mean) all this is going on, Carol is being hunted Most Dangerous Game-style.

Unsurprisingly, the Adam Strange backup by Sutton and Rodriguez is less interesting than the main feature. There's a sort of planetary Olympics going on on Rann. Strange is competing, but the contests keep getting won by the same stranger in suspicious circumstances. Strange figures out the guy is somehow solar powered and confronts him. It turns out he's a shape-shifted alien who for some reason thinks he will conquer Rann by winning the contest, but when Adam Strange defeats him in one on one combat his species gives up the attempted conquest.


House of Mystery #288: The "cover story" hear is a riff on "The Ones Who Walk Away from Omelas" by DeMatteis and Speigle. A skeleton in a top hat playing a bone flute shows up in an idyllic town once a year to lead away some mentally challenged townsperson. A young man is determined to get his friend back and tracks the Piper to a cave where he is torturing the man he took away. The Piper shows the young hero the River of Souls, where the dark elements of human nature are held--and kept away from the town--so long as they give up one innocent soul a year to be tortured and corrupted by the Piper. Our hero attacks the Piper to free his friend, then the River of Souls is released. The town begins to destroy itself in a frenzy of concentrated badness. Our hero's uncle joins him and the former victim in leaving town. He explains as they go that he had once confronted the Piper over the hero's father but had been too frightened to do anything after seeing the River.

The other stories aren't as good. Barr and Jodloman deliver a short story about a big game hunter shooting a guide in an argument over shooting an endanger wolf, but then it turns out the guide is a werewolf. "Blood in Sand" is a weird story by Gwyon and Redondo about a young matador who wants to win enough to pay the rent on his mother's grave, but his girl's unhappy with the dangerousness of his chosen profession. She's also being pursued by the wealth bull breeder. An old wise woman warns the matador that the next bull he fights will not be as normal bulls, but doesn't quite believe her. In the arena though, he realizes his rival's spirit is somehow guiding the bull. He manages to kill it but dies in the process. No one pays the rent on his mom's grave or his grave, Cain helpfully informs us. The last story by Kanigher and Cruz  is a tale of doomed love and jealous in an Irish fishing community, and is the sort of bland stuff I expect from Ghosts.


Unknown Solider #247: Haney and Ayers and Tlaloc have the Solider infiltrating the Warsaw Ghetto to get information from a Jewish scientist whose "gas diffusion" work will aid the development of the atomic bomb. The old man is dying, but he will only give up the information if the Soldier takes his granddaughter out of the Ghetto. They are on their way out, but they're captured by Jewish resistance fighters who at first thinks the Soldier is a Nazi spy, but won't let them go even after they find out otherwise, fearing that under torture the girl would give away their hiding place. One of the fighters helps them escape into the sewers for the promise of a lot of money, but a German patrol nabs them. The cowardly fighter turns traitor, but the Solider stuffs a cyanide pill in the guy's mouth! He and the girl get away, hiding in a wagon of corpses being removed from the ghetto. Outside, they are again caught by German troops, but the Soldier fakes a heart attack to grab a soldier's rifle. With help from the resistance fighters on the walls, they kill the squad, and he the girl make good their escape. 

Kanigher and Mandrake follow that up with a tale of ancient Greece. After the Battle of  Thermopylae,  a brave shepherd boy kills a Persian commander. The coda remarks that the Persians are now called Iranians and suggests the possibility that their "fanatical leader" might fall to a single blow from a defiant boy. The last story by Burkett and Ayers/Celardo continues the travails of the "Ruptured Duck" from last issue, where the old, worn out plane keeps somehow saving folks' lives--and still breaking down a lot. Part one seemed kind of pointless and part two definitely was.

Monday, October 18, 2021

Dark Sun: The Bandits of the Crimson Oasis


The last two sessions of our Forbidden Lands Dark Sun campaign saw the party (now having made the acquaintance of the dune peddler Egon the Honest) taking yet another job from the dwarf merchant Urum ath Wo. Urum believes he has reliable information regarding the rumored treasure of the merchant prince Darom Madar said to be hidden in the remote Canyon of Golothlay.

Urum plans to do this deal separate from his work for House Zawir, hoping to strike out on his own. Egon negotiates the party not just decent pay, but a share in future profits.

The arrangements made, the small caravan heads out for the Silver Springs Oasis with the party acting as guards and scouts. At Silver Springs they plan to palaver with Chief Toramundi of the Silver Hands, the elven tribe that holds the Springs. Urum believes he has specific knowledge of the desert that might be helpful.

Along the way, they avoid an erupting swam of baazrag, and notice a halfling spying on them. Eowen the Elf tracks the halfling back to a small oasis, but finds whoever was there has already left. Fearing an attack, she heads back to the caravan, but is waylaid by the halfling. She kills the halfling, but hears that a fight has begun in the arroyo the canyon the caravan was passing through. 

The others are set upon by a dwarf ornamented like a sun priest, and three human bandits. After a short battle, the dwarf and one of the humans are dead. The other two surrender. Looting the bodies, they take studded leather armor and find a pouch with two potion fruit.

Putting some distance between themselves and the canyon, they decide to stop for the the night and make camp.

Saturday, October 16, 2021

The Sword & Sorcery Paperback Renaissance

 Likely touched off by the success of the Lancer (and Ace) Conan paperbacks, the '70s was a Golden Age of Sword & Sorcery paperback fiction. Okay, most weren't that good, admittedly--but there was stuff like Karl Edward Wagner's Kane, Charles Saunders' Imaro, and a number of works by Tanith Lee that were good, just to name a few. Also, even books that weren't all that great were often graced with Frazetta covers.

These gradually disappeared in the 80s. Sword & Sorcery was a genre born in short fiction, and while perhaps workable in slimmer novels, the multi-volume, thick fantasy series was ill-suited to telling tales of wandering swordsmen or rogues. The small press magazines that published this sort of fiction were already rare and soon disappeared entirely.

Amazon and ebooks have provided an avenue for the genre's return in something resembling its 70s glory. A number of small presses (and self-publishers) put out this sort of material with suitable, throwback covers. I confess to not having read many (well, any) of these volumes yet, though I do have a couple on my list. What's more exciting, though, is some new collections of stuff I already like.

Sorcery Against Caesar: The Complete Simon of Gitta Short Stories collects all of Richard Tierney's Sword & Sorcery tales of his version of Simon Magus of New Testament fame. He mostly fights Lovecraftian menaces cloaked in pseudo-historic references. Chaosium had a collection a couple of decades ago, but there's wasn't complete.

Charles Saunders has passed on, but his Imaro novels are back in print, and then there's Nyumbani Tales, a collection of non-Imaro stories in the same setting.



Friday, October 15, 2021

Westernesse


While traveling some for work, I listened to Vance's Suldrun's Garden as an audiobook. It gave me an idea for a setting:

Westernesse (the historical place, not the one in Tolkien's legendarium) is first mentioned by that name in the 13th Century chivalric romance, King Horn, though there is little truth of the place in that work. The Greeks knew the isles by many names: the Hesperides and the Fortunate Isles chief among them. The unusual apples, tended by priestesses of such power they were believed by the Greeks to be goddesses, were known to the Celts as well. The Irish spoke of their source as Emain Ablach. Geoffrey of Monmouth would call it Insula Avallonis and noted that Arthur's half-sister Morgan was one of nine sisters who ruled there, though Geoffrey's information is a distorted echo of past political arrangements, not the status quo of the 12th Century.

Homer knew it as Scheria or Phaeacia. The Phaeacians were perhaps the isles' original inhabitants, besides the fairy, and were themselves of part fairy ancestry. They would later be called elves, and perhaps still later be mistaken for extraterrestrials, if what is said about the abilities of Phaeacian ships is to be credited.

Greek, Celtic, and Phoenician peoples and religions found the islands at some point and left their mark. Brendan of Clonfert introduced Christianity to them, though only heretical forms chased out of Europe have ever had any real purchase, and they always existed side by side with paganism in a pragmatic pluralism.


Merlin is said to be entombed there, somewhere in the ancient forest of Broceliande, home to fairy creatures and prehistoric animals long extinct elsewhere in the world--though there were persistent accounts of encounters with a living, and mad Merlin in those woods. A certain Duke of Milan was shipwrecked on a smaller island of the archipelago and managed to make of himself a great wizard with the aid of a trove of Merlin's lore.

What became of these wondrous islands in the mid-Atlantic? Certainly they appear on some old maps, though their multitude of names make their identification uncertain and their placement on these charts often fanciful. Irish legends of Hy-Brasil (yet another name for Westernesse) suggests that they are cloaked in a strange mist save for one day every seven years. Stories of the Bermuda Triangle (not the islands location most likely, but not far off either) are full of strange appearances and disappearances. Eventually, like so many other Phantom Islands, Westernesse was merely dropped from the map entirely.

Wednesday, October 13, 2021

Wednesday Comics: DC, January 1981 (wk 1, pt 2)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm continuing my look at the comics at newsstands on the week of January 8, 1981. 


New Teen Titans #3: Wolfman and Perez introduce the Fearsome Five. They get together by answering an ad Dr. Light placed in an underworld paper. The Titans take them on twice and get beaten both times in variance with the usual superhero plot structure. They manage to do some infighting before that over Raven's mysteriousness, which Wolfman doesn't handle as well as Claremont would've. In the end, it's revealed that Trigon is using Psimon who is in turn manipulating Dr. Light to Trigon's ends. This title continues to really move. Everybody else this week seems less momentus (even Momentus, see below) by comparison, but I wouldn't say we've had a particularly good issue since the first.


Secrets of Haunted House #32: That guy, Judge Kobold, who escaped Mister E last issue was a werewolf and a vampire. Rozakis and Spiegle give his origin this issue, and it turns out he was a witch-hunting judge of colonial Boston who got cursed by a witch. Kobold attacks Kelly O'Toole who has now taken a job with Mister E. After making a disconnected telephone ring, E shows up to shoot the judge with a silver bullet. Mrs. Charlie Seegar and June Lofamia open this issue with an old Chinese man imparting a story about prejudice to some kids excluding a kid on crutches. It seems that a noble in ancient China was brought a paw cut from a marauding tiger by a warrior. The paw had transformed into a woman's hand with a ring the noble recognizes--his wife's! He confronts his now one-handed wife, and she admits she's a shapeshifter and pleads not to be cast out, but the husband condemns her to death. Before she is executed she curses him, and he wakes up the next day with a tiger paw in place of a right hand. The children now let the boy with crutches play with them thanks to this morally muddled story, and we see the old man has a tiger paw for a right hand.

The final story is a goofy yarn by Kelley and Sparling about vampire pirates. They're defeated when they break into a cabin full of nuns all brandishing crosses.

Secrets of the Legion of Super-Heroes #1: This seems like an excuse to retell the origins of the Legion and many of its members, but Bridwell/Kupperberg and Janes have wrapped a story around it. R.J. Brande, the Legion's inspiration and benefactor, is dying. While the Legionnaires are distracted, a man and woman dressed in black break into their headquarters to review their records (providing a recap on their history). When the Legion confront them, we find the man is Brande's assistant. He's convinced that the Legion files contain a clue to helping Brande. Brainiac 5 jumps to the conclusion that this means one of the Legion is suspected of killing Brande, which seems a bit of a leap, but I guess makes a good issue-end cliffhanger.


Superman #355: Bates and Swan have dared to imagine Isaac Asimov as a super-villain. Well, not technically Asimov, but a writer named Asa Ezaak with Asimov-sideburns who gives a lecture called "Science Says You’re Wrong If You Believe That–." It turns out he's used some dubious theories about gravity to give himself powers. He's into sort of an orange Clayface in appearance and calls himself Momentus. He kidnaps Jimmy so the "ace reporter" can't reveal his doings. Luckily, Jimmy finds a way to summon Superman. At first, it appears the Man of Steel has met his match, but Superman's super-dense body (being from Krypton and all) adds to Momentus's power until he overloads and explodes. Superman did try to warn him.

Bates and Swan are also on the Superman 2020 backup. We see the entirety of the Midwest is a desert waste, so that's one way their fictional 2020 is worse than ours. Anyway, human purists trap the young Superman in a way that if he breaks out it will set off a bomb and destroy New Metropolis. Young Superman gets wise to their scheme and summons Superman I and II to save the day. Crisis averted, he's ready to get the symbol on his chest, too.


Superman Family #205: Harris and Mortimer/Coletta continue with the return of the now villainous Enchantress. The Enchantress taunts Supergirl into coming to see her latest magical feat on Miami Beach. Just like last time, she's using the Moon, and Supergirl plans to just kick it slightly out of orbit. When she does, know, Enchantress casts a spell that stops her from moving it back! It also gives the witch the power she was looking for to become the premier crusader against evil in this Florida beach town. Anyway, Supergirl tricks her into using her magic in a way that gives Maid of Might the means to break her spell and depower her. She's also figured out the Enchantress is June Moone, but a quick spell remedies that, and the Enchantress is again free to swear she'll get Supergirl next time.

In the "Mr. and Mrs. Superman" story by Bridwell and Schaffenberger, the mop-topped Earth-2 Luthor pulls a hunk of kryptonite to Earth in an elaborate plot to eliminate Superman by pretending to be a statue of himself made out of kryptonite. He's foiled by a kick to the shin and a hotfoot. "The Private Life of Clark Kent" is as boring as ever with Clark surreptitiously helping the annoying Steve Lombard save his aunt the mystery writer from a kidnapper. 

The Lois Lane and Jimmy Olsen multi-part stories by Wolfman and Saviuk finally come together. Lane knows her name now and begins the process of reconstructing how she lost her memory, which leads her to Al Diamond, crooked would-be Congressman. She manages to make a pretty badass escape, all action hero-style, and runs into Jimmy Olsen. Olsen has been busy disguising himself as Diamond to dust his office for Ryan's prints, then scaling the side of a building with suction cups (do these two even need Superman?). Lois doesn't know Jimmy at first so she fights him like superheroes are wont to do upon meeting. The two manage to escape and make it to safety. Ryan is revealed as a HIVE agent, Jimmy and Lois save Diamond from a HIVE base and escape in a helicopter before it explodes. In the end, Lois calls Superman with Jimmy's signal watch and sits him down for a talk.


Weird War Tales #95: This issue is kind of bland. Kashdan and Carillo open it up with a diminutive alien showing up on a Crimean War battle field. He takes command of a Russian force--the actual general is eager to get ahold of his advanced weaponry. Soon it's revealed that the Turks have an advanced weapons benefactor too, and the humans are all slaughtered. The two aliens congratulate each other on the game and remark on how war is all humans seem to want to do. Mishkin and Cohn and Infante deliver a short tale of Native Americans who become centaurs to avenge their tribe against the white man. Kanigher and Ditko have the statues of Easter Island (when they had bodies not just heads) avenging the slaughter of their people by another tribe. 

Finally, DeMatteis and Zamora deliver the best tale of the issue, though that's damning with faint praise. In WWII, A cornfed country boy full of violent fantasies from pulp barbarian stories beats up a Romany soldiers who dares disparage his affinity for violence. The aggrieved soldier takes revenge via "gypsy magic" to show the Texan the error of his ways. The Texan finds himself transported to a barbaric land where he is attacked by his barbarian hero. The Romany solider wakes up in a hospital to find they were both injured in an attack, but the Texan was killed--presumably by the illusions he intended to teach a lesson. He feels remorse, but soon finds himself assaulted by the fictional barbarian himself for being guilty of the crime of wanting bloody revenge.


Wonder Woman #275: Wonder Woman and the new Cheetah have their first confrontation, and it's underwhelming. Conway and Delbo have the Cheetah moving swiftly and stealthily in her high-heeled catsuit. She manages to sabotage a dam and flood a town for her radical environmental agenda. She also beats Wonder Woman in their first fight despite the fact we've been given no indication as to how she got super-powers. Wonder Woman figures out that Debbi is Cheetah, and they fight on Debbi's yacht-- which explodes in a collision with a ferry and Cheetah is presumed killed. Kobra is angry at the loss of an operative and ready for a confrontation with Wonder Woman. I wonder if Conway planned Cheetah as a one off villain? This issue certainly makes it appear so.

In the backup, Power-Girl and Huntress deal with The Thinker's crimewave. They attempt to visit the D.A. again, but the Thinker's got him in a closed-door session. Soon he's having him jump out the window, and the duo save him, but he recognizes Huntress as Helena Wayne!

Sunday, October 10, 2021

Minaria: Immer

Immer is a hinterland compared to the grander, more civilized nations to the south like Mivior and Muetar. However humble its settlements, simple its castles, or rustic its lords, it still serves an important strategic purpose both as a buffer against the elves and goblins and as a rich source of natural resources.


The kingdom of Immer has its origins in the Vidvarnii adventurers who traveled north from Lake Lorimer to hunt and trap and trade with natives of the wilderness. They supplied the lands to the south with furs, honey, and beeswax. Eventually a stockade fortress and trading post was established at Muscaster, which would grow into the town as settlers followed the woodsmen north.

The nominal king (or Grand Prince, more accurately) of Immer is Euwint I, often called "Euwint of the Marshes" which he fancies as a byname to commemorate his dubious victory over a Muetarian sortie in the Wrogga Lowlands, but his detractors imbue his sobriquet with a different meaning entirely. Euwint is of the line of Hrorvikid warlords who beat back the encroaching Muetarians and subdued the northern tribes, establishing modern Immer. However, his upbringing was entrusted to the wizards of the Invisible School in the modern custom. They fostered him in the household of his more tractable cousin, a border lord of the Lowlands. The lords of the north and west consider him a bit effete, perhaps even soft. 


None would ever make such a claim regarding his wife, Igweena. Though she comports yourself in the required courtly fashion, she is the daughter of the Duke of Monen who holds Gap Castle and defends the land from the approach of the goblins of Zorn through the mountain pass. Igweena, it is known, has been counselling her husband in reinforcing the North, possible in preparation of seizing the land beyond the River Rapid to secure access to the gold found therein. 

It is also whispered that Igweena, like the peasantry of her mountain home, still holds to the tripartite goddess in secret--in fact, some claim she is even a priestess--despite public allegiance to the official Ansharite cult. 

Thursday, October 7, 2021

The Small Setting


For some reason, the idea of a small setting has long had some appeal for me. Something like the British Isles or any other single country, sure, but also even smaller, like an single province of a country (Averoigne, Poictesme)--or smaller still, like an immense Gormenghast-esque castle and its environs.

Obviously, hexcrawling has limited to no utility in a setting like this, and it's probably not grist for a long term campaign, if you do the usual D&D activities. But you know, most campaigns I play in or run don't seem to be long term enough that that would create into a problem. My Land of Azurth campaign will be 7 years old this month, and while the players have now ventured beyond Yanth Country, I feel like we could easily still be in that terrain (roughly the size of the state of Georgia), allowing for the brief planar, time travel, and underground other-realm excursions they've done.

What's the appeal to me of the small setting? I'm not exactly sure. Perhaps it's the thought of accreting a lot of granular detail in one part of a setting in a way players will actually find interesting versus that detailed city supplement approach where most of it never gets used. There's also the possibility of developing more of a robust "supporting cast" and layering in mysteries big and small. It also makes adventure locales less likely to be one-offs, encouraging the portrayal of them as living, changing places.

In short, maybe, it's bringing some of the aspects of the megadungeon to a setting that isn't centered around a megadungeon.

Wednesday, October 6, 2021

Wednesday Comics: DC, January 1981 (wk 1, pt 1)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I start my second year (cover date-wise). I'm looking at the comics at newsstands on the week of  October 9, 1980. 


Batman #331: Wolfman and Fleisher team-up on the writing credits (Fleisher is credited as "scripter." Maybe Wolfman is spreading himself thin?) with workmanlike Novick pencils. A lethal vigilante, The Electrocutioner, stalks the streets of Gotham killing criminals that got off on a "technicality" which there seemed to be a lot of in 80s media. These days, we tend to think of that as "due process" and "civil rights." Anyway, Batman wants to stop this guy, but almost gets electrocuted the first time he tries. The next time they fight, the Electrocutioner seems to die of his own gimmick, but we get the ol' hand reaching out of the water bit, so you know he'll be back. In the midst of all that Robin just wants to talk about their relationship, because he knows Bruce is mad at him for quitting college, but Bruce just wants to catch the bad guy. When Dick discovers Bruce is letting Talia stay at his place, he blows up and storms out. Honestly, Wolfman is really trying to make this riff between the dynamic duo a thing, but at all comes off so one-sided, like Dick is just spoiling for a fight with Bruce. 

The backup story by Barr and Newton, has Batman disguising himself as a cop to infiltrate the GCPD and expose a corrupt cop who may be a friend to Gordon. It turns out there is a corrupt cop, but he isn't Gordon's friend, but one of that guy's colleagues. What's interesting about this story is Barr has Batman in disguise on a police firing range unable to shoot because he has a "psychological block" against using a gun. It's odd that Barr writes this, because in 1987 he'll write the infamous "Batman: Year Two" arc where a young Batman is forced to use a gun against the Reaper. He also will write other Batman stories post-Crisis where Batman will occasionally pick up a gun. I wonder what changed his mind?


DC Comics Presents #29: Starlin brings a bit of his cosmic flourish to an encounter between Superman and the Spectre. Picking up where last issue left off, Superman is trying to find his cousin, who went flying off to who knows where at supraluminal speeds. Superman goes faster and faster until he shifts into higher planes of existence. He sees Supergirl, but then the Spectre stops him. Spectre tells Superman that the one he works for has sent him to stop the Man of Steel, but just like in the recent Martian Manhunter issue Superman takes anyone telling him to hold on a second as an invitation to fight. Not that he can do anything to the Spectre who is by now in his cosmic being mode. Superman eventually gives up, and Spectre presents Supergirl, still unconscious. He explains that Superman's actions ripping the fabric of reality and all could have destroyed whole universes. Superman has learned his lesson, and he and his cousin head home. This issue reminds me a lot of an issue of Alan Moore's Supreme, with a Starlin-esque style and a run in with a Spectre stand-in that humbled the titular character.  

The backup is "What Ever Happened To..." Dr. Mid-Nite. Again, I feel like Rozakis and Saviuk just give us essentially another Dr. Mid-Nite adventure. It doesn't really live up to the title.  


Flash #294: Conway pinch hits for Bates and has the Flash fighting the Pied Piper in a story lame enough that it loses the cover to the backup feature. Pied Piper is blackmailing cities by leading hordes of exotic animals (from zoos or something? I don't know) to attack unless he's paid off to "lead them away." No one can figure out how he's summoning them, but Flash eventually does and uses the Piper's own trick against him.

In the Firestorm backup, the Flash accidentally causes a sonic boom beneath Superman's flying prison, and the Atomic Skull gets loose. The Flash actually hitches a hide on a jet liner then runs across the clouds to check it out. Anyway, a blast from the Atomic Skull irradiates him, and the Flash will be a swift moving hazard unless he can find some way to get rid of it. He goes to Firestorm for help who obliges, but then gets drunk off all the nuclear energy. The Flash has got to manage drunk Firestorm to get him to take out the Atomic Skull. It's goofy enough for a Bob Haney yarn, but it's just more Conway.


Ghosts #96: Doctor Thirteen keeps ghostbreakin' in a story by Kupperberg and Adams. An air show is apparently haunted by the ghost of a WWI pilot, but when a vintage biplane with no one at the controls shoots down another plane, killing the pilot, Thirteen is on the case. It turns out it's a guy with a remote control device and an overly complicated plan, hoping to crash the plane into an office to destroy records of his embezzlement. See, there's no such thing as ghosts!

Meanwhile, the rest of the comic is full of ghosts. Kashdan and Henson have two stories this issue. The first involves a criminal who can't escape from a train because the engineer he killed still has his ghostly foot on the deadman's clutch until the train arrives at the prison. In "The Phantom Strangler" a buffalo poacher is smothered to death inside the buffalo carcass he's sleeping in overnight by the ghost of the man he killed. Finally, Allikas and Landgraf reveal "Dread of the Deadly Domestic" which is really a cautionary tale about not taking a reference for a housekeeper from the sister of your dead wife who thinks your a murderer. While Rodney's away in Europe, the new zombie-like housekeeper with fuchsia hair terrorizes his wife who becomes convinced the maid's the ghost of Rodney's former wife. Rodney returns form Europe just in time to reveal it was all a ruse and the housekeeper is actually his former sister-in-law doing some sort of Scooby-Doo-esque scaring. How has Rodney deduced all this? Twist! His plane went down over the Atlantic, and he's a ghost. The ghost of his former wife told him.


Jonah Hex #44: The story continues from last issue, with Hart and Hex having escaped the Apaches, but now facing the Spast Brothers. The Brothers crease Hart's scalp, knocking him out, and Hex gets shot in the shoulder. They make it to the river where they hide out until the Spasts are gone. Hex takes Hart to a farm house to heal while he sets out to clear his name. Mei Ling, meanwhile, has recuperated and gone to a saloon to try to find Hex, only to find the Spast Brothers. Hex shows up and guns them all down when they threaten his girl. Back at the farm, Hart reads the message Hex left for him, then helps the family fight off an attack by the bandits sent to run them off by the land-grabbing, wealthy cabal in town. That cabal hears that Hex is still alive when he and Hart appear to be facing off in the street. Hex outdraws the marshall, then goes to negotiate with the businessmen. They confirm his suspicions about their misdeeds and offer to cut him in if he'll finish running off the homesteaders. Marshall Hart, very much alive, has heard their confession and arrests them. He and Hex had planned a ruse to flush them out. DeZuniga joins as inker here. He'll be on this title for quite some time.

Next issue, Hex is to be married to Mei Ling. I'm sure that will go off with no problems.


G.I. Combat #225: As usual, there are two Haunted Tanks stories written by Kanigher with art by Glanzman and Ayers. The first is the best of the two, with the tank crawling through a cave on the lookout for a secret weapons cache, which Prussian military officers plan to use to start another world war after Hitler's inevitable defeat. Thankfully, the cave has tunnels big enough for the tank crew to complete their mission, and the leader of the cabal is fortuitously killed in the Allied bombing of Dresden. The second story sees the Haunted Tank damaged, without working weapons and forced to tow a Stuart tank with weapons but no functioning treads, becoming a "2 for 1 Tank." We get a flashback to the early days when the Haunted Tank first became haunted and they had another loader before Gus named Arch.

The others stories include an O.S.S. tale, where in a departure, the protagonist survives. He gets close enough to kidnap a German scientist working on chemical weapons in Italy by taking a sedative and playing a corpse in a coffin. He smuggles the scientist out of the country in the same way. Boltinoff and Matucenio deliver a perfunctory story about a glider crew in the Invasion of Normandy. Haney and Evans present a yarn about a wheelchair bound vet who deserves the Congressional Medal of Honor for his actions in the war, but nobody survived to write the report to get him one. One day, after a chance encounter with the Japanese ambassador in Washington, the soldier accompanying the ambassador reveals he was the enemy commander on that island that day and confirms the vet's story. The short yarn by Allikas and Amongo has a salty old British fisherman getting the better of a German frogman with a bucket of chum and a hungry shark.


Justice League of America #186: This issue is dedicated to Dick Dillin. Conway is again joined by Perez for the return of the Shaggy Man. Or rather return of one of the two Shaggy Men. The Shaggy Man is rampaging through Moscow and the JLA, absent their heavy-hitters have to rely on Batman's planning to stop him. After leading the Shaggy Man where they want him to go, Batman lures him onto a rocket and they blast him into space. Maybe not as epic as the New Gods arc, but I feel like Conway is getting a much better feel for the JLA now and delivering solid, Bronze Age stories.

Monday, October 4, 2021

Minaria: Half-Elves

This continues the series on my version of the world of Minaria, extrapolated from the map, manuals, and pieces of the boardgame, Divine Right.


In my post about the elves of Neuth last week I neglected to discuss the Ercii or Half-elves. The name comes from a contraction of the Elvish term for "mixed blood." Half-elves have faced persecution within the forest of Neuth, alternately being expelled or limited in terms of their movements and activities.

Some Ercii, however, do perform an important function within Elven society, and members of that select group have even managed to prosper. Elven nobility finds direct engagement with financial matters beneath their station. Unwilling however, to leave these matters strictly to elves or lower station, have brought on individual Ercii or sometimes groups of them as factors or bookkeepers. Some of these have become prosperous enough to be able to act independently acted as moneylenders to other noble houses.

The Elvish Crown has also employed Ercii as ambassadors or diplomats to other lands or and allows them to operate as money changers (so long as the Crown gets its share of the profits). Some of the these Ercii have not only become wealthy but able to wield (discretely) a great deal of political power. Perhaps some times more power than the Elves know, as they are the conduit through which the kingdom interacts with the outside world.

Still, their status as second class citizens is something they are unlikely to forget. Many Ercii in service to Elven nobles were taken from their families as infants and raised as servants to the noble house. More than one has had their fortune seized by a covetous noble who claimed it was their due. Others have lost their lives for their effrontery of being a noble's creditor.

Friday, October 1, 2021

Minaria: Elfland

This is the first post in a series, perhaps. My version of Minaria, extrapolated from the map, manuals, and pieces of the boardgame, Divine Right.


Humans are not welcome in the shadowed and quiet forests of Elfland. This antipathy is ancient. In the age following the fall of the Lloroi Empire, the Elves of Neuth (as they call the great forest in their own language) viewed the primitive tribes that they encountered as they ventured from their home as little more than clever beasts. The years have taught them that those beasts can be dangerous; they have learned to be wary of humans, but not to respect them.

The Elves believe themselves to the heirs to the Lloroi, possibly even a direct continuation of that great race. They take pride in being the only culture to withstand the Cataclysm without a reversion to barbarism. They prefer not to discuss the crumbling spires of their half-buried, ancient capital of Letho or the much reduced extent of their lands.

The Great Forest is relatively unspoiled by human standards. Their craft and science (they do not call it magic) is such that their communities often blend into their surroundings. Only another elf might know that they were there.

Humans who have dared to enter the forest easily become lost and often have returned with their memories completely gone. Those are the ones that return at all. Elven rangers patrol the wood with hounds whose howls are uncannily like human voices in lamentation and whose all too human faces hold horror in their eyes. Few elven settlements would give shelter to human stranger, raised as every elf is on tales of the malice of the beast Man.

"One day," say the elven lords to their knights when they are feasting in their hidden halls. "One day our host will ride forth and scatter the human rabble before us."