Wednesday, July 8, 2020

Wednesday Comics: New Comics

I've been on a diet of back issues during the pandemic related stop/slowdown of new comics, but picked up my first new releases in over a month last week.

Jason Aaron's and R.M. Guéra's grim, Book of Genesis derived, fantasy but this time without Cain--at least in the first issue. Instead, it concerns religious cult that operate a home for young girls who they offer up as brides to "angels" as they come of age. A marriage that often ends in the wife's death and leads to the birth of monstrous offspring. Two of the girls plot to make their escape.

This was not what I expected in the second volume of the series, but it's just as engaging as the first.

I've mentioned this science fiction series set in a post-climate-change-apocalypse America before. It continues to an intriguing story in an interesting setting.

Monday, July 6, 2020

Weird Revisited: The Alien Underground

This post first appeared in 2013...


"In February of 1981, it became horrifyingly clear the ominous occurrences beneath Centralia were not the result of a coal seam fire. On the night of Valentine's Day, a 4 foot wide sinkhole in a backyard disgorged something more than toxic vapors. The next day, the reports of shocked survivors and the physical remains of creatures unknown to science attested to the stunning fact that humankind had experienced it's first verified encounter with extraterrestrials. Instead of coming down from the stars, they had risen from the subterranean depths.

It was the first, but it would not be the last. Very soon the words 'maze', 'breach", and 'irruption' would take on new, more specialized meanings."

- John Kiehl, The Abyss Gazes: A History of the Underground Invasion (1995)


"Despite appearances, the mazes are not located within the lithosphere. All evidence suggests they are engineered spacetime features similar in some respects to wormholes. They interface exclusively with subterranean environments, though these may be naturally occurring or man-made. Areas of interface--or breach--are associated with paranormal phenomena.

The interiors of the mazes are generally supportive of earth-like life. Indeed, they show evidence of longterm utilization and habitation by extraterrestrial organisms. Many are still inhabited by extraterrestrial biologic entities who perhaps (like humans) discovered the mazes through breaches on their worlds. Despite the obvious the intelligence of these entities, attempts at communication have been limited due to their hostility. Many appear to regard the mazes and the material culture of uncountable previous explorers and colonists found therein as their property alone.

The tensions around contact with these entities have only been exacerbated by the actions of looters and thrill-seekers illegally entering the mazes, despite the efforts of world governments..."

- UN Report on Extraterrestrial Subterranean Structures and their Inhabitants (1991)


"Q: By whom was the Dulce installation constructed?

A: There are natural caverns, first off. Big ones. Bigger than Carlsbad, even. These caverns have been connected to the mazes since prehistoric times. The Draco [reptilian humanoids] used the caverns and tunnels for thousands of years. The original caverns included ice caves, sulfur springs, and energy 'hotspots' that the ’aliens’ found perfect for their needs. Later, the U.S. government enlarged the area. According to several senior maintenance workers I talked with, part of it was blasted out by nuclear devices in the sixties. There are sections, like the shuttle tunnels, that were formed by an advanced tunneling machine powered by arcane technology that leaves the tunnel walls completely smooth. The walls in those tubes look like polished black glass.

Q: The 1960s? So you're certain the government's awareness of the mazes and aliens didn't just start in the 80s?

A: Absolutely. Every President since Grover Cleveland has had high level talks with aliens from the mazes. Certain secret societies and occult groups, of course, have also been aware of them for a long time."

Q: Was there ever any talk of delvers at Dulce?

A: Both the 'aliens' and the human agents were very aware of them. The government's official line is that the delvers are a nuisance. That was the attitude you got from the human agents working there. The 'aliens', on the other hand, saw the delvers as much more of an affront. What you see in the media is only part of it. There are paramilitary bands--sometimes funded and equipped by so-called 'rogue elements' of various governments. There's basically a covert war going on."

- Transcript from "A Dulce Insider Speaks Out"

Sunday, July 5, 2020

Weird Revisted: A Map from Ages Past

This post originally over 10 years ago. It was my first "popular" post...


This map was drawn by my cousin, Tim, who introduced me to gaming back in the earlier '80s.  Somehow, it came into my possession years--decades--ago. 

We never gamed in this dungeon.  I don't know if Tim did with another group.  I've thought about using it myself on several occasions, but I don't know if I ever did.  Since the various iterations of my campaign world relate to Tim's rather bare-bones world in a fashion similar to the relationship the Marvel Universe has to Timely Comics, Kazoth has been mentioned at times.  I've always conceived of him as one of those demon/monster/god-things, like Thog, or similar creatures, from Robert E. Howard's oeuvre

Looking closely at the map, I see several interesting things:

It amuses me that the innermost sanctum of Kazoth (where he has his own chamber) also houses his vestal virgns "and such" (whatever that might mean) and his sacrificial victims-to-be.  This says to me Kazoth is the kind of god-thing who would have a mini-fridge full of drinks in his den.  He just doesn't want to go far for stuff. 

Its interesting the walls of these chambers are rough-hewn (I assume that's what that means), suggesting it might be older than the rest of the complex.

 Most intriguing is the secret passage surrounding Kazoth's chamber.  I wonder what purpose that serves?  Perhaps its a doctrine of the faith that Kazoth's taking of sacrifices must be recorded in gory detail, so scribes watch unobtrusively to do just that.  Or maybe Kazoth gets cranky if his every need isn't responded to instantly, and its just for convenience?

Moving to the other side of the complex we find the mysterious Room of Illusions.  I assume all the "X's" are locations of various illusions.  Why would a temple complex need this?  I'm not sure. Maybe its for psychological torture to make a sacrificial victim juicer for old Kazoth.

Leaving the Room of Illusions, one encounters several traps (the dotted lined areas) which I suspect are probably trapdoors.  So many traps in one place perhaps argues against my explanation for the illusion room, but perhaps there just here because of those three treasure chests.

On the other hand, the naming of the Passage of No Return reinforces the notion that most who saw the Room of Illusions were on a one way trip.

I think the name of the last area I'll comment on may give away its inspiration.  The Room of Souls may have at least acquired its its title from the Well of Souls in Raiders of the Lost Ark--I would suspect specifically from Kenner's Well of Souls playset. 


I could see the statues there supporting a Raiders connection as well, though I'm sure these statues come to life at some inopportune time for the players.

At least that's how I'd do it.

Thursday, July 2, 2020

Weird Revisited: Hohmmkudhuk

The original version of this post appeared in 2016...
Art by Jason Sholtis
Hohmmkudhuk* are dwarfish beings resembling bipedal anteaters whose dorsal surface is covered with over-lapping, plate-like scales similar to a pangolin's. They spend much of their life underground in great subterranean halls or warrens. They are clannish and eusocial. Each hall belongs to a Queen, though her holdings are managed by her mate or mates, the Drone-Princes, of which there may be as many as three.

Only the Queen and her consorts reproduce, the rest of the clan is made up of their siblings and children who are sterile. Children are raised communally and in the same way: they pass through a sort of apprenticeship, doing low-skilled tasks as soon as they are able, then advancing to the role of warrior, trader or artisan as they so aptitude and develop the appropriate skills.

If the Queen dies or decides it is time to create a daughter-clan, one of her female progeny becomes able to reproduce and becomes a new queen. This new Queen will have a mate from an unrelated clan. These unions are arranged to form alliances, but their is also a strong tradition of wandering male adventurers winning the heart of a young queen.

Hohmmkudhuk know the ways of the underground and the working of stone. Their magic is bent to this purpose. They personify the planet itself as a goddess.

Hohmmkudhuk Traits
Ability Score Increase. Constitution score is increased by 2 and Wisdom is increased by 1.
Alignment. Hohmmkudhuk tend toward lawfulness.
Size. Hohmmkudhuk are around 4 feet tall, but heavy for their height.
Speed. Base walking speed is 25 feet.
Darkvision. Accustom to life underground Hohmmkudhuk can see 60 feet within dim light as if it were bright light.
Natural Armor. Due to their scales, Hohmmkudhuk get a +1 bonus to Armor Class.
Resilence. Hohmmkudhuk have an advantage on saving throws against poison and resistance against poison damage.
Languages. Hohmmkudhuk can speak and read the Common language of humans. They also speak and read their on consonant-laden, rumbling tongue.

*pronounced ho-hmmm-ku-thuk, where u is as in put and th as in though.

Monday, June 29, 2020

Hypnosnake Strikes!


Our Land of Azurth 5e game continued last night with the party moving on from the room full of zombies they slaughter last session. Moving cautiously through the underground area of the shrine, they made short work of most of the monsters they encountered: 2 gargoyles, a wight and the hypnosnake, above. Two ogres in cells (who loudly proclaimed wrongful imprisonment) they wisely chose to bypass.

Finally, they came to a chamber where a large, sickly green gemstone pulsated with evil energy. There Erekose laid low a specter with one action (and an action series) in a ferocious series of blows. The group gained the specter's not insubstantial treasure--and the gem, which they somehow recognized as the one containing the soul of Slekht Zaad.

They try to destroy it, but they can't. They decide they'll have to town and seek help from the Hierophant of Azulina.

But before then, emboldened by the relatively easy time they've had so far, they decide to explore a little further into the subterranean portion of the shrine.

Sunday, June 28, 2020

Solar Trek: The Eden Trip

This is another post in this series that takes the "stars" out of Star Trek...



Thomas Sevrin (2219-2263) was an an expert in neurocybernetics and advocate for a rejection of physical existence for a purely digital one. Sevrin believed a technological singuarlity was swiftly approaching and only by forsaking the the limitations of human bodies and brains could "the new human"hope to continue to play a part in the coming order.

Sevrin and a group of his young followers (including the the son of a dignitary of an important colony) stole a spacecraft in an attempt to reach the Romulan Neutral Zone. A dangerous reactor malfunction would have likely been the end of them, had they not been rescued by Enterprise.

Interrogation revealed that the group hoped to reach Eden--the name for server running a simulated reality and the asteroid housing it built in the outer system in pre-Federation days. Eden was generally considered a myth of the counterculture, but Sevrin claimed to know its location.

Medical examination following their rescue revealed that Sevrin perhaps had other motives for wishing to find Eden: he was dying a neurodegenerative disease, the accidental result of some of his self-experimentation.

Ultimately, Sevrin's intelligence proved correct, at least in part. There was an ancient server. Unfortunately, the simulated reality within had long ago been corrupted. Sevrin's body died of his illness and any digital copy of his mind he hoped would live forever was also lost.

Thursday, June 25, 2020

Weird Revisited: Reskinned!

The original version of this post appeared in May of 2012...

The usual D&D races getting more than a little stale? Just give them a makeover and keep the old mechanics.  Try these knew visuals on for size:

For Elves:
Insect(-ish) men.

For Halflings:
Satyr-like guys.

For Half-Orcs:
Hairy hominids.

For Warforged:
Spaceknights!

Okay, that last one may be a bit of a stretch, but only a little.

Wednesday, June 24, 2020

Wednesday Comics: Stardate Collection

As any Star Trek aficionado likely knows, the stardates given in the series are mostly for color and can't be used in the original series to order episodes at all, and are only a bit more consistent in The Next Generation.  So while IDW's hardcover Star Trek The Stardate Collections, say in their ad copy they are by stardate, they really just mean they're are ordering the stories from various Star Trek comic book publishers in the order they would have occurred.

There are two volumes currently--and that's likely it, since the second and latest came out in 2014. They cover the Christopher Pike's Enterprise related stories published mostly by Marvel, but there's a bit of IDW in there.  The 90s Marvel efforts are hardly the best of Star Trek comics, but the Pike issues here work a bit better than some of the others they did.

What's most interesting about these collections is the commentary from Trek experts Scott and David Tipton, and occasionally from the creators. That and the fact they are nicely put together collections makes them worth picking up cheap.

Monday, June 22, 2020

Weird Revisited: Four Nonhuman Species, Briefly Described

The original version of this post appeared the first of July in 2016.

They are all inhabitants of the same distant world.

Art by Jason Sholtis
Ylthlaxu: There are few of them left, and for that, a great many sophont beings are grateful. When they emerge from the shadows, tall and skeletally thin, too often it is to feed. Their tendrils snake out from their face that is not a face and devour the brains of humanoids. It is very unpleasant to see. They once commanded a vast star empire by mental domination, and they are accustom to being obeyed. They reproduce by turning other beings into more ylthlaxu by introducing a mutagen into the bloodstream and nervous system of their victims.


Skarzg: Sometimes they run on four legs, sometimes on two. They are gaunt things, like greyhounds the size of men, if greyhounds had rubbery, scabrous hides, and long snouts faces full of nightmare teeth. They are very hard to kill, and they will eat anything. They live like animals, but they have the power of speech and are cunning and cruel.

Trell: Blueskinned, four-eyed giants from another world, the Trell came in great flying cities where the parties and symposia seemed not to end. They are now somewhat fallen and decadent--and sometimes more savage--than before. They can be hedonists or ascetics, but their personal desires tend to outweigh the desires of lesser creatures. Every non-Trell is certainly a lesser creature. In times past, they were often trendsetters and propagators of cult religions and faddish notions. Now, their dwindling race mostly keeps to their crumbling sky cities and celebrates the past.

by Ken Kelly
Ieldra: One of the native species of this world, ieldra are now only a remnant of what they once when when their sacred groves dotted the land and their queens fought Nest Wars for glory and territory. They remind humans of insects in many ways: antennae, large eyes, and peculiar movements.  Ieldra may be immortal, and their life stages are marked by instars named for the seasons. Summer wildings, their honey-colored adolescents, are savage things left to hunt and laugh and sometimes kill in what sacred groves and hidden grottoes are left to them. They seldom work stone or metal, but instead shape living things.

Friday, June 19, 2020

Cosmic Delving


"If you can leave your flat land thinking and think of many surfaces, one over the other, extending on and on under the water as well as under the land, you begin to understand. But you can’t really comprehend immensity, can’t comprehend a pioneer job that has been going on for hundreds and hundreds of years and is still only beginning."
- Richard Sharpe Shaver

Not all subterranean spaces exist wholly in this reality. The upper regions may be near mundane, and just beyond that merely stocked with the detritus of the visitor's own unconscious, but the deeper regions, the outer regions, bleed into the cosmic. These are the places that few venture purposely, but some freak pyschonauts do, risking sanity, body, and perhaps soul, for an elusive apotheosis.

One has to be prepared, of course. The delvers rely on protocols self-published and passed around by fringe theorists and weirdos. They hunt for cryptic hints in Forteana and pulp science fiction. The details are various, but in all regimens there must be some development of the avatar, the psychic projection of self that can slip from the mundane to the other realms. The avatars are themselves archetypes from the Jungian depths, ready for the hero's journey. Is your inner self Wizard or Warrior?

For the act of slipping itself, well, there's the chemical trigger.


The underworld isn't empty. It's populated by monsters to wound and frighten the delvers, and scattered with treasures to tempt them. Both the horrors and wonders are distractions to the true adept, though more than a few have contented themselves with some bauble from dream or nightmare, and an unbelievable story to tell.

The true seeker, however, keeps going. Down, down, down. And beyond.

Thursday, June 18, 2020

A Report on Current Events in the Land of Azurth

The status quo of the Land of Azurth was laid out in my early posts on the it, but some things have changed over the years of the ongoing campaign. Here are some of the highlights:

Gladhand Out! Errol B. Gladhand, former Mayor of Rivertown in Yanth Country and patron of the PCs in my home group lost the most recent election to Drumpf, who's used his wizardly connections to turn Rivertown into something of an armed camp. Gladhand, convinced of electoral fraud, embroiled the PCs in a scheme to hire mercenaries to take back the city, but the results of that have yet to be seen.

The Unseen Princess. Viola, the Clockwork Prince of Yanth closed off her laboratory-palace and has been seen since before the election.

Under-Sea Revealed. The formerly half-mythical land of Under-Sea has been visited by the PCs and freed from the yoke of Toad Temple tyranny.

Cat Folk Do Exist. There were not supposed to be any Cat Folk in the Land of Azurth, but it turns out there is a small number. Calico Bonny of Rivertown's Floating World is one, as is her brother, the swashbuckling Calico Jack.

Wednesday, June 17, 2020

Wednesday Comics: Recent Collection Purchases

New comics have been pretty slim pickings over the pandemic, but I've still managed to pick up several collections over the weeks. Here are some high points:


Weird Western Tales: Jonah Hex
DC published two black & white Showcase Presents volumes (which are great), but this is the first time we've got these reprints in color.

The Rise and Fall of the Trigan Empire Volume One
I talked about Don Lawrence's Storm quite a bit here. This is a science fiction title he did for many years prior.

Monday, June 15, 2020

Flowers and Zombies


Last night's Land of Azurth 5e game found the party still in the hidden fane of the Black Lotus. The floral tiger creature that menaced them at the end of last session turned out to be friendly when Shade the Ranger used speak with animals to converse. The creature told her how it had been imprisoned by Zaad and its pollen stolen for the evil priest's purposes. The creature wouldn't take them there, but did clue them in that Zaad's "malignant heart" was on a upper floor of the fane.

The party went seeking the stairs. They discovered a room where some sort of wine was being made from the flowers they had found in the vats. They were confused by a weird hallway that seemed to reverse the direction of your travel. They sneaked past some arguing clerics in plate only to stumble right into a trap, when a portcullis came down on Dagmar!


The party was unable to lift it. They were all trapped when some guards attacked. Erekose's crossbow and Shade's bow won the day, though, and examination of their surroundings lead to the discovery of a secret door, though it was beyond their reach. Waylon's mage hand opened it and discovered a small room with a winch, presumably to lift the portcullis. Two mage hands in concert were able to turn it enough to give Dagmar space to crawl out. While she worked the winch, one of the enraged clerics attacked the party.

Erekose killed him, while Wayon took out another that emerged from a second secret door. Another guard had barricaded himself in a room, and bargained away a dead cleric's scroll to get them to leave him in peace.

The party turned their attentions back to the endless loop hall, and finally figured out the trick. They climbed the stairs to the second level and pretty quickly discovered a room full on zombies. They stood their ground, and soon piled up the newly un-undead corpses.

Sunday, June 14, 2020

Valley of the Cracked Helm


Billy Longino has released a new adventure, Valley of the Cracked Helm. I haven't had a chance to run this one, but the pitch is:

Once a paradise at the heart of dwarfdom, the Valley of the Cracked Helm has lain forgotten for ages, lost to the vagaries of natural disasters, goblin invasions, and generational benders. Over the years since, its name has invoked only shame—furtive, deep-seated dwarven shame—for the valley is where the wild dwarves dwell. . .

For wild dwarves, you should read "dwarven nudists."

I have played in games run by Billy both at North Texas RPG Con and online. I feel confident this one is a good time. Check it out!

Thursday, June 11, 2020

Dungeons of High Strangeness


Or High Weirdness, though that term might get it confused with "the weird," as in weird fiction, which is not wholly unrelated, but not exactly what I'm thinking of here. What I'm envisioning is a dungeon with a science fantasy bent, but not the typical pulp fiction ray guns thing. The dungeon here is a relic of the past, but something along the lines of the Dulce Base of conspiracy theory, or maybe a larger version of the underground facilities of Lost's Dharma Initiative.

Perhaps these bases are a relic from before some cataclysm, or maybe remnant of some intrusion from an alternate world (as recent or as remote as you like). Whichever, they represent something not as straightforward as the typical pulp science past because it's inspired by different material: Project MontaukThe Philadelphia Experiment, or an number of fictional weird conspiracy experiments.

The characters with their pseudo-Medieval perspective, probably wouldn't understand, but the players will, and the idea of unravelling just what the deal is with dungeons might appeal.


Monday, June 8, 2020

Return of the Space Wizards


This is another riff on a different sort of post-apocalyptic D&D.

There was once a human empire with dominion over many worlds. Despite its mastery of magic, the empire was eventually overthrown, but it's rulers made plans for its eventually return. They built the dungeons, caches of treasure and magic meant to tempt and challenge the humans who would come after, the unknowing heirs to a power that could be re-awakened, returning the long slumbering empire to its former glory!

Not only does this give a rationale for the existence of dungeons and a background that the players could uncover, but it potentially provides another ethical dilemma for the players. Do they support the re-awakening of the human empire or try to thwart it?

Sunday, June 7, 2020

The Conquered D&D Setting


It's widely understood that the D&D is generically post-apocalyptic, but seldom is this fact exploited other than the existence of dungeons and treasures, or possibly some science fantasy stuff in old school games. I think more could be done with that idea.

Maybe the apocalypse involved conquest? This could have been a long time ago, explaining a decline in technology (if you wanted to have a decline in technology) or maybe some degree of pseudo-Medievalism is enforced by the conquerors. (This is the case in Divide And Rule by L. Spraque de Camp, and The Tripods series by John Christopher.) The technology level could be more mixed due to temporal proximity to the apocalyptic event like in Killraven (Thundarr appears to be close, though canonically it's been 2000 years!) Another possibility is a society that was not really that advanced when it got conquered, like Lord of the Rings if Sauron won or there was some sort of faerie apocalypse.

There are at least couple interesting elements to this sort of setup. One, is it would set up a world where humans weren't the dominant culture, which would be fairly novel for D&D. Too, it would provide background for PC adventures beyond just treasure hunting. Vance's Planet of Adventure would be instructive with this last part.

Friday, June 5, 2020

Weird Revisited: Akakor

The original version of this post appeared in 2011...

Following up on the weird South American jungle map I presented earlier, today we'll veer off the map entirely into the wilds of crazy von Däniken land and visit a “lost” city--one that got famous enough to appear under a weak pseudonym in Indiana Jones and the Kingdom of the Crystal Skull. I refer of course to Akakor.

Von Däniken started talking about underground city complexes beneath Ecuador in 1974’s The Gold of the Gods, but one of his sources, German journalist Karl Brugger, got to tell his version in 1977 with The Chronicle of Akakor. Both accounts start with the same basic story: In 1972, Brugger met a Native Amazonian (who spoke excellent German) named Tatunca Nara, who claimed to be a member of a hidden tribe that kept a great secret.  This secret involved ancient astronauts from a solar system named Schwerta, and a network of underground cities these space travellers built beneath South America. The most important of these cities was known as Akakor.

It all sounds fairly unbelievable, true--and it becomes even more so with the revelation that ol’ Tatunca Nara was really Günther Hauck, an alimony-dodging German ex-patriot. But the important thing from a gaming perspective is that these guys gave maps.

One of these is the upper (above ground) Akakor, and the other is the lower subterranean portion. Different websites disagree on which is which, so take your pick--"entertainment purposes only," and all that:





Here’s a nifty cross-section showing the underground portion, and one of the Star Trek-esque hallways:



Read more about it here, and find these maps (and more) here. Add some bullywugs, maybe some yuan-ti--or Nazis if your tastes run to pulp--and you’re ready to roll.  Crystal skulls strictly optional.

Wednesday, June 3, 2020

Fourth World Apocrypha: Steve Gerber on Mister Miracle


As an addendum to last week's post, I found this great post on Diversions of the Groovy Kind that reproduces Gerber's and Golden's Mister Miracle #24.

Monday, June 1, 2020

What's Up, Tiger Lily?


Our 5e Land of Azurth game continued last night with the party having the proverbial tiger by the tail in the form of the evil high priest Slekt Zaad. They killed his wizard acolyte, but by that time, the Guard Commander Draco Battles and his troops had the temple surrounded. The only choice they had was negotiated surrender, which they agreed to with the understanding that Slekt Zaad will also be arrested and his insidious, flower-related plot investigated.

Once they're in a cell, they discover they've been tricked. Draco is working with Zaad. Zaad taunts them with a riddle regarding the source of his nigh invulnerability, but it's little help to them while they're imprisoned. Lucky for them, Waylon and Bell had not turned themselves in, but instead were hidden invisible within the temple. They slip out and make their way to the inn where the party was staying.

There, they strike up a conversation with a mysterious, hooded man with a luxuriant beard. They discover he's the local hierophant of the shrine of Azulina, Erik Goodbeard, and he's willing to help them to get the Duke out from under the thumb of Draco and Zaad. His plan involves a seldom invoked, local sanctuary custom.

The party has to forfeit their worldly possessions, but soon they are on their way to a monastic life in the service of Azulina. Which means, they slip out of town the next morning in a wagon full of food for the poor to locate a lost Black Lotus Fane hidden on a vine-covered hillside.

They find a tower nearly consumed by vines. Its insides are gutted, but there is an entrance to a cave. Within they find the hidden temple, including a laboratory facility where numerous exotic flowers are being grown. Marveling at an avian flower thing, they almost miss the floral tiger sneaking up on them and preparing to pounce!


Art by Iguana Mouth

Friday, May 29, 2020

Weird Revisited D&D Cosmic

This post first appeared in 2012...

Before I talked about the possibilities of fantasy gaming enlivened by concepts of gods borrowed from comic books. In that discussion, I neglected the abstract cosmic entities, peculiar to Marvel--several of whom were the creation of Jim Starlin. Adding these sorts of deity-level beings also suggests a way to revitalize the hoary old great wheel or develop a trippy planar travel sort of setting wholly different from Planescape.

Let's take a look at a few of Marvel's concepts given form:

The Living Tribunal has three faces representing equity, vengeance, and necessity, and he likes to go around judging things.  He might be the supreme being--or he might just be the supreme being's prosecutor.  He's probably lawful neutral (or maybe just lawful).

In a lot of fantasy Law and Chaos are in opposition.  In the Marvel cosmic entities pantheon, Lord Chaos and Master Order work in tandem, perhaps manipulating events to show the superiority of one side or the other? Maybe they're engaged in a debate or a game rather than a battle?  Separately, Lord Chaos has a visage that could easily hang above a humanoid altar and bald Master Order could easily be the patron of monks.

Chaos and Order also have a servant embodying both of their philosophies (perhaps the True Neutral of balance?) called the In-Betweener, who sometimes seems to pursue his own agenda.

Eon is a weird looking guy that guards the cosmic axis. (Maybe that's what the Great Wheel spins around?) He can also dole out "cosmic awareness" if he needs to.

That's just a few examples.  Perusing the list of the beings appearing in Marvel's various cosmic sagas out to offer a lot more ideas.

Wednesday, May 27, 2020

Wednesday Comics: The Persecution and Restoration of Scott Free (Fourth World Reread)


I think the best part of Kirby's Fourth World Saga is the arc revealing the events leading up to the current war between New Genesis and Apokopolips that begins in New Gods #7 (1971) and culminates in Mister Miracle #9 (1972). It is not really the story of a warrior, but rather a man who runs away from war. Scott Free is an escape artist, and what he wants to escape is others defining who he is.

Izaya the Highfather may have given his only begotten son to avoid war with New Genesis, but we see little in the way of paternal affection toward that son even after his escape. Indeed, both rulers are in a very real sense more fatherly toward the boy they fostered than the one that is actually their kin. It's Darkseid, the horrifically authoritarian parent, that seems to want Scott Free on his team and gives him a pitch like Darth Vader gave to Luke:


Perhaps Scott Free is genetically or spiritually predisposed toward goodness, but it's Himon, the inventor hiding in the slums of Apokolips, a benevolent serpent in Darkseid's anti-Eden, that puts him on the path away from becoming a cog in Apokolips war machine. Himon helps him make his first and perhaps greatest escape. And that's what he does. And that's what he keeps doing.

If the new gods are actually gods, well, Mister Miracle would be the sort classified as a dying-and-rising deity, like Adonis or Tammuz--or Jesus. He's sent to Hell as an infant, but escapes not to return to the Heaven of New Genesis but to Earth. His career (and comic) become about ritually recapitulating this act, escaping death again and again.

Scott Free in Kirby's stories is not an active participant in the gods' war. Steve Gerber, the second writer to follow Kirby on the Mister Miracle title makes explicit what Kirby only implies: Scott Free has a vision of the warring gods as racers going round and round a track. To join in is to be stuck in the loop. Scott Free's destiny, this story tells us, is to become a messiah and offer a different way. This messianic element is certainly not explicit in Kirby's issues; on the other hand, Scott Free recruits Big Barda to his defection, and she in turn brings along the Female Furies. He also gets a disciple in the form of Shilo Norman. His stage name proclaims his wondrous nature: Mister Miracle.


We'll never know where Kirby's Mister Miracle might have done, ultimately. The summer of 1972 saw the end of Kirby's run on two of his Fourth World titles, Forever People and New Gods with their 11th issues. Mister Miracle escaped their fate for a few more issues, but most aspects of Kirby's wider mythology were dropped from the title, in favor of more off-beat superheroics of the sort Kirby would bring to Captain America and Falcon and Black Panther upon his return to Marvel. Since that time, Mister Miracle, like all the New Gods characters have been stuck in that loop Gerber warned about, cycling toward different creators' visions of their Neo-Ragnarok.

Friday, May 22, 2020

Weird Revisited: Get Your Motor Running

I read this article yesterday about the Cannonball Run record being broken several times recent. It put this post from 2012 in mind:


I watched the science fiction anime Redline from Madhouse Studios, and it got me thinking about the “crazy road race” genre. You know, things like Cannonball Run (1981), It’s a Mad, Mad, Mad, Mad World (1963), and the Hanna-Barbera cartoon, Wacky Races. I think this sort of race set-up is rife with gaming potential.


The genre goes beyond mundane (well, not that cars with buzzsaw wheels are mundane to begin with) auto-racing. Redline puts the race in a sci-fi context as does Yogi’s Space Race (remember that one?). Thundarr gets into the game with the “Challenge of the Wizards” episode. Almost all the animated version of this trope have vehicles tricked out with weapons, and some live action one’s do, too--see the rally sequence of the criminal underrated live-action Speed Racer with it’s morning-star armed viking racers.

Obviously, Car Wars could do this sort of think. The ever prolific Matt Stater's Mutant Truckers would work, too. Fantasy systems aren’t out of the question, though (see Thundarr). And of course, you can do this sort of thing pre-automobile. A race to become leader of a kingdom or some such (similar to the tournaments for leadership in Mystara's Ierendi or the titular Empire of the Petal Throne) could use various sorts of fantastic mounts or maybe flying ships--or flying carpets. However you choose, just get those those character's on the road to adventure!

Thursday, May 21, 2020

Clerics of the Far Future


Clerics of the Latter Ages do not serve the many gods of Old Earth, those protectors of cities and ancient ruins and the old knowledge of humankin. They are not priests. In fact, had they not been set upon the path the communications between the gods and lesser spirits would have driven them mad. They could hear, but could no more return the correct responses than any of their kin who were deaf to the unending, unanswered transmissions.

What saves the cleric from such a fate is the holy symbol. These devices made or found by the Ancients and brought back from the stars allow a cleric to enter a state of communion with the transcendent, the Divine. The signal of the Divine clarifies or attenuates the babble of the gods and spirits, and opens the way for clerics to command them, wielding their borrowed power as a conduit for Divine will.

Some scholars claim that the holy symbol merely provides contact with minds no great than the gods of Earth, only located on other planes or worlds.  Some even hold simply places mind of the cleric in an altered state, that a holy symbol only facilitates self-deception. Clerics are above such speculations. They have the surety of faith.

Despite their unbelief, wandering clerics are given shelter and support by the priesthoods as they can aid in determining a god's wishes at times when even priests may be at a loss.