Tuesday, June 15, 2010

Two Tough Guys

Or actually, one tough guy and one tough gal.

I've written quite a bit about the City and its world, but as my friend Jim pointed out to me the other day, I've yet to introduce any adventurers from the setting. Let me rectify that today by presenting two Fighter-type characters/ personalities from City's world:

Samael T. Hazard
A former Freedonian Ranger who hunted bankrobbers, banditos, and monsters along the Southwestern border, before "retiring" to the City to open a speakeasy. Going into business didn't mean Hazard had to put down his guns--he just meant he went freelance. He and his boys rescued the debutante daughters of the old money from ritual sacrifice by the sinister sorcerer, Wu Fang, and busted up a plot to hold the City for ransom with a threat to release War-surplus cloudkill in the subway. He helped clear the hobogoblin jungles in the Steel League, and stopped the Reds from replacing City ealdormen with dopplegangers. He even tangled with the Wurm at one point, but that one even he couldn't win. He made it out with his life, but left some good men underground.

Hazard eventually ran for public office, but didn't win, and went back to his bar in defeat. Still, taking out a Hell Syndicate Hit-Fiend during a live radio broadcast has got count as some sort of victory.


Eliza Gunn
Nineteen years-old, and already making her own way for several years in the bleakness of the Dustlands. Gunn is an ace mechanic, and handy in a scrap. She's been with a gang of adventures for a couple of years, defending refugees and isolated towns from road agents, black-dust zombies, and violent cyclone bosses looking to expand their territory. Between all this "do-gooding" they raid old Native mounds for treasure--mostly magical materials, but a little gold and silver, too.  There are trains to be guarded, too--a few days riding the rails from Lake City to the Stoneys, looking out for thunderbirds and as always, malevolent elemental storms.

Mostly sullen and not much for conversation, Gunn is given to almost berserker rages when she gets riled. Her favorite weapon is an over-sized wrench (rumored to be imbued with magic by a Native shaman--or maybe forged from adamantine scavenged from the sword of an ancient, Old World king, stories differ) that's cracked more than one skull of a would-be hardcase who's underestimated her.

Monday, June 14, 2010

Are You Ready for the Great Atomic Knights?

"World War III--The Great Atomic War--is over...And in its wake lies an earth in ruins!  Of plant life, there is none!  Of animal life, only a small number of humans lingers on! There is no government and the prevailing law is might makes right!"

- Strange Adventures #117, 1960.
As you recall, unless you've been afflicted with the h-bomb radiation-induced amnesia, there was a terrible atomic war in October of 1986. No? Well, then you don't inhabit the odd--and oddly optimistic--post-apocalyptic world of John Broome and Murphy Anderson's Atomic Knights, recently collected in one hardcover volume.

The tale of the Atomic Knights begins in Strange Adventures #117 (June 1960). Amnesiac Gardner Grayle is running from smartly-groomed, but otherwise degenerate post-apocalyptic survivors (think the folks in The Road with more Brylcreem and Burma-Shave). Luckily, Grayle comes across a newspaper that jogs his memory about the recent nuclear holocaust, and reminds him of his one brush with fame--a news piece describing him as utterly average in every way.

A lot of people would take this one-two punch of global and personal setbacks as an excuse to give up, but not our Grayle. He finds a few other survivors, and they decide to strike a blow against the local strongman. The group includes Douglas Herald, a former teacher, Bryndon, last scientist on earth, the Hobard Brothers, and Marlene, Herald's sister, and eventually Grayle's lover interest. After the lucky (and improbable) discovery that old suits of plate armor protect against the radiation beams from the bad-guy's "raguns", the group becomes the Atomic Knights, and begins a quest to re-establish democracy, and civilization.


The Atomic Knights go on to have many more strange adventures in Strange Adventures, travelling across the former United States, mostly fighting the despotic forces of the fascistic Blue Belts, but also encountering aliens, mutated plants, and mole-men--you know, the post-atomic war usual suspects. Along the way they get to use giant dalmatians as mounts, and figure out an alternative, bio-fuel source for automobiles.

In my favorite Atomic Knights' adventure, they free all the surviving doctors from being mind-controlled thugs by bringing jazz back to New Orleans. To this end, they briefly become an Atomic Knight band and play "When the Saints Go Marching In" while marching down Bourbon Street!

H-radiation, or no, is there any doubt that the fate of the America and democracy is safe in these guys' hands? Give your post-atomic gaming a boost, or just fortify yourself with Silver Age strangeness, and check them out.

Sunday, June 13, 2010

Malice in Slumberland


All humans (and human-like beings) dream. Like "thought balloons" in a comic strip, clouds of dreamstuff float "upward" from the dreamer into the Astral Plane. There they form bubbles in the Astral substance, tethered to the dreamer until waking. These bubbles are permeable with, and ultimately dissolve into, the Dream Realm--more commonly called Slumberland or Dreamland, or sometimes the "Land of Nod" (but not this one, or this one ;) ). Given their nature, dreams represent the easiest portal for humans to cross the transitive plane of the Astral and move into the Outer Planes.

Slumberland is ruled--or perhaps merely managed--by a being known by many names, but often called the Dream Lord, or Dream King. He appears as a robed humanoid figure wearing a bronze, mirrored mask. He doesn't create dreams--these come from mortal (and perhaps immortal) minds, themselves--but monitors and maintains them. His castle, with its strangely-angled, dream-logic, expressionistic architecture, sits on the border between the material and immaterial worlds, existing both in Slumberland and on the dark side of the Moon. From there, he maintains the oneironic devices, and monitors the content of the flow of dreamstuff. He strives to ensure virulent nightmares don't readily infect other dreams, and that idle fantasies don't spoil and bloat to become perverse obsessions.

It's a big job, and the Dream Lord doesn't do it without help. Gnome-like creatures called "Sandmen" serve him. They carry pouches of silvery, glinting powder made from dessicated and alcehmically treated dreamstuff. They use this oneiric dust to induce sleep in a mortals, or cause waking dreams, or even to cause multiple beings to share the same dream. This is their primary tool for observing or even entering dreams--supposedly for the purposes of monitoring and testing.

"Supposedly" because there is some evidence for the existence rogue Sandmen, or at least breakdowns within their system. Regrettably common are the condensed nightmares called bugbears, or sometimes "bogies" or "bogeymen." These creatures emerge from dark, foreboding places--like "haunted" houses, abandoned subway tunnels, ancient ruins, or even children's closets! They're variable in size, but usually appear slightly larger than humans. Their bodies are described as "bear-like" or "ape-like", but their heads are something like deep-sea diving helmets, albeit with blank face-plates, and strange antennae. Bugbears, as nightmares given flesh, torment humans to feed off their fear. They then employ electronic devices or machinery--with an appearance both nonsensical and menacing--to siphon oneiric potential from the minds of their victims to incubate bugbear pups.


Bugbears aren't the only evidence of corruption in Slumberland. There are persist rumors of Sandmen on the take, selling blue dreams to Hell Syndicate incubi and succubi to slip to unsuspecting marks. There are also rumors of black-market Tijuana bibles produced from the concentrated salacious dreamings of certain celebrities being peddled on the streets of the City, and possibly elsewhere.

Thanks  to G. Benedicto at Eiglophian Press for suggesting a link between bugbears and nightmares.