Wednesday, February 9, 2022
Wednesday Comics: DC, May 1981 (wk 1 pt 2)
Monday, February 7, 2022
The Howling Dark
Bedlam is one of the worst duties you can pull. Some guys think the Company's punishing them, but that would require them to take notice of us, wouldn't it?
Anyway, only the small ships go to Bedlam and they slow down toward the end so you spend longer in sleep than on a lot of runs. They have to do it that way, because Bedlam is all inside. You drop out into a big cavern. It's all caves and passages. If there's a surface or a single star in that whole reality, nobody has seen it.
The Company and other corporate partners are mining that rock. That part's not too bad. Gravity pulls you toward it, like somehow you were inside a rotating hab and it's all spin gravity, only it isn't spinning. It's weird, but no weirder than other places. What's bad about Bedlam, what drives the miners and support staff crazy, are the winds and the dark.
No sun, no stars. No light. Except for the lightning we put in, it's totally black.
And those winds--they don't make any sense. Where are they coming from? Where do they go to? They come screaming through those big tunnels and its like a banshee behind you. You can't hear anything. Can't think even. People go deaf from it, true, but the ear protection helps with that part. There's something else, though. The tech guys say it's infrasound--sound so low you can't hear it with the ears. It gets in your head, though. Effects the brain. Causes paranoia, hallucinations. Drives people crazy.
At least they say it's infrasound that does it. I wonder. Ask anybody that's been there are they'll tell you the whole place is thick with, well, malice. I think that place hates us, and it's out to get us all.
Friday, February 4, 2022
Weird Revisited: Mystery House
One story says that Hulysses Mulciber, heir to the Mulciber Repeating Arms Company, was troubled by nightmares of a gaunt gunslinger riding ahead of an army of the ghosts who had died due to his family’s rifles. A medium told him that he should build a house designed to confuse and confound the spirits to escape the wrath of the Spectre of the Gun (as the medium named the gunslinger) and his vengeful army. Another less fanciful story holds he began the house as an elaborate gift to his wife who was angry over his philandering. Whatever the reason for its construction, records agree that building originally began in the Smaragdines.
The house even as conceived twisted and turned back on itself. It was almost a maze--and that was before it gained a life of its own. Hulysses didn’t live to see it; he died of blood poisoning following an accidental shooting in a hunting accident. The weapon that did the deed was, of course, one of his own company’s manufacture. His wife Ansonia, fervent believer in the reality of the grim Spectre, completed the project and paid numerous thaumaturgists (real and otherwise) to lay all sorts of protections on the house. And construction continued.
Whatever protection conferred to the house didn’t extend to Ansonia. She died of thirst, having gone mad and gotten lost in her own home. It was shortly after her death that the house disappeared from its original lot.
There are some stories of treasures in the house, mostly the mundane riches of the Mulcibers, but most who seek it do so out of curiosity. Most who find it, though, didn’t intend to. Those that have been there and survived report doors to nowhere, hallways that turn back on themselves, and rooms that shift. The stale air is filled with the low, arthritic creaks and groans of the house twisting and rearranging itself, and the distant sound of heavy footsteps--and jangling spurs.
Thursday, February 3, 2022
A Roadside Picnic Discussion
A couple of weeks ago, Anne of DIY & Dragons and I had a conversation on science fiction novel Roadside Picnic and the ways it resembled and didn't resemble D&D. She posted that conversation over on her blog.
Wednesday, February 2, 2022
Wednesday Comics: DC, May 1981 (wk 1 pt 1)
The "Whatever Happened to.." backup features a Star Hawkins story by Tiefenbacher and Saviuk. Star solves a big case and retires with a large reward. He marries Stella Sterling, and Ilda marries Automan, who makes a guest appearance.
Monday, January 31, 2022
In the Shadow of the Space Gods
Amrit is a fluid substance found within the spacetime called Asgard. In its found state it is a thick, clear fluid containing a faint, white, internal luminescence. Amrit is psychoactive, leading to intense entheogenic effects, but in a refined form its constituents are an essential component of rejuvenation fluids, anti-aging compounds, and thousands of other medical uses.
Inhabitants: Amrit fluid disk appears to be inhabited by various lifeforms perhaps analogous to marine life on terrestrial worlds. The asteroid body appears to be inhabited by giant, luminous humanoid forms (approximately 500 m tall) that appear to be dressed in some sort of armor or environmental suit (though the possibility remains this is some sort exoskeleton). Their number is variable, with two being the minimum observed and six being the maximum. The giants spend most of their time immobile. but they have been observed to walk short distances or raise their limbs or gesture. They do appear to broadcast to each other, tight beam, along a psychic frequency. This communication resists translation. Attempts to do so have resulted in AI or biologic analysts developing intense religious mania.
The structures on the asteroid would only seem to serve the giants with difficulty, so it is felt they house smaller beings, or are not buildings at all.
Hazards: Simple observation of the asteroid and its inhabitants can lead to paralyzing, pathologic sense of wonder, akin to various psychosomatic culture shock syndromes known from Earth. At it's most intense (in perhaps 20-25% of observers) this can take the form of a transient psychosis like Jerusalem syndrome. Theogenic shielding and pre-medication can ameliorate these effects. Auditory hallucinations of a choir is often an early warning sign.
Fear (perhaps what could be termed "holy dread") often afflicts crew when they see the giants. This impairs mission function and team cohesion. Crewmembers have been known to mutiny under the intense belief that harvesting amrit is effectively sacrilege, and the "gods" (giants) might be wrathful. Reassurance that the giants have never been definitively shown to take direct action against harvester crews is likely to be of benefit without the activation of in-suit sedation.
Team leaders should be aware that indirect action by the giants has led to loss of crews by undetermined means. These losses have appeared to be preceded by the shift of the giant's attention to the crew's actions. Our best recommendation is to keep crew action routine and efficient, quelling any abnormal or "showy" behavior.
Friday, January 28, 2022
All The Lost Come to Mother
Faster-than-light travel is supposed to work like this: The ship's caster makes the sigils that get displayed on the ship's hull. The caster encodes multidimensional state vectors into a compressed, symbolic code so routing information can be read by the transdimensional machinery of an extinct, alien civilization allowing shortcuts through spacetime.
That’s how it’s supposed to work, and it works pretty well most of the time.
There are the other times, though, when ships wind up someplace other than the intended destination or just disappears entirely. At times the casting is probably to blame; the internal state of the caster has always been a hard to control variable. Sometimes there's just a glitch--an act of God or gods in the machine, you might say.
You experienced one of those other times. You’re lost in a distant part of the multiverse, a long way in space and time from where you wanted to be or where you’re from. You're alive, which makes you better off than some, but the chances of you getting home again are slim.
Now here's a bit of good news: You've been found. A lot of the lost wind up limping into the Ring. Nobody knows why; something to do with local spacetime, I think. It's like the place where objects bouncing through the conduits come finally to rest. Anyway, Mother has taken you in, like she does all the lost ones that show up on her doorstep. This is Mother's station.
Now, Mother opened the door, but you've got to find a way to make a life for yourself here. We all earn our keep. The Company will be glad to give you place to live, credits to spend, and a job to pay for both. You'll want to stay in this sector, it's mostly humans and humanoids--oxy-breathers from a rational, four dimensional universe--around here. The aliens in other parts of the station, well, you have to be prepared. And you won't be. Not yet. Maybe not ever.
The job? I'm not going to lie to you, it will be dangerous. It's important work, the Company will tell you that, but it doesn't always make sense from the boots on the ground perspective, you understand. You'll see a lot of weird stuff out there, but keep your head, do the work, and you'll come home. Probably.
This is a follow-up to this post.
Thursday, January 27, 2022
GRIDSHOCK 20XX
Truthfully, a lot of times I back a Kickstarter, particularly something like a Zinequest thing, I am vaguely disappointed when it finally arrives. Usually, it isn't that the actually content disappoints particularly (though sometimes it does), but it's just that having the object in my hands fails next to the expectations from all those months ago when I backed it.
Not so with GRIDSHOCK 20XX!
What's GRIDSHOCK 20XX it's a post-apocalyptic, superhero setting with a 80s future aesthetic. It's a bit anime and manga, a bit Rifts, a bit American and British sci-fi comics of the mid to late 80s. It runs on the superhero game ICONS, but the setting is the real draw.
This is not a review. The author is a friend of mine, and I did some editing and playtesting on it. But if anything, I think that sort of familiarity would have made the final receipt of the books as perfunctory. Not so! Chris Vermeren's layout and design, and the art of Grey Wizard and Steven de Waele, work so well with Paul's vision of the world, that it's like finally seeing it the way it was meant to be.
Plus the printing is high quality, too.
Sure, you could say these perhaps stretch the definition of a zine--but they are not the product of a corporate environment. This wasn't made by committee, but rather it's the product of talented individuals.
Hit Paul up on twitter and see if you can convince him to do a second printing!
Wednesday, January 26, 2022
Wednesday Comics: DC, April 1981 (wk 2 pt 2)
The Pasko/Staton Plastic Man strip that used to be in adventure turns up here as a backup. The punny villain here is Lou Kwashus aka Chatterbox, a talk DJ with mob ties. I really can't say anymore about that.
Monday, January 24, 2022
In Limbo
"Outside the ordered universe that amorphous blight of nethermost confusion which blasphemes and bubbles at the center of all infinity..."- Dreamquest of Unknown Kadath
Slaad call their birthplace the "Spawning Stone," but that protoplasmic, protean god-mass looks nothing like any Material stone. This is perhaps a reference to its relative immutability. Its purpose is set, and in a conceptual realm, that is a notable solidity.
Some believe all slaad to merely be local projections or metastases of the spawning stones. Despite their ability to hold conversations and pursue agendas, they are also thought to lack true sentience or consciousness.
Entropy and Madness are the gods of the slaad. They are aspects of Limbo itself, perhaps, stimuli acting upon the spawning stone in some manner. They care nothing for the worship of the slaad, perhaps because they know that worship to be mere only behavioral loops without meaning--or perhaps because it is simply beneath their notice.
Sunday, January 23, 2022
Weird Revisited: Weird Cosmoses
I got Brass Sun: The Wheel of Worlds for Christmas 2014. Edginton and Culbard bring us a science fantasy (originally appearing in 2000AD) set in a world that's essentially a giant orrery. It's brass sun starts to die and a young girl has to go on a quest across the worlds to find the key to restart it.
Celestial Matters by Richard Garfinkle is an alternate history hard science fiction novel--though the science is the science of Aristotle! A thousand years after Alexander, the super-powers of Greece and the Middle Kingdom of China are in a protracted war. A scientist from the Delian League commands a daring expedition to fly a spacecraft built from a piece of the Moon through the crystal spheres to get the ultimate weapon, a piece of the elemental fire of the Sun, to defeat the Taoists once and for all.
Thursday, January 20, 2022
Excerpts from A Company Training Manual
Imagine if you could just think of any object you wanted and have it just appear? Incredibly, the properties of this exospace allows for just that. It's an incredible, near infinite resource for all humankind. You can be proud that you are an integral part of our extraction team. You do the hard work, so everyone can benefit.
But to do that work safely, there are a number of rules you need to follow. Unnecessary accidents don't just hurt the people involved, they hurt the Company and the entire industry! Keep these safety steps in mind. A lot depends on it!
- Check your gear. Your sigil-guarded environmental suit and your tether are your literal lifeline. Make sure all functions are in the green. Remind your crewmembers to do the same!
- Use the buddy system. Stay in communication with your assigned buddy on the standard channel the entire time you are in the outside. Make sure to perform reciprocal environmental suit integrity checks at the beginning and end of every shift.
Remember your mental focus training.The local exospace is psychomorphic--that means it changes in response to the thoughts and feelings of intelligent minds. Since that's the very property we're trying to extract, we can't have our ground crew getting in the way of our value-creation team. Let them do the wishing, and you just handle the pickup![remove for next edition of manual. See cost-benefit analysis report of mental focus training. The in-development mental grounding app, designed to be triggered by vital signs fluctuation or physiologic signs of distraction has a planned rollout by Q3. ]- Keep your cool. Despite your training, one of your idle thoughts or the daydream of one of your team members can create unwanted alterations in the nearby space. These changes can be distracting, sometimes even frightening. Ignore them and get the job done!
- Don't feed the animals. You've no doubt heard the rumors of native lifeforms. We're still trying to verify those claims. If anything should anything try to communicate with you, notify your supervisor immediately. In no circumstance should you respond to questions or exchange anything with them, including information.
Follow these rules and any updates provided by your crew chief, and you'll get home safe with a big bonus!
Wednesday, January 19, 2022
Wednesday Comics: DC, April 1981 (wk 2 pt 1)
The Aquaman backup continues the DeMatteis/Heck storyline. We learn that Ocean-Master was working with the (maybe?) Greek gods, Amphirite and Poseidon. Meanwhile, Aquaman is trying to puzzle out how Orm got his hands on advanced Atlantean tech when Poseidon shows up. Poseidon proves to be Aquaman's superior in commanding fish, and Aquaman is pummeled to unconsciousness by their onslaught. Poseidon saves him from being killed, though, explaining to Cal that he is Aquaman's father.
The Nemesis backup by Burkett and Spiegle has the vigilante in England, on the trail of a chess grandmaster, Noel Chesteron, who's on The Council. For some reason, Chesterton is trying to kidnap Sir Robert Greene, a Knight of the Garter. Utlimately, Nemesis fails and finds himself facing an officer of Scotland Yard who thinks he was in with the kidnappers.
The authors of the last two stories need to be reminded this is a horror title. Barr and Tanghal/DeMulder present a "humorous" short about an unscrupulous lawyer looking to swindle Cain out of the oil rights to the land under the House of Mystery. Cain transports the guy to the age of dinosaurs so he can get the fossil fuels while they're fresh. The last story by Gill and Zamora tells the tale of an author who throws away his dedication to the noble and decent in life to write tales of depravity and immorality--and gets successful doing it. Then, he commits suicide when he feels like he's gone to far, and his previous wholesome work gets respect after his death.
Sunday, January 16, 2022
The Retro Expanse
The Expanse had its finale on Amazon Prime this week. Its rocket-propelled space battles, intrasolar system conflict, and relative paucity of AI, cyber-, or bio- tech got me thinking about science fiction of the Golden Age and the pulps. I think you could fairly easily transplant much of the conflict and setting of the series to a setting with gleaming-hulled rockets, habitable planets beyond Earth, and 50s haircuts. That last one is optional.
There are different approaches to take, of course. You could go full Captain Future with every celestial body in the system with enough gravity to be spheroid having native human life, or something more like the work of Stanley Weinbaum where the other worlds are not so hospitable to humans and the life there is alien. I think a Weinbaum approach would fit well with the protomolecule and ring gate stuff, but that material is less interesting to me that the human-colonized solar system conflict. My approach would be something along the lines of Asimov's Lucky Starr juveniles or some 50s work of Poul Anderson: a view of the planets that proved to inaccurate, but was plausible (if optimistic) at the time the stories were written.
So the settled inner worlds would include Earth, Mars, and Venus. Venus would be a water world, perhaps with artificial islands or undersea cities. Mercury would likely research stations or the like, controlled by the UN on Earth. Unlike in The Expanse, Mars and Venus would likely have native life, though probably not intelligent life.
The Belt would be much like in the show, though in keeping with pulp conventions, pirates would be more common. The Outer moons might be a bit more hospitable (perhaps a lot more depending on how pulp you want to get) so the Outers as a whole group might be a bit better off than in The Expanse.
What does this add? Well, it certainly adds a new aesthetic. And of course, since this becomes alternate history, so you've got the potential for it to go in a very different direction from similar core conceits and concepts.
Thursday, January 13, 2022
The Sixth and Seventh Cities of Heaven
Art by Luca Nemolato |
Hidden in the crags of the windswept heights of the Holy Mountain, the tenacious Pilgrim may glimpse, no doubt with some relief, the gleaming, orichalcum gates of the Sixth City. While they will find respite from the wind and cold, the Sixth City is not as hospitable as some of the cities through which they have passed before. The Sixth City, though grand, is a necropolis. It's buildings are mostly the ornate tombs of all the sleeping monarchs of the Material Plane's hopes, those noble figures that will return to the world when the need is greatest. Their bodies, perhaps has much dream as flesh, now reside in these tombs, always with a guardian of some sort, whether it be mighty warrior, dutiful pet, or merely a humble witness.
There is a palace in the center of the city. The souls of the awaited heroes sit in unending council at a great table within the palace's hall. Unworthy visitors who somehow arrived at the palace gates will be denied entry, and if they protest overmuch, may be thrown from the Mountain by frightening and terrible deva. Those who are worthy are given a seat at the table. They will be counselled to return to the world and focus on the performance of noble deeds. What is another lifetime of service to a selfless soul? But what would it mean to the suffering world? For those who remain steadfast in their goal, the monarchs will answer three questions put to them, but for every question they demand a dangerous service on the Prime Material Plane that will take a year and a day. Each service requires climbing the Mountain to the Sixth City again.
Where the path to the summit runs from the Sixth City no one who has not reached it can say with certainty. It is conjectured to be one of the secrets of the monarchs.
The Seventh City is known only by rumor. If those rumors are to be believed it scarcely merits the name city; it is a monastery. Quiet and shrouded in clouds, the monastery is the home of those ascetics who could have joined the Unity, but tarried to guide the travelers that would come after. They dress in black robes, because they mourn the suffering of the worlds. They bid any pilgrim to sit and mediate with them. In these devotions, the Mountain is said to sound the true depths of the Pilgrim's conviction. After seven days, the Pilgrims who the Mountain has accepted are taken by the monks to the gates where the four archons stand guard, there to begin the final unknown steps of their journey.
Wednesday, January 12, 2022
Wednesday Comics: DC, April 1981 (wk 1 pt 2)
Conway continues the Red Tornado story plotted by DeMatteis, drawn by Giella and Delbo. T.O. Morrow in his android creation's body is making time with Tornado's girl, but she begins to be concerned by the Tornado's shouldn't change to more arrogance and anger. Tornado show's up in Morrow's body, and after a fight, manages to regain his android form. Hawkman hasn't gotten any more interesting, with the Thanagarian hero fighting Lord Insectus. Hawkman gets to use his bird-summoning power to defeat the insect men, but the venom from a spider bite a few issues ago might kill him unless Hawkgirl can get him back to Thanagar--the planet that exiled them.
Monday, January 10, 2022
Different Dark Suns 2
Sunday, January 9, 2022
The Fourth and Fifth Cities of Heaven
The path up the Holy Mountain out of the Green City is less frequently trod and thus harder going. None but the most dedicated servants of the Mountain would come the way of the Pilgrim; other visitors typically arrive by magical gates or portals and receive a less welcoming reception from the devas.
The Fourth City of Heaven is Golden and effulgent. Here resides the spirits of many sages and philosophers who inhabit libraries full of everything that is known, though the finding of information within their vast repositories is a task that staggers most mortal endeavors. The city's rulers are a triumvirate of 3 masked judges, though some say they are but one ruler with three forms called Forethought, Awareness, and Reflection. They question each pilgrim regarding their reasons for making the journey, and point out ways they might serve the cause of Noble Law in the Material World. Some Pilgrims are sent back to the Material Plane with specific tasks, others they will bid stay in the city under the tutelage of the learned souls residing there. A few they will direct to the secret exit and the trail leading upwards.
The Fifth City has walls of iron and spires sharp as swords. It is a city under siege. It sits upon a crag overlooking a wide valley where demonic forces are encamped. These forces frequent assail the city's walls, but are forever driven back by the warrior deva. Pilgrims must pass through the demon's lines to gain entrance to the city. Once within, their bravery will be commended. The general archons will advise them of places in the world where their fortitude might be used in the cause of Noble Law. They also offer them a chance to join the city's defenders, for it is their grim judgement that should the Iron City fall so goes the Mountain, and no Pilgrim will see the summit again. Many warriors have stayed and fought; others have returned to the Material Plane armed in heavenly panoply and done great deeds. These do not reach the summit of the Mountain in this incarnation.
Both of these cities become the stopping places of good and lawful souls. It is said that only a steadfast and resolute few continue upward. Beyong the fifth city, they must climb.