5 hours ago
Sunday, February 19, 2012
Stories from the South Seas
The South Seas is a vaguely defined area of the Tranquil Ocean extending from Pyronesia east and north to unnumbered islands extending south from Southeast Eura and south to the mysterious south polar continent of Australis. The area is a crossroads of trade and a meeting place of exotic cultures that has captured the popular culture imagination of people in the City.
Many of of the islands in the South Seas are inhabited by people called loosely grouped as Oceanians who are believed to be the descendants of ancient Mu. Though this continent long ago disappeared beneath the waves, mysterious ruins attributed to it are sometimes found on isolated isles.
Most Oceanians are friendly--but not all. There are still rumors of strange rites and even cannibalism. Exaggerated sailors’ tales, perhaps.
There are dangers other than humans in the South Seas. Utilizing primitive smoke-belching steamships, the Demon Islanders have claimed a territory in the wake of the Great War. Here it’s hoped they can be contained, but they remain a menace to the region. Also, the Crab-men, ancestral enemies of the Oceanians, still attack settlements and even unwary ships.
Friday, February 17, 2012
The Worlds of Leigh Brackett
Burroughs’s was there first, and C.L. Moore was there first with an anti-hero, but Leigh Brackett made Mars her own. I don’t know why it took me so long, but for my birthday, I treated myself to the second and third Haffner volumes collecting Brackett’s planetary fiction: Lorelei of the Mists: Planetary Romances and Shannach-The Last: Farewell to Mars (the first volume is titled Martian Quest: The Early Brackett in case you were wondering).
Brackett’s most famous creation is probably Eric John Stark--raised Tarzan-like among primitive nonhumans on Mercury. As a man caught between two worlds, Stark gets caught up in various struggles on the Earth colony worlds of Mars and Venus. Often, like in Moore’s Northwest Smith stories, this involves ancient secrets. Unlike Smith (who just seems lucky to survive the weird horror he encounters), Stark is a more of man of heroic action.
The stories in these volumes take place in the same solar system, but feature protagonists generally less “larger than life” than Stark, though usual just as hard-boiled. Most have the tension of colonizers versus native cultures that underlie the Stark stories. Often the conflict changes both sides.
There's a lot of good game inspiration in Brackett's world-building. There are the colorfu.l gaseous seas of Venus that boats can sail, but in which humans can also breath. The drug scourge of colonial Mars is shanga--radiation from certain jewels can cause a temporary atavistic transformation. A deep valley on Mercury holds the slowly pertrifiying last survivor of a psychic species.
That's just the beginning. If you've never read Brackett or you only know her Stark novels and stories, you should check these out.
Brackett’s most famous creation is probably Eric John Stark--raised Tarzan-like among primitive nonhumans on Mercury. As a man caught between two worlds, Stark gets caught up in various struggles on the Earth colony worlds of Mars and Venus. Often, like in Moore’s Northwest Smith stories, this involves ancient secrets. Unlike Smith (who just seems lucky to survive the weird horror he encounters), Stark is a more of man of heroic action.
The stories in these volumes take place in the same solar system, but feature protagonists generally less “larger than life” than Stark, though usual just as hard-boiled. Most have the tension of colonizers versus native cultures that underlie the Stark stories. Often the conflict changes both sides.
There's a lot of good game inspiration in Brackett's world-building. There are the colorfu.l gaseous seas of Venus that boats can sail, but in which humans can also breath. The drug scourge of colonial Mars is shanga--radiation from certain jewels can cause a temporary atavistic transformation. A deep valley on Mercury holds the slowly pertrifiying last survivor of a psychic species.
That's just the beginning. If you've never read Brackett or you only know her Stark novels and stories, you should check these out.
Art from original pulp magazine |
Wednesday, February 15, 2012
Warlord Wednesday: All the President's Men...!
It's my birthday today--but it's still Wednesday and time for another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...
Warlord #83 (July 1984)
Written by Cary Burkett; Penciled by Dan Jurgens; Inked by Dan Adkins.
Synopsis: Separated by hundreds of years, Travis Morgan and his wife Tara each lead men into battle. In 2303, Morgan and a group of escaped slaves prepare to seize an aircraft hangar. In the present of Skartaris, Shakira and her band prepare to retake their ship from the New Atlanteans.
Husband and wife both achieve victory with some clever tactics. Morgan breaks into the aircraft and turns its guns on the troops guarding it. Tara utilizes some grenades (“strange eggs”) she took from the ancient weapons cache to sink the New Atlantean vessel.
Morgan plans to find Reno and Shakira and free the slaves from the other compounds. Looking over the complex’s floorplan, Duncan discovers that the whole place is dependent on the solar power center. A small band could seize it and control the whole place.
In occupied Shamballah, the people suffer under the cruel boot of the New Atlanteans. In the wilderness outside of town, forces gather that plan on changing that. Ashir, King of Kaambuka and second best thief in Skataris, meets Jennifer Morgan and Tinder.
In 2303, Morgan and his men continue to fight toward the power center. Morgan almost gets shot in the back of the head but a black cat saves him. It’s, of course, Shakira. She been prowling around and found a secret passage. Morgan asks how she asked the imprisonment:
At the end of the passage, the rebels are surprised to find a futuristic oval office replica--and the President of the United States behind the desk. The President is confused and doesn’t seem to understand what’s going on. Secretary Dubrow does, though—and he’s got a gun. In villainous fashion he lays things out for our heroes: The president had a mental breakdown over his guilt at triggering the war that killed millions. Dubrow has been running things ever since.
Morgan is mad as hell. He gives the President a “buck up” talk that seems to snap him back to reality a bit. Realizing what he’s done, the President makes an executive decision and whacks Dubrow with a big presidential seal. Morgan follows up with a punch to Dubrow’s jaw. He snatches the flag from Dubrow’s floundering grasp, and stands the pole upright.
The President gives a speech ending martial law and restoring the slaves to citizenship. Then he tells Morgan he wants some time alone in his office. Morgan hasn't gone far when he hears the gun blast. The President has committed suicide.
Later, Morgan is trying to repair his broken shoulder armor. Duncan and Shakira come to summon him to the Congressional Hall…
Things to Notice:
Husband and wife both achieve victory with some clever tactics. Morgan breaks into the aircraft and turns its guns on the troops guarding it. Tara utilizes some grenades (“strange eggs”) she took from the ancient weapons cache to sink the New Atlantean vessel.
Morgan plans to find Reno and Shakira and free the slaves from the other compounds. Looking over the complex’s floorplan, Duncan discovers that the whole place is dependent on the solar power center. A small band could seize it and control the whole place.
In occupied Shamballah, the people suffer under the cruel boot of the New Atlanteans. In the wilderness outside of town, forces gather that plan on changing that. Ashir, King of Kaambuka and second best thief in Skataris, meets Jennifer Morgan and Tinder.
In 2303, Morgan and his men continue to fight toward the power center. Morgan almost gets shot in the back of the head but a black cat saves him. It’s, of course, Shakira. She been prowling around and found a secret passage. Morgan asks how she asked the imprisonment:
At the end of the passage, the rebels are surprised to find a futuristic oval office replica--and the President of the United States behind the desk. The President is confused and doesn’t seem to understand what’s going on. Secretary Dubrow does, though—and he’s got a gun. In villainous fashion he lays things out for our heroes: The president had a mental breakdown over his guilt at triggering the war that killed millions. Dubrow has been running things ever since.
Morgan is mad as hell. He gives the President a “buck up” talk that seems to snap him back to reality a bit. Realizing what he’s done, the President makes an executive decision and whacks Dubrow with a big presidential seal. Morgan follows up with a punch to Dubrow’s jaw. He snatches the flag from Dubrow’s floundering grasp, and stands the pole upright.
The President gives a speech ending martial law and restoring the slaves to citizenship. Then he tells Morgan he wants some time alone in his office. Morgan hasn't gone far when he hears the gun blast. The President has committed suicide.
Later, Morgan is trying to repair his broken shoulder armor. Duncan and Shakira come to summon him to the Congressional Hall…
President Travis Morgan?!
Things to Notice:
- The President here looks a little bit like Bill Clinton to me--which is obviously coincendental since he wasn't elected until 1993.
- I guess in the post-Revolution U.S. of the future their a little loose with the Constitutional requirements for office--unless somewhere off-panel they checked Morgan's age and citizenship.
Where It Comes From:
The issue's title is a reference to the 1976 film All the President's Men based on the 1974 book of the same name about Woodward and Bernstein's investigation of the Watergate scandal.
Tuesday, February 14, 2012
A Valentine from the Sorcerer's Skull
Happy Valentine's Day to all you folks in Internet Land. I've got a
Oh, and here's a little something from Enoch Bolles:
Monday, February 13, 2012
Afterlife During the Wartime
Explorers in the planes beyond have recorded two noumenal realms devoted to the concept of war, though from two different perspectives. One is a shining realm of trumpets sounding the call to glorious battle for a righteous cause. The other is a grim place of endless, grinding war of attrition, leading to an apocalypse they may never come.
The Halls of Valor or the Fields of Glory is the name given to the after-life for the heroic warrior dead of several pagan faiths. Its trappings are pre-modern, though never in history did swords and spears so gleam, or armor so shine. The warriors revel all night in feasting halls and walk out at dawn (strangely hangover free) to do battle with representatives arriving from places of evil and chaos (or at least the representations of such beings). Occasionally (if that word has much meaning in a timeless place) tourneys are held, and the warriors pit themselves against each other. While dire wounds are suffered, they heal quickly and wound and pain are forgotten in the face of glory.
There have been some warriors of the Oecumenical faith, or even soldiers from modern times, who fell in battle and were taken to Halls of Valor in some sort of cosmic error. Some warm to the place after a while, but others seek a way out by appeal to the pagan gods who rule there. Sometimes, angels try to recruit such misplaced warriors to serve in the Heavenly Hosts. This is considered by the eikone Management a tidy solution to the problem of a misplaced soul.
The other realm is a place of blood-red skies, where clouds of ash are buffeted by winds thick with the smell of death. This is the Plains of Armageddon, the Eternal Battlefield. Here, the souls of warriors damned by their actions in war are conscripted as soon as they arrive into the army of one faction or another. Weapons are supplied by agents of the Hell Syndicate or the demon lords of the Pits; They use the armies here as proxies for their own agendas. Warriors from infinite worlds and all of history do battle in bleak and blasted landscapes where no one is truly trustworthy and most hands are actively raised against every other.
Some of the damned delight in bloodlust and slaughter and give themselves over fully to their not entirely metaphorical demons. Others seek desperately to escape and sign faustian deals to return the the Material world as diabolic thralls. Others are lucky enough to make contact with the agents.of Heaven and make other deals for a chance at working off the stain on their souls.
Sunday, February 12, 2012
When Rise the Stone Giants!
Some islands in the Tranquil Ocean are noted for their rough-hewn monolithic statues. Sometimes these are whole human figures with oversized heads, other times just the heads. Explorers have wondered at these statues and proposed various theories of their origins. Only a few have witness first hand the statues' most startling secret: They aren’t statues at all.
The stone giants of the Tranquil Ocean are living things. It is believed that they are the remnant of a once wider spread species (similar beings have been encountered in other parts of the world), but they now only exist in numbers on scattered islands. Though they appear to be constructs, post mortem examination suggests they are living beings (though composed of more earth elements than humans) with a rocky integument. It's is theorized that (like gargoyles) the body of a stone giant slowly petrifies further over their long lifespans. It appears that this process may lead to the giants spending longer and longer periods immobile until they become sessile--statues, for all practical purposes.
It’s unclear how stone giants reproduce--or if they reproduce at all. Specimens which appear different ages (based on size and their level of activity) have been observed, but there are no apparent sex differences, nor do their appear to be infants or children requiring the care of adults. Some have suggested the stone giants came (or were brought) here from some distant world, but the true is unknown.
Stone giants spend long periods of time in torpor. They can stay immobile so long that they can be partially buried by sediment. Whether this is strictly physiologic or partially purposeful is unknown. Mobile stone giants can speak in booming, sonorous voices, but the immobile aged become incapable. There is some evidence that stone giants possess telepathy, and the ancients of their kind may continue to communicate in this fashion after they are immobile. Human psychics often report uneasy or fearful feelings around them that have been theorized to result from the giants’ attempts at communication at frequency below that which can be interpreted by the human mind, but can be “felt."
Caution should be taken in dealing with stone giants. They are territorial, and may attack those they feel have trespassed. Natives of islands with stone giants placated them with blood sacrifices in previous times, though it’s unclear the giants took any particular notice.
[Treat these stone giants as stone golems or greater stone golems, except that they aren’t constructs. Oh, and just in case anybody missed it, I did an interview about the origins of Weird Adventures with Chris Kutalik over at the great Hill Cantons blog last week.]
The stone giants of the Tranquil Ocean are living things. It is believed that they are the remnant of a once wider spread species (similar beings have been encountered in other parts of the world), but they now only exist in numbers on scattered islands. Though they appear to be constructs, post mortem examination suggests they are living beings (though composed of more earth elements than humans) with a rocky integument. It's is theorized that (like gargoyles) the body of a stone giant slowly petrifies further over their long lifespans. It appears that this process may lead to the giants spending longer and longer periods immobile until they become sessile--statues, for all practical purposes.
It’s unclear how stone giants reproduce--or if they reproduce at all. Specimens which appear different ages (based on size and their level of activity) have been observed, but there are no apparent sex differences, nor do their appear to be infants or children requiring the care of adults. Some have suggested the stone giants came (or were brought) here from some distant world, but the true is unknown.
Stone giants spend long periods of time in torpor. They can stay immobile so long that they can be partially buried by sediment. Whether this is strictly physiologic or partially purposeful is unknown. Mobile stone giants can speak in booming, sonorous voices, but the immobile aged become incapable. There is some evidence that stone giants possess telepathy, and the ancients of their kind may continue to communicate in this fashion after they are immobile. Human psychics often report uneasy or fearful feelings around them that have been theorized to result from the giants’ attempts at communication at frequency below that which can be interpreted by the human mind, but can be “felt."
Caution should be taken in dealing with stone giants. They are territorial, and may attack those they feel have trespassed. Natives of islands with stone giants placated them with blood sacrifices in previous times, though it’s unclear the giants took any particular notice.
[Treat these stone giants as stone golems or greater stone golems, except that they aren’t constructs. Oh, and just in case anybody missed it, I did an interview about the origins of Weird Adventures with Chris Kutalik over at the great Hill Cantons blog last week.]
Friday, February 10, 2012
Welcome to the MEGADUNGEON!
Looking for something for a little weekend family fun? Why not a little delving? Sean Robson--half of the creative duo at Hopeful Monster Creations knows just the place. He's developed a simple and fun update on the dungeoneering board game. Megadungeon! delivers what you remember from that classic game of yore, but updates it with modular dungeon tiles and multiple levels. And it's recession-priced at a mere $2.00.
I had the pleasure of checking this game out while in playtest, and I can say Sean has built a lot of detail into a fairly simple ruleset. I'm looking forward to giving it a whirl with the nephews when I can pry the game-controllers from their hands.
Get it here.
Thursday, February 9, 2012
Manuscript found in Airship Wreckage, 5877
The journal of geologist Farnsworth Lake, found in the wreckage of the airship Orvendel, is the only hint we have of the fate of the Altamont Arctic Expedition of 5876. Despite it’s undisputed authenticity, the veracity of its account is controversial.
Throughout much of the early voyage, Lake describes the view of the world below as obscured by thick mists. Temperature readings of the rising air are notably higher than typical for northern Borea. Proponents of the “Polar Homeland” theory have suggested this was due to the volcano-surrounded island which was home to the ancestors of the Natives of the New World. Skeptics accept the possibility of volcanoes, but dismiss the idea of lost tribes. No credible land or sea expedition has been able to approach the area thanks to malevolent ice elementals and death frost winds.
When they had flown north of the mists, Lake describes the mountain-ringed Polar Continent, quartered by sea channels. Here, the airship made landfall and managed to make contact with the obsidian-skinned dwarf people who inhabit the ancient, perhaps pre-human cities built into the sides of the mountains. Previous expeditions had painted the dwarves as savages (and possibly) cannibals, but Lake suggests the gifts of gems the expedition brought may have placated them. Lake records that the dwarves recipricated by giving Altamont's group a portion of the tusk of a giant walrus and ancient sculptures (perhaps idols) recovered from the cities. The fact that none of these artifacts were found in the wreckage is made much of by the manuscript's critics.
Soon after leaving the dwarves, Lake records that the radio operator sighted a party of “beautiful but strange-appearing” women. These women were described as having skin like porcelain and being utterly unaffected by the cold. Historic accounts report “amazons” on the Polar Continent, but no other expeditions have ever recorded a sighting.
Altamont had planned to turn back at the edge of the maelstrom at the center of the “ring” of the Polar Continent, but for some reason, the Orendel strayed closer to the imposing spire of the Black Peak. Lake records that they begin to drift in the wind, their propellers pulled off by the mountain's magnetism. Blue fire was seen dancing across the hull. Lake theorized this was the anti-magic field of the Peak interacting with the alchemical coatings.
It was in the second day adrift that Lake describes the moaning sound beginning. All the crew heard it, though it was louder for some than others. At first, they thought it might be a natural phenomena, but soon they discerned that it was more like a chorus of voices. Their sleep was disrupted by the sound. Lake confesses he has a mounting sense of dread as the Bleak Peak filled the horizon in front of them. He reports seening shapes moving beneath the at times almost mirror-smooth surface of the mountain.
At this point Lake’s account becomes more terse and (perhaps) more confused. He mentions two of the crewmen as being “gone” but he does not comment on the particulars of their absence. He records entries he dates earlier than previous entries, but that clearly occur after. He relates Grandon’s (the historian) obsession with “runes” on the Peak that Lake cannot see. Finally, he writes that Altamont plans to extend sails to try to catch the wind and and turn southward.
The Orendel's wreckage was recovered 10 months later from an ice flow. No bodies of the crew were found, but as all the supplies were left aboard, it seems unlikely they abandoned the craft purposely. No further evidence of their fate has ever been found.
The greatest barrier to the acceptance of the manuscript's account is reconciling it with the last radio communication received from the expedition. Though the journal appears to be written in Lake's own hand, Altamont reported that Lake died during the encounter with the polar dwarves, nearly two weeks before the journal's last entry.
Wednesday, February 8, 2012
Warlord Wednesday: Revolution
Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...
Warlord #82 (June 1984)
Written by Cary Burkett; Penciled by Dan Jurgens; Inked by Dan Adkins.
Synopsis: Wrongly imprisoned as spies aboard an aircraft in the post-nuclear war USA of 2303, Morgan, Krystovar, Reno, and Shakira are transported to futuristic Washington, D.C., A city strangely unscarred by the devastation they’ve seen elsewhere.
As the officer that captured them turns them over to Secretary Dubrow, Morgan still has faith he can correct this misunderstanding. He hasn't noticed the “weaselly sadistic villain” look Dubrow has about him, and gets beat to unconsciousness and dragged to the slave camp for his trouble.
See that look on Dubrow?
Anyway, in the present of Skartaris, Tara is frustrated that she can’t go after her mate in another of the saucercraft. The leader of the New Atlantean contingent the Shamballans beat last issue let it be known that they had captured Tara’s warship. Warrior queen that she is, Tara can’t let something like that stand:
Back in the post-apocalypse, Morgan wakes up bruised in a slave pit. Krystovar is with him, but Shakira and Reno must be being held elsewhere. Another slave, a former engineer named Duncan, explains how a laser defense system protected Washington from the worst of the destruction. All non-military citizens had been conscripted into work crews for repairs. These had eventually evolved into slave gangs to keep the city running.
The slaves are hauled out of the pit to go to work in the hydroponic gardens that grow the city’s food. While at work, Morgan stares too long at the President with that slimy Dubrow beside him and gets zapped for his trouble.
Morgan has had all he can take. Back in the camp that night, he lays into Duncan about not fighting back. He gives the other slave a rousing, patriotic speech about freedom!
All of the slaves buy it. Not for the first time, Morgan is leading a rebellion.
Making use of Duncan’s engineering expertise. Morgan is able to block the flow of the hydroponic nutrient solution, causing pressure to build up in the big tanks until they blow. The slaves start seizing weapons from the surprised and injured guards. With Morgan’s heroics setting an example, the slaves secure the area and seal it off. Morgan plans to find his missing friends and keep fighting:
Things to Notice:
As the officer that captured them turns them over to Secretary Dubrow, Morgan still has faith he can correct this misunderstanding. He hasn't noticed the “weaselly sadistic villain” look Dubrow has about him, and gets beat to unconsciousness and dragged to the slave camp for his trouble.
See that look on Dubrow?
Anyway, in the present of Skartaris, Tara is frustrated that she can’t go after her mate in another of the saucercraft. The leader of the New Atlantean contingent the Shamballans beat last issue let it be known that they had captured Tara’s warship. Warrior queen that she is, Tara can’t let something like that stand:
Back in the post-apocalypse, Morgan wakes up bruised in a slave pit. Krystovar is with him, but Shakira and Reno must be being held elsewhere. Another slave, a former engineer named Duncan, explains how a laser defense system protected Washington from the worst of the destruction. All non-military citizens had been conscripted into work crews for repairs. These had eventually evolved into slave gangs to keep the city running.
The slaves are hauled out of the pit to go to work in the hydroponic gardens that grow the city’s food. While at work, Morgan stares too long at the President with that slimy Dubrow beside him and gets zapped for his trouble.
Morgan has had all he can take. Back in the camp that night, he lays into Duncan about not fighting back. He gives the other slave a rousing, patriotic speech about freedom!
All of the slaves buy it. Not for the first time, Morgan is leading a rebellion.
Making use of Duncan’s engineering expertise. Morgan is able to block the flow of the hydroponic nutrient solution, causing pressure to build up in the big tanks until they blow. The slaves start seizing weapons from the surprised and injured guards. With Morgan’s heroics setting an example, the slaves secure the area and seal it off. Morgan plans to find his missing friends and keep fighting:
Things to Notice:
- Once again, Warlord gives a pessimistic view of future fashion. Dubrow's outfit looks like the seventies leisure-suit version of a Star Wars outfit.
- Duncan bears some resemblance to Machiste and plays a similar role in the story.
Where It Comes From:
This issue recalls Morgan's slave revolt at the gladiator school back in issue #2. Like in the older stories, Morgan employs an American history quote in his speechifying. This comes up in later series as well.
Monday, February 6, 2012
Mystery House
It's most often found at the end of a stretch of dirt road, be it along a lonely bayou in the South, perched precariously on a ridge in the Smaragdines, or rising like a mirage out of the hardpan in the West. Those that seek it seldom find it without magic, but the lost are somehow drawn to it. However visitors arrive, few can forget the sprawling mansion known as the 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 of those 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 she named the gunslinger) and his vengeful army. Another story (more prosaically) 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. 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 house. 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 mean 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.
Sunday, February 5, 2012
Chronicle
Chronicle (now in theaters) tells the story of three teenagers that encounter something crystalline (maybe something from the movie version of Krypton given its appearance) that seems burrowed underground. This strange event leads them to developing super-powers--specifically telekinesis at a fairly powerful level. After some exuberant experimentation and sophmoric goofing around, Lord Acton's aphorism plays out in the way expected by anyone who's familiar with "Where No Man Has Gone Before", The Korvac Saga, or Zapped!.
Chronicle is a found footage sort of film, but this is better handled than a lot of other films of this type. While the movie would probably have worked just as well without it, it adds a first person immediacy to the display of super-powers that someone makes it seem more real. The flight sequences in particular seem to capture a bit of what it would feel like to fly moreso maybe any other superhero film. Chronicle's final battle (informed, I think, by Akira and possibly Alan Moore's Marvelman) isn't quite as flashy as what you see in more typical superhero films, but it has a visceralness they often lack.
So how might Chronicle inform gaming? Well, it seems well-suited as fodder for a "super-powers in the real world" sort of supers game, like Mutants & Masterminds: Paragons or the more grounded mechanics of GURPS Supers. That would be the obvious inspiration.
I think Chronicle might give some inspiration for fantasy gaming, too. A lot of the wonder and horror that surely would be evoked by the sort of power wielded by rpg mages is blunted by its ubiquity (Harry Potter) or drown out by the surrounding worldbuilding (The Lord of the Rings films). It might be worth thinking about this some to see if there's a way the "more than motal"-ness of magic-users can be portrayed. Also, the power corrupting trope is perhaps under-utlized in fantasy. Maybe there are so many evil wizards because corruption is an occupational hazard? If so, how would that effect how adventuring parties view their resident mage?
Friday, February 3, 2012
One Night in Thrangbek
(Transcript of the Exotic Ports O’Call travelogue newsreel on the city of Thrangbek):
Bustling and cosmopolitan Thrangbek is the exotic jewel of the Gulf of Khayam. This city of approximately one million is a city of canals: It’s so crisscrossed by waterways that many of it’s citizens choose to live on houseboats. As the capital of the Kingdom of Khayam, home to majestic temples, and a center of trade, Thrangbek gets its share of visitors. Once a year, though, it plays host to an unusual convention. Players, gamblers, and spectators descend on the city in the hopes of winning the prize of enlightenment.
Despite all the magnificent temples dedicated to long-lobed, smiling Bo, the real religion of Thrangbek seems to be shatrang. To call shatrang “chess-like” is to only scratch the surface of this game whose rules are modified by a dizzying array of conditions including the position of the planets and stars, and whose pieces are infused with thaumaturgy. Shatrang players beginning training in childhood and those that can’t memorize its rules nor master the psychic control of it’s willful pieces often wind up beggars along the canals, their minds broken.
It has been theorized by Western thaumatologists that shatrang's complicated rules are actually the formulae of series of spells, disguised. Shatrang player-adepts are said to absorb psychic energy from their opponents when they defeat them--games are popularly thought to take place not just on the Material Plane, but the Astral, as well. This accumulation of energy allows players to advance to the next level. Their ultimate goal is the achieve the highest rank possible--a title translated as “Grand Master of Flowers.”
The final match for the ultimate title occurs away from the public. At the endgame, a portal is said to open to a higher plane, and the winner steps through to greet the other Immortals of shatrang and gain the prize of heavenly knowledge and vistas beyond the mortal realm.
As far as Exotic Ports O'Call can determine, no Grand Master has ever returned to let anyone else in on any of those secrets of the universe.
Thursday, February 2, 2012
Shadow of the Beast
Somewhere in the Steel League, 5889:
“So your town is cursed, you say?”
“A demon or god makes its burrow beneath our town. It rises once a year, and everywhere it’s shadow falls turns as cold as the bitterest winter. The Natives use to placate it, somehow. We've been less successful."
“Have you tried to kill it before?”
“Several times--and failed. Other hired adventurers. The old meat locker was made into a makeshift tomb if you’ve like to see--”
“That won’t be necessary. Two questions, Mister Mayor: Do you have enough in the town treasury to cover our fee--and do you have any dynamite hereabouts?
Wednesday, February 1, 2012
Warlord Wednesday: Thief's Magic
Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...
Warlord #81 (May 1984)
Written by Cary Burkett; Penciled by Dan Jurgens; Inked by Dan Adkins.
Synopsis: In a shaded spot in Skartaris, two travellers sleep around a cook fire. Young Tinder creeps up to steal from an open sack. But the travellers are not as unaware as they seem:
The robed clerics are actually Jennifer Morgan and faithful Faaldren. Jennifer demands Tinder tell her his story—cautioning that she’ll know if he’s lying. Tinder tells how, after leaving Shamballah, he’d worked with a merchant caravan (and supplemented his pay with a little pickpocketing) until the New Atlantean raiders attacked. Everyone else had been killed or captured, but Tinder escaped.
Jennifer senses something more about the boy—a kinship—but doesn’t wish to use her magic to pry further just now. And so, Jennifer misses the chance to discover that Tinder is actually her half-brother, Joshua.
Tinder also tells them that Shamballah has fallen. Jennifer casts a spell to find out what happened to her father.
She can’t locate him—which means he’s either vanished from the earth or dead. The former is actually correct; Morgan is imprisoned in the future and (coincidentally) having a nightmare about the day Deimos forced him to kill his own son. It was a trick, of course, and Joshua was raised in anonymity, unaware of his true identity.
Despite the dire news, Jennifer wants to go to Shamballah to pick up her father’s trail. As they’re breaking camp, they get some unwanted visitors…
Comely cow? So, anyway, Jennifer starts to sling a spell, but it’s cut short when she takes a crossbow bolt in the shoulder. Faaldren jumps in with a sword stab through the eye of a lizard mount and Jennifer casts a spell sending illusionary warriors running to his aid. Still, her power's weakening and the illusions don’t fool the New Atlanteans long. Jennifer enlists Tinder’s help casting a spell with one of her magic jewels. She has Tinder concentrate on the most fearsome thing he can thing of for fodder for a renewed illusion spell. Tinder recalls something from a story a man chained in a Shamballan dungeon told him; a man who was actually Travis Morgan, his real father…
He conjures what Jennifer recognizes as a demonic train! She wonders where a Skartarian boy might have found out about locomotives. She realizes there’s more to Tinder than there appears. And so, when the boy asks if Jennifer will teach him some magic, Jennifer agrees to do so and to let him accompany them to Shamballah.
Things to Notice:
The robed clerics are actually Jennifer Morgan and faithful Faaldren. Jennifer demands Tinder tell her his story—cautioning that she’ll know if he’s lying. Tinder tells how, after leaving Shamballah, he’d worked with a merchant caravan (and supplemented his pay with a little pickpocketing) until the New Atlantean raiders attacked. Everyone else had been killed or captured, but Tinder escaped.
Jennifer senses something more about the boy—a kinship—but doesn’t wish to use her magic to pry further just now. And so, Jennifer misses the chance to discover that Tinder is actually her half-brother, Joshua.
Tinder also tells them that Shamballah has fallen. Jennifer casts a spell to find out what happened to her father.
She can’t locate him—which means he’s either vanished from the earth or dead. The former is actually correct; Morgan is imprisoned in the future and (coincidentally) having a nightmare about the day Deimos forced him to kill his own son. It was a trick, of course, and Joshua was raised in anonymity, unaware of his true identity.
Despite the dire news, Jennifer wants to go to Shamballah to pick up her father’s trail. As they’re breaking camp, they get some unwanted visitors…
Comely cow? So, anyway, Jennifer starts to sling a spell, but it’s cut short when she takes a crossbow bolt in the shoulder. Faaldren jumps in with a sword stab through the eye of a lizard mount and Jennifer casts a spell sending illusionary warriors running to his aid. Still, her power's weakening and the illusions don’t fool the New Atlanteans long. Jennifer enlists Tinder’s help casting a spell with one of her magic jewels. She has Tinder concentrate on the most fearsome thing he can thing of for fodder for a renewed illusion spell. Tinder recalls something from a story a man chained in a Shamballan dungeon told him; a man who was actually Travis Morgan, his real father…
He conjures what Jennifer recognizes as a demonic train! She wonders where a Skartarian boy might have found out about locomotives. She realizes there’s more to Tinder than there appears. And so, when the boy asks if Jennifer will teach him some magic, Jennifer agrees to do so and to let him accompany them to Shamballah.
Things to Notice:
- Tinder (Joshua) is back. He was last seen in issue #61.
- The title character, however, barely appears--and he's asleep in his only non-flashback panel.
Where It Comes From:
This issue spends a far amount of time recapping and summarizing Tinder's origin, related piecemeal in previous issues. The bull-headed beastman recalls Travis Morgan's own transformation by the Alces Shirasi back in issue #18.
Monday, January 30, 2012
Perusing Pathfinder's Bestiary 3
Welcome to post 600.
I picked up the pdf of Pathfinder Bestiary 3 last week. I had heard it had some Lovecraftian creatures in it, and I was curious, but in general, I like mining monster manuals for ideas. Paizo's previous entries in the Bestiary series have been pretty good in this regard.
First off, there are a lot of mythological creatures repurposed in tried and true rpg fashion. Quite a few of these are of Asian derivation making this suitable for a "Oriental Adventures" sort of game. There are also creatures from the myths of Native Americans, Inuit, and Pacific Islanders as well. The Fiend Folio and Filipino folklore veteran, the Berbalang, makes an appearance.
There are a lot of other Fiend Folio also-rans. The dire corby, adherer and the flumph get entries, for reasons beyond my understanding. There are some Monster Manual II refugees too.
There are the obligatory expansions to giants, dragons, demons and devils. As is typical, the ranks of evil classes of creatures get expanded with the divs (evil genies) and asuras (philosophic devil sorts), and our old friends the demodands (who all look much more militant and badass in their illustration than the MM2 originals).
One of the things I like is the cryptid and more modern folklore entries. There's the hodak and globster from North America and the kongamato, lukwata and popobala (which was changed for some reason from popobawa) from Africa.
The aforementioned Lovecraftian critters include the moon-beast, voonith, and Yithians. There are other literary borrowings including the bandersnatch and the jubjub bird from Lewis Carroll and monsters likely inspired by other media: the hungry fog and the sargassum fiend.
There are a lot of original monsters, of course. Some of these (like the bogeyman and the pale stranger) are interesting, but seem better suited to a non-Medieval game. Then there's the cold rider, who's sort of a frosty Nazgul astride a demonic reindeer, and the deathweb--the husk of a giant spider animated by thousands of little spiders! Both of these guys would make cool one shots, at least.
Overall, I think it's a decent selection of monsters. More time is spent on more of particular, familiar clades of creatures than I would like (more giants, demons, devils, and variant dragons and dragon-like creatures), but I really like Paizo keeping alive the tendency to borrow entries from literature and modern folklore in addition to mythology.
I picked up the pdf of Pathfinder Bestiary 3 last week. I had heard it had some Lovecraftian creatures in it, and I was curious, but in general, I like mining monster manuals for ideas. Paizo's previous entries in the Bestiary series have been pretty good in this regard.
First off, there are a lot of mythological creatures repurposed in tried and true rpg fashion. Quite a few of these are of Asian derivation making this suitable for a "Oriental Adventures" sort of game. There are also creatures from the myths of Native Americans, Inuit, and Pacific Islanders as well. The Fiend Folio and Filipino folklore veteran, the Berbalang, makes an appearance.
There are a lot of other Fiend Folio also-rans. The dire corby, adherer and the flumph get entries, for reasons beyond my understanding. There are some Monster Manual II refugees too.
There are the obligatory expansions to giants, dragons, demons and devils. As is typical, the ranks of evil classes of creatures get expanded with the divs (evil genies) and asuras (philosophic devil sorts), and our old friends the demodands (who all look much more militant and badass in their illustration than the MM2 originals).
One of the things I like is the cryptid and more modern folklore entries. There's the hodak and globster from North America and the kongamato, lukwata and popobala (which was changed for some reason from popobawa) from Africa.
The aforementioned Lovecraftian critters include the moon-beast, voonith, and Yithians. There are other literary borrowings including the bandersnatch and the jubjub bird from Lewis Carroll and monsters likely inspired by other media: the hungry fog and the sargassum fiend.
There are a lot of original monsters, of course. Some of these (like the bogeyman and the pale stranger) are interesting, but seem better suited to a non-Medieval game. Then there's the cold rider, who's sort of a frosty Nazgul astride a demonic reindeer, and the deathweb--the husk of a giant spider animated by thousands of little spiders! Both of these guys would make cool one shots, at least.
Overall, I think it's a decent selection of monsters. More time is spent on more of particular, familiar clades of creatures than I would like (more giants, demons, devils, and variant dragons and dragon-like creatures), but I really like Paizo keeping alive the tendency to borrow entries from literature and modern folklore in addition to mythology.
Sunday, January 29, 2012
The Way of the Gun
“...a gun isn’t a thing of miracles. It’s a mechanical contraption that is capable of just so much and no more.”
- “One Hour” Dashiell Hammett
In the world of the City, it was opined over a century ago that “Forces beyond Man’s kin make the wizard, but with his own hand Man makes the gun, and so makes himself the Wizard’s equal.” Firearms represent the triumph of scientific arts like alchemy over the arcane; A triumph which has shaped the modern world.
The oldest firearms utilized the chemical explosive now called black powder. Given these older weapons were made by individual smiths rather than factories, they are more likely to bear enchantments. There are still matchlock and flintlock weapons in use by adventurers for this reason. The Dwergen-made wonderbuss is an example of such a weapon.
Historical sources attest to another (rarer) explosive called red powder, which is now lost. This rust-colored explosive was a closely guarded secret of a cabal of alchemists. (This group is supposed to have been called the Brethren of Steropes and resided in a mobile flying monastery always hidden behind a thunderhead--or so legends say). The compound was activated by exposure to light. It was used in guns of a wheellock mechanism where the striking of two crystals caused a small flash of light. It was also used in ceramic grenades and even in “time delayed” explosives that were placed at night, to go off with the coming dawn.
The modern form of gunpowder is a so-called “smokeless propellant” as it produces negligible smoke compared to the older compounds. It’s made from the alchemical fixation of “smokeless fire,” the same para-elemental substance (airy fire) of which jinn are composed. Modern, mass-produced guns are seldom enchanted--not purposefully, at least--but being close to death and strife sometimes leaves an arcane imprint. Adventurers and special government agents do sometimes use custom ammunition of a magical material or mundane bullets enchanted for a specific effect.
The City has stricter gun control laws many localities in the Union--at least nominally. Ownership or carry of any firearm small enough to conceal requires a license. These are issued by the police department (and usually require a bribe or a friendly contact to acquire, in addition to the licensing fee). Loaded long arms are illegal to carry (and even carrying unloaded ones will invite police involvement unless one can convince them one is on the way to a shooting range or to a hunt), but their ownership is not restricted.
In the Union overall, cities and towns closer to the wilderness or to uncleared caves or ruins have fewer restrictions than safer areas.
- “One Hour” Dashiell Hammett
In the world of the City, it was opined over a century ago that “Forces beyond Man’s kin make the wizard, but with his own hand Man makes the gun, and so makes himself the Wizard’s equal.” Firearms represent the triumph of scientific arts like alchemy over the arcane; A triumph which has shaped the modern world.
The oldest firearms utilized the chemical explosive now called black powder. Given these older weapons were made by individual smiths rather than factories, they are more likely to bear enchantments. There are still matchlock and flintlock weapons in use by adventurers for this reason. The Dwergen-made wonderbuss is an example of such a weapon.
Historical sources attest to another (rarer) explosive called red powder, which is now lost. This rust-colored explosive was a closely guarded secret of a cabal of alchemists. (This group is supposed to have been called the Brethren of Steropes and resided in a mobile flying monastery always hidden behind a thunderhead--or so legends say). The compound was activated by exposure to light. It was used in guns of a wheellock mechanism where the striking of two crystals caused a small flash of light. It was also used in ceramic grenades and even in “time delayed” explosives that were placed at night, to go off with the coming dawn.
The modern form of gunpowder is a so-called “smokeless propellant” as it produces negligible smoke compared to the older compounds. It’s made from the alchemical fixation of “smokeless fire,” the same para-elemental substance (airy fire) of which jinn are composed. Modern, mass-produced guns are seldom enchanted--not purposefully, at least--but being close to death and strife sometimes leaves an arcane imprint. Adventurers and special government agents do sometimes use custom ammunition of a magical material or mundane bullets enchanted for a specific effect.
The City has stricter gun control laws many localities in the Union--at least nominally. Ownership or carry of any firearm small enough to conceal requires a license. These are issued by the police department (and usually require a bribe or a friendly contact to acquire, in addition to the licensing fee). Loaded long arms are illegal to carry (and even carrying unloaded ones will invite police involvement unless one can convince them one is on the way to a shooting range or to a hunt), but their ownership is not restricted.
In the Union overall, cities and towns closer to the wilderness or to uncleared caves or ruins have fewer restrictions than safer areas.
Friday, January 27, 2012
Any Requests?
Maybe it's because I'm in spitting distance of 600 posts and people have had time to digested Weird Adventures (and if you haven't, check out Booberry's review), or maybe it's just because it's Friday and I'm lazy, but I'm inclined to take suggestions for future posts. So if you've got questions (burning or otherwise) you want answered about the City or the Strange New World, or some hint from a precious post you want me to expand upon, now's your chance to ask. I won't necessarily do a post on every suggestion, but any I get will form my list for consideration when it's time to revisit the City.
Here's some things I've thought about--but don't feel bound to this list. It might be worth revisiting the (mis)adventures of Cap'n Clanton in the South Tranquil Sea. There's also the Old World east of Staark as yet unchronicled. There's always room for more famous adventurers of yesteryear.
So that's what I've got. Anything from the audience?
Thursday, January 26, 2012
Where's Your Head?
One of the strangest artifacts of the Ancients is the so-called Spectral-Head Harness. The device is a heavy, wide-shouldered pectoral of some reinforced leather-like material attached to a thick, rune-inscribed collar of black ceramic. The device is strapped to a wearer by a harness that seems composed of what seem like industrial hoses that follow lines of the wearer's ribcage. Once the device is strapped into place, it activates.
Jarus Shanck, adventurer and assassin, who gave his name to the City barony of Shancks, is the only recorded bearer of the artifact. What we know of its operation comes from accounts by Shanck’s associates. When Shanck was secured in the device, it began to emit a low hum. The sound lasted a few minutes. During this time, the flesh and hair on Shanck’s skull seemed to sublimate as a cloud of roiling mist formed around his head. Soon, only his skull was left, seemingly floating in the mist. Given that Shanck had never been considered a handsome man (He was extensively scarred, it was said, from too many narrow victories as a boy fighting giant rats in the gaming pits), this wasn’t an especially great loss. Interestingly though, the flesh of his skull was not actually gone. Close observation suggested it had merely been transformed--become hazy and indistinct--and mostly hidden by the mists it seemed to diffuse into.
Jarus Shanck always explained that his head had gone "elsewhere." Whatever that meant, the device seemed to grant the powers of True Seeing, Arcane Sight, and at least at sometimes, Precognition. Some claim it was futuresight that led Shanck to kill the sea creature, Thraug--but no one knows for certain. Shanck also ceased to need sleep, though his body still needed rest through inactivity. Attacks against his head would pass harmlessly through the mist and suffocation or drowning had no effect. It has been theorized that attacks that could effect the astral could have harmed his head, but this remains unproven.
Besides the obvious cosmetic effects, the harness had other disadvantages. The longer Shanck’s head spent wherever it went, the more he became distracted from things on the material plane. Increasingly concerned about this problem, Shanck finally sought to have the harness removed--and discovered another downside.
After Shanck’s death, the harness is said to have unlatched on its own. None of his lieutenants claimed it, and it disappeared from history. If the rumors about Shanck’s hidden treasure trove behind the cliffs along the Eldritch are true, it maybe that that is where the harness can be found--awaiting another head.
Jarus Shanck, adventurer and assassin, who gave his name to the City barony of Shancks, is the only recorded bearer of the artifact. What we know of its operation comes from accounts by Shanck’s associates. When Shanck was secured in the device, it began to emit a low hum. The sound lasted a few minutes. During this time, the flesh and hair on Shanck’s skull seemed to sublimate as a cloud of roiling mist formed around his head. Soon, only his skull was left, seemingly floating in the mist. Given that Shanck had never been considered a handsome man (He was extensively scarred, it was said, from too many narrow victories as a boy fighting giant rats in the gaming pits), this wasn’t an especially great loss. Interestingly though, the flesh of his skull was not actually gone. Close observation suggested it had merely been transformed--become hazy and indistinct--and mostly hidden by the mists it seemed to diffuse into.
Jarus Shanck always explained that his head had gone "elsewhere." Whatever that meant, the device seemed to grant the powers of True Seeing, Arcane Sight, and at least at sometimes, Precognition. Some claim it was futuresight that led Shanck to kill the sea creature, Thraug--but no one knows for certain. Shanck also ceased to need sleep, though his body still needed rest through inactivity. Attacks against his head would pass harmlessly through the mist and suffocation or drowning had no effect. It has been theorized that attacks that could effect the astral could have harmed his head, but this remains unproven.
Besides the obvious cosmetic effects, the harness had other disadvantages. The longer Shanck’s head spent wherever it went, the more he became distracted from things on the material plane. Increasingly concerned about this problem, Shanck finally sought to have the harness removed--and discovered another downside.
After Shanck’s death, the harness is said to have unlatched on its own. None of his lieutenants claimed it, and it disappeared from history. If the rumors about Shanck’s hidden treasure trove behind the cliffs along the Eldritch are true, it maybe that that is where the harness can be found--awaiting another head.
Wednesday, January 25, 2012
Warlord Wednesday: Future Trek
Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...
Warlord #80 (April 1984)
Written by Cary Burkett; Penciled by Dan Jurgens; Inked by Dan Adkins
Synopsis: At the end of last issue, a wolf-headed, bare (and hairy) chested New Atlantean captain and his troops had the drop on Tara and her Shamballan soldiers in the weapons cache cave. Before Captain Wolf-head can seize the weapons for the glory of New Atlantis, a stranger in black appears and starts shooting things with a ray gun.
That gives Tara and Scarhart the opening they need:
They make short work of the New Atlanteans. Before they can thank their mysterious benefactor, he’s disappeared.
Somewhere in the future, Morgan, Shakira, and Krystovar are chowing down on some fine nutria-stew and chatting with Dr. Reno Franklin. He thinks he’ll probably be able to return them to their own time once they get the kinks worked out of the saucer craft. Right now, they only go forward in time.
Our heroes will have to wait. Weeks pass. Krystovar studies English, Morgan explores the futuristic complex, and Shakira gets bored and does something rash.
In cat form, she sneaks up of the complex via an air duct (despite Morgan’s warning about the temporal incongruity between inside and outside). Following some interesting smells, she comes upon a fine denizen of the future:
It looks like cat is considered fine eating in this time because future primitive and his gang chase Shakira, forcing her to hide in a ruined city.
Later, back at the complex, Shakira angrily interrupts Morgan and Reno to ask why Morgan didn’t come looking for her when she’s been gone for days. It’s the time difference again; For those inside the base, she’s only been gone for a short while.
Intrigued by Shakira’s story, Reno suggests they check out the ruined city. Morgan concludes that the destruction could only have been caused by a nuclear attack. Reno finds a calendar showing the date is later than he thought: The devastation occurred sometime after October 1 2303! Realizing his life has become a Twilight Zone episode, Reno freaks out a bit. Morgan tells him to man up. They need to organize a scouting expedition to find out just how much devastation there is.
The scientists have got a small plane that Morgan can fly. They decide to fly out over Salt Lake City (the closest metropolitan area) and see what they can see. Morgan tells Reno he’s been to the future before, but this one is different. Reno explains that, theoretically, there are an infinite number of alternate future timelines.
Salt Lake City is bombed out. Morgan prepares to fly in low to look for survivors, but:
Futuristic soldiers bring them aboard with a sort of force beam. Morgan tries to explain who they are to the captain of the group. Unsurprisingly, he’s skeptical of Morgan’s story of secret time travel projects. They’re arrested as spies…
Things to Notice:
That gives Tara and Scarhart the opening they need:
They make short work of the New Atlanteans. Before they can thank their mysterious benefactor, he’s disappeared.
Somewhere in the future, Morgan, Shakira, and Krystovar are chowing down on some fine nutria-stew and chatting with Dr. Reno Franklin. He thinks he’ll probably be able to return them to their own time once they get the kinks worked out of the saucer craft. Right now, they only go forward in time.
Our heroes will have to wait. Weeks pass. Krystovar studies English, Morgan explores the futuristic complex, and Shakira gets bored and does something rash.
In cat form, she sneaks up of the complex via an air duct (despite Morgan’s warning about the temporal incongruity between inside and outside). Following some interesting smells, she comes upon a fine denizen of the future:
It looks like cat is considered fine eating in this time because future primitive and his gang chase Shakira, forcing her to hide in a ruined city.
Later, back at the complex, Shakira angrily interrupts Morgan and Reno to ask why Morgan didn’t come looking for her when she’s been gone for days. It’s the time difference again; For those inside the base, she’s only been gone for a short while.
Intrigued by Shakira’s story, Reno suggests they check out the ruined city. Morgan concludes that the destruction could only have been caused by a nuclear attack. Reno finds a calendar showing the date is later than he thought: The devastation occurred sometime after October 1 2303! Realizing his life has become a Twilight Zone episode, Reno freaks out a bit. Morgan tells him to man up. They need to organize a scouting expedition to find out just how much devastation there is.
The scientists have got a small plane that Morgan can fly. They decide to fly out over Salt Lake City (the closest metropolitan area) and see what they can see. Morgan tells Reno he’s been to the future before, but this one is different. Reno explains that, theoretically, there are an infinite number of alternate future timelines.
Salt Lake City is bombed out. Morgan prepares to fly in low to look for survivors, but:
Futuristic soldiers bring them aboard with a sort of force beam. Morgan tries to explain who they are to the captain of the group. Unsurprisingly, he’s skeptical of Morgan’s story of secret time travel projects. They’re arrested as spies…
Things to Notice:
- The Shamballan soldier extras with Tara and Scarhart seem to appear and disappear in different panels.
- There's little continuity between the dress of the Shamballans and the New Atlanteans here and last issue.
- Morgan's military training doesn't lead him to offer any other suggestion to the future Air Force captain than "call the President" to confirm his tale of a secret government project.
Where It Comes From:
This issue references Morgan and Shakira's previous jaunt to the future Australia in Grell's last storyline (issues #69-71).
Tuesday, January 24, 2012
How Many Are Out There?
So it looks like the orders of Weird Adventures are getting out there. Over in the Land of Nod, Matt had some kind words. It's got Bill the Dungeonmaster fired up over at The Crown and the Ring, and Jack, spinner of Tales of the Grotesque and Dungeonesque, has got a copy in his hands.
Monday, January 23, 2012
In the Belly of the Beast
Leviathans are perhaps the largest and most mysterious denizens of the ocean depths. These gigantic creatures dwarf both whales and reptilian sea serpents. Their name in the gurgling language of the sea devils translates roughly as “monster-thing stronger than even the gods.” Despite their great size, the creatures are seldom seen, and carcasses are rarer still.
Some have suggested that the size of leviathans is impossible and therefore indicative of a magical nature. It has been theorized that the creatures' rarity is a by-product of the fact that they actually swim through the etheric substructure of reality, only passing through the physical world’s oceans incidentally.
The discovery of a leviathan carcass always instigates a mini-”gold rush.” The flesh and bone of the beast are of interest to alchemists (synthetic insulating blubber was an outgrowth of study of the leviathan) and thaumaturgists who use various leviathan parts for spell materials. Leviathan ambergris can be used to make perfumes and colognes easily infused with charm or suggestion properties. It’s also a psychoactive and can be smoked to produce a euphoric effect and intense sexual desire that in some individuals manifests a a mania lasting 10 x 1d4 minutes.
Less scientifically minded individuals hope to salvage treasure swallowed by the leviathan in its journeys. Whole ships laden with cargo are sometimes found (this is facilitated by the fact that internally leviathans are cavern-like, evidencing a strange paucity of organs). The loot-minded must be wary, however. Strange miasmas are sometimes produced inside a dead leviathan that can cause death or mutagenic effects on the unprotected.
Sunday, January 22, 2012
Get Your Motor Running
I watched the science fiction anime Redline from Madhouse Studios last night,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 criminall 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 charcter's on the road to adventure!
Subscribe to:
Posts (Atom)