7 hours ago
Friday, March 8, 2013
In Space, No One Can Hear You Index
As an excuse for a lazy blog post, I thought I'd put all of my recent science fiction posts from the as yet unnamed setting in one place. If you missed any of them the first time, they'll be new to you:
A pictorial overview of a bit of galactic history. You have to know your Radiant Polity form your Archaic Oikumene!
Deshret: A desert planet where tomb-robbers steal digital souls.
Necromancers: Undead travelers trying to find the remnant of their ancient species and resurrect them.
The Phantasists: On a floating city, they'll sale you neurochemical dreams.
The Pharesmid Syndicate: A criminal organization where all the members are one guy.
The Vokun Empire: A brief look at these bad guys and their primary subservient species.
The Zao Pirates: and their shrouded asteroid homebase.
Zyanthion: A world where the people have a reputation economy and duel to protect their honor.
In upcoming posts we should get to the ichthyoid and psionic Slavers, the Star Folk (space hippies), the Apotheosis Labyrinth, more on the species of the Vokun Empire, space amazons (of course), a pleasure planet, and maybe the weird (consensus) wizard-mind of Smaragdoz.
Thursday, March 7, 2013
The Vokun Empire
In the far future, part of the Milky Galaxy is controlled by the decadent Vokun Empire. More to come on them later, but here’s an introduction to the vokun and their foederati. The information here comes from fragmentary reports of questionable accuracy. Any errors will corrected in future posts.
The vokun are once-fierce conquerors in decline. As vokun age, they become progressively more obese until they are immobile without use of their walker conveyances. The elder vokun direct the younger in administration of the empire, but increasingly they’re concerned only with political maneuvering and decadent games.
The vokun have a distrust of disembodied minds, so they employ “humanoid computers” in the form of ibglibishpan savants. Their neural structure and training makes them logical, dispassionate--and ideal accountants, administrators, and archivists. Some are trained in reading the emotions of other humanoids, while the ibglibdishpan themselves always have serene expressions. Their mental structure does make them prone to “halting states” and other sorts of madness.
The kuath are the fanatically conditioned shock troops of the empire. They are seldom seen outside of their 2.5 m tall bio-armor suits, but they are humanoids rarely older than their teens. The humanoids have a symbiotic relationship with ocean-dwelling god monsters they call the Dragon Mothers, who supply their biotechnology and battle drugs. The Dragon Mothers gave the service of the kuath to the vokun in exchange for sparing their world from bombardment with mass drivers.
The vokun are once-fierce conquerors in decline. As vokun age, they become progressively more obese until they are immobile without use of their walker conveyances. The elder vokun direct the younger in administration of the empire, but increasingly they’re concerned only with political maneuvering and decadent games.
The vokun have a distrust of disembodied minds, so they employ “humanoid computers” in the form of ibglibishpan savants. Their neural structure and training makes them logical, dispassionate--and ideal accountants, administrators, and archivists. Some are trained in reading the emotions of other humanoids, while the ibglibdishpan themselves always have serene expressions. Their mental structure does make them prone to “halting states” and other sorts of madness.
The kuath are the fanatically conditioned shock troops of the empire. They are seldom seen outside of their 2.5 m tall bio-armor suits, but they are humanoids rarely older than their teens. The humanoids have a symbiotic relationship with ocean-dwelling god monsters they call the Dragon Mothers, who supply their biotechnology and battle drugs. The Dragon Mothers gave the service of the kuath to the vokun in exchange for sparing their world from bombardment with mass drivers.
The engineers of the empire are a humanoid species with crustacean like characteristics, including metallic carapace. All the engineers have cybernetic enhancements and host groups of nanites in their bodies.
Wednesday, March 6, 2013
Warlord Wednesday: Betrayal
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...
"Betrayal"
Synopsis: Morgan is in the palace in Shamballah in cape and purple shirt, worrying about where his wife might be. His worrying is cut short by would-be assassins with blue stars on their faces and green outfits with streamers. Just another day in Skartaris.
While Morgan’s dealing with the assassins, Machiste’s beating up a couple of guys in an arena. The gladiators comment on the ferocity their king has displayed since coming back from Shamballah. Machiste asserts the reason for his new vigor is his new lady:
Morgan’s old lady--Tara!
In New Atlantis, Kara (aka Power Girl) has found the tomb of her grandfather, Arion. Entering the tomb, she finds a room with a computer and a gem on a pedestal. She sits down at the computer console, but then feels strangely drawn to the gem. She feels compelled to shoot it with her heat vision. It shatters--and trouble emerges:
Meanwhile, Redmond’s also having a tough time. He finally reaches a Skartarian village, but gets chased out of town after he steals a piece of fruit. He climbs a cliff face to escape his pursuers, but them winds up falling.
Morgan follows one of the escaping assassins, to a lake with a fortress on a small island at its center. He plans to swim behind on of their coracles so they’ll think it slipped loose accidentally. but he’s attacked by a purple giant squid. It drags him beneath the surface, but he’s able to stab it in the eye and escape to the shore of the island.
Morgan sneaks into the fortress and overhears a startlingly conversation: this organization known as the Kraken Pentacle was apparently sent after him by the King of Kiro--his old friend, Machiste! Morgan is surprised by one of the assassins who discovered him in hiding. The two fight, and break through the floor, falling into the ceremonial chamber.
In Kiro, Machiste and Tara are attacked by assassin’s identically dressed to the one’s that went after Morgan. The assassin’s claim they have been sent by the Warlord. Machiste and Tara defeat them, but Machiste lets one live so that the man can return to Morgan (if he’s really the one who hired them) and tell him he’s gone to far.
Later, Tara descends into a dungeon beneath the castle where a prisoner is chained to wall. Tara pulls a device from beneath her cloak. She bathed in energy, then her true identity is revealed:
Things to Notice:
"Betrayal"
Warlord #119 (July 1987)
Written by Michael Fleisher; Art by Ron Randall
Synopsis: Morgan is in the palace in Shamballah in cape and purple shirt, worrying about where his wife might be. His worrying is cut short by would-be assassins with blue stars on their faces and green outfits with streamers. Just another day in Skartaris.
While Morgan’s dealing with the assassins, Machiste’s beating up a couple of guys in an arena. The gladiators comment on the ferocity their king has displayed since coming back from Shamballah. Machiste asserts the reason for his new vigor is his new lady:
Morgan’s old lady--Tara!
In New Atlantis, Kara (aka Power Girl) has found the tomb of her grandfather, Arion. Entering the tomb, she finds a room with a computer and a gem on a pedestal. She sits down at the computer console, but then feels strangely drawn to the gem. She feels compelled to shoot it with her heat vision. It shatters--and trouble emerges:
Meanwhile, Redmond’s also having a tough time. He finally reaches a Skartarian village, but gets chased out of town after he steals a piece of fruit. He climbs a cliff face to escape his pursuers, but them winds up falling.
Morgan follows one of the escaping assassins, to a lake with a fortress on a small island at its center. He plans to swim behind on of their coracles so they’ll think it slipped loose accidentally. but he’s attacked by a purple giant squid. It drags him beneath the surface, but he’s able to stab it in the eye and escape to the shore of the island.
Morgan sneaks into the fortress and overhears a startlingly conversation: this organization known as the Kraken Pentacle was apparently sent after him by the King of Kiro--his old friend, Machiste! Morgan is surprised by one of the assassins who discovered him in hiding. The two fight, and break through the floor, falling into the ceremonial chamber.
In Kiro, Machiste and Tara are attacked by assassin’s identically dressed to the one’s that went after Morgan. The assassin’s claim they have been sent by the Warlord. Machiste and Tara defeat them, but Machiste lets one live so that the man can return to Morgan (if he’s really the one who hired them) and tell him he’s gone to far.
Later, Tara descends into a dungeon beneath the castle where a prisoner is chained to wall. Tara pulls a device from beneath her cloak. She bathed in energy, then her true identity is revealed:
Things to Notice:
- Morgan sports a new outfit this issue. Machiste is the only one of the principles who has gotten new togs.
- Why hasn't anyone else in the castle noticed Tara chained in the basement?
Where it Comes From:
The demon inside the gem is reminiscent of the Evil One and is jewel in previous issues.
The demon inside the gem is reminiscent of the Evil One and is jewel in previous issues.
Tuesday, March 5, 2013
A Book Bundle Giveaway
The Happy Whisk, long-suffering (I kid--probably) spouse of Tim, the lord of Gothridge Manor is having a book bundle giveaway in honor of her 444 post. Check it out here. It includes the new issue of Tim's 'zine, The Manor.
Monday, March 4, 2013
One Man Mob
The Pharesmid Syndicate is criminal organization centered on the planet Smaragdoz. The members of the group are all bio-clones or mind copies of their founder, Smaragdine terrorist Uln Pharesm. Pharesm was a mole within the development group in the beta phase of the Smaragdine noospheric Consensus. With his access to the computing power of the noosphere, he was able to generate several copies of his mind, and abscond with governmental funds. Pharesm betrayed the members of his terrorist cell, keeping the money for himself, and hijacking their bodies with his copies. With his new mind-confederates, he embarked on a criminal enterprise that continues to this day.
Pharesmids all wear facial tattoos, though they may disguise them in the course of their criminal operations. Their progenitor has augmented his brain to give himself limited psi abilities, and it may be that some lieutenants have similar enhancements.
PHARESMID SYNDICATE
Attributes: Force 3, Cunning 6, Wealth 5
Hit Points: 29
Assets: Cyberninjas/Cunning 3, Smugglers/Cunning 1, Thugs/Force 1, Laboratory/Wealth 3
Sunday, March 3, 2013
Treasure from the Desert
Deshret is a desert world, terraformed in a previous age, but now slowly sliding back into uninhabitability. Its forbidding red sands would have long ago been abandoned to its hostile indigenes and desert monsters, if it weren't for the treasure buried beneath its shifting dunes.
During the Archaic Oecumene, the desert world was the location of a floating metropolis. The city did a thriving business in the preparation and storage of uploaded mind copies in their secure databanks (referred to as “tombs”) buried beneath the planet’s surface. The Great Collapse lead to the city literally disintegrating to dust under assault by rogue disassembler swarms. The stored data facilities were left unguarded and ripe for tomb-robbers.
Shortly after the incorporation of the Radiant Polity, haphazard thievery on Deshret coalesced into a business supporting a new society. The tall, jade-skinned, ectomorphic Ogüptans controlled the exploitation of the past from their capital, the spaceport Moph. Some are sandminers, sifting the red dust for fragments of code and the rare whole artifact left from the Great Collapse. Others are tomb-robbers, wresting the minds of the long dead to sell into slavery, to toil in the infospheres of today.
Tomb-robbing isn’t without risk. The data is secure, and getting at it often requires overcoming deadly physical and digital intrusion countermeasures. Perhaps even worse, strife around the Great Collapse or soon after, left the desert full of spirits and devils. Wild nanites haunt the wastes: malicious djinn and body-thief dybbuks. Then there are the masked desert tribes, murderously resentful of intruders into their sacred places.
Despite these risks, there is no shortage of people willing to brave them for a chance at quick money.
Friday, March 1, 2013
Swords & Celebrity
The red-skinned humanoids of Zyanthion are known throughout the galaxy for their pursuit of pleasure and their peculiar, anarchic society. Popular media depicts them as passionate to a fault; as likely to be heedlessly pursuing a new romantic conquest as to be fighting a duel with archaic (but deadly) graphene-edged rapiers--and they do either in a very public way.
To visitors from other cultures, Zyann seem obsessed with status and celebrity. Virtually all their activities are public recorded in their noosphere [planet-wide internet and grid]. They live or die socially by the praise or disapproval they receive for their actions. Zyanthion operates on a reputation economy. There is no money; goods and services are given to others in hopes of enhancing one’s own prestige. This “currency” (awarded and tracked in the noosphere) is known as éclat. Zyann who have accumulated high éclat (whether from artistry, craftsmanship, bravery, or skill as a lover) can become a powerful in their society, able to occupy manors and estates, and assume self-chosen titles of nobility--as long as their éclat remains sufficiently high.
Current fashion is important to Zyann in all facets of their society. Religions and belief systems appear, flourish, and fall from favor almost as quickly as clothing fads. Only a few Zyann have cultivated the “right” sort of name to avoid having to chase styles to maintain their position.
Because of the supremacy of reputation, Zyann honor is easily offended. Off-world visitors can easily find themselves challenged to a duel. Consultation of a lawyer of at least moderate éclat is advised in such situations, as there are face-saving ways of avoiding the deadly art of Zyann swordsmanship in many cases. Of course, visitors have to be mindful of their own graciously gifted éclat in such situations.
Thursday, February 28, 2013
Inner City Blues
Weird Adventures presents the City and it’s world in the year 5888, an era of automobiles, machine guns, and jazz. Of course, that’s not the only age when there’s adventure to be had:
About thirty-five years in the future, the City is again seeing hard times. A grinding war continues with Red Lemuria. Political scandal and public corruption has eroded trust in institutions. The aging subway trains are covered with graffiti. Solace is full of abandoned buildings, crime, drugs, and poverty. The Circus, once the brightly lit crossroads of the world, is now the home of sleazy grindhouses and a haven for pimps, hookers, and drug pushers.
The reputation of thaumaturgy has suffered just like other traditional institutions. Murderous gurus, scandals involving sex rituals, and scam artists have led to the thaumaturgic arts being viewed unsavory and dangerous by the masses, and old-fashion and hokey by the counter-culture.
There are still adventurers, though--and more than ever they're quasi-outlaws sticking it to the Fat Cats and the Establishment. Most of the dungeons have been cleaned out, but there are plenty of treasures in the hands of the wealthy. And there are always monsters--just now some of them sit in positions of power.
Foes: thrill-kill cult gurus, street gangs, the decadent wealthy with secrets to hide, corrupt cops and politicians, the Hell Syndicate.
Media Inspirations: Film/TV: Fear and Loathing in Las Vegas, Enter the Dragon, Kolchak: the Night-Stalker, Shaft, Sugar Hill (1974), To The Devil...A Daughter, The Warriors, Vanishing Point; Books: the works of Dennis Wheatley and Stephen King, the Doctor Orient novels, the Destroyer novels, exploitive seventies nonfiction about witches and the occult; Comic Books: Night Force, Swamp Thing, Vampire Tales and any of Marvel’s other black and white magazines; Music: Jimmy Page’s unused soundtrack for the film Lucifer Rising. The Shaft and Truck Turner soundtracks by Isaac Hayes, Superfly soundtrack by Curtis Mayfield; any of Goblin’s music from Argento’s films.
About thirty-five years in the future, the City is again seeing hard times. A grinding war continues with Red Lemuria. Political scandal and public corruption has eroded trust in institutions. The aging subway trains are covered with graffiti. Solace is full of abandoned buildings, crime, drugs, and poverty. The Circus, once the brightly lit crossroads of the world, is now the home of sleazy grindhouses and a haven for pimps, hookers, and drug pushers.
The reputation of thaumaturgy has suffered just like other traditional institutions. Murderous gurus, scandals involving sex rituals, and scam artists have led to the thaumaturgic arts being viewed unsavory and dangerous by the masses, and old-fashion and hokey by the counter-culture.
There are still adventurers, though--and more than ever they're quasi-outlaws sticking it to the Fat Cats and the Establishment. Most of the dungeons have been cleaned out, but there are plenty of treasures in the hands of the wealthy. And there are always monsters--just now some of them sit in positions of power.
Foes: thrill-kill cult gurus, street gangs, the decadent wealthy with secrets to hide, corrupt cops and politicians, the Hell Syndicate.
Media Inspirations: Film/TV: Fear and Loathing in Las Vegas, Enter the Dragon, Kolchak: the Night-Stalker, Shaft, Sugar Hill (1974), To The Devil...A Daughter, The Warriors, Vanishing Point; Books: the works of Dennis Wheatley and Stephen King, the Doctor Orient novels, the Destroyer novels, exploitive seventies nonfiction about witches and the occult; Comic Books: Night Force, Swamp Thing, Vampire Tales and any of Marvel’s other black and white magazines; Music: Jimmy Page’s unused soundtrack for the film Lucifer Rising. The Shaft and Truck Turner soundtracks by Isaac Hayes, Superfly soundtrack by Curtis Mayfield; any of Goblin’s music from Argento’s films.
Wednesday, February 27, 2013
Warlord Wednesday: The Times (and Costumes) Are A-Changin'
Let's take a break this week from the adventures of Morgan and the gang, and consider the changes that have come in the visual depictions of The Warlord's cast. Our canary in the fashion coal mine will be Mariah Romanova, Russian fencing champion and archaelogist. Mariah isn't in Skartaris long before she acquires a standard Skartarian outfit:
As impractical as it is improbable, Mariah's outfit nevertheless marks her as a hero: bit players in the saga tend to have more standard Conan comic attire. Note the Farrah Fawcett feathered hair and the colored eye patches that were sported by several comic characters in the era.
As the years go by, Mariah's hair changes a little bit--and when Ron Randall takes over, her costume gets a bit skimpier. Then after the "Morgan's Quest" saga, Randall gets into a bit of costume experimentation:
Here we see what must be Mariah's "lounging about the castle" outfit. (This is an idea with precedent: Tara and Morgan got them in previous issues.) It's a pretty 70s design despite the era; it recalls the duds of DC's first Starfire. Not that she's got kind of 80s hair, though, and the eye makeup has expanded beyond the old raccoon eyes look.
When next Randall has her back in her standard outfit, it's been subtly (or maybe not so subtly) altered. It's just as revealing, but more a more complicated design. She's now sporting hair and a headband borrowed from some aerobics instructor. Her eye makeup is asymmetric has gotten all Jem and the Holograms (which started around this same time--this stuff was just the zeitgeist).
What's next for Mariah? Come back next Wednesday and find out.
As impractical as it is improbable, Mariah's outfit nevertheless marks her as a hero: bit players in the saga tend to have more standard Conan comic attire. Note the Farrah Fawcett feathered hair and the colored eye patches that were sported by several comic characters in the era.
As the years go by, Mariah's hair changes a little bit--and when Ron Randall takes over, her costume gets a bit skimpier. Then after the "Morgan's Quest" saga, Randall gets into a bit of costume experimentation:
Here we see what must be Mariah's "lounging about the castle" outfit. (This is an idea with precedent: Tara and Morgan got them in previous issues.) It's a pretty 70s design despite the era; it recalls the duds of DC's first Starfire. Not that she's got kind of 80s hair, though, and the eye makeup has expanded beyond the old raccoon eyes look.
When next Randall has her back in her standard outfit, it's been subtly (or maybe not so subtly) altered. It's just as revealing, but more a more complicated design. She's now sporting hair and a headband borrowed from some aerobics instructor. Her eye makeup is asymmetric has gotten all Jem and the Holograms (which started around this same time--this stuff was just the zeitgeist).
What's next for Mariah? Come back next Wednesday and find out.
Monday, February 25, 2013
Galactic History with Pictures
It's commonly accepted that most of the galaxy's sophonts are either descendants or creations of humanity who came into being on the fabled world of Earth. The location of this ur-world of the humanoid phyle is lost.
The original civilization of humanity collapsed (perhaps multiple times) or perhaps it ascended. Whether the end was glorious or tragic, the true history of these times is only fragmented legend.
The Archaics rose with the aide of knowledge salvaged ruins of the past. They built crystalline cities that floated in the air, and connected the noospheres of their worlds with superluminal relays via wormwholes.
Something happened. There was a Great Collapse and galactic civilization fractured into individual worlds, and some of them slid back into savagery.
The Radiant Polity, one of the successor states to the Archaic Oikumene, was torn asunder by conflict between toxic memes. The Instrumentality of the current age was born out of this struggle.
The planet Phobetor is home to monsters: Bandersnatches, kalidahs, cateblopases, and crocotta are among the deadly bio-art horrors released onto the world's surface by the artists living in the dilapiated floating city above it. This artists' colony became the Phantasists of today.
Sunday, February 24, 2013
The Zao Corsairs
The Zao are an infamous group of space pirates. Their brazen crimes and theatrical flair have made them a favorite as villains and anti-heroes in sims and other popular entertainments. The truth is far from glamorous: the Zao are killers who capture ships, loot them, and hold their passengers for ransom or sell them into slavery--sometimes selling their bodies separately from their uploaded minds.
The Zao are a multi-bioform (perhaps even multi-species) association, but the original founding group was composed of perhaps a few hundred former prisoners of the Radiant Polity. As the polity was torn apart by meme wars, the prison asteroid Naraka was left understaffed.The prison was taken by a group of inmates (legend has it, after one of their rehabilitation programs was replaced by hackers with a sim mixing elements of various ancient adventure and crime narratives), and the asteroid has served as the pirates base of operations since. The asteroid is cloaked in a defensive dust that only allows authorized craft to pass unscathed.
Anyone may call themselves a Zao pirate, and some vessels operating under that title may have no connection to Naraka, but the actual Zao pirates react harshly to those “flying their flag” who don't obey their established codes governing the division of plunder, interactions between affiliate vessels, and the secrecy of their defense system keycodes.
No. Appearing:1-10
AC: 7
Saving Throw: 15+
Attack Bonus: +1
Damage: by weapon (1d8+1 monoblade, 2d6 void carbine)
Movement: 30'
Skill Bonus: +2
Morale: 9
The Zao have fondness for old-fashion appearing bladed weapons for close-quarters boarding, but are certainly not adverse to the use of ranged weaponry.
Friday, February 22, 2013
Science Fiction Inspirations
The Risen Empire and The Killing of Worlds by Scott Westerfield form a space opera duology about a struggle between two powers: an empire ruled by the immortal-after-death Risen and the Rix, cybernetic humans who worship planetary-size AIs. The opening battle is much more “hard science fiction” than anything in Star Wars or Star Trek--and all the more fresh and inventive for it. The Rix, there abilities and goals, are much interesting than the Borg ever were, while filling a similar niche.
Diaspora by Greg Egan is less of an action narrative and not as immediately gameable, but has plenty of interesting elements. In the far future, when the solar system is inhabited by post-humans, a cosmic catastrophe endangers all life. The digital citizens of one polis hatch a plan to escape--to higher order dimensions! Probably the most gameable bits here are the different clades of post-humanity and their societies: the digital polis citizens, the robotic gleisners, the devolved dream-apes.
The Quantum Thief by Hannu Rajaniemi sits between these two. It’s got a bit of Diaspora’s heavy science flights of fancy and post-human setting, but more of the Succession duology’s action and conflict. Jean le Flambleur, the greatest thief in the solar system, is busted out of prison by an Oortian warrior and her intelligent ship. The Oortian’s master has a job for le Flambleur, but first the thief has to retreive his own memories from a moving city on Mars--and match wits with a young consulting detective to do so. The various societies of Rajaniemi’s future are exotic and the technologies presented are really evocative.
Thursday, February 21, 2013
The Necromancers
They can sometimes be seen along the space ways and at port: black ships, sleek, angular and glinting like an obsidian blade. Their crews are small; often only the master of the vessel and his slave daemons or bioroids are aboard. They do not come to trade or to meet other species. These dead men, these Necromancers, have other concerns.
Tall and cadaverous, the Necromancers are of a near human bioform. They appear to be lacking in biologic processes--except perhaps decay, slowed by the black nanosuits they wear. Though they don’t live in the usual sense, they do use energy; nanites infuse their tissues, reanimating them. But the bodies break down, after centuries--or millennia perhaps. Then their intelligences, held in palm-sized scarabae, can attach themselves to the nervous system of a new host.
There are a lot of stories told about the Necromancers: that they have magical powers or that they’re ultraterrestrials or qlippothic entities from a previous universe. The most credible theory holds they are the guardians of an ancient culture: A culture which committed mass suicide to avoid some sort of cataclysm, with a plan to resurrect themselves in a future time. Their bodies were interred in tomb worlds and their minds uploaded and conveyed through a wormwhole to a secure data underworld. The Necromancers were their people's psychopomps and were to be their resurrectors.
Something went wrong. The underworld was lost. The Necromancers search for them still, dealing with any being that might be able to help them--and destroying any that stand in their way.
AC: 3 or better
No. Appearing: 1-2
Hit Dice: 5
Movement: 20'
Saving Throw: 13
Attack Bonus: +7
Damage: 2d8 energy weapon or better
Morale: 10
Skill Bonus: +4
Hit Dice: 5
Movement: 20'
Saving Throw: 13
Attack Bonus: +7
Damage: 2d8 energy weapon or better
Morale: 10
Skill Bonus: +4
Wednesday, February 20, 2013
Warlord Wednesday: Of Captives and Cannibals...
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...
"Of Captives and Cannibals... Scavengers and Kings"
Synopsis: The ship taking the blonde stranger to New Atlantis is attacked by a strange scorpion-looking vehicle. The stranger flies from the ship, blocks stinger blasts with her bare hands, and starts punching the craft open, The pilot distracts her by blasting the ship in half.
The stranger flies back the ship. Holding the halves together, she carries it to a nearby island. There the crew can make repairs, but it looks like the stranger will be flying to New Atlantis.
In Shamballah, Morgan is saddling his horse to ride out looking for Tara. The Queen for her part is on her way back, presumably, just stopping to water her horse. That’s when the former Vathek Y’Smalla makes her move:
Using Apokolipsian illusions, she gets the drop on Tara and knocks her out.
Morgan comes across a woman being attack by an weird, orange, insect monster. He dispatches it in his usual way, but the girl--far from thanking him--tells him to stay away, then she faints. Puzzled, Morgan picks her up to carry her to a nearby town.
Morgan brings the girl into an inn. He doesn't get the welcome he expected:
Desaad’s smear campaign has turned the townsfolk against him. He has no choice but to fight them. Luckily, a blind man who was tortured by Desaad (then freed by the Warlord) shows up to vouch for him.
Elsewhere, Redmond is in the hand of tribesmen about to sacrifice him in the flaming maw of their idol. He manages to get free, and lobs a couple of grenades at them. In the chaos the follows, Redmond retrieves his and makes his escape.
In Shamballah, Jennifer is practicing to get her magical mojo back. She’s interrupted by Mariah, who has come to tell her goodbye. Mariah feels guilt about how her actions have made everyone else miserable, and she’s leaving:
The blonde stranger has reached New Atlantis and finds it deserted. Her thoughts reveal her to me the superheroine known as Power Girl. She used to believe she was Superman’s cousin, but now she knows herself to be the granddaughter of Arion, Lord of Atlantis. She doesn’t plan to leave New Atlantis until she finds out more about her parents and grandparents.
A bit later, Morgan rides back into Shamballah. He’s greeted by an angry Machiste who suckerpunches him. Machiste is angry about Morgan’s relationship with Mariah. He declares their friendship over and rides off.
Things to Notice:
Warlord #118 (June 1987)
Written by Michael Fleisher; Art by Ron Randall
Synopsis: The ship taking the blonde stranger to New Atlantis is attacked by a strange scorpion-looking vehicle. The stranger flies from the ship, blocks stinger blasts with her bare hands, and starts punching the craft open, The pilot distracts her by blasting the ship in half.
The stranger flies back the ship. Holding the halves together, she carries it to a nearby island. There the crew can make repairs, but it looks like the stranger will be flying to New Atlantis.
In Shamballah, Morgan is saddling his horse to ride out looking for Tara. The Queen for her part is on her way back, presumably, just stopping to water her horse. That’s when the former Vathek Y’Smalla makes her move:
Using Apokolipsian illusions, she gets the drop on Tara and knocks her out.
Morgan comes across a woman being attack by an weird, orange, insect monster. He dispatches it in his usual way, but the girl--far from thanking him--tells him to stay away, then she faints. Puzzled, Morgan picks her up to carry her to a nearby town.
Morgan brings the girl into an inn. He doesn't get the welcome he expected:
Desaad’s smear campaign has turned the townsfolk against him. He has no choice but to fight them. Luckily, a blind man who was tortured by Desaad (then freed by the Warlord) shows up to vouch for him.
Elsewhere, Redmond is in the hand of tribesmen about to sacrifice him in the flaming maw of their idol. He manages to get free, and lobs a couple of grenades at them. In the chaos the follows, Redmond retrieves his and makes his escape.
In Shamballah, Jennifer is practicing to get her magical mojo back. She’s interrupted by Mariah, who has come to tell her goodbye. Mariah feels guilt about how her actions have made everyone else miserable, and she’s leaving:
The blonde stranger has reached New Atlantis and finds it deserted. Her thoughts reveal her to me the superheroine known as Power Girl. She used to believe she was Superman’s cousin, but now she knows herself to be the granddaughter of Arion, Lord of Atlantis. She doesn’t plan to leave New Atlantis until she finds out more about her parents and grandparents.
A bit later, Morgan rides back into Shamballah. He’s greeted by an angry Machiste who suckerpunches him. Machiste is angry about Morgan’s relationship with Mariah. He declares their friendship over and rides off.
Things to Notice:
- This issue marks the first time a DC Universe superhero has appeared in Skartaris.
- Mariah, Morgan and Jennifer are back in their old costumes (though Mariah still sports her new eye make-up).
Where it Comes From:
This issue marks the beginning of a series of retcons over decades to the origin of Power Girl. When Power Girl first appeared in All Star Comics #58 (1976) she was Kara Zor-L, Kryptonian cousin--essentially the Earth-2 version of Supergirl. Post-Crisis there was no Earth-2, and post John Byrne's Man of Steel Superman reboot, Superman was the last survivor of Krypton.
Power Girl needed a new origin. In Secret Origins vol 2 #11, she got one: She was now the descendant of the Atlantean sorcerer Arion, and she had been in suspended animation for a long time.
This issue marks the beginning of a series of retcons over decades to the origin of Power Girl. When Power Girl first appeared in All Star Comics #58 (1976) she was Kara Zor-L, Kryptonian cousin--essentially the Earth-2 version of Supergirl. Post-Crisis there was no Earth-2, and post John Byrne's Man of Steel Superman reboot, Superman was the last survivor of Krypton.
Power Girl needed a new origin. In Secret Origins vol 2 #11, she got one: She was now the descendant of the Atlantean sorcerer Arion, and she had been in suspended animation for a long time.
Monday, February 18, 2013
Selling Dreams
The Phantasists are renown throughout the galaxy as dream merchants. No purveyors of mere sims or other mass produced neural trickery, the Phantasists use ancient arts to craft neurochemical mixtures that deliver an individualized, specific, and vivid oneiric experience.
The Phantasists inhabit the sky city of Eidolon (believed to be a folly constructed by a prelapsarian plutocrat), floating above an environmentally damaged world populated by nightmare horrors. They generally appear as baseline humanoids with pale complexions and blue eyes, though they are a creative people and sometimes wear other more varied bodies. Phantasist society is a syndicate subdivided by guild and class. At least when dealing with the public, all Phantasists affect an air of ancient nobility. Though their own official history is perhaps purposefully obscure on their origins, historians believe the Phantasists are descended from an artists’ colony that took up residence in the city during the age of decline before the Great Collapse.
Phantasists have made extensive study of dreams. Their technicians (or “oneironauts” in their advertising copy) delve into simulations constructed from centuries of dream log data gathered in their sleep laboratories from a myriad of sophonts. Comparing the subjective experience with real-time neurologic data they have been able to isolate dream elements and experiences. All this knowledge goes into the synthesis of their oneiric neuronanochemical cocktails for high paying clientele.
Phantasists don’t seek to create crude and causality-bound simulations of physical reality; Their aim is the crafting of experiences with the particular sensation of a dream. There are rumored to be rogue oneirochemists who are willing to create jamais vu traps and unwaking nightmares for special clients, but the Phantasists vigorously deny that any of their number would participate in those practices.
[For Brutorz Bill who's been wanting new science fiction material. More to come. ]
Labels:
campaign settings,
factions,
races,
rpg,
space,
strange stars
Friday, February 15, 2013
How Do You Like Your Sci-Fi?
My recent science fiction posts in multiple settings (Star Trek, Pulp Space, Talislantan Space) has got me thinking about the different levels of "hardness" in science fiction. (A topic that TV Tropes--unsurprisingly--has some thoughts on). This scale is a bit granular and more detailed (and perhaps a bit more judgey). Here's my sort of summary of the basics of both of these:
Hard: So, on one end we've got fairly plausible stuff that mostly extrapolates on current technology. This includes stuff like William Gibson's Sprawl series and the novels of Greg Egan (from the near future mystery Quarantine to the far future Diaspora). A game example is this category would be somethig like GURPS Transhuman Space.
Medium: Getting a little more fantastic, we arrive in the real of a lot of TV shows and computer games. One end of this pretty much only needs you to believe in FTL and artificial gravity but is otherwise pretty hard. Powerful but plausible nanotech might fall here, too (like in John C. Wright's Golden Age triology). The fewer impossible things you're asked to believe (and the better rationalized the ones you are asked to believe in are), the harder it is. The middle of this group adds in something like psionics (Traveller gets in here, and a lot of science fiction novels, like Dune and Hyperion). The softer end throws in a lot of too-human aliens and "pure energy" beings (Babylon 5, most Star Trek).
Soft: Here lies fantasy but with a science fiction veneer and context. Some Star Trek (the animated series, particularly) comes in here, and Farscape. This is also the domain of Star Wars. Simon R. Green's Deathstalker cycle turns up here, too.
Ultra-Soft: Some Star Wars tie-ins in other media come in here, as do things that include magic (or similar fantastic elements} mixed in with an otherwise soft sci-fi universe: This would include superhero sci-fi properties (the Legion of Super-Heroes and Guardians of the Galaxy) and comic book epic sci-fi (what might also be thought of as Heavy Metal sci-fi) like Dreadstar, The Incal, and The Metabarons. It's possible it stops beings science fiction on the mushiest end of this catgory and just becomes "fantasy."
So what consistency of sci-fi is your favorite--particularly in regard to rpgs?
Thursday, February 14, 2013
Talislantan Space: In the Expanse
The Zaran Expanse is a region of decimated star systems and damaged worlds, the epicenter of the devastation of the Great Disaster. The area gets its name from the ancient Zaran Empire, though how much of the territory the empire actually controlled is a matter of debate. Traversing through and residing in the Expanse are a mix of species from all over the galaxy:
A Nagra bounty hunter draws on his quarry. The Nagra's "spirit tracking" ability allows them to trace the psychic ripples of their prey's passing, even across space.
A group of Zandir fencers perform an exhibition bout.
Two Batrean females run a confidence game.
A rare glimpse of a Muse Empath outside the Seven Worlds Alliance.
A Nagra bounty hunter draws on his quarry. The Nagra's "spirit tracking" ability allows them to trace the psychic ripples of their prey's passing, even across space.
A group of Zandir fencers perform an exhibition bout.
Two Batrean females run a confidence game.
A rare glimpse of a Muse Empath outside the Seven Worlds Alliance.
Wednesday, February 13, 2013
Warlord Wednesday: Legacy of Nightmare
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...
"Legacy of Nightmare"
Synopsis: As Shamballah celebrates the end to the aging plague caused by Muldahara’s magic, Queen Tara is still troubled by traumatic dreams of the mental tortures she suffered at Desaad’s hands. She’s got to find away to get over her fears. She heads out of the palace without telling Morgan where she’s going, reminding him in passing of all the times he’s done it to her.
Meanwhile, Machiste confronts Mariah. He wants to know who she ran out on him for. She resists telling him, but ultimately the truth comes out: It was Morgan.
Tara rides out toward the only place she can truly face her demons: Desaad’s citadel (actually, it’s unclear in the story that that’s where she’s heading, but it’s the only thing that makes sense). Crossing a desert landscape, she attracts the attention of a group of bandits. Though she’s deadly with her bow, she’s outnumbered. The only place close enough for refuge--the citadel, of course.
A world away on Dinosaur Island, Redmond has found a cave that he believes may provide an entry point to Skartaris. He’s still convinced that Morgan went over to the Russians at some point. Even though Morgan has spent most of the last decade in a sword & sorcery fantasyland, and he couldn't have given the Soviets any information recent or useful, Redmond’s going to get his man. He immediately runs into trouble:
Tara makes it to Desaad’s Citadel. She plans to hide inside, luring the bandits in after her, then take them out one at the time Die Hard style. The former Vathek assassin, Y’Smalla hides in the citadel, planning to watch events unfold on the monitors but not interfere.
Tara manages to separate off some of the bandits and kill them, but there still too many, and she’s on the run. Cornered in a room, she accidentally triggers some of the illusion creating machinery. The bandit is disoriented, making him easy pickings. She begins luring the men into rooms and using the illusions to her advantage. The last bandit has gotten wise to the trick, though and doesn't fall for the illusion. Tara puts on Desaad’s helmet that allows the experiencing of the subjects emotions--and the exploitation of their greatest fears.
As she causes the bandit believe he's being squeezed to death by eel-things, she gets a jolt of the sadistic pleasure Desaad experiences.
She finally is able to stop, but the man is dead, and killed in a horrible way by her hand.
Meanwhile, the mysterious blonde stranger is trying to book passage to new Atlantis. The captain wants to head south instead of north. When a cargo net full of crates threatens to crush his daughter and the stranger saves her with a speed one might call faster than a speeding bullet...
...he relents and agrees to take the woman where she wants to go.
Things to Notice:
Warlord #117 (May 1987)
Written by Michael Fleisher; Art by Ron Randall
Synopsis: As Shamballah celebrates the end to the aging plague caused by Muldahara’s magic, Queen Tara is still troubled by traumatic dreams of the mental tortures she suffered at Desaad’s hands. She’s got to find away to get over her fears. She heads out of the palace without telling Morgan where she’s going, reminding him in passing of all the times he’s done it to her.
Meanwhile, Machiste confronts Mariah. He wants to know who she ran out on him for. She resists telling him, but ultimately the truth comes out: It was Morgan.
Tara rides out toward the only place she can truly face her demons: Desaad’s citadel (actually, it’s unclear in the story that that’s where she’s heading, but it’s the only thing that makes sense). Crossing a desert landscape, she attracts the attention of a group of bandits. Though she’s deadly with her bow, she’s outnumbered. The only place close enough for refuge--the citadel, of course.
A world away on Dinosaur Island, Redmond has found a cave that he believes may provide an entry point to Skartaris. He’s still convinced that Morgan went over to the Russians at some point. Even though Morgan has spent most of the last decade in a sword & sorcery fantasyland, and he couldn't have given the Soviets any information recent or useful, Redmond’s going to get his man. He immediately runs into trouble:
Tara makes it to Desaad’s Citadel. She plans to hide inside, luring the bandits in after her, then take them out one at the time Die Hard style. The former Vathek assassin, Y’Smalla hides in the citadel, planning to watch events unfold on the monitors but not interfere.
Tara manages to separate off some of the bandits and kill them, but there still too many, and she’s on the run. Cornered in a room, she accidentally triggers some of the illusion creating machinery. The bandit is disoriented, making him easy pickings. She begins luring the men into rooms and using the illusions to her advantage. The last bandit has gotten wise to the trick, though and doesn't fall for the illusion. Tara puts on Desaad’s helmet that allows the experiencing of the subjects emotions--and the exploitation of their greatest fears.
As she causes the bandit believe he's being squeezed to death by eel-things, she gets a jolt of the sadistic pleasure Desaad experiences.
She finally is able to stop, but the man is dead, and killed in a horrible way by her hand.
Meanwhile, the mysterious blonde stranger is trying to book passage to new Atlantis. The captain wants to head south instead of north. When a cargo net full of crates threatens to crush his daughter and the stranger saves her with a speed one might call faster than a speeding bullet...
...he relents and agrees to take the woman where she wants to go.
Things to Notice:
- Despite wearing her old outfit on the cover, Tara (just like everybody else) sports her new outfit in the story.
- On the subject of new outfits, Mariah's eye makeup has gone totally 80s and combined with her new headband, she looks like a member of Jem and the Holograms.
Where it Comes From:
This issue continues to deal with the dangling plot threads of the "Morgan's Quest" storyline. The new costumes tend to abandon some of the 70s-ism--and some of the fur. They didn't make the lasting impression Grell's outfits did, though.
This issue continues to deal with the dangling plot threads of the "Morgan's Quest" storyline. The new costumes tend to abandon some of the 70s-ism--and some of the fur. They didn't make the lasting impression Grell's outfits did, though.
Monday, February 11, 2013
Celluloid Rocketship
By the mid-thirties, the major film studios were all exploiting the public’s interest in the exotic worlds of the solar system. Of all the one-reel travelogue series produced, perhaps none was more popular than The Rocketship of Movietone, debuted in 1931.
Several of the earliest films dealt with Venus. “Giants of the Jungle” focused on the exotic and dangerous Venusian saurians. In early 1932, “Lost Cities of Venus” used footage from the Markheim survey expedition's dangerous foray into one of the ruins of the ancients.
Of course, Mars figures prominently in the early subjects. The low canal markets and bazaars were featured. Another dealt with the desert tribes--though the tragic fate of the expedition that provided the footage was wisely kept from the movie-going public.
While the initial run of films dealt predominantly with the inner worlds and their satellites, one was made from footage shot by one of the earliest commercial missions to Ganymede. While the footage is limited (still photos had to be used at times) and of lower quality than what was coming from film crews on Mars or Venus, it did give the public their first view of the eerie necropolises of that cold and distant moon.
More than one spaceman of the fifties and sixties sited these early Rocketship of Movietone films as an important influence on their lives.
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