Monday, September 30, 2019

Weird Revisited: The Two Cities of Hoborxen

I think this post from February of 2011 may be one of my favorite Weird Adventures related posts...

On some moonless night in the City, you can look across the Eldritch River and see on the other bank a shining, alien city with buildings that look as if there made of blown glass and infused with a pale, fluorescent glow. In the morning, you might look again at the same place on the far bank, wondering if the strange city had just been dream, and you’d see the gray smokestacks and worn docks of humdrum Hoborxen, and you’d be sure you that it had been.

And you’d be wrong.

Since the earliest days of Ealderdish settlement, strange things have been seen and heard in the area that would eventually become the city of Hoborxen. These irruptions from elsewhere have only increased over the centuries since. Now, in the night, the working class neighborhoods and decaying waterfront of day Hoborxen are intruded upon, and sometimes replaced, by an otherworldly city of tall spires, all its buildings made of something resembling glass, warm to the touch like the mantle of a recently lit lantern.

Every night, some part of Hoborxen is replaced by the intruder--sometimes only a single structure, other times an entire neighborhood. On nights of the new moon, Horboxen is entirely replaced. The city begins to appear at dusk, as if emerging from an unseen but evaporating fog, or coalescing from the dying light. The strange glow of its structures rises slowly; it's brightest at midnight and wanes toward dawn.

No human inhabitants of the alien city are ever seen, but it's not completely deserted. Fairy-like creatures--obscenely jabbering, cinereous, and moth-winged--sometimes buzz about its streets or lewdly call from high perches. A low growl, a sound as much felt in the bones as heard, periodically reverberates through the streets, and some explorers have claimed to heard a woman crying or laughing softly.


Exploration of the glassy structures usually turns up everyday detritus from Hoborxen, most of which is of little value. Sometimes, things lost elsewhere in the world turn up here, but again seldom anything of real value except perhaps to the one that lost it. It’s a common tale among adventurers that there's a great treasure haul somewhere in the city, but no one has retrieved anything more than a few enigmatic, otherworldly trinkets.

Would-be treasure-hunters should weigh the likely gain against the potential dangers.  A number of people entering the areas of the alien city are never seen again. 

The people of Hoborxen are inured to these nocturnal visitations, and rarely remark on them, though addiction, violence, and suicide are more common there than in neighboring towns. No one knows where they go when they’re elsewhere. “Nowhere,” they say, and shrug and turn away.

Some thaumaturgist muse darkly that there may come a time when Hoborxen will be gone entirely, every night. And after that, will the incursion spread?

Sunday, September 29, 2019

The Silver Metal Face of Gyre


"All right, for all you cutters out there in the Big Ring, all you street people with an ear for the action, this is Argent with a special request..."

Outlaw broadcaster, street artist, vigilante, and possible demiurge, the mysterious Lady of Gyre, the city at the center of the multiverse, is known as Argent for the silver mask all her manifestations wear. She is always a she. Cis or trans women, certainly, but also gynoid automata, on occasion. Within those parameters, she can appear as anyone, and on rare occasions, multiple someones at one time.

To say the Lady rules Gyre isn't strictly true. Despite the number of bureaucrats, elected officials, and megacoporate CEOs, no one really does much ruling in Gyre--but Argent has ways of making her displeasure known. When rendered, there are no appeals from her judgments. The surest way to bring down her wrath is break one of her rules like trying to incarnate a god in the city, disrupting one of the portals to the Outer Planes, or starting an unsanctioned policlub. Occasionally some small thing will piss her off, though. Those are more random incidents, but dealt with just as severely. Some get unmade in a blast of light. Others get trapped in nonorientable topologies and shot into the Astral.

Those that make a pretense of ruling Gyre don't mention her much, though occasionally one will publicly deplore her tactics. None that plan to hold office wrong with do anything close to breaking one of her rules.

Friday, September 27, 2019

Random Ultra-Warriors Generator


I made this new logo yesterday so it seemed like a good time to post my Random Ultra-Warriors Generator. It's just a first draft, but it does a serviceable job of creating the sort of characters seen in Masters of the Universe or similar media.

Thursday, September 26, 2019

The Monster Makers of Gyre




The Promethean Society (Monstermakers, Frankensteins)
The learned members of the Promethean Society policlub believe that the multiverse is only intelligible when filtered through the senses of sophont beings, most specifically biologic sophont beings. They believe that a perfected biological being could perceive a more perfected multiverse, and thereby usher in a new age, the Godhead again made manifest through a creation worthy of it. To this end, the Promethean Society members are shapers of flesh and creators of artificial life. Some believe that mundane biological life could be upgraded through grafts or genetic alterations, while others believe only a bioroid Adam could possibly be the vessel for a new consciousness.

The equipment and supplies their experiments call for don't come cheap, so many members make a living providing biotech modifications to customers. Some make monsters for underground fight clubs, while still others illegal clones for the very wealthy.

Wednesday, September 25, 2019

Wednesday Comics: Wizards for Hire...Cheap!



Comic book writer and artist Von Allan was set to contribute a story to issue two of Underground Comix, which seems likely never to be, unfortunately. Von has a lot of comics work available, though. Stuff that you should check out like, Wizards for Hire - Cheap!

Bill and Butch are a wizard and his dog (possibly also a wizard; it's unclear) on the planet Rigel V. They are somewhat lazy, and somewhat cowardly, unless beer is on the line! Von Allan's short anthology of their adventures is sure to please anyone who enjoyed the comics in the back of Dragon Magazine back in the day, and may well also appeal to fans of modern, dungeoneering comics like The Clandestinauts. In fact, my favorite story of the three features a total party kill of an eclectic group of adventurers that would be very much at home in Sievert's work.

Von does more than D&D-related fantasy however, Head over to his website to check out other stuff he's got to offer.

Monday, September 23, 2019

weird Revisited: The Witches of Ix

This was one of the earliest Land of Azurth posts, appearing in August of 2014...

Art by Ian Miller
It is likely you will never have cause to visit the land of Ix, and in this, you should consider yourself lucky. The only exception might be those who have the misfortune to live in blighted, ghoul-haunted Noxia. To you Noxians an oft cold and mostly gloomy land of forests, bogs, and mountains, infested with goblins and ruled by witches, may not seem so dire. Remember though that you must cross the toxic badlands of the Waste to get there.

Ix has only one town worthy of note, and it cowers in the shadow of Hexenghast, an impossibly large and sprawling castle built beyond the memory of Ixians. Hexenghast is large enough to accommodate the four Great Houses of Ixian Witches and their various servants, mercenaries, guests, and prisoners. In fact, it is so large it houses these individuals and still has a great many halls and rooms that are unoccupied and perhaps unexplored for centuries.

Art by Yoshitaka Amano
A grand coven of the leaders of the Great Houses rules Hexenghast (no mean feat, given all the infighting and intrigue). The management of the rest land is done by lower level witches with mundane human and goblin subordinates. Mostly they are concerned with the collection of Hexenghast's due in taxes and farm goods, but they also suppress any unauthorized practice of magic and promulgate state propaganda.


There is an order of witches known as the Witchfinders. These cloaked figures appear within a day of the birth of any child in Ix. Every newborn is examined, and if the child bear some witches' mark, it's whisked off to Hexenghast and given over to one house or another to raise. When the children come of age, they cross the flickering Ghostlight Bridge that spans the chasm between Hexenghast proper and the sub-castle of the Scholomance. There, they are tutored in the dark arts until they are ready to assume their adult role in Witch society.

It has been the custom for new graduates of the Scholomance to spend some time abroad before settling into Hexenghast, engaging in the sort of infamies that youths who are schooled in the Dark Arts and confident in their own superiority are wont to engage in. This was the context in which Angvaine and Nocturose crossed into Noxia all those years ago.

Art by Yoshitaka Amano

Thursday, September 19, 2019

Three Policlubs of the City Gyre

In conceptual realms like the outer multiverse, there are few armchair philosophers. In Gyre, the ring city at the center of the multiverse, policlubs are registered and tolerated organizations formed around philosophic principals with elements of street gangs, secret societies, and sometimes, organized crime. Here are three of them:

Annihilists (Doomsters)
Things fall apart, in the planar multiverse as well as on the mundanes. It's a cold fact more eternal than any promise of Law, and more certain than any ephemera of Chaos. You can deny it or even fight it, but you can't defeat it. The Annihilists choose to embrace it to varying degrees, some by taking the time (as it slowly ticks away) to appreciate, even revel in, its workings, others by actively joining in and hastening things along. What comes after everything crumbles to dust also divides the group. Some feel that only by the destruction of the current multiverse can make way for a new, better, one. Others hold that there will be a final oblivion, and the wounded Godhead will finally rest in peace.

The headquarters of the more action-minded wing of the Annihilist movement is the metal club Rough Beast, located in an abandoned industrial foundry. The official policlub's current leader is a young tiefling woman who sings lead for the house band, The Eves of Destruction.

The Free (The Wardens, The Jailers)
There is a harsh purpose to the multiverse and that is to confine souls. The Black Iron Prison, the Plane of Confinement, is just the maximum security section of a larger and more subtle prison. The Free's founder claims to have escaped the Black Iron Prison but only after achieving a sort of enlightenment while he was in solitary. He and his followers offer this enlightenment to the worlds, but it comes at price. None can truly experience the truth of it without first going through a great trial.

The Free are based in a prison in Gyre; both guards and prisoners are members. Their aim isn't punishment but the stern refinement of the souls in their charge.

Ontic Programmer Collective (Reality Hackers)
Everyone agrees that the mundane universes are essentially patterns in ether and the planar multiverse is a pattern vibrating in the astral manifold, but the question of what structure supports those patterns has been left up to theologians, who obviously have no consistent answer. The OPC believes that the answer is nothing less than the Godhead, and the name of the Godhead is math. The OPC plan is to obtain power beyond even the so-called gods by understanding and manipulating the computational underpinings of the multiverse.

The OPC is an eclectic group of academics, corporate programmer wage slaves, and gifted dropouts. There main need is etheric network time and bandwidth, and they are quite willing to acquire it by almost any means. They seldom rumble in the physical realm with other policlubs, but have been known to make things very difficult for rivals by their machinations on the net.

Wednesday, September 18, 2019

Wednesday Comics: New Episode! Lois Lane #114

There's a new episode of the Bronze Age Book Club podcast available on Apple Podcasts, Google Podcasts, Spotify, or right here:

Listen to "Episode 5: SUPERMAN'S GIRLFRIEND, LOIS LANE #114" on Spreaker.

Monday, September 16, 2019

Ain't No Gods in Gyre


Belief is a virus. On the levels above those of heavy matter, the multiverse is an ideaspace, susceptible to co-opting or conversion by belief alone. The Outer Planes and their competing attempts to rebuild the Godhead are engines of it, and the City at the Center of the Multiverse, Gyre, is the one place with no agenda in the big game It has to keep their seductive memes suppressed at all costs, or the strange loop that enforces it's existence would broken, and possibly the stability of the entire multiverse with it. Again.

That's why Gyre's real ruler, not the corporate committees or the concerned citizen boards or even the occasional winners of the city's haphazard elections, works hard to keep belief out. There is a strict "no gods" policy, for instance. Gods are strange attractors for belief. The lost, outcast, or psychological vulnerable, have been known to fall for them on sight. So they're all banned. There have been attempts by rogue theists to instantiate a god in the city (in one case the smiling cat mascot of a fast food restaurant), but the Lady was on to them before they could power it up. Four manifestations of her twisted the whole block into a Klein bottle and tossed it into the Astral manifold.

The thing about sentient beings is they tend to want to believe in things, and even the Lady can't be everywhere. So registered policlubs are allowed. These tamed belief systems, whatever their intentions, only serve to strengthen the city's loop because they wouldn't exist without it. If one steps out of line despite the safeguards, well, they get disappeared too.

Though Gyre's citizenry complain about the policlubs, they are also a source of entertainment. Most have some sort of media presence from talk radio to slick television shows. Major street clashes between clubs tend to be televised events associated with gambling. 

Thursday, September 12, 2019

Warriors of Eternity


I came across these quickstart rules for Warriors of Eternity last week, a "Sword Dream" game that says it's "inspired by your favorite old school action fantasy cartoons," and it does have a light Masters of the Universe vibe. It's somewhat ruleslight, but looks like there's enough there to get the job done.

Get the quickstart document here.

Wednesday, September 11, 2019

Wednesday Comics: Obscure Indies

Inspired by Cartoonist Kayfabe, I impulse-bought some black and white indie stuff off a ebay recently. I got some good deals, though I didn't quite achieve quarter bin level value. Here are some highlights:

Warlock 5
I managed to get the whole run of this, though I haven't read anything but the first issue yet. It's a story of an eclectic group from across parallel dimensions (a cyborg, a dragon, a armored knight, a street punk, the usual) who are engaged in a conflict for control of a mystical grid located in an unnamed city which is a nexus for interdimensional travel. It's written by Gordon Derry and has generally pretty great art by Denis Beauvais. It was published by Aircel, a Canadian publisher eventually gobbled up by Malibu (who was in turn gobbled up by Marvel, ultimately). The reviewer in Space Gamer/Fantasy Gamer #83 summed it up: ""The lure of this book is that the reader is unsure of exactly what is going on. Lots of magic, guns, swords, robots, babes, motorcycles, and very nice art."


DragonBlade and She-Drak
These two super-obscure indies (there's virtually nothing on them on Grand Comics Database) are from 1991 (so far as I can tell) but resemble 80s black and white boom indies in a lot of ways, not the least of which is being in black and white. They are published by Comax, which seems to be an imprint used by cartoonist F. Newton "Butch" Burcham for some of his work. Mostly, Burcham does stuff in the Frazetta sort of vein: a few muscular, barbarian warriors, but an awful lot of scantily-clad, curvy cavewomen and the like. However, these two titles are actually superhero fare (though you would be forgiven from perhaps thinking otherwise from the cover). They tell the parallel stories of two astronauts who were part of an mission that fell into a blackhole to emerge in the Megaverse. There they are guided in gaining powers by a mysterious and powerful alien in a Marvel Comics sort of vein named Phiddeus Phoom. DragonBlade, She-Drak, and presumably Robo-Beast and Night-Flight were to appear together in the a comic called Mega-Force, but I can't find any evidence that actually came out.


Monday, September 9, 2019

Highway Across the Outlands


Climb up the walls of the city, passed the rookeries of the poor and dispossessed and the ramparts where the city guard stand bored but vigilant, and look over the side and you will see more gray nothingness, occasionally pixelating and deresolving to show the more abstract astral manifold beneath, same as if you looked up at flickering spark that passes for a sun. But if you take a corkscrew ramps below ground to one of the city's gates and pass through the checkpoint, quickly the gray mist would recede behind you, and you would find yourself on a highway in an immense desert. This is the Outlands.

The Outlands is the phase boundary between the city and the Outer Planes. Its existences preserves the city's ambivalence, keeps it from being conquered by some conceptual force or another. Its desert is vast, but it is more its indifference that keeps strongly held ideas at bay. The Outlands and its few inhabitants are stubborn.

The highways that stretch from the city gates run through alkali saltpan, scrub plans, and stretches of sandstone buttes. There are a few settlements along the way: outposts and waystations run by those too noncomformist for city life or exiled for some other reason. There are also bands of evangelists and missionaries from other Planes working to convert travelers, though these will die out eventually, either in conflict or by loss of faith. Some of them get violent in their death throes, though. Most Everyone else is a traveler or trader, headed one direction or the other--or a bandit. Though the highways are most often lonely (that is their nature, not a description) many convoys and caravans pass along them, and they all ripe for the taking.

At the edge of the Outlands are the Border Towns. Their appearance vary from town to town, but they control the flow of traffic from whatever plane is on the other side. All are fortified borders, no matter how benign the appearance of the Plane on the other side, indeed the most benign are often the most dangerous.

Friday, September 6, 2019

Carnacki Ghost-Finder

I recently discovered there are a number of readings of William Hope Hodgson stories on Youtube. They vary in quality of course, but all the ones I've listened to are decent. Try this one:


Thursday, September 5, 2019

The City at the Center, Reprise

Anton Furst
"I live now, only with strangers
I talk to only strangers
I walk with angels that have no place"
- Bruce Springsteen

It is the living (and dying and living again) embodiment of Reality 2.0. A ring and a promise. The strange loop that sustains itself and possibly the entire multiverse. Born out of the last war and the first cause (second iteration), it has no history and is nothing but history.

Its sights. Horizonless urban landscape, sprawling vertiginously upward in two directions to loom overhead, darkened narrow, cobblestone alleys feeding into modern thoroughfares awash in neon, lined with deco skyscrapers and gleaming glass spires, rooftop slums perched on skeletal high-rises, ramshackle mobile markets, the rusted out carapace of dead factories, dutch-angled slabs of never-finished freeway tagged in occult scripts, geodesic domes housing lush gardens, gargoyles that sometimes take flight, the sky gray with spasms of occasional pixelation, a sparking blue-white point instead of a proper sun.


Its sounds. The rattling rumble of an elevated train, the high-pitched invective of angry fairies, the beat drifting from open nightclub doors, the patter of street dealers, the nervous shifting of strange animals and the groan of heavy-laden carts, the growl of engines, the squeak and hiss of arthritic pneumatic joints, the distant crackles and pops of spells met with gunfire, the wail of sirens.

Its smells. Fast food thick with alien spices, stale alcohol and sweat, a hint of ozone, a stray whiff of expensive perfume, burning oil, cigarettes.

(sensory-based format borrowed from Jack Shear)

Wednesday, September 4, 2019

Wednesday Comics: Dreadstar and Grimjack


Yesterday, in a post-holiday flurry of package deliveries, I got the first volume of Jim Starlin's Dreadstar Omnibus in hardcover. I already have the pdf, but it didn't prepare me for the gorgeousness of the actual book. Can't wait for the other volumes!

Oh, and hey kids, a comics podcast! The next episode of the Bronze Age Book Club by yours truly and some other Hydra notables dropped today:

Listen to "Episode 4: GRIMJACK #1" on Spreaker.

Monday, September 2, 2019

City At the Center


Reading Grimjack for our comics podcast and a friend's work on a vaguely Rifts-like superhero setting, got me thinking about a sort of gonzo cross-genre setting for 5e. I'd freely draw from things like Planescape, Eberron, and a host of genres like cyberpunk and sci-fi, and whatever I decided to borrow from things like the Marvel Micronauts series, TORG, Mayfair's Demons, and Rolemaster's Dark Space. There would a gigantic ring megapolis in the center of the multiverse, part Sigil, part Ringworld.

The "standard" D&D races would represent various alternate universe hominids, so one could play a dwarf from a standard D&D world, one from a more technological background, a Steampunk world, or what have you. Warforged would probably be living robots of some sort.

Jean Pierre Targete

Friday, August 30, 2019

Mail Call!

I got several gaming related packages this week. The biggest was probably the chairs I have been waiting on for a nearly a year from Table of Ultimate Gaming to go with our sweet gaming table. The other two were the first in the series of Dungeons & Dragons cartoon character statues, Shelia the Thief:


The other was the physical copy of Aquelarre (which I had forgotten I had gotten from the Kickstarter!)


Great stuff!

Thursday, August 29, 2019

Combat as (Blood) Sport


A common reframe in the old school landscape is "Combat as War vs. Combat as Sport," often used to negatively contrast elements of 5e and particularly 4e concerned with encounter balance an "the encounter" as a fundamental unit of game action in general with the old school. Without getting into the merits of how this argument is typically framed, I think that even if we accept this as true, there is a way to lean into those elements of modern D&D and come out with something cool. Instead dungeoncrawling for treasure (mainly), maybe the dungeon environment could be the battleground of a big tournament.

X-Crawl deals with some of this territory, I guess, but from what I read of it, it is set in the modern day, and seems very much concerned with the celebrity aspect of things, bringing in a lot of professional athlete cliches. All well and good, but I'm more interested in something more like Dragonball Z. The fighters are in it often for the personal betterment--a personal betterment that is practically apotheosis, which dovetails nicely with D&D advancement. What if the gods or Immortals or whatever design the dungeons as tournament grounds, and foundries to forge new Immortals to join there ranks?

In this context, the lack of XP for gold makes perfect sense. Also, "levels" of dungeons are likes brackets of a tournament. In order to give a good spectacle, you don't want scrubs advancing to take on the contenders too soon. Mainly playing this sort of setting would just mean thinking about the game differently. The only change might be that there would be fewer nameless rabbles or humanoid tribes with young and the like. Everybody in the dungeon is playing the game.

Wednesday, August 28, 2019

Wednesday Comics: House of X/Powers of X


Jonathan Hickman has a penchant for "big idea" comics, often with an epic scale and science fictional overtones. All of those things I like, but for me there is a lack of focus on character, and perhaps a Kubrickan coolness that has made it difficult for me to love his Avengers or Fantastic Four runs. Maybe with the X-men, he's finally won me over.

House of X and Powers of X (actually pronounced powers of 10, a reference to its logarithmically remote future stories) tell of an interlocking tale of the world's mutants under Xavier embarking on a radical plan to save the future from....well, yet another mutant-related dystopia, then one takes "Days of Future Past" to a transhuman extreme, with the Nimrod controlled Man-Machine Empire facing off against the surviving mutants under Apocalypse.

I'm not sure how Hickman will bring this all to a satisfying close. It feels so much like an ender, its hard to see how the inevitable return to some sort of superhero status quo won't seem like something of a let down, maybe even a cheat.

So far, though, it's a fun ride.

Sunday, August 25, 2019

Between Planar Stations


It doesn't have a name. Not really. This is intentional; names are power, after all, and power that can be used against you. When whoever instantiated the original version of the city did so, they fixed and compressed its noumenal building blocks into a potent glyph, a sigil. And that is what its inhabitants and its visitors from myriad plane-aware worlds have called it every since.

Only rubes get duped by maps hawked in Sigil markets or the orreries venerated by mundy cargo cults, the city is not at the center of anything physical or even metaphysical. It's just that it embodies the concept of nexus, and so it's the most stable router or gateway for astral bodies shooting through the howling conceptual metric.  From Sigil, you can get to anywhere, whether you should or not.

A lot of travelers get to Sigil and never leave. Some, the trafficked, press-ganged, fearful, or injured, have no choice. Others stay out of business interest, boredom, inertia or laziness. Why endure the vicissitudes of travel when all the worlds will come to you, eventually?

Thursday, August 22, 2019

Eberron & the Jackelian Sequence


The announcement of a 5e Eberron book got me thinking about a similar setting that I like better than Eberron: Stephen Hunt's Jackelian series. I wrote about it back in 2011. Hunt wrote a few more novels in the series after that point, but it's a shame there has never been an rpg.

Anyway, the novels are well work checking out.

Wednesday, August 21, 2019

Wednesday Comics: A New Episode of Bronze Age Book Club

Here's the latest episode, taking on Adventure Comics #462. Oh, and we're now on Google podcasts and Apple podcasts. Like! Subscribe!


Listen to "Episode 3: ADVENTURE COMICS #462" on Spreaker.

Monday, August 19, 2019

Weird Revisted: The Weird Frontier

The original version of this post first appeared in 2010. I've revisited it from slightly different angles a couple of times since.
 

This cover deserves to be the basis of an rpg setting.

Well, maybe not just this cover all on its own, but the crazy idea it and the series (Tomahawk) it's a part of suggests (at least to me)--namely, combining the James Fenimore Cooper-style frontier tale with fantasy. Transplanting the whole civilization-against-the-wilderness thing to a colonial pseudo-America.

It’s almost completely unmined territory. It’s only been sort of attempted once, as far as I know--Orson Scott Card’s Alvin Maker series does early nineteenth century fantasy in an alternate North America. Sure, one could point to novels (and even an rpg or two) with a kind of “Illuminati/Masonic magic behind the revolution” or a “Ben Franklin cavorts with the Hellfire Club” sort of deal, but all of that pseudo-historical “hidden magic” speculation fails to deliver a moment of rpg inspiration Zen like:


Wilderness adventures wouldn’t be the only way to go. Surely things like Mystery Hill, and the rampant speculation such sites inspired (even at the time) ought to suggest plenty of ancient American civilization to provide honest to goodness dungeons. There might not be demi-humans (though there could be), but all the other standard D&D ingredients are easy to find.

Sunday, August 18, 2019

Garage Sale


My local gaming store (Firefly Toys & Games) had a "Gamer Garage Sale" where they sold old games that folks had brought in. Not a lot of rpg stuff, but some. In picked up the box set, Gary Gygax's Hall of Many Panes for five bucks, the Exalted boardgame War for the Throne, and most randomly this miniature, paper Old West town, and assorted Western miniatures. They're all different scales (H/0, 00, 1:72), but hey, that's an impulse buy for you.

Read for that next Boot Hill game, I guess.


Friday, August 16, 2019

Swords & Monsters


It occurs to me that you could throw out the atmosphere and, well, pretty much everything else about Ravenloft except for the vague notion of adventure fantasy characters fighting creatures of horror. If the world was more of a sword and sorcery setting, and the monsters leaned even heavier in the Universal Monsters direction, I think that would be pretty cool in its own right. The jeweled thrones of the Earth might be sat upon by wolfmen, vampires, man-made monsters, and perhaps even an invisible person or two.

There is some inspiration for this sort of thing in Sword & Sorcery/pulp fiction. Howard wrote "Wolfshead" (which isn't S&S, but hey). Karl Edward Wagner has Kane take on a vampire ("Mirage") and a werewolf ("Reflections on the Winter of My Soul"). In the DC Comics' Warlord there is at least one vampire and two werewolves over its run. I'm sure there are others, but that's off the top of my head.

Thursday, August 15, 2019

Conqueror [ICONS]

CONQUEROR

Abilities:
Prowess: 6
Coordination: 4
Strength: 8
Intellect: 4
Awareness: 4
Willpower: 5

Determination: 1
Stamina: 13

Specialties: Athletics

Qualities:
Man Out of Time
Powers Granted by Otherworld Magic
Forgotten Hero

Powers:
Damage Resistance 4
Leaping 4
Life Support 3

Background:
Alter Ego: Joseph Henry Danner
Occupation: Retired
Marital Status: Single
Known Relatives: Ben and Abigail Danner (adopted parents, deceased)
Group Affiliation: formerly the United States Army
Base of Operations: Middleville, Nebraska
First Appearance: CHAMPION FAMILY #138
Height: 6'1"  Weight: 222 lbs.
Eyes: Gray  Hair: White

History:
Sensing the threat to the world that would be posed by the Axis Powers, the Otherworldly wizard Zyrd had sent a fragment of the Champion emblem into the world to be found by a worthy bearer. Shortly before the United States entered World War II, Joe Danner, found the magical emblem while clearing an old tree stump from his farm. The shield belt buckle embued him with the powers of the Champion! Shortly thereafter, the U.S. entered the War, and Danner volunteered for the Army. He was sent to the European theater where he used his powers (in secret) to fight the Germans, while pretending to be a country bumpkin in his real identity.  He lost the shield near the end of the war, and was imprisoned by a Nazi-allied sorcerer, the Yellow Lama. The spell made the world forget him.

It likely would have stayed that way, had not Tommy Trent, the Boy Champion, freed him decades later. Danner helped the Boy Champion defeat the Yellow Lama, but soon began to age rapidly when the mystical field was no more. Zyrd slowed his aging, and gifted him with a portion of the might he had wielded when he had the emblem. He renamed himself, the Conqueror, and occasionally joins the current Champion in fighting evil.

Wednesday, August 14, 2019

Wednesday Comics: Things I Read Last Week

Here some stuff I read in the past week or some that I recommend.

House of X #1
Hickman begins his X-Men epic. It is full of grand, science fictional ideas, giving the X-Men a transhumanist edge that has only ever appeared sporadically before. As he's a bit detached from characters with perhaps a Kubrickian coolness, which makes characters doing mysterious things (which may be intentional, but it's hard to tell). This has a companion series, Powers of X, that tells a story over several time periods.

Coffin Bound #1
Weird, hip characters with "cool" dialogue who we meet in media res, with very little explanation. It might be 90s Vertigo, but instead its Image 2019. Gorgeous art and intriguing story.

No One Left to Fight #1
A (perhaps) more serious take on a Dragonball Z sort of gang of fighters, focusing on what happens to them after they defeat the world-threatening baddie. I love the art on this, particularly the colors, which has a kind of gaudiness that makes me think of Jade Man Comics, in a way.


Monday, August 12, 2019

The Princess and the Darkness


Our 5e Land of Azurth campaign continued last night, with the party climbing the stairs to the next level, despite the madness-inducing noise. (Their plan of using Silence proved to be unwieldy.) They all stuffed wax in their ears (except the frogling that has no external ears to put wax in!). Shade was the first up. She found a room full of automata pieces with a whole in the ceiling and bodies of birds beneath it. Beyond that room was an iris-type door.

After retrieving the rest of the party (most of whom made their saves, and the one's that didn't were only minorly impaired), they opened the door. Inside they found a circular shaft with an obelisk, skirted with a platform floating inside. Leading to it was a climbing, arcing path of floating discs, each separated by about 5 feet. Interestingly, the dread noise seemed absent from the shaft--but no other spells worked, either.

Waylon the Frogling was made for leaping, so he was chosen to jump from disk to disk to reach the obelisk and platform. There, he discovered another brass mechanical face. The face explained it was the guardian of the obelisk's treasure, which certainly got Waylon's interesting. It initially was reluctant to reveal the treasure but Kully the Bard connived the head into doing it, though he strongly warned them any attempt to tamper with it would lead to the collapse of the floating obelisk and the release of the "criminal" fire elemental, leading to everyone's death.

Within a milky, glass sphere and festooned with wires, Waylon found a book called The Wondrous Wizard of Azurth, with a drawing of a smiling, benevolent old man on the cover. The book was dangerous, he was told, because it was an anomaly. Not heresy per se (as Dagmar though), but perhaps heresy against the nature of reality.   The book was somehow related to the Clockwork Princess' madness. It's author is listed as O. March Loam (which brought to mind Mirabilis Lum for the player's), but the guardian suggests this was the actual identity of the author who is a "thought form" of some other being, a being with name such "fragments."

Despite Waylon's desire to look for other treasure, the party is more eager now than ever to seek out the princess. On the next level of the castle, they find her. Her face, frozen in horror or madness, is on a great tree like shape of brass and iron, gears and wires. It's wire and conduit canopy spreads out across the ceiling, and his root-like tendrils radiate out along the floor.

There is a shadow, think as velvet, along the ceiling, that slowly brings itself together like a snake coiling for a strike. The party doesn't notice at first. When the shadow has become a whispy sphere, and triangular eyes open in its void like malevolent stars, they do take notice! It tells them it has waited so long for someone to kill so it can be released from this prison of cold light and return to the embrace of the dark void.


Then it nearly kills half the party with a blast of necrotic damage.

The party flees to heal and regroup. Dagmar's knowledge of the arcane suggests it's a aberration from the Outer Dark, which hates light. The party them remembers they are in possession of energy weapons they do radiant damage. Gearing out with Haste spells, Light, and of course those energy guns, they return the challenge the creature.

Though still a fearsome foe, it is perhaps overconfident from its last victory and they catch it off guard. It doesn't long survive what is practically artillery fire of laser beams form Hasted gunmen.

They now have the Princess to confront.

TO BE CONTINUED.

Friday, August 9, 2019

Weird Revisited: The Gods Themselves

This post originally appeared in June 2014.

I've being thinking on the idea that all deities in fiction can be defined by two axes: Mythological-Literal and Transcendent-Physical. Mythological gods have origins and interactions that don't make sense in a literal sense; Think gods born from salt licks or jumping from their fathers' skulls. On the other end of the scale are literal beings whose origins are at least logical and generally pretty much biologically or technologically similar to other classes of lifeforms. Transcendent beings are bound by the usual limitations of single body, mind, and/or perspective, while physical beings certainly are.

The gods from the Greek or Norse mythology are typically mythological, but either physical or transcendent. (They tend to be physical seeming in the texts of the myths, but seem somewhat transcendent in terms their actual historical worship.) 

The Asgardians of Marvel Comics or Apollo of the Star Trek episode "Who Mourns for Adonis?" are mostly literal and mostly physical in portrayal. The Asgardians of the movie Thor and its sequel are entirely literal and physical.

AI masquerading as gods? Literal, transcendent or physical. 
The Endless from Sandman? Straddling the literal-mythologic border, transcendent. 
Kirby's New Gods? Slightly mythological, physical.

So there it is. There may be other factors I haven't thought of.


Thursday, August 8, 2019

Classic Monsters Classed

After yesterday's podcast, I had the Universal Monsters on the brain. Probably got another, less frivolous, post on a monster topic.

Wednesday, August 7, 2019

Wednesday Comics: Bronze Age Book Club: Man-Wolf!

We're normally going to do biweekly episodes, but we were on a roll, so here's the second episode of the Bronze Age Book Club podcast: Marvel Premiere #45!


Listen to "Episode 2: MARVEL PREMIERE #45" on Spreaker.

In addition to Spreaker, you can find the podcast on Spotify, Castbox, and Deezer. Google Podcasts and Apple Podcasts are coming soon.

Monday, August 5, 2019

Once Upon A Time in Hollywood...With Cthulhu

Truthfully, I find Cthulhu himself a bit played out, but invoking his name is a nice shorthand for the concept I had in mind. Warning: This will contain some spoilers for Once Upon A Time in Hollywood, so read at your own risk.



In contrast to the rather enervated protagonists of a number Lovecraft stories and pastiches, rpg characters tend to face eldritch horrors with action. Cue Rick Dalton and Cliff Booth, the (perhaps unlikely) protagonists of Tarantino's latest, Once Upon A Time in Hollywood, who prove surprisingly handy at dealing with kill-crazed hippie cultists, even then intoxicated.

Los Angeles in 1969 is pretty far from Lovecraft country both geographically and conceptually, but their is precedent at least for California Noir as a Lovecraft pastiche setting. (See Kim Newman's "Big Fish," for one.) And if Charlie and the Manson family lurking in the desert and an abandon TV and movie Old West town can't be connected to the Mythos, then what is the Mythos good for?

I could see an initially clash with Manson just being the tip of the iceberg. A raid by the protagonist on the Spahn Ranch would follow, and what horrors would be uncovered?

Of course, the horror need not be cosmic and certainly it can be cosmic without any of the Lovecraft staples, but I think this sort of spin on the film would make a good one shot or con game, at least.

Friday, August 2, 2019

Omniverse: The Spirit of '76, or Get Down America!


In 1976, America’s dissatisfaction with the Presidential candidates offered by the major parties went in some strange directions. The All-Night Party, holding their convention in New York City, wound up nominating a security guard working the event. Who was also a talking duck.

The Constitutional question of whether a nonhuman from an alternate earth actually qualifies as an American citizen was never answered, because a photo published on the day of election suggesting inter-species sex destroyed Howard the Duck’s campaign.

The second most unusual candidate of that year was a super-villain, though admittedly, a super-villain in disguise. Ruby Thursday, a pipe-smoking young Californian, was actually ahead in the polls for a time. Her vague but proactive slogan “New Heads for Old” resonated with younger voters. Just when her campaign was gathering steam she was forced to reveal her head was actually a red sphere of flexible polymer circuitry at a public event. Her campaign was effectively over, as was her cabal’s attempt at world domination, thanks to the Defenders.