Friday, January 7, 2022
DC, April 1981 (wk 1 pt 1)
Sunday, January 2, 2022
The Second and Third Cities of Heaven
Pilgrims following the path up and out of the Silver City will in time come to the Yellow City, which is the second of the Heavenly Cities. Canals of quicksilver, like liquid mirrors, run between its citrine-colored monuments. The canals are lined with statues of honored visitors or residents of the city: mighty heroes, learned sages, and wise rulers. Indeed, everyone arriving in the city is honored by a procession and a recitation of their deeds with fanfare. They may well be approached and asked to become part of the municipal government in some way commensurate with their skills. There are no shortage of folk in the city looking to recruit heroes for quests, warriors for noble crusaders, or mighty wizards for some task requiring their skills. The city plays upon vanity and ambition. Those who fail its trial may well become famous or powerful on the Material Plane, and will certainly be lauded in the City, but they will get no closer to the summit of the Mountain.
Those who successfully pass this trial and continued their way up the mountain will come to a city of green stone, malachite and turquoise, with domes of burnished copper. This Green City, the third of the Heavenly cities, is known for its beautiful gardens and its baths whose spring waters have rejuvenating properties. Some visitors have likened this city to Arborea, but the real allure of the third city is not sensual pleasures but the chance to reacquaint oneself with lost, forgotten, or neglected loves. Spirits of departed love ones will join visitors in the city, and those pining for lost love may find it anew. Estranged family members or comrades can be reconciled. Lost personal treasures are found. Even old or neglected hobbies can be indulged in the social clubs and shops of the city. Finding fulfillment in these worldly attachments, a great many will never again embark on the pilgrim's path up the Mountain.
The first three cities and their trials are most often more than enough to distract or dissuade the undedicated or cynical visitor, but more trials follow for the truly fervent and disciplined.
Thursday, December 30, 2021
The Holy Mountain and the Silver City
The Heavenly Mountain, rises majestically and alone from a tranquil sea, which itself is separated from the astral only by a thick, silvery mist. The deva of the Mountain, and possibly the Mountain itself, like others of the Wheel, are dedicated to the great work restoring oneness to the divided multiverse. The Mountain is the Path by which Unity may achieved by the abnegation of ego, one soul at a time.
The path isn't easy. Few are those that start upon it, and fewer still those that reach it. Only rumors return regarding the final trial: the pilgrim must gain admittance from the four Heavenly Archons, and then cross a bridge as narrow as the edge of a blade, beneath which yawns a chasm that extends to The Abyss. What lies beyond is even more uncertain and variegated in the telling.
Wednesday, December 29, 2021
Wednesday Comics: DC, March 1981 (wk 2 pt 2)
Friday, December 24, 2021
Star Trek Endeavour: Uzaveh the Infinite
Back from a hiatus for a couple more episodes, a campaign in Star Trek Adventures...
Episode 6: "Uzaveh the Infinite"
The Crew of the USS Endeavour, NCC-1895, Constitution Class Starship (refit):
Andrea as Lt. Ona Greer, Engineer
Bob as Capt. Robert Locke
Gina as Cmdr. Isabella Hale, Helm Chief
Jim as Lt. Ross Gordon, Science Officer
But the crew is unable to contact their ship and they believe Uzaveh is responsible. Eventually, they confront him, and he reveals his true purpose: he needs to evolve them to transfer his consciousness to a suitable body, and he is wearing out the Rhaandarite he is in. A battle ensues with the enhanced crew under Uzaveh's control. A phaser blast eventually disrupts his energies, causing his body to rapidly decay. The crew who were controlled were freed, and their biologies gradually return to normal.
Thursday, December 23, 2021
Where the Chaos Thing Fell
When the hordes of the Abyss surged toward the very borders of Hell, one of the mightest of that host was only brought down on the plains of Gehenna. Where the great worm fell, it created a gigantic crater, contributing to the broken nature of the plane to this day. It's in this crater that the corpse of the creature remains.
The shadow of its bulk is tangible, like a black, velvet fungus, it moves over time as if chased by a sun that Gehenna does not have. It is not good to touch the shadow, as it will grow on anything until it consumes it. The Ultroloths sacrificed any number of souls and simulacra in their experiments trying to find a way to bend it to their purposes but to no avail.
They found no use for the shadow, but the same can not be said for the carcass. The Yugoloth consider it a goldmine. The crater is held in the highest security; not even their diabolic allies and clients are allowed to visit their mining and rendering facilities. The dissolution of an abyssal monstrosity is not like the decay of some corpse on the Prime Material Plane. Freed of the monster's alien, but dominating sense of self, its flesh slowly sloughs free and becomes all sorts of smaller grotesqueries. The Ultroloth sorcerer-scientists have been ingenious in the applications they have found for these creatures, including using them as a substrate for the generation of new, lesser Yugoloth. The things also found their way into weapons and material for armor.
The plague caused in Hell by an attempt to use the creatures' ichor as an enhancement for soldiers was, at best, a minor setback.
Wednesday, December 22, 2021
Wednesday Comics: DC, March 1981 (wk 2 pt 1)
The Aquaman backup by DeMatteis and Heck reveals that the villain behind the bogus Black Manta (and maybe the Poseidon, too) is Ocean-Master. Aquaman fights with him on a rooftop in a pretty atypical move for these aqua-characters, but Ocean-Master escapes.
Barr and Garcia-Lopez set The Elongated Man and his wife to Sue to solving "The Final Mystery of Edgar Allan Poe" in their somewhat humorous style. Next up is a Batman prose piece by Walter Gibson, creator of the Shadow, with illustrations by Tom Yeates. Levitz and Adam Kubert present Hawkman and Hawkgirl discovering the truth behind "The Strange Death of Dr. Erdel." This is a bit weaker as a story than the previous ones, but it's a nice component to a anniversary collection like this. Bates, Infantino, and Smith provide an answer to "What Happens When A Batman Dies?" which is Deadman shows up and tries to keep him from going to the Afterlife, and the spirits of his parents tell him to get back down there and keep fighting. All and all, this is a really good issue, perhaps the best all around of the year.
Monday, December 20, 2021
Late Era Role-Aids
Photo by Needles |
I've been revisiting some late era Role-Aids (90s) products recently, some purchased at my only Gen-Con experience to date, the others a gift from Hydra compadre, Robert Parker. While earlier Role-Aids products are hit or miss, these are quite good, I think.
One thing that immediately caught my eye was art by some comic book illuminaries: Arch Magic has a cover by Dave McKean, Demons II has one by Glenn Fabry, and a couple of Demons supplements have art by Alex Niño. Beyond that they seem to borrow both from innovations at TSR (the loose leaf monster format) and White Wolf (some of the subject matter and design), and in some minor ways anticipate the aesthetic and subject matter of Planescape.
The Demons related products (Demons and its loose leaf spinoffs, Demons II, and Sentinels and Apocalypse) suggest use in a campaign setting that is more a battleground for the forces of good and evil in a Heaven versus Hell sort of way than the standard D&D setting. The descriptions of it's demons are somewhere between Monster Manual and demonology book, both in terms of their physical appearance and what sort of requirements they have for the making of pacts. All in all, it provides a push more in the roleplaying than combat encounter direction for these beings (not that they are full stated for combat).
Arch Magic gives a whole new class (the Archmage) for sort of ultra-high level magic-users and some new, powerful spells, but the interesting part is the adventuring locales: a city built in the bones of a monstrous skeleton, The Macrodome, where a game controlling the destiny of the universe is played out, and the Red Room of madness (probably inspired by Twin Peaks).
These products feel like the creators had much more free rein than AD&D products of the era. The are no better executed--perhaps at times a little worse--but the imagination involved seems less fettered,
Sunday, December 19, 2021
Weird Revisited: Midnight in the House Tenebrous
There are places in Nla-Ogupta--that ancient, decadent, Venusian Venice--where Terrans do not go. The Street of Blue Vines was one of those. The buildings along it crowded close, as if trying to conceal some secret. The uncanny glow of bioluminescent lantern-jellies that cling to haphazard lines seem dimmer than elsewhere--as if they too were conspirators. It's said that in millennia past, when Sumer was young, the Street of Blue Vines was a place where cultists trafficked with inhuman gods. Old Venus-hands, deep in their cups, spin tales of cannibalism, and alien sexual rites. That's what the rumors say. No Terran knows, and if any polite Venusian knows, they don't speak of it to off-worlders.
But on this night, a Terran does wind his way down the serpentine Street of Blue Vines. His stride is unhesitating--he hasn't come this way accidentally. He moves purposely to the darkened, leaning structure which bears no sign or legend, but nevertheless is known to the denizens of Nla-Ogupta's underworld as the House Tenebrous. He has come seeking this house, and the service it sells. He's come to buy a man's death.
The Street of Blue Vines gets its name from the eerie, electric indigo vines and foliage that entwine 'round its most infamous denizen, the House Tenebrous. The House only permits entrance at night--in fact, it may be that it can only be located at night.
A seated, robed figured, appearing as a short and portly man, his features completely hidden in a cowl, asks any visitor who he or she might wished kill, and why. The figure’s voice sounds distant, and tinny, and seems to emanate from all around. The man never moves, even in the slightest. Sometimes visitors get the impression that there are others in the room--the feeling of eyes upon them, or the hint of motion in the shadows of the audience chamber. Psychically sensitive individuals report “hearing” distant, unintelligible, whispers, and an unpleasant mental sensation not unlike smothering.
If the man chooses to accept the commission, the price is variable, and not always in money. If a goal can be discerned from House's representative's payment demands, it is that they seem to be aimed at reducing Terran influence on Venus.
Eventually, though a space of week or months may pass, all victims of the House Tenebrous are found dead somewhere in Nla-Ogupta (or in one case, on a ship having recently departed there) without any apparent signs of violence or physical injury. Victims always appear to have died in their sleep, though often their face and bodies are contorted as if in fear or pain.
Thursday, December 16, 2021
In the Furnace
If some resolute pilgrim were to limp or crawl through miles of the sepulchral dust and crumbling, cinerous statuary of anguish of Hades, they might find the leaden skies giving way to a void of eternal night. They would see before them a landscape of tortured rock formations, and boiling, mephitic, salt-rimmed pools that make the lurid colors of the surrounding rock manifest with their wan glow. Beyond, they would see broken and lava-clotted crags rising ever upward, disappearing into distant darkness. They would have reached the border of Gehenna.
Those who don't succumb to despair in the gray wastes are potential fodder for the Devils' war against Chaos. But first, they must be broken and reconditioned to that purpose. Yugoloth patrol the border, and their press gangs conscript all available prospects. Captives are whisked off to a number of re-education centers. Under the conditioning of their fiendish captors, they become suitable, perhaps, for minor positions in the apparatus of Hell, or either for future service of the Yugoloth.
It is possible to scale the forbidden scarp of Gehenna. If one can avoid the plateau encampments of the Yugoloth, the monsters of the lava tube caves, and assorted natural dangers from jagged rock, blasts of toxic gas, and flows of lava, you can stand upon the mountains ringing Hell itself. It is not a trip anyone would wish to make except with the direst of need.
Wednesday, December 15, 2021
Wednesday Comics: DC, March 1981 (wk 1 pt 2)
The first story sees the JLA coming to join Flash (who has evaded transformation into a normie himself) to defeat the counterfeit, jewel-thief League. Zatana, transformed into an old woman, doesn't make it back on her own, but the Flash goes to rescue her. Those two seen to decide to nip their romance in the bud and just be friends.
The backup story is another "Superman of 2021" yarn. He fights a forgettable villain and gets a date with his boss.
The second story by Rozakis and Spiegle is a mini-epic with a U.S. agent discovering a Nazi experiment in mind control via something like astral projection. They have already taken over Stalin. The agent infiltrates the Kremlin and frees Stalin with some judiciously applied electricity from a broken lamp. Back in London, he discovers that the Nazi scientist Kreuger has now gotten to Churchill. The agent steals an RAF plane and drops strips of tinfoil (used to block radar) over Parliament when Churchill is there, blocking the signal and freeing the Prime Minister. In the U.S., they recreate the German device with the agent as the guinea pig. It kills him--but his mental projection is freed to protect FDR from Nazi control. The thoughtforms of Kreuger and the agent do battle in the sky, until a lightning bolt destroys the Nazi. The agent goes into the scientist's body long enough to sabotage the German device.
Monday, December 13, 2021
A Stop in the Planar Tour
I've done enough posts in this series on the Outer Planes that I thought it was time to stop and collate them so folks could catch up.
Sunday, December 12, 2021
Showdown with the Cyan Sorceress
A week ago, our Land of Azurth 5e game continued a week ago with the party coming to what they had initially take to be a hill at the center of the forest of stone shapes, but was actually a circle of close standing forms. There was one stone toppled over to form a platform over a deep abyss chasm beyond where floated the Singing Monolith. On this platform, the Cyan Sorceress had made her camp.
She tried to shoo the party away, but when they weren't having it, she threw a trinket into their midst that suddenly cause gravity to intensify, slamming them to the ground. Obviously, the time for palaver had passed!
The Cyan Sorceress had powerful magic and several strange devices at her disposal, but in the end their was only one of her against the entire party. With Dagmar's healing keeping Erekose and Waylon able to attack, the Sorceress was subdued. Belatedly some of the weird cyber-zombies attacked, but they were easily dispatched.
With a spell to compel her truth-telling, the party got down to questioning the Sorceress. They found out she and the other Chromic Witches were agents of Queen Desira of Virid, but they had become concerned that the Wizard of Azurth was exerting a strange influence over her, and struck out on their own to find magics to potentially counter his. Somewhere along the way, she fell under the influence of a Shadow. Who or what the Shadow was, she had difficulty describing she seemed to indicate that somehow it was displayed in time and possible world. It was somehow related to the book which was sometimes the Wondrous Wizard of Azurth and sometimes the Marvelous Monarch of Mu. The Shadow wished to use the book to remake the world, or perhaps had done so already. Somehow the revival of these action devices were going to help the Shadow do this. When the Cyan Sorceress was defeated, the Shadow seemed to have lost its influence.
The party was unable to stop the Monolith's emergence, meaning an increased revival of the ancient trinkets and related artifacts, but since the Sorceress was unable to complete the ritual it had been a less significant event than it might have been. The group emerged on to the surface of the Crooked Hills, more informed than before, but perhaps no more enlightened.
Friday, December 10, 2021
The Call of the Wild
The Beastlands is the plane of idealized nature. The prevailing theory is that it was formed by the will of the Titans, the proto-gods born of chaos, blamed for the creation of material world, as a conceptual model of the Material Plane, though this is perhaps an anthropomorphic misapprehension, attributing as it does rational, fathomable motives to alien their minds.
It's location (if a conceptual realm can truly be said to have location) between Arborea and Elysium has been ascribed to mere sympathetic aggregation (owing to all three evoking the natural world), though some have argued equally persuasively that it partakes of both the harmony of Elysium and the carnal nature of Arborea.
The Beastlands is primeval wilderness, unspoiled by the action of thinking creatures. Its inhabitants are are animals--or rather the iconic spirits of all wildlife, fierce and beautiful. These animals may speak if they wish to do so, but it is wrong to imbue them with human characteristics beyond this or processes of thought. At all times they are wild beasts, and are not given to acting outside their natural roles.
Travelers who spend time in the Beastlands will feel the call of the beast within. Lycanthropes are empowered by the realm, and other humans may be susceptible to being transformed into animalistic forms the longer they stay. The partaking of certain foodstuffs within the Beastlands hastens this transformation, and varieties of Bestland fungi are sought for ritual use on the Material Plane for their potent connection to this realm.
Wednesday, December 8, 2021
Wednesday Comics: DC, March 1981 (wk 1 pt 1)
The O.S.S. story has always-interesting Grandenetti art. In it, an agent poses as a dead parachutist (thanks to a drug) to fool the Germans into thinking they've gotten secret intel on Allied plans, but it's all a ruse to plant disinformation. Kashdan and Borillo give us the obligatory Korean War story, with a soldier shooting in Morse Code to give the U.S. forces the enemy's position. Finally, a Marine tricks his buddy with kids in to letting him be the one to take the suicide mission in the perfunctory "Helping Hand."
Monday, December 6, 2021
The Magic Comes Back
Matthew Hughes's Henghis Hapthorn stories (and related stories of The Spray) take place in Earth's Penultimate Age, an era where science is beginning to wain and magic returning. Implicitly, this seems to be the age before Vance's Dying Earth, an era, of course, dominated by magic. This isn't the only setting with the pretense of returning magic: it shows up in place as diverse as Shadowrun and the 80s cartoon and toyline Visionaries.
I think this would be an interesting direction to take a science fiction setting in. You could use your favorite: Star Frontiers--or Strange Stars. The easiest thing to do would be to play post the change and just use those species and setting elements (minus the technology) in a fantasy setting. You could also play during the transition from tech to magic, which I could see having some interesting possibilities. Maybe have an era where spells and the like are beginning to appear but spaceships and other high tech stuff are still operational.