3 hours ago
Monday, May 23, 2011
Earth's Mightiest (Animated) Heroes
While I found Thor merely adequate, I have been getting my Marvel media itch scratched by The Avengers: Earth’s Mightest Heroes, an animated series on Disney XD--and now partially available on DVD. This series and anticipation of the Captain America film have been sorely taxing my gamer ADD with the siren’s call of superheroics.
Anyway, season one of A:EMH tells the story of the formation and early days of Marvel’s premier team. Actually, it starts before the formation of the team, giving us background on the major characters and setting up all dominoes that will get knocked down over the course of the season. Not only does this give the Avengers-to-be a chance to shine individually, but it gives their world a more “lived in” feel like the comic book Marvel universe.
The version of the Marvel universe presented borrows from the Ultimate universe and the Marvel film universe, as well as good ol’ Earth-616 (as the kid’s call it). Anthony Stark, in particular, is inspired by the movie version; the voice actor practically channels Robert Downey, jr. Coming before the release of their film debuts, Thor and Hawkeye are more like their comic book portrayals.
Though it takes five episodes (sort of--three were aired divided up into shorts) to get the team together, the rest of the season covers a lot of heroic ground. There are breakouts from supervillain prisons, the formation of the Masters of Evil, Loki’s usurpation of the throne of Asgard, and--oh yeah--the creation of the Cosmic Cube. All that still leaves enough time for the origin of Wonder Man, the awakening of a Kree sentry, and a struggle for the throne of Wakanda.
The production values of the cartoon are good. The writing and voice acting are roughly comparable to the Warner Brothers Justice League series. The designs are the melding of traditional cartoon styles and a touch of Japanese influence (but not enough of that to bother anime-haters, I wouldn't think) like in most animation for the U.S. market is these days. The animation itself has an occasional rough spot, but is overall pretty good, too.
If you enjoy animated superhero action, or just need something to bridge the gap to next superhero summer blockbuster, check it out--ignore Kang's dubious look.
Sunday, May 22, 2011
Spectacular Losers
For every adventurer that achieves fame and fortune there are a dozen who have short careers and die pointless or bizarre (or sometimes both) deaths in cramped spaces underground. The successful ones get celebrated at Munsen’s Museum. The losers have their own shrine on the boardwalk of Lapin Isle: Jago’s Museum of Death in the Depths. Here’s a sampling of the stories to be found there:
“Sweet Tooth” Artie Gaff: Lost his life in a macabre freak accident after a roll of the hard candies he habitually carried became tainted with a droplet from an ooze he and his party had defeated earlier. The "sugar slime" that grew from the remainder of the candies required the action of the Exterminators to stop it.
Nellie Eastpenny: Supposedly crushed under the boot of a giant. It has been of little solace to her grieving family that scientists have since proven that a giant of that size is an impossible violation of physical law.
Smiling Dave Delgroot: Contracted a peculiar wasting disease from a plague-carrying undead creature. His facial features were the first thing to go.
Janice Doppelkin: Was executed for her crimes. The jury at her trial was unanimous in their verdict of guilt, but divided as to whether her crime was better termed “double murder” or “murder/suicide.” After three days on a delve, Miss Doppel returned to find her man en flagrante with a duplicate of herself, apparently created after she looked into a magic mirror on the first day of the expedition.
Wilbert Vrockmorton: Died more indirectly from delving than most of his fellow unfortunates in the museum. After a successful expedition, Vrockmorton was drinking with his fellows at a City saloon. A challenge from Zanoni (born Theron Astley) lead to his consumption of a bottle of wine brought up from the underground. Upon downing a glass, Vrockmorton disappeared--whether by disentegration or some sort of teleportation no one could say. Occasionally, a magic item turns up in the hands of various dealers in the City: A glass eye called the Eye of Vrockmorton--said to impart protection against inebriation if carried.
“Sweet Tooth” Artie Gaff: Lost his life in a macabre freak accident after a roll of the hard candies he habitually carried became tainted with a droplet from an ooze he and his party had defeated earlier. The "sugar slime" that grew from the remainder of the candies required the action of the Exterminators to stop it.
Nellie Eastpenny: Supposedly crushed under the boot of a giant. It has been of little solace to her grieving family that scientists have since proven that a giant of that size is an impossible violation of physical law.
Smiling Dave Delgroot: Contracted a peculiar wasting disease from a plague-carrying undead creature. His facial features were the first thing to go.
Janice Doppelkin: Was executed for her crimes. The jury at her trial was unanimous in their verdict of guilt, but divided as to whether her crime was better termed “double murder” or “murder/suicide.” After three days on a delve, Miss Doppel returned to find her man en flagrante with a duplicate of herself, apparently created after she looked into a magic mirror on the first day of the expedition.
Wilbert Vrockmorton: Died more indirectly from delving than most of his fellow unfortunates in the museum. After a successful expedition, Vrockmorton was drinking with his fellows at a City saloon. A challenge from Zanoni (born Theron Astley) lead to his consumption of a bottle of wine brought up from the underground. Upon downing a glass, Vrockmorton disappeared--whether by disentegration or some sort of teleportation no one could say. Occasionally, a magic item turns up in the hands of various dealers in the City: A glass eye called the Eye of Vrockmorton--said to impart protection against inebriation if carried.
Augie "the Mace" Munce: Decapitated by the bite of a monstrous humanoid, probably a troll--a creature Munce had turned his back on after presuming its defeat. In certain adventuring quarters, the verb "to munce" is used to refer to snatching defeat from the jaws of victory.
Friday, May 20, 2011
Apocalypse Trio
With the world predicted to end this weekend, I figured one good apocalypse deserved another--or maybe three. Using Chaotic Shiny's Apocalypse Generator to get the world destroying juices flowing, this is what I came up with:
“And The Sea Shall Give Up Her Dead”
Initial Cause: ancient evil unearthed and oceans rise
Threats: fast zombies, sea monsters, and slow zombies
Atlantis rises...from the dead! Hordes of zombies crawl out of the ocean depths to invade the land. These are probably under the command of an oceanically imprisoned creature--the alien god of Atlantis. This could be turned into a post-apocalyptic by turning the clock ahead a bit to Waterworld-esque future.
“Red Tooth and Claw Dawn”
Initial Cause: pollution
Secondary Cause: communists
Threats: mutated animals, fanatics, communists
Combine the ecological horror of Prophecy (1979), and the Russian invasion of Red Dawn to get a world where mutated giant bears and Soviet aggressors threaten to make freedom-loving Americans an endangered species.
"Blood Red Planet"
Initial Cause: alien invasion
Secondary Cause: biological warfare
Threats: aliens, vampire, and mutated animals
Let’s take Atlas Comics' Planet of Vampires (which is sort of Omega Man meets Planet of the Apes) and combine in with War of the Worlds (why not? Apeslayer already combined POTA with War of the Worlds. I say vampires can go anywhere apes can). Let’s say some bioweapon used by the Martian invaders turned large numbers of people into bio-vampires. In a future world, overrun by Martians and their vampire lackeys, humans are hunted for sport.
“And The Sea Shall Give Up Her Dead”
Initial Cause: ancient evil unearthed and oceans rise
Threats: fast zombies, sea monsters, and slow zombies
Atlantis rises...from the dead! Hordes of zombies crawl out of the ocean depths to invade the land. These are probably under the command of an oceanically imprisoned creature--the alien god of Atlantis. This could be turned into a post-apocalyptic by turning the clock ahead a bit to Waterworld-esque future.
“Red Tooth and Claw Dawn”
Initial Cause: pollution
Secondary Cause: communists
Threats: mutated animals, fanatics, communists
Combine the ecological horror of Prophecy (1979), and the Russian invasion of Red Dawn to get a world where mutated giant bears and Soviet aggressors threaten to make freedom-loving Americans an endangered species.
"Blood Red Planet"
Initial Cause: alien invasion
Secondary Cause: biological warfare
Threats: aliens, vampire, and mutated animals
Let’s take Atlas Comics' Planet of Vampires (which is sort of Omega Man meets Planet of the Apes) and combine in with War of the Worlds (why not? Apeslayer already combined POTA with War of the Worlds. I say vampires can go anywhere apes can). Let’s say some bioweapon used by the Martian invaders turned large numbers of people into bio-vampires. In a future world, overrun by Martians and their vampire lackeys, humans are hunted for sport.
Thursday, May 19, 2011
Weird Adventures: Sample Pages
Time for another Weird Adventures update. I thought you guys might like to see some of the finished (or hopefully finished) pages. The layout was done by my good friend, Jim Shelley. My concept was that each section would sort of resemble a story in a pulp magazine in layout. Jim pulled that off wonderfully!
These first two pages are from the section on the New World:
These first two pages are from the section on the New World:
Daniel Kopalek's artwork looks great there, doesn't it?
This last is from the section on the Union (other than the City, which has it's own section):
More to come. Stay tuned!
Wednesday, May 18, 2011
Warlord Wednesday: Have a Nice Day!
Even in Hawaii it's Wednesday...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...
The title of this issue relates to a ubiqitous phrase of the seventies--particularly when associated with the smiley face. Wikipedia has an overview here. Morgan's knowledge of the classic smiley and its association with the phrase is an anachronism given that he's been in Skartaris since the sixties. Bernard and Murray Spain didn't put the two together on various novelties until 1972. Maybe he saw it on his brief visit to Machu Picchu?
The history of the smiley face as a symbol is also well-covered on Wikipedia--though no mention is made of Trojan smilies.
Morgan's trick is, of course, inspired by the Trojan horse used by the Greeks during the seige of Troy in Homer's Illiad. Besides the shape of wooden device being different, Morgan also (wisely) chooses not to climb inside his Trojan Smiley.
The Trojan rabbit sequence from Monty Python and the Holy Grail also gets referenced. Texiera's rendition of the guardsman who first sights the smiley face looks a fair bit like the taunting French knight from that film.
Warlord (vol. 1) #55 (February 1982)
Written by Mike Grell (Sharon Grell); Penciled by Mark Texiera; Inked by Mike DeCarlo
Synopsis:Morgan, Tara, and Shakira ride toward Shamballah. They’re enjoying the warmth of Skartaris’ eternal sun after their time in the Terminator. Morgan guides them toward the merchant road which will run through the kingdom of Kaambuka, ruled by his friend, Ashir, on its way to Shamballah.
Coming over a rise, they’re surprised to see a full-scale battle going on. Troops laying seige to a fortress throw themselves against it and, again and again, are turned back. Morgan’s in for another surprise when he sees that the defeated army is under the command of Ashir!
They quicken their pace to catch up with him. Ashir greets them, and promises to tell them what’s going back in his palace, over wine.
Later, Morgan fills Ashir in on what has happened since they last met. Ashir asks if Morgan is finally giving up the adventuring life to go back to Shamballah with Tara. By way of an of answer, Morgan reminds Ashir that he gave it up. Morgan changes the subject to Ashir’s recent troubles.
Ashir tells him a gang of bandits seized control of that watchtower they were at earlier. Sitting on the trade route as it does, the bandits have been able to use their position to exact tribute from all the merchants passing through. The result is that trade has been disrupted, and the merchants are looking for other routes. Ashir’s forces have made three attempts to retake the fortress, but each time they've been repulsed.
At that moment, a servant girl brings in Tara and Shakira, who were apparently found fighting in the courtyard. Ashir tries to sweet-talk each in turn and gets rebuffed by both ladies. Ashir makes a second try at Shakira while Morgan talks to Tara. He tells her he’s got to help Ashir one last time, then he’s done. Just one more time. Tara acquiesces.
As Morgan and Ashir walk off arm in arm to plan, Shakira confronts Tara:
Later, Morgan and Ashir ride at the head of the army returning to the fortress. Ashir asks Morgan if he’s sure this plan will work. Morgan assures him “this one’s in the books...sort of.” Ashir wonders, as well, what the runes mean. Morgan’s answer is cryptic.
The bandit guardsman in the tower is surprised by what he sees left at the fortress’ gate:
The bandit leader is uncertain what to make of it. He supposes its a peace offering of some sort. Someone suggests they take it inside, but a door on it raises the possibility men may hide inside. The bandits decide to burn it instead.
They set it ablaze. The whole gang has quite a time watching, and perhaps ridiculing the hapless men that might have been hiding inside. So good in fact, they don’t pay attention to the backdoor of the fortress--and that’s where Morgan and Ashir’s forces strike. When the leader and the majority of his force come running back, they find the fortress has already fallen into their enemies hands.
After the bandit's defeat, Tara and Morgan make ready to leave Kaambuka, but Shakira decides to stay behind. She says (cryptically) that she’s seen Shamballah at the height of its glory, and she has no desire to see it otherwise. Tara and Morgan bid their friends good-bye.
On the way back to Shamballah, they pass the burned out place of the woodcutter who helped Morgan warn Shamballah of the Theran invasion. Bodies litter the ground, and Morgan summarizes the retreating Therans must have exacted revenge. Morgan is sure the man’s family had gotten out safe, he recalls the man had a son--not knowing the man’s adopted son was his own son, Joshua.
Morgan and Tara enter Shamballah’s gates to cheering crowds. In the crowd, is a young, red-haired boy wearing a curious armlet--a wrist watch...
Joshua.
Things to Notice:
Coming over a rise, they’re surprised to see a full-scale battle going on. Troops laying seige to a fortress throw themselves against it and, again and again, are turned back. Morgan’s in for another surprise when he sees that the defeated army is under the command of Ashir!
They quicken their pace to catch up with him. Ashir greets them, and promises to tell them what’s going back in his palace, over wine.
Later, Morgan fills Ashir in on what has happened since they last met. Ashir asks if Morgan is finally giving up the adventuring life to go back to Shamballah with Tara. By way of an of answer, Morgan reminds Ashir that he gave it up. Morgan changes the subject to Ashir’s recent troubles.
Ashir tells him a gang of bandits seized control of that watchtower they were at earlier. Sitting on the trade route as it does, the bandits have been able to use their position to exact tribute from all the merchants passing through. The result is that trade has been disrupted, and the merchants are looking for other routes. Ashir’s forces have made three attempts to retake the fortress, but each time they've been repulsed.
At that moment, a servant girl brings in Tara and Shakira, who were apparently found fighting in the courtyard. Ashir tries to sweet-talk each in turn and gets rebuffed by both ladies. Ashir makes a second try at Shakira while Morgan talks to Tara. He tells her he’s got to help Ashir one last time, then he’s done. Just one more time. Tara acquiesces.
As Morgan and Ashir walk off arm in arm to plan, Shakira confronts Tara:
Later, Morgan and Ashir ride at the head of the army returning to the fortress. Ashir asks Morgan if he’s sure this plan will work. Morgan assures him “this one’s in the books...sort of.” Ashir wonders, as well, what the runes mean. Morgan’s answer is cryptic.
The bandit guardsman in the tower is surprised by what he sees left at the fortress’ gate:
The bandit leader is uncertain what to make of it. He supposes its a peace offering of some sort. Someone suggests they take it inside, but a door on it raises the possibility men may hide inside. The bandits decide to burn it instead.
They set it ablaze. The whole gang has quite a time watching, and perhaps ridiculing the hapless men that might have been hiding inside. So good in fact, they don’t pay attention to the backdoor of the fortress--and that’s where Morgan and Ashir’s forces strike. When the leader and the majority of his force come running back, they find the fortress has already fallen into their enemies hands.
After the bandit's defeat, Tara and Morgan make ready to leave Kaambuka, but Shakira decides to stay behind. She says (cryptically) that she’s seen Shamballah at the height of its glory, and she has no desire to see it otherwise. Tara and Morgan bid their friends good-bye.
On the way back to Shamballah, they pass the burned out place of the woodcutter who helped Morgan warn Shamballah of the Theran invasion. Bodies litter the ground, and Morgan summarizes the retreating Therans must have exacted revenge. Morgan is sure the man’s family had gotten out safe, he recalls the man had a son--not knowing the man’s adopted son was his own son, Joshua.
Morgan and Tara enter Shamballah’s gates to cheering crowds. In the crowd, is a young, red-haired boy wearing a curious armlet--a wrist watch...
Joshua.
Things to Notice:
- Texiera's version of Ashir wears armor.
- Is Ashir really hitting on Tara right in front of Morgan?
- Again we get a reference to Shakira's familiarity with Skartaris' past.
The title of this issue relates to a ubiqitous phrase of the seventies--particularly when associated with the smiley face. Wikipedia has an overview here. Morgan's knowledge of the classic smiley and its association with the phrase is an anachronism given that he's been in Skartaris since the sixties. Bernard and Murray Spain didn't put the two together on various novelties until 1972. Maybe he saw it on his brief visit to Machu Picchu?
The history of the smiley face as a symbol is also well-covered on Wikipedia--though no mention is made of Trojan smilies.
Morgan's trick is, of course, inspired by the Trojan horse used by the Greeks during the seige of Troy in Homer's Illiad. Besides the shape of wooden device being different, Morgan also (wisely) chooses not to climb inside his Trojan Smiley.
The Trojan rabbit sequence from Monty Python and the Holy Grail also gets referenced. Texiera's rendition of the guardsman who first sights the smiley face looks a fair bit like the taunting French knight from that film.
Tuesday, May 17, 2011
Rider of the Weird West: The Merkabah Rider series
In the mood for some good Weird Western fiction? Well, hit the trail with Edward Erdelac’s Merkabah Rider series and you’ll get it from both barrels.
The titular Rider is a Hasidic Jew and an initiate of mystical order known as Merkabah Riders. The Rider roams the post-Civil War Old West, combating supernatural evil with his esoteric powers and knowledge. He’s armed (and armored) by a coat full of magical talismans, mystic spectacles (etched with the seal of Solomon), and mystically engraved Volcanic pistols--particularly effective on the astral plane.
The first volume in the series is Merkabah Rider: Tales of a High Plains Drifter. It's composed of a series of short-stories or novellas, with the glimmering of an overarching plot running through. Over the course of the stories, Rider combats a Canaanite god, a demonic tornado, and the denizens a house of ill-repute where Lilith herself is the madam.
The stories have a lot of real world mythological and occult detail--interpreted through a unifying mythos--but all of that only serves to enhance the pulpy action. In this way, the stories are perhaps most similar to Richard L. Tierney’s Simon Magus short-stories--though those have more of a Cthulhu Mythos bend (though that’s not entirely absent from the Merkabah Rider, either).
Another nice element is the little homages and sly references Erdelac drops into the yarns. There’s a direct homage to Howard’s “Kelly the Conjure-Man” (based on a real Texas legend, according to Howard) and “Black Canaan.” Some real world historical personages show up: note the real name of “Sadie” given in “Nightjar Woman.” There also other details mentioned throughout that I suspect are references to famous Western films, as well.
So much material that could vaguely qualify as Weird Western is largely “everything and the kitchen sink” steampunkian monstrosity (not that there’s anything wrong with that), but the Merkabah Rider stories have a versimilitude about it them that comes from riffing off real world magical beliefs and placing everything in a real world context.
So check out High Planes Drifter, and its sequel Merkabah Rider: The Mensch with No Name--and I sure a third book in the series is on its way. They’d make great inspiration for Stuart Robertson’s Weird West rpg, and others I’m sure.
The titular Rider is a Hasidic Jew and an initiate of mystical order known as Merkabah Riders. The Rider roams the post-Civil War Old West, combating supernatural evil with his esoteric powers and knowledge. He’s armed (and armored) by a coat full of magical talismans, mystic spectacles (etched with the seal of Solomon), and mystically engraved Volcanic pistols--particularly effective on the astral plane.
The first volume in the series is Merkabah Rider: Tales of a High Plains Drifter. It's composed of a series of short-stories or novellas, with the glimmering of an overarching plot running through. Over the course of the stories, Rider combats a Canaanite god, a demonic tornado, and the denizens a house of ill-repute where Lilith herself is the madam.
The stories have a lot of real world mythological and occult detail--interpreted through a unifying mythos--but all of that only serves to enhance the pulpy action. In this way, the stories are perhaps most similar to Richard L. Tierney’s Simon Magus short-stories--though those have more of a Cthulhu Mythos bend (though that’s not entirely absent from the Merkabah Rider, either).
Another nice element is the little homages and sly references Erdelac drops into the yarns. There’s a direct homage to Howard’s “Kelly the Conjure-Man” (based on a real Texas legend, according to Howard) and “Black Canaan.” Some real world historical personages show up: note the real name of “Sadie” given in “Nightjar Woman.” There also other details mentioned throughout that I suspect are references to famous Western films, as well.
So much material that could vaguely qualify as Weird Western is largely “everything and the kitchen sink” steampunkian monstrosity (not that there’s anything wrong with that), but the Merkabah Rider stories have a versimilitude about it them that comes from riffing off real world magical beliefs and placing everything in a real world context.
So check out High Planes Drifter, and its sequel Merkabah Rider: The Mensch with No Name--and I sure a third book in the series is on its way. They’d make great inspiration for Stuart Robertson’s Weird West rpg, and others I’m sure.
Monday, May 16, 2011
Revenge of the Tiki Spirit
In the islands of the Tranquil Ocean (particularly in the Pyronesian chain), the natives create carvings of roughly human shape. Their shamans coax powerful spirits to inhabit these statues, and they become objects of veneration for the tribesmen.
The spirits of these idols are typically elemental in nature. Given the number of volcanic isles, its not surprising that fire elementals are the most common, though wind and water are also found. Many of these elementals are quite powerful, though their bonding to the statues gives them certain weakness. Some require sacrifices to maintain their powers. Bound to a physical object, they can be removed from their island homes by moving the statues. They may be compelled to serve the possessor of their statue, though they will look for ways to free themselves and avenge their enslavement. They may be placated by minor acts of veneration, but the exact nature of these rituals varies from spirit to spirit.
The spirits are always at least large elementals, but they differ from others of their size in being bound to the statues. Though wooden, the statues can’t be destroyed by nonmagical means, unless the elementals are slain beforehand.
I’m at a conference in Hawaii this week, so my presence on the blogosphere and my posting may be lighter than usual, but this post seemed particularly apropros.
The spirits of these idols are typically elemental in nature. Given the number of volcanic isles, its not surprising that fire elementals are the most common, though wind and water are also found. Many of these elementals are quite powerful, though their bonding to the statues gives them certain weakness. Some require sacrifices to maintain their powers. Bound to a physical object, they can be removed from their island homes by moving the statues. They may be compelled to serve the possessor of their statue, though they will look for ways to free themselves and avenge their enslavement. They may be placated by minor acts of veneration, but the exact nature of these rituals varies from spirit to spirit.
The spirits are always at least large elementals, but they differ from others of their size in being bound to the statues. Though wooden, the statues can’t be destroyed by nonmagical means, unless the elementals are slain beforehand.
art by Keith Tucker |
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