1 hour ago
Monday, October 24, 2011
I'd Play That Game
I think this would make a great incident in a weird (or just slightly quirky) Western game. Note that ol' "Rail Splitter" Abe seems to have chosen to take on Scalphunter in the oval office--meaning he's wrestling in an official capacity.
Sunday, October 23, 2011
Done...
With the Weird Adventures manuscript, at least. There's still some proofing, layouts, and minor (hopefully) edits to be done, of course, but since those things have been proceeding apace, there's actually not much of that left either, barring something unforseen.
It looks like it will come out between 140-150 pages, based on the number of words, and depending on how illustrations fit in, and the like. Over 100 pages have been layed out so far.
So thanks to everyone for their patience and continued support! I'm glad to be able to say the wait is nearly over.
Thursday, October 20, 2011
Pop Quiz
Somehow this middle school City History Quiz circa 5888 slipped between dimensions and into my possession. Number two pencils ready?
Answers below...
1. C: Wychwire was so charismatic people often didn't notice the "irregularity" of his left lower appendage. A cast of his hoofprint is on display at the City Historical Museum.
2. A: Who would give a vorpal sword away? And the Natives were unlikely to want Dwergen brides.
3. D. I'd like to think he reconsidered his frugalness in his last moments--but maybe not.
4. C. The "Golem of Capitalism" was reportedly gold-plated and had the head of a bull--or so the folk song goes.
5. A. There's a fanciful statue commemorating that sagacious serpent in Eldside Park.
Wednesday, October 19, 2011
Warlord Wednesday: The Outback
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...
Synopsis: Outside a compound in the Australian Outback in a post-apocalyptic future, a woman with a rifle has the drop on Shakira and Morgan, who she thinks are “muties.” She hasn’t anticipated Shakira’s shape-changing abilities, however, and our heroes quickly get the drop on her.
Morgan proves their good intentions by returning her rifle to her. Still wary but willing to take a chance, the woman invites them back to the compound. There, they meet her male companion Dan and find out her name is Lisa.
A committee was established to determine quotas for each nation. Within a year, the greatest migration in human history began. Those outside the quotas were left to live in a nightmarish world. The descendants of those who survived are mutated and primitive.
Meanwhile, in the inner earth, the native Skartarians were absorbed into the outer world population. An interesting element of Skartarian culture:
Warlord (vol. 1) #70 (June 1983)
Written by Mike Grell (Sharon Grell); Penciled by Dan Jurgens; Inked by Bob Smith
Synopsis: Outside a compound in the Australian Outback in a post-apocalyptic future, a woman with a rifle has the drop on Shakira and Morgan, who she thinks are “muties.” She hasn’t anticipated Shakira’s shape-changing abilities, however, and our heroes quickly get the drop on her.
Morgan and Shakira introduce themselves. Dan asks if Morgan is “named after the famous one.” Morgan doesn’t know how to respond to that.
Sitting in the couple’s retro-futuristic living room, Morgan asks them to catch him up on the major events since the Vietnam War. Lisa thinks he’s playing a game with them and leaves Dan to tell them while she feeds the livestock. Dan begins by explaining it wasn’t war (as Morgan had supposed) that caused the devastation, but instead toxic waste! The manufacture of the nuclear arsenals of the major powers that made war unthinkable slowly poisoned the earth. By 2089, the earth was nearing the end of human habitability.
The U.S. government had forseen this outcome for decades, and as far back as the sixties, had began planning for escape to another planet. In 1972, another option presented itself: a U.S. Navy expedition found the North Polar opening to Skartaris. In 2089, after the polar ice caps receded and the environment was in an advanced state of deterioration, the U.S. announced its 1972 discovery to the UN.
Meanwhile, in the inner earth, the native Skartarians were absorbed into the outer world population. An interesting element of Skartarian culture:
Dan and Lisa were born in Skartaris. Now, the population in Skartaris has grown too large, and the government has began offering special benefits to couples willing to become outer world pioneers.
Morgan contemplates telling Dan his story, but decides against it. He trades his gun and ammo for a saddle horse and he and Shakira set out again for the coast.
Things to Notice:
- "Mutie" is always a good slur for mutants in any work of fiction.
- Ironically, when faced with extinction, modern civilization those the same escape to Skartaris as ancient Atlantis.
- The next issue blurb actually gives the title of the previous issue.
Where It Comes From:
Escape from the earth as the solution to environmental devastation was probably inspired by the 1977 UK television program Alternative 3, or the 1978 novelization. The secret space program to leave the earth beginning in the 1960s seems directly borrowed from there.
Escape from the earth as the solution to environmental devastation was probably inspired by the 1977 UK television program Alternative 3, or the 1978 novelization. The secret space program to leave the earth beginning in the 1960s seems directly borrowed from there.
Monday, October 17, 2011
The Life and Times of Johannes Cabal
Jonathan L. Howard's Johannes Cabal is a necromancer and (as one might expected) a disagreeable sort of guy, though not in the usual cackling villain sort of way. True, when we first encounter him in Johannes Cabal the Necromancer he’s running a travelling carnival as a cover for collecting souls for Satan--but he’s got important goals. Mainly, it's Cabal’s arrogance and disregard for social niceties that make him unlikable--but those qualities only make him more enjoyable to read about.
Cabal has appeared in three novels. The first tells the story of the carnival and features Cabal’s more moral brother, Horst (a vampire). The second, Johannes Cabal the Detective, has Cabal on the run in a Ruritanian crazy-quilt Europe and forced by circumstances to solve a series of murders on an airship.
Both of theses novels feature quirky characters and a good deal of humor amid the soul-stealing, political intrigue, and murder.
Cabal himself emerges as a more complex character than he first appears. He’s a misanthrope by all appearances, but he wants to conquer mankind’s greatest enemy--death. He just doesn’t care overmuch who he’s got to kill or what amoral direction his “studies” have to take to do it.
The world of the novels is ours but with some differences: extra European nations, ornithopter-like aircraft, and a generally higher profile for necromancy, most prominent among them. The time period the stories takes place in is pretty vague, too; it mostly seems to be loosely Edwardian (maybe late Victorian), but with occasional mentions of science/technology that might even place it in the early 1960s.
The third Johannes Cabal novel is apparently out in the UK. Johannes Cabal: the Fear Institute is about an expedition into the Dreamlands, which sounds promising. Howard sprinkles the occasional Lovecraftianism in the other novels, so it will be interesting to see what he does there.
In preparing this post I ran across an article written by Jonathan Howard himself about Cabal on D&D website. I’ll let the author himself tell you how Cabal can inspire gaming. He even gives a character sheet!
I can say the novels are well worth a read.
Cabal has appeared in three novels. The first tells the story of the carnival and features Cabal’s more moral brother, Horst (a vampire). The second, Johannes Cabal the Detective, has Cabal on the run in a Ruritanian crazy-quilt Europe and forced by circumstances to solve a series of murders on an airship.
Both of theses novels feature quirky characters and a good deal of humor amid the soul-stealing, political intrigue, and murder.
Cabal himself emerges as a more complex character than he first appears. He’s a misanthrope by all appearances, but he wants to conquer mankind’s greatest enemy--death. He just doesn’t care overmuch who he’s got to kill or what amoral direction his “studies” have to take to do it.
The world of the novels is ours but with some differences: extra European nations, ornithopter-like aircraft, and a generally higher profile for necromancy, most prominent among them. The time period the stories takes place in is pretty vague, too; it mostly seems to be loosely Edwardian (maybe late Victorian), but with occasional mentions of science/technology that might even place it in the early 1960s.
The third Johannes Cabal novel is apparently out in the UK. Johannes Cabal: the Fear Institute is about an expedition into the Dreamlands, which sounds promising. Howard sprinkles the occasional Lovecraftianism in the other novels, so it will be interesting to see what he does there.
In preparing this post I ran across an article written by Jonathan Howard himself about Cabal on D&D website. I’ll let the author himself tell you how Cabal can inspire gaming. He even gives a character sheet!
I can say the novels are well worth a read.
Friday, October 14, 2011
In This Thrilling Episode...
If you have an interest in hero pulps or movie serials, you'll want to check out Curse of the Phantom Shadow on Kickstarter. It's a film project by Mark Ross that's an homage to exactly those sorts of media. Here's an excerpt from the synopsis:
The year is 1948 and the United States has a new enemy, The Phantom Shadow. This dark figure has diabolical plans for captured scientist Dr. Hammond and his War Department weapons of mass destruction. When the Phantom Shadow launches a missile attack on key locations in the United States, the government takes action.
There is only one man to call: elite government operative, Agent 236! Agent 236 is dispatched to rescue Hammond and stop the Phantom Shadow's nerfarious plans.
Check out an excerpt on the project page here. It's fun and looks like a labor of love for all involved.
Thursday, October 13, 2011
Thraug's Head
Not so long ago, a patron at one of the saloons or beer gardens on the southeast riverfront of the City barony of Shancks might have encountered the not-quite-deceased head of a monster, preserved in a jar. If they sat close to the distorted and slack-mouthed visage in the murky liquid, they might have heard its muffled, gurgling whispers.
The head of Thraug was a fixture along the narrow peninsula that bore his name, Thraug’s Neck. Popular superstition held that the head was good luck--certainly its original owner would have agreed it was better to have it than not. Unfortunately, for the eponymous merman (or merrow, some say), his luck ran out the day he quarrelled with Jarus Shanck, one-time assassin turned landowner.
Opinions differ as to what precipitated the violent encounter, but historians and folklore agree that Jarus Shanck never did require much excuse for murder. His preservation of his opponent's head in jar of alcohol is also viewed as in keeping with his macabre sense of whimsy.
Shanck gave the head to a henchman who made it the centerpiece of a tavern he opened. And so began Thraug’s vigil: watching unblinking through smoke-smudged glass as those around him pickled themselves from inside out. Some strange magic kept the merman’s head alive and he was said to speak prophecy--usually the ultimate fate of the person listening. He could be enticed to answer specific questions at times, though his answers were circumlocutious. Other times his utterances were merely pained observations on the fickleness of fate and the ephemeralness of this world, which listeners never failed to find insightful and moving.
More than one aged barkeep will tell you (with a nostalgic gleam in his eye) that a few words from ol’ Thraug were always good for another round.
The head of Thraug was a fixture along the narrow peninsula that bore his name, Thraug’s Neck. Popular superstition held that the head was good luck--certainly its original owner would have agreed it was better to have it than not. Unfortunately, for the eponymous merman (or merrow, some say), his luck ran out the day he quarrelled with Jarus Shanck, one-time assassin turned landowner.
Opinions differ as to what precipitated the violent encounter, but historians and folklore agree that Jarus Shanck never did require much excuse for murder. His preservation of his opponent's head in jar of alcohol is also viewed as in keeping with his macabre sense of whimsy.
Shanck gave the head to a henchman who made it the centerpiece of a tavern he opened. And so began Thraug’s vigil: watching unblinking through smoke-smudged glass as those around him pickled themselves from inside out. Some strange magic kept the merman’s head alive and he was said to speak prophecy--usually the ultimate fate of the person listening. He could be enticed to answer specific questions at times, though his answers were circumlocutious. Other times his utterances were merely pained observations on the fickleness of fate and the ephemeralness of this world, which listeners never failed to find insightful and moving.
More than one aged barkeep will tell you (with a nostalgic gleam in his eye) that a few words from ol’ Thraug were always good for another round.
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