Wednesday, April 9, 2014

Wednesday Comics: Vanth

Here's the next installment of  Jim Starlin's Metamorphosis Odyssey. The earlier posts in the series can be found here.

"Vanth (Metamorphosis Odyssey Chapter V)"
Epic Illustrated #3 (Fall 1980) Story & Art by James Starlin

Synopsis: On the icy world of Byfrexia (also known as Vega) a masked man spins around to find Aknaton behind him. He mistakes Aknaton for a Zygotean and fires, but the wizard blocks the blast with a shield and returns fire. When the man is at his mercy, Aknaton is finally able to convince the man he's friendly.

Aknaton explains he's been hanging out around the nearby Zygotean base hoping to come across a certain resistance fighter:


The man knows who Aknaton seeks: Vanth, the Cold Man. He refuses to take the Orisirosian to the Cold Man because he doesn't trust the offworlder. Regretfully (or so he says), Aknaton blasts him and takes control of the man's mind. He commands him to lead the way.

While they walk, he gets the man to tell him Vanth's story. Not only is a Vanth a great warrior and super-strong, but he upgraded their ships to photonic drive. The incident that made a man out of Vanth was the tragic death of his parents at the claws of snowbeasts. He went crazy for a bit and people would see him out on the snows naked. When, he finally returned to civilization, he loaded himself down with weapons and started killing snowbeasts. The people who lived on the snowbeasts didn't like him hunting them to near extinction, so Vanth slipped off-world.

After the Zygotean attack, he returned with off-world weapons. He single-handedly set the Zygoteans back months. He was made commander of all the defense forces.

Suddenly, the man is shot in the head, and Aknaton finds himself surrounded by just-teleported warriors:


Aknaton starts fighting, but there are just too many. Meanwhile, a hooded figure watches the melee from a nearby ridge...

Things to Notice:
  • Aknaton doesn't just assert that he's Orsirosian but "of good stock."
Commentary: 
Starlin resists the urged to make the masked unknown Aknaton encounter be the very man he seeks.

Vanth's solution to the death of his parents at the hands of a snowbeast (attempting to drive a species to extinction) must appeal to Aknaton. It's not that far from the uncompromising approach his people took to their problem with the Zygoteans and the ruthless way Aknaton "ended" their invasion of earth. Could Vanth be exactly the sort of warrior Aknation is seeking?

Monday, April 7, 2014

Omniversal Access


Yesterday's post got me to thinking about other ways the Marvel Universe could inform the portrayal of the planes in D&D-type fantasy games. In the "standard model" the inner/outer planes are accessed by means of the transitive planes or direct portals.  In the Official Handbook of the Marvel Universe Deluxe Edition, Mark Gruenwald cataloged other dimensions and alternate realities by a method he had initially present in A Treatise on Reality in Comic Book Literature in 1977. If we imagine a sort of random arrangement of planes (throwing out the Great Wheel or the Astral Sea), we can apply Gruenwald's various means of access (leaving out "magic" since all of the ways will be magical):

Vibrational Attunment: This assumes the plane in question is coterminous, but its matter vibrates at a different frequency. In D&D terms, this would mean going ethereal (like via an ethereal jaunt). Plane shift might also work.

Shrinking: Some planes might be microverses. Reaching them would be via spells or magic items that reduce a persons size below visibility by the naked eye.

Astral Projection: Some planes are physical places, but ectoplasmic ones. The spell of the same name comes in handy.

Portal: Some worlds are only accessible by permanent portals found in certain places or by Plane Shift.

Death: Probably the least attractive way of reaching an afterlife realm, but it works. Astral projection is the less permanent way.

Sunday, April 6, 2014

Micro-elementals

If coterminous or external elemental planes don't appeal to you, here's another idea that takes them in a different direction than the standard view or my previous posts. If we take the classical view that the four elements are the fundamental consituents of all matter, then (as science fantasy has told us at least since Ray Cummings' The Girl in the Golden Atom in 1919) there may very well be worlds inside those tiny particles. Elemental worlds.


Like Microworld, yeah, except that unlike its organic chemistry model look, elemental microworlds look like the platonic solids just like Plato told us they would. 


Maybe the world is on the interior of these shapes or maybe on their strangely-angled surfaces. Either way, they would be pretty weird places. Of course, this also may mean that elementals are microscope--even atomic level things. An elemental summoning would actually be growing a fractional bit of element to macroscopic size. The fact that size creatures have (rudimentary) intelligence might suggest that these microplanes themselves are intelligent. The implications of that, I'll leave you to contemplate.

Thursday, April 3, 2014

Brother to Dragons

by David Lewis Johnson
The kuath are a near baseline human people in the territory of the Vokun Empire. The kuath live at an essential neolithic level in coastal settlements. What is most interesting about them is the symbiotic relationship they have with marine invertebrate collective intelligences that the kuath know as Naga Ma--Dragon Mothers.

Vokun probes had suggested a primitive planet with little to offer beyond resources to be stripped away. When their attempts to move the small native population to reservations was resisted by humanoid monsters rising out of the seas, they realized their was something more going on. Destructive scanning of the brains of captive kuath revealed the existence of the Dragon Mothers.

Vokun submarine attacks proved unable to bring the Dragon Mothers to heel. Only the threat of mass driver bombardment finally effected their surrender. The terms of their capitulation was to be paid in slave warriors: bio-armored soldiers.

Appearance & Biology: The kuath are dark-skinned, typically dark-haired, humans with endosymbiotic projections of the Dragon Mothers. (Among other places, these appear to stimulate areas of the brain associated with religious awe.)

The Dragon Mothers themselves are self-organizing colonies (perhaps superorganisms) of single cellular organisms capable of differentiating into a variety of forms. Colonies may extend for kilometers. Their intelligence is vast, but their thought "slower" than humans', and alien. There are numerous "factories" within their mass where they experiment with independent drones and probes of various morphologies.

Place in the Empire: The kuath serve as shock troops for the vokun. The Dragon Mothers found adolescents were best both psychologically and neurologically for serving as soldiers in their armored suits. (The Dragon Mothers appear to care for the kuath deeply, if in an alien way, but do not conceptualize human life as much different than their other creations, except that human's are more independent and therefore interesting.) They reluctantly agreed to provide a quota of soldiers to the vokun to save their world and synthesized a mix of psychoative chemicals for the kuath, both to ensure they fulfilled their role and to minimize their physical and psychological suffering.

Stats: Kuath have ability scores in the human range. Their bio-armor is equivalent to assault armor, but can only be used as a vacuum suit for up to 2 hours, unless specially modified (in which case it increases to 6). The bio-armor requires a dip in a special nutrient bath for at least 2 hours out of every 24 to be at maximum efficiency.

Wednesday, April 2, 2014

Wednesday Comics: Whis'par

Here's the next installment of  Jim Starlin's Metamorphosis Odyssey. The earlier posts in the series can be found here.

"Whis'par (Metamorphosis Odyssey Chapter IV)"
Epic Illustrated #2 (Summer 1980) Story & Art by James Starlin

Synopsis: In an alien forest, Whis'par's father calls to her. As the winged one most in harmony with their world, she has been chosen to fulfill their race's destiny and serve their god --who now waits at their village.

Whis'par has doubts. She knows what is to come, as do all her people. Her father reassures her, then sends her off to her destiny. Alone, he asks the great spirit to be with her and to forgive them all.

The god of these folk is Aknaton, who waits with Za and Juliet. He tells the uncertain Whis'par that they are there to: "herald the end of galactic madness and the birth of something never before seen under the stars." Each of those he has gathered plays a part:


Coupled with his Aknaton's magic, such a creation would be able to stop the Zygoteans. Whis'par wonders at the cost, and Aknaton realizes she knows his plan. He suggests that to do nothing would be worse.

Za wants to know what they're talking about. Aknaton responds:


Whis'par will join them. She has no choice, really.

Aknaton says he will take them to an out of the way planet to hide from the Zygoteans. He has to go find a man on Vega. Whis'par says she though they were to be a trio. Aknaton replies: "A trio that will need protection."


Things to Notice:
  • The story shifts into color when Whis'par meets her creator.
Commentary: 
While we've seen several hints as to the lengths Aknaton will go to to end the Zygotean menace, this is the first hint we have that there may be something frightening about his plan. The reaction of Whis'par and his people certainly suggest it.

As far as executing his plan, Aknaton seems to be stacking the deck in favor of its acceptance in building his "coalition of the willing." He has two beings that almost worship him as a god and an adolescent he rescued from certain death.

Monday, March 31, 2014

Serpent in Paradise


The official vokun assessment of Yantra was that it had little to offer the Empire. It's natives were primitive (at best they had mastered iron) and demonstrated a pervasive culture of nonviolence so ingrained that they were insuitable for military conscription. The ibglibdishpan analysts verified that there had once by an advanced civilization on Yantra: the environment had been finely tuned, nanotechnology (though dormant) still permeated the biosphere, and seemingly primitive stone structures (shrines, mostly, for the superstitious Yantrans) actually showed complex femto-level engineering.

Obviously, the primitives had no knowledge of these technologies, and there was no indication they ever did. The vokun are an incurious species. They assumed some great pre-Collapse civilization had left its mark and moved on. Yantra was only usefully as a pleasure world; it's mostly tropical clime and pliant, simpleminded, and exotically attractive populace provided an ideal place of relaxation for vokun nobility.

The ibglibdishpan were vexed by the anomalies. It only took a few in the continuing series of seemingly random network and equipment failures that have plagued the Imperial conquest of Yantra for them to deduce the truth. They were not at all surprised when vokun junior officers began to disappear or have unusal accidents--never frequently enough to arouse suspicion on the part of the vokun, but a detectable statistical signal, nonetheless. For reasons known only to them, the ibglibdishpan have kept their conclusions to themselves.

Sunday, March 30, 2014

Noah


Afronosky's Noah resembles the Biblical account of his life and exploits in a roughly analogous manner to how the original Clash of the Titans resemble the story of Perseus--and it's all the more gameable for it.

Like the Biblical narrative, the film takes place in a mythic Antediluvian past, though the film's is decidedly post-apocalyptic with barren landscapes thanks to rapaciousness of the descendants of Cain. All in that roughly made yet unusually modern-looking clothing seen in post-Apocalypse's from the Planet of the Apes TV show to Waterworld. Noah and his fellow descendants of Seth have been hunted and killed by bands of the more technologically advanced tribes of Cain. Noah is the last survivor, trust trying to hideout with his wife and kids, living a low-impact, vegetarian lifestyle.

Then the Creator decides he's had enough. He starts sending Noah prophetic dreams (Noah's gets a bit of help in interpreting these after (possibly) being slipped an entheogenic brew by his grand-dad, Methuselah). There's going be a world-killing flood, and he's got to build a boat.

Noah gets some help from the Watchers, imprisoned in giant, rocky forms, and a the last seed from the Garden of Eden, which grows an instant forest for lumber. Then the odd, not-quite-the-animals-we-know, start showing up in droves.


All does not go smooth though, as hordes of human refugees under the command of the warrior-king, Tubal-cain show up to try and storm the ark, and Noah's wifeless son begins to have second thoughts about this "only family left on earth" thing.

I won't spoil the ending, but I suspect you know how it turns out.

While a lot of this film is devoted to the sort of drama than Afronosky is typically known for, a lot of the elements the film adds to the tale seem like the sort of thing Jack Kirby would have done, even if they're not wrapped in typical Kirby presentation: fiery angels trapped in misshapen rock bodies, a post-Apocalyptic prehistory, zohar stones that provide light and fire.

If it's more your thing, there's also a graphic novel version.