6 hours ago
Friday, July 7, 2017
Dictionary of Azurth Update
I hadn't done one of these in a while, so I figured it was time. Here's the updated Dictionary of the Land of Azurth with entries for Zorka, Tsar of the Shooting Stars, and House Perilous, among others.
Thursday, July 6, 2017
Spock has a 12th-level Intellect
This is something I was thinking about while traveling the other day: certain parallels between comic book alien species and those in Star Trek. What's the use of it? I don't know. Trek with different aliens or different backstories for the aliens? Supers with Trek aliens? Some sort of Wold-Newton Space (Woldspace)? Make of it what you will.
Skrulls and the Founders/Changelings
The Founders are a shapeshifting race that runs an expansionist space empire and so are the Skrulls. DC's Durlans would fit in a way, too. They've faced prejudice like the Changelings, but they don't run an empire.
Shi'ar and the Romulans
One species has a space empire with a bird motif and a sprinkling of Roman Empire terminology and the other is the Romulans. Sure, the Romulan Star Empire never seems as multi-species as the Shi'ar, but no reason it couldn't be. Might want to drop the link to Vulcan, though...
Coluans and Vulcans
Turning to DC comics for the Federation species, I'll not the somewhat emotionlessness and computer-like logic of the Vulcans and Brainiac's people, the Coluans.
The other other identifications I thought of, but some are too similar to add anything particularly interesting (The Khunds and the Klingons) and some distant enough to be suggest substitution (Thanagarians and Andorians. Thanagarians might stand-in for Romulans, too, depending on which version we're talking about) but you get the idea.
Skrulls and the Founders/Changelings
The Founders are a shapeshifting race that runs an expansionist space empire and so are the Skrulls. DC's Durlans would fit in a way, too. They've faced prejudice like the Changelings, but they don't run an empire.
Shi'ar and the Romulans
One species has a space empire with a bird motif and a sprinkling of Roman Empire terminology and the other is the Romulans. Sure, the Romulan Star Empire never seems as multi-species as the Shi'ar, but no reason it couldn't be. Might want to drop the link to Vulcan, though...
Coluans and Vulcans
Turning to DC comics for the Federation species, I'll not the somewhat emotionlessness and computer-like logic of the Vulcans and Brainiac's people, the Coluans.
The other other identifications I thought of, but some are too similar to add anything particularly interesting (The Khunds and the Klingons) and some distant enough to be suggest substitution (Thanagarians and Andorians. Thanagarians might stand-in for Romulans, too, depending on which version we're talking about) but you get the idea.
Wednesday, July 5, 2017
Wednesday Comics: Storm: The Seven of Aromater
My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.
Storm: The Seven of Aromater (1984)
(Dutch: De Zeven van Aromater) (part 2)
Art by Don Lawrence; script by Martin Lodewijk
Storm has changed into some sort of monster--the Seventh--then he and the Eternal Prince disappear to prepare themselves for the mission ahead.
Ember and Nomad have no idea what's going on. They go back to the merchant who tried to buy Ember earlier. He tells them the story of the history of Aromater.
Once Aromater was an incredibly prosperous trading city, ruled by two young and apparently immortal Princes who controlled the forces of nature. Then, for unknown reasons, a rift developed between the twins. One of them used a device called the Brain Coral [or Brain Cell, in some translations] to create a potion from the Blood of Pandarve. It turned the Prince into a "dark demon" and his seven trusted followers into monsters. They slaughtered the guards and stole the Brain Coral.
From they time on, luck was no longer with Aromater. Their crops were destroyed, their ships lost, and their remaining Prince began to age.
The Prince formulated a plan to regain the Brain Coral. A had a fountain made surrounded by seven swords. Only the bravest and strongest citizens were allowed to try to pull them free. Those that succeeded became members of the Seven of Aromater. From the goblets left behind by the fleeing Prince and his followers, the remaining Prince and his confederates were able to synthesize the potion and change the six victors into creatures that could reclaim Aromater's lost glory. Storm is the Seventh. Now, they will go to reclaim the Brain Coral.
For their remaining questions, the merchant jokes they'll have to ask the Eternal Prince. Ember decides to go to his Tower and do just that.
Nomad has to meditate to center himself to throw a grapple across the magma moat. He succeeds! Ember crawls along the rope to an opening in the Tower.
Nomad follows, but the rope catches fire and he would would have fallen in without Ember's help.
Meanwhile, the Eternal Prince and his Second are preparing to leave. Their may only be enough of the Blood of Pandarve for one more transformation left. the Prince puts it in a chest for safe keeping. As they leave the room, Nomad pokes his head up through a hatch in the floor...
The next, morning the Prince, the Seventh, and his men leave in a paddle steamer to the cheers of the crowd. The ship heads out into the great ocean. The next morning, The Red Tear appears on the horizon. As the ship draws loser they see the Red Tear fully:
TO BE CONTINUED
(Dutch: De Zeven van Aromater) (part 2)
Art by Don Lawrence; script by Martin Lodewijk
Storm has changed into some sort of monster--the Seventh--then he and the Eternal Prince disappear to prepare themselves for the mission ahead.
Ember and Nomad have no idea what's going on. They go back to the merchant who tried to buy Ember earlier. He tells them the story of the history of Aromater.
Once Aromater was an incredibly prosperous trading city, ruled by two young and apparently immortal Princes who controlled the forces of nature. Then, for unknown reasons, a rift developed between the twins. One of them used a device called the Brain Coral [or Brain Cell, in some translations] to create a potion from the Blood of Pandarve. It turned the Prince into a "dark demon" and his seven trusted followers into monsters. They slaughtered the guards and stole the Brain Coral.
From they time on, luck was no longer with Aromater. Their crops were destroyed, their ships lost, and their remaining Prince began to age.
The Prince formulated a plan to regain the Brain Coral. A had a fountain made surrounded by seven swords. Only the bravest and strongest citizens were allowed to try to pull them free. Those that succeeded became members of the Seven of Aromater. From the goblets left behind by the fleeing Prince and his followers, the remaining Prince and his confederates were able to synthesize the potion and change the six victors into creatures that could reclaim Aromater's lost glory. Storm is the Seventh. Now, they will go to reclaim the Brain Coral.
For their remaining questions, the merchant jokes they'll have to ask the Eternal Prince. Ember decides to go to his Tower and do just that.
Nomad has to meditate to center himself to throw a grapple across the magma moat. He succeeds! Ember crawls along the rope to an opening in the Tower.
Nomad follows, but the rope catches fire and he would would have fallen in without Ember's help.
Meanwhile, the Eternal Prince and his Second are preparing to leave. Their may only be enough of the Blood of Pandarve for one more transformation left. the Prince puts it in a chest for safe keeping. As they leave the room, Nomad pokes his head up through a hatch in the floor...
The next, morning the Prince, the Seventh, and his men leave in a paddle steamer to the cheers of the crowd. The ship heads out into the great ocean. The next morning, The Red Tear appears on the horizon. As the ship draws loser they see the Red Tear fully:
TO BE CONTINUED
Monday, July 3, 2017
Strange Encounters in the Boundless Sea
Here's a short random table of unusual encounters in the Boundless Sea west of the Land of Azurth. Some of these are likely to appear in the upcoming Azurth Adventures Digest:
Roll d8:
1 - Zoobian Pleasure Barque - Storm-damaged and adrift, 1d4 winsome, green-haired maidens in silken veils cry out for succor. They claim to be brides to be on their way to the harem of a Zoobian potentate. They are actually harpies looking for a meal.
2 - Brazen Devil - With a screeching of rusty hinges, a brass gargoyle, corroded green and white, its wings festooned with seaweed, claws its way aboard. With determined spite--and mutterings of “Trifling jackanapes!” and “I’ll not be the butt of your japery. Not I!"-- it will stalk and kill everyone aboard, if it can.*
3 - Lovelorn Sea Serpent - The beast begins following in the ship’s wake, occasionally moving close enough to gently nuzzle the vessel’s stern suggestively. Its head and neck are above water at times, and its expression is comically lovestruck. It will place sea creature carcasses on the deck at night as tokens of affection.
Roll d8:
1 - Zoobian Pleasure Barque - Storm-damaged and adrift, 1d4 winsome, green-haired maidens in silken veils cry out for succor. They claim to be brides to be on their way to the harem of a Zoobian potentate. They are actually harpies looking for a meal.
2 - Brazen Devil - With a screeching of rusty hinges, a brass gargoyle, corroded green and white, its wings festooned with seaweed, claws its way aboard. With determined spite--and mutterings of “Trifling jackanapes!” and “I’ll not be the butt of your japery. Not I!"-- it will stalk and kill everyone aboard, if it can.*
3 - Lovelorn Sea Serpent - The beast begins following in the ship’s wake, occasionally moving close enough to gently nuzzle the vessel’s stern suggestively. Its head and neck are above water at times, and its expression is comically lovestruck. It will place sea creature carcasses on the deck at night as tokens of affection.
4 - Iceberg - It drifts on the current. A frozen Viking longship and crew can be seen inside.
5 - Eight-Armed Bandit - An immense octopus demands to be giving all the gold aboard, hinting at some dire consequence if its demand is not satisfied.
6 - War Party - A double-hulled war canoe of the Gator Folk attacks. They wield spears and alligator-toothed war-clubs.
7 - Professorial Sea Cows - A pair of large and apparently quite learned Steller's sea cows can be heard conversing about metaphysics and the nature of the universe. Eavesdropping might well illicit useful information for magical research into spells related to other planes, but attempts to enter into the conversation or even requests to clarification or elucidation will lead them to either give disinformation out of spite or simply submerge (50% of either).**
8 - Strange Shipwreck Survivors - 3 former ship's crew, adrift on debris of their smashed vessel, cry out weakly for rescue. Each offers a different account of the destruction of their ship--and each tale is more terrifying and apocalyptic than the last. They wail and sob hysterically if question about these contradictions.**
*Inspired by a random table by GusL
**Based on suggestions by Jason Sholtis
Friday, June 30, 2017
Weird Revisited: Strange Things at the Automat
I recent review of Weird Adventures reminded me of this post from July of 2010. The name of the establishment is, of course, a reference to characters in the works of James Branch Cabell and Robert W. Chambers, two writers whose work certainly influenced conception of Weird Adventures.
A phantom automat stalks the streets of the City. Horvendile & Hawberk’s may appear any where, but is less likely to be found on a busy thoroughfare or crowded street. It seems to thrive in the shadows. It's never found in the same place twice, and less than half of people who have been there have visited it more than once--and urban legend holds that to encounter it more than seven times is a bad omen, and harbingers death.
Horvendile & Hawberk’s, or sometimes “Double H’s” (used somewhat superstitiously), looks new, though its decor and signage looks a decade or more out of date. Decorative glass fixtures around the upper walls are etched with astrological symbols. The staff is always crisply dressed and pleasant, but doesn’t engage in conversation. In addition to the automat staples like coffee, pie, sandwiches, and macaroni and cheese, the coin-operated, hinged glass slots at double H’s sometimes hold (seemingly random) unusual items:
1. A Subway and Elevated Rail-Lines map of the City, with unknown stations identified.
2. The egg of an Oriental Griffin, worth a fortune--had it not been cooked sunny side up. Eating it leads to heightened sight for 48 hours.
3. A girasol ring, worth $200 to a common fence, but an evaluation by an expert reveals it to mark the bearer by tradition as the heir to a micronation in Eastern Ealderde.
4. A risque postcard of a Poitêmienne prostitute, imbued with the power of the eikone Doll, so that the owner has the power of charm over members of the opposite sex as long as they carry it on their person.
5. A used napkin with the address of a warehouse where a Staarkish Imperial military manhunter golem has been stored. It’s battered, but only needs a power source to return to operation.
6. Four-and-a-half pages of illuminated text in a magical script from a grimoire on which someone has over-written a series of bawdy limericks. Contains 1-4 spells, but must be recopied to separate the formulae from the limericks.
7. A post-bill asking after a lost dog named “Jakey.” The crude drawing of the dog is so indistinct as to be unhelpful, but it's strangely unsettling to the viewer. Any one who touches it will have vague nightmares and unrestful sleep that night.
8. A ornately engraved antique sixgun. It's intelligent (Int 17) and will attempt to dominate any bearer to force him or her to seek out its original owner who’s taxidermied corpse is currently on display in a roadside curio and oddity museum in the Dustlands. When used, it confers a +2 to hit.
9. A slice of preternaturally tasty pecan pie, that the consumer will talk about from time to time with some nostalgia for 1d20 years after.
10. A pocket note-pad with a glossary of hobogoblin cant and signs, which, if utilized improves reaction when encountering the tramp humanoids, and provides other helpful information for to “gentlemen of the road.”
A phantom automat stalks the streets of the City. Horvendile & Hawberk’s may appear any where, but is less likely to be found on a busy thoroughfare or crowded street. It seems to thrive in the shadows. It's never found in the same place twice, and less than half of people who have been there have visited it more than once--and urban legend holds that to encounter it more than seven times is a bad omen, and harbingers death.
Horvendile & Hawberk’s, or sometimes “Double H’s” (used somewhat superstitiously), looks new, though its decor and signage looks a decade or more out of date. Decorative glass fixtures around the upper walls are etched with astrological symbols. The staff is always crisply dressed and pleasant, but doesn’t engage in conversation. In addition to the automat staples like coffee, pie, sandwiches, and macaroni and cheese, the coin-operated, hinged glass slots at double H’s sometimes hold (seemingly random) unusual items:
2. The egg of an Oriental Griffin, worth a fortune--had it not been cooked sunny side up. Eating it leads to heightened sight for 48 hours.
3. A girasol ring, worth $200 to a common fence, but an evaluation by an expert reveals it to mark the bearer by tradition as the heir to a micronation in Eastern Ealderde.
4. A risque postcard of a Poitêmienne prostitute, imbued with the power of the eikone Doll, so that the owner has the power of charm over members of the opposite sex as long as they carry it on their person.
5. A used napkin with the address of a warehouse where a Staarkish Imperial military manhunter golem has been stored. It’s battered, but only needs a power source to return to operation.
6. Four-and-a-half pages of illuminated text in a magical script from a grimoire on which someone has over-written a series of bawdy limericks. Contains 1-4 spells, but must be recopied to separate the formulae from the limericks.
7. A post-bill asking after a lost dog named “Jakey.” The crude drawing of the dog is so indistinct as to be unhelpful, but it's strangely unsettling to the viewer. Any one who touches it will have vague nightmares and unrestful sleep that night.
8. A ornately engraved antique sixgun. It's intelligent (Int 17) and will attempt to dominate any bearer to force him or her to seek out its original owner who’s taxidermied corpse is currently on display in a roadside curio and oddity museum in the Dustlands. When used, it confers a +2 to hit.
9. A slice of preternaturally tasty pecan pie, that the consumer will talk about from time to time with some nostalgia for 1d20 years after.
10. A pocket note-pad with a glossary of hobogoblin cant and signs, which, if utilized improves reaction when encountering the tramp humanoids, and provides other helpful information for to “gentlemen of the road.”
Thursday, June 29, 2017
Let Alex Toth Illustrate Your Monster Manual
I've posted some Alex Toth animation model sheets before for their inspirational value. Here are more in that same vein:
This one could be a salamander:
Dogheaded? Junior dragons? How about insectoid kobolds?
If you ignore the heights given, these guys could be frost giants:
This one could be a salamander:
Dogheaded? Junior dragons? How about insectoid kobolds?
If you ignore the heights given, these guys could be frost giants:
Wednesday, June 28, 2017
Wednesday Comics: The Wretch
Strange things happen in Glass City: a rain of babies falls, a grinning cut-out of a sun on a little girl's wall demands she give it a body, the spectre of a wailing woman kills children with her tears. The Eisner nominated comic The Wretch by Phil Hester and others resembles a superhero comic in some superficial ways, but it's actually something more akin to the New Weird literary genre in comics form.
The titular Wretch is a ink-black shape in bandages and occasionally hoses (he resembles a bit, a messier version of Spider-Man's black costume). He patrols the small midwestern city of Glass City where a lot of weird things happen. The Wretch never speaks. We're not given a clear indication of his powers, nor anything regarding his motivation of origins. The focus is more on Glass City's denizens and the odd things happening to them. The Wretch just tends to show up in the nick of time to fight something. The stories are all short and not very deep but they are a nice mix of absurdity and horror.
The second volume of Slave Labor Graphics collections subtitled "Devil's Lullaby" actually collects an earlier limited series (from Caliber Comics, 1996) than the one collected in the first volume. I think the chronological reading order of the SLG collections would be to start with the third and work backwards.
The titular Wretch is a ink-black shape in bandages and occasionally hoses (he resembles a bit, a messier version of Spider-Man's black costume). He patrols the small midwestern city of Glass City where a lot of weird things happen. The Wretch never speaks. We're not given a clear indication of his powers, nor anything regarding his motivation of origins. The focus is more on Glass City's denizens and the odd things happening to them. The Wretch just tends to show up in the nick of time to fight something. The stories are all short and not very deep but they are a nice mix of absurdity and horror.
The second volume of Slave Labor Graphics collections subtitled "Devil's Lullaby" actually collects an earlier limited series (from Caliber Comics, 1996) than the one collected in the first volume. I think the chronological reading order of the SLG collections would be to start with the third and work backwards.
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