Sunday, July 9, 2017

Spider-Man: Homecoming and the Backdrop of the MCU


One of the good things about Spider-Man: Homecoming is that it brings Spider-Man into the Marvel Cinematic Universe. Not in the comic fetishist dream of now having Spider-Man in the same scene with Iron Man, but in the sense of the increasingly cohesive backstory of the CMU undergirding the plot. I am not found of the CMU in its homogenization of plot and uninspired sameness of production design, but the ways that it increasingly portrays a world being changed by the consequences of an alien invasion and the co-occurrent emergence of superheroes I like a lot.

They didn't plan this from the beginning. There is no unification of the origins of any of the Phase One characters, and only some of their villains. As late as Winter Soldier, the Falcon's flying prosthetic wings are just some Army contractors invention, with no need of Stark genius or reverse engineered alien tech.  The small screen is where things begin to change. Daredevil season one has as its setting New York in the aftermath of a very destructive alien invasion (i.e. the Chitauri as seen in Avengers). Agents of SHIELD and Agent Carter deal with (and build on) things in the periphery of the films.


Of course, Civil War deals with the political consequences of Age of Ultron (which in turn, sort of grew out of the events of Avengers), but Homecoming shows us the origins of several of Spider-Man's foes in the Roadside Picnic-esque salvage of the Chitauri visitation. It's an interesting thematic element, having the "neighborhood hero" have to deal with the personifications of the mess left behind when the big players leave the field, but it also makes the universe seem more cohesive and real. It's a step away from the Marvel Silver Age comics toward  (again) the Ultimate Marvel Universe in approach.

I think this would be a good thing to emulate in superhero rpgs or really any genre where you wanted a sustain cohesive setting. Thirty years ago, the writers of the Wild Cards books argued a unified origin for super-powers aided suspension of disbelief. That's probably true, but given the proliferation of superheroes today, it seems less necessary. What is still somewhat novel, and still worth considering is the "ripples" in the pond of the setting when a new fantastic element is dropped in. There's a lot that can be mined from that idea, I think.

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.



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

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.
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.”

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: