Sunday, October 7, 2018

Black Void [ICONS]



Art by Chris Malgrain
BLACK VOID

Abilities:
Prowess: 6
Coordination: 4
Strength: 7
Intellect: 5
Awareness: 5
Willpower: 8

Determination: 1
Stamina: 13

Specialties: Science

Qualities:
"All was born from us and to us it will return"
"I am what remains of Kolb...and more"
Corpse Animated by Protoplasm

Powers:
Energy Drain (Life Drain, Storage): 7
Life Support: 10
Armor (Containment Suit): 5
Telepathic Link (Black Mass only): 8

History
Ed Kolb was a petroleum engineer for Hexxon Oil tasked with exploring a pocket deep underground where a substance, dubbed the "Black Mass," with unusual properties had been discovered. Upon breaching the chamber, Kolb and his team found that the Black Mass was a vast pool of protoplasm with an alien intelligence. Telepathically communicating with them, the entity asserted that it was the oldest living thing on earth, and all other lifeforms were ultimately derived from its substance. With its pseudopods, the Black Mass absorbed the others, but left Kolb with part of his intellect intact and animated his partially consumed corpse within his environmental suit, so it could use him to explore the outside world.

  The Kolb-Black Mass hybrid soon came in contact with Subterraneans, whose civilization had long been aware of the entity they called the Black Void and had sought to contain it. The prince of the underground civilization, the Sub-Terran (see Sub-Terran), battled this new manifestation of the Black Void and forced him back into the chamber where the Black Mass resided then resealed it.

   Later, agents of Hexxon released the Black Void and brought him to Hexxon’s board of directors, who were all be members of a secret cult that worshiped the Black Mass and sought to use it to gain power. Black Void killed most of the board members and for a time took secret control of Hexxon.

See Black Void's FASERIP stats here.

Friday, October 5, 2018

Deep Pulp

Currently, I'm alternating my reading time between two pulp science fiction novels from the 1960s: Lin Carter's Tower of the Medusa and Gardner Fox's Warrior of Llarn. Neither writer is hailed for their great literary accomplishments, though Gardner Fox made substantial contributions to Silver Age comic book history. Both write in a style that harkens back to the days of the actual pulp magazines (which, in Fox's case is where he got his start) and whatever their deficiencies can occasionally turn out a serviceable yarn.

originally published in an Ace Double
Carter has a flare for world-building, if occasionally done in too formulaic and always pretty derivative sort of way. He has a "genius" of combining subgenres that no one had put together before: His Lemuria stories, for instance are basically Conan in a Edgar Rice Burroughs yarn. His Gondwane tales are a faux Vancian mix Oz, Flash Gordon, and the Dying Earth. Tower of Medusa here feels a bit like a C.L. Moore riff in conception: In a future interstellar civilization where less of old knowledge makes ancient tech seem as magic (or maybe it was a fusion of the two?) a tough guy thief and his side kick are coerced into a difficult job: the theft of a jewel called Heart of Kom Yazoth. The story reads more like Moore's husband Henry Kuttner in his early pulp stuff. It has none of Moore's atmosphere. Still, it's an above average Carter effort, I feel like.


Warrior of Llarn is a Sword & Planet yarn. Earthman Alan Morgan gets transport to a distant world by means as yet mysterious. He saves a princess and gets involved with a war between two civilizations. The level of technology of the world is a bit higher than Barsoom, and Fox provides a Dune-esque (a year before Dune) explanation for why people with energy weapons might still use swords. Like Fox's earlier Adam Strange stories for DC, the planet has suffered a nuclear war in the past, which is the cause of it's strange creatures and current lower level of civilization. Fox's story is old fashion, even quaint in many ways, but he's accomplished at delivering the goods. It is not boring.

Thursday, October 4, 2018

Constructing A Dark Sun and A Dying Earth

Art by Don Dixon
Still ruminating on my Dark Sun riff, I figure first things first: that dark sun. Smith and Vance provide the prototype. As the Smith writes in the "Dark Eidolon": "...the sun no longer shone with the whiteness of its prime, but was dim and tarnished as if with a vapor of blood."

Not that it needs to be even vaguely scientific, but the usual way people give this a scientific veneer is to have the Sun (or whatever star) have turned red giant in old age. In our solar system, current theory suggests the Earth will have been scorched by the Sun's increasing luminosity billions of years before it goes red giant and consumes the planet entirely, but again fantasy. Also, even a red giant star burns white hot, so would hardly be "tarnished as if with a vapor of blood," but that's seldom concerned sci-fi writers, and shouldn't unduly concern us.

Another option, rather than the very luminous red giant, is the small, dark, and cooler red dwarf star. It is true that our Sun (or any star) won't become a red dwarf as it's dying--in fact red dwarfs are very long lived--but hey magic or sufficiently advanced science, right?


A red dwarf wouldn't typically look red in the sky either, but it's light diffused through dust or clouds would definitely be more orangish, at least, and it would be dim enough that you could look at it and see flares and things on it's surface. Dim enough, and close enough, because the habitable zone of a red dwarf would be very close to the star, so an Earth like world would be huddled in like a person around a campfire on a cold night.

The thing about being so close to the star as that it would likely mean the world was tidally locked; It might well present the same face to the star at all times and have a dayside and a nightside. This could then be a world with a scorching day time desert and a freezing night time desert, but it also offers other possibilities. Of course, the planet could have a 3:2 resonance like Mercury, rather than a 1:1 tidal lock like the Moon, too.

So doing a little bit of calculation, and a little bit of making stuff up, here's what I came up with: An world tidally locked to a dwarf star. It's day side is a scorching desert, dotted with dead cities and desiccated sea basins from before whatever happened happened. On the day side over the equator, the sun would be white and a little over 3 times as large as the Sun is in our sky.  Further from the equator and the prime meridian (not as arbitrarily placed on a world where the sun doesn't move) the sun is lower in the sky and redder in color.

Moving toward the night side, the land would become a little less dry by stages until you reached the terminator (no, not that one) where there would be forest and jungle cloaked in eternal twilight and wracked by fierce storms caused by the meeting of the hot air from dayside and the cold air of the nightside. Here be monsters.

Most of the night side, lit only by the stars, is a cold ocean. As we all know places of eternal night are havens of undead, and so must it be here. And of course, sea monsters.

Wednesday, October 3, 2018

Wednesday Comics: Mike Grell


TwoMorrows just released a new retrospective on the creator of Warlord, Sable, and so many others, titled Mike Grell: Life Is Drawing Without An Eraser. The hardcover clocks in at 178 pages (full color) and is of course full of Grell art from his start on Brenda Starr, through his work for the Big Two and creator owned work.

There are chapters on all of his major works (the Legion, Warlord, Sable, Green Arrow, Shaman's Tears, and Starslayer) and own his work on the Tarzan newspaper strip and James Bond graphic novels. Interspersed are mostly reprint but still interesting interviews with Grell or collaborators. There's also a checklist of Grell's work in comics.

The hardcover has an additional gallery section in the back that the paperback lacks. This has several more Warlord images.


Monday, October 1, 2018

Weird Revisted: Clowns in the Clouds

This post first appeared in December 2012. I have sorted wanted to use these guys in the Land of Azurth, but haven't done so yet.

There is, they say, a wandering, cloud island, that is home to clowns. These are no mere performers but the thing the mummers ape, fey and changeable beings not of this world.

Where the cloud island passes in it's maundering way, the clowns come down among normal folk, dropping from the sky under motley umbrellas, or sliding down shafts of light. They put on carnivals, perform farces, and throw out candies. After they have gone, people are sometimes found missing, particularly children.

Sometimes when the island passes, the clowns don't come down but instead drop candies of preternatural flavors and small items imbued with magic: a hand mirror, a short sword, a jar of skin cream, a pack of gum. There are rumors that these come in trade--or are perhaps stolen--from the Moon. There are tales spun of daring thieves sneaking on to the cloud island to rob the clowns' treasure stores, but as far as is known, these are just stories.

Other tales purport to come from people who have visited the cloud island and returned. These seldom mention  treasure stores, but do describe colorful tents scattered among cyclopean stone ruins (that may predate the clowns) and the rare tree, strewn with mists and carnival lights. The anarchic clowns careen between merriment and slumber. No clown ever seems to die, no matter what sort of violence is done to them. 

Sometimes, for reasons unknown, a clown falls from the island. These strange,sad creatures become wandering tramps, losing much of their magic and too often turning drink.


Sunday, September 30, 2018

One Weird Encounter After Another

This is a page from Mercer Meyer's Little Monster's You-Can-Make-It Book from 1978. I figure it would make a decent one of those "drop die tables" all the kids were going on about a few years ago. Or you could just roll 2 4-sided die for X and Y coordinates.


You are on your own for statting most of these beings, But Mayer's books do reveal that the Yalapappas eats paper (including, I'm sure, pages from spell books and scrolls) and the trollusk is a collector of stamps. I always thought it would make a good halfling reskin, but he is a bit goblinish in appearance.

Friday, September 28, 2018

Cactoid [5e Race]

I figure a desert world under a blood-red sun should have a cactoid race. This is based on the Cactacae from the Mieville's Bas-Lag novels as presented in Dragon #352.

Cactoid Traits
Ability Score Increase. A Cactoid's Strength score increases by 2, and your Constitution score increases by 1.
Alignment. Cactoid tend to be lawful and neutral.
Size. Cactoid are medium.
Speed. Base walking speed is 30 feet.
Powerful Build. Cactoids count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
Plant Hardiness. Cactoids have advantage on saving throws against poison and resistance against poison damage
Tough Hide. Cactoids have a natural +1 bonus to their Armor Class.
Spines. The spines covering a cactoid's body allow them to do an 1d4 points piercing damage while grappling.
Languages. Cactoids speak Common and their own language.