4 hours ago
Friday, March 27, 2020
Setting Creation: Patchworks & Found Objects
To an extent, almost all world-building relies on borrowing, it's just a question of the size of the blocks being borrowed. Robert E. Howard's Hyborian Age can show its inspirations pretty nakedly in places like Vendhya or Asgard, but even Tolkien's less derived-appearing subcreation has pretty clear analogs like an Atlantis myth. It's not surprising really; real world sources are built on foundations of history; completely imaginary cultures are not only harder to come up with, but also less detailed and less well thought out. The real question is how are these borrowings used?
Mystara (The Known World) is what I would call a patchwork. Its sources are almost always pretty obvious (and the writer's tell you what they are just in case you missed it), and they are stitched together with not much thought to realism. Patchworks have the advantage of being easy to get a handle on for GM or player, but run the risk of hampering the ability to create a vivid, new world. It's also easy for things to run to stereotypes and unintentional comedy, perhaps.
The other form of the borrowing in settings is the one I called the found object. Here the borrowed blocks are smaller, or less overtly recognizable, and they are used in a more transformed fashion. Howard's Hyborian Age actually straddles the border between patchwork and found object. Some of this, admittedly, may be the remove between our pop culture adventure fiction and that of Howard's day. It may be his sources were more obvious in the 1930s. But in any case Asgard as a "Viking culture" and Stygia as "evil Egypt" are pretty big patches. Nemedia gets a little harder to recognize. It's mostly "rival Medieval nation" but its elements of Holy Roman Empire aren't too difficult to see, and it also has details like a band of Northern mercenaries like the Byzantine Varangian guard. Then there are a few lands that are more obscure: Khoraja, for example, has a (Near) East meets West thing going on that might remind on of Howard's historical actioners in the Outremer, but also likely Trebizond.
Tolkien did this sort of thing, too. The Arnor/Gondor divide just changes the cardinal directions of the Roman/Byzantium split, in a way that mirrors the Israel/Judah divide. The Dunlending/Numenorean conflict has echoes of the Anglo-Saxons versus the Celts in the British Isles. These things are there without the borrowing being complete or obvious.
Is there a downside to the found object approach? Well, if the borrowings are too obscured you don't get any advantage of easy recognizability, which might be a problem if you are making a product to sell or trying to communicate things quickly to players. But you still get most of the advantages of patchwork for ease of your own work on the setting.
Thursday, March 26, 2020
Conan, 1963
What if during the late 50s to mid-60s Sword & Sandals movie crazy, somebody had got around to making a Conan film? Here's my suggestions for the cast of a 1963 adaptation of "People of the Black Circle."
William Smith as CONAN
Former Miss Israel and Bond girl Aliza Gur as YASMINA
Jack Palance as KARIM SHAH
Christopher Lee as THE MASTER OF YIMSHA
Raf Baldassarre as KHEMSA
and Chelo Alonso as GITARA
William Smith as CONAN
Former Miss Israel and Bond girl Aliza Gur as YASMINA
Jack Palance as KARIM SHAH
Christopher Lee as THE MASTER OF YIMSHA
Raf Baldassarre as KHEMSA
and Chelo Alonso as GITARA
Wednesday, March 25, 2020
Wednesday Comics: New Science Fiction
This continues to be a good era for science fiction comics outside of the Big Two. Here are a couple of recent releases:
Simon Roy, the co-writer of Protector, is no stranger to quality science fiction, and he and his co-creators (co-writer Daniel Bensen and artist Artyom Trakhanov) have crafted a story set among warring tribes in a North America post a global warring apocalypse. The Hudsoni tribe worship the Devas who seem to be advanced artificially intelligent technology of some sort, but they may have met their match when a member of the Yanqui tribe awakens a robotic demon. There are two issues of Protector out so far, but I'm eager for more.
Cultural anthropologist Jocelyn Young is brought to a secret site in Siberia where delegations from other all over (including the Vatican) are congregating in secret around a startingly discovery: an ancient, crashed spacecraft. And then there's what's inside... Written by Justin Giampaoli with art by Andrea Mutti, starts with a vibe not unlike Arrival. It will be interesting to see where it goes.
Sunday, March 22, 2020
Weird Revisited: Scientia Potestas Est
This post originally appeared almost 8 years ago to the day...
[This relates to my previous "Apocalypse Under Ground" posts, so take a look.]
Wizardry is a curse on all mankind.
This is what the common folk say, and sages acknowledge the rise of arcane knowledge went hand in hand with the emergence of the underground--perhaps more than once in history. Wizards are aware of how they are viewed (and feared) and are unconcerned. When you’ve held the words that encapsulate the true forms of reality in your mind--when you’ve experienced true gnosis--you’re above petty concerns.
Practitioners of the arcane art have always existed. Mostly they’re solitary, exploring their art removed from the intrusion of the mundane world. The opening of the underground changed that. It's entrances glowed like an arcane beacon. Those who might have lived their whole lives without ever knowing they had the talent were transformed by what they encountered, reborn into a new world--if they survived their first delve.
The old wizards came out of seclusion to tutor these fledging sorcerers--and to use them them to grow their own power with secrets wrested from below. In time, the adventuring wizards came to surpass their masters, sometimes frighteningly so. These new grandmasters took apprentices of their own, for much the same reasons--though as wizards grow older and more steeped in the arcane, their thoughts and desires sometimes grow more alien, their whims more capricious.
One question above all concerns the grandmasters, though they seldom speak of it, even in their rare conclaves of peers: Does the arcane have a life of it’s own? Does the symbolary that is humankind’s closest approximation of the true description of the universe have its own agenda? If so, does it favor humanity--or the Monsters?
[This relates to my previous "Apocalypse Under Ground" posts, so take a look.]
Wizardry is a curse on all mankind.
This is what the common folk say, and sages acknowledge the rise of arcane knowledge went hand in hand with the emergence of the underground--perhaps more than once in history. Wizards are aware of how they are viewed (and feared) and are unconcerned. When you’ve held the words that encapsulate the true forms of reality in your mind--when you’ve experienced true gnosis--you’re above petty concerns.
Practitioners of the arcane art have always existed. Mostly they’re solitary, exploring their art removed from the intrusion of the mundane world. The opening of the underground changed that. It's entrances glowed like an arcane beacon. Those who might have lived their whole lives without ever knowing they had the talent were transformed by what they encountered, reborn into a new world--if they survived their first delve.
The old wizards came out of seclusion to tutor these fledging sorcerers--and to use them them to grow their own power with secrets wrested from below. In time, the adventuring wizards came to surpass their masters, sometimes frighteningly so. These new grandmasters took apprentices of their own, for much the same reasons--though as wizards grow older and more steeped in the arcane, their thoughts and desires sometimes grow more alien, their whims more capricious.
One question above all concerns the grandmasters, though they seldom speak of it, even in their rare conclaves of peers: Does the arcane have a life of it’s own? Does the symbolary that is humankind’s closest approximation of the true description of the universe have its own agenda? If so, does it favor humanity--or the Monsters?
Thursday, March 19, 2020
Weird Revisted: Savage Swords of Middle Earth, Part 2
The original version of this post appeared in 2016...
Continuing an attempt to pulpify Tolkien's legendarium, let's take a look at the races other than Men.
Elves
Elves in Tolkien are superior to men in just about every way. Pulp fantasy has that sort of thing, too. Check out this quote regarding an ancient race from "Queen of the Black Coast":
Orcs
In fact, there should be more evil, degenerate elves in general; the equivalent of the Black Numenoreans. I don't want to say, "drow," but Gary's description of Erelhei-Cinlu in Vault of the Drow is pretty pulpy.
Continuing an attempt to pulpify Tolkien's legendarium, let's take a look at the races other than Men.
Elves
Elves in Tolkien are superior to men in just about every way. Pulp fantasy has that sort of thing, too. Check out this quote regarding an ancient race from "Queen of the Black Coast":
“Cast in the mold of humanity, they were distinctly not men. . .in physical appearance they resembled man only as man in his highest form resembles the great apes. In spiritual, esthetic and intellectual development they were superior to man as man is superior to the gorilla.“Howard makes mention of evolution in several places. Sword & sorcery pulp worlds tend toward (pseudo-)science, as they partake of the genre-blending weird fiction tradition, whereas Tolkien's is mostly a mythic world. For the complete pulp feel, The Silmarillion would be merely myth and the true origins of most Middle-earth creatures would be scientific/materialistic--or perhaps some Theosophy-inspired mix of science and mysticism. No need to make a decision one way or another, though, for day to day adventuring.
"Do you not see now that your coming to us is as the footstep of Doom? For if you fail, then we are laid bare to the Enemy. Yet if you succeed, then our power is diminished, and Lothlórien will fade, and the tides of Time will sweep it away. We must depart into the West, or dwindle to a rustic folk of dell and cave, slowly to forget and be forgotten."
- Galadriel in The Fellowship of the RingDecline of advanced races/cultures is a trope common to Tolkien and Howard, so good to go. The decline to "rustic folk of dell and cave" even kind of resembles the decline of the Picts as presented in Howard's "The Lost Race." Lord of the Rings is full of a lot of elvish badassery (the movies moreso) but the more that is downplayed and their waning and decline is played up, the more pulp fantasy it will be. Elves can still be a potent force, but they should mostly stay in their dwindling enclaves.
Orcs
"I saw plainly the stunted bodies, the gnarled limbs, the snake-like, beady eyes that stared unwinkingly, the grotesque, square faces with their unhuman features..."
- "The Little People"Other Howard stories present the Picts or (a pre-Pict aboriginal race) as not just declining but degenerating. The same thing happens to the Winged Folk in "Queen of the Black Coasts" who become winged ape men by the time Conan meets them. One of several origins Tolkien considers for Orcs is that they are elves distorted and corrupted by Melkor. Perhaps the corrupted part is the main thing, then they sort of degenerate on their own?
In fact, there should be more evil, degenerate elves in general; the equivalent of the Black Numenoreans. I don't want to say, "drow," but Gary's description of Erelhei-Cinlu in Vault of the Drow is pretty pulpy.
Tuesday, March 17, 2020
Wednesday Comics: Social Isolation Edition
If you're bored and stuck and home, you could do a lot worse than listening to our podcast The Bronze Age Book Club, where we explore one Bronze Age issue an episode. Our latest episode has been delayed, but not to worry, we have are continued to record and will get them to you as soon as we are able.
Still, there are already 15 episodes for you listening pleasure.
Monday, March 16, 2020
Weird Revisited: Middle Earth with More Pulp
"Know, O prince, that between the years when the oceans drank Númenor and the gleaming cities, and the years of the Fourth Age, there was an Age undreamed of, when realms of Elf, Man, and Dwarf lay spread across the world like blue mantles beneath the stars. . . Hither came Aragorn of the Dúnedain, black-haired, sullen-eyed, sword in hand, a ranger, a wanderer, a chieftain, with gigantic melancholies and gigantic mirth, to tread the thrones of Arda under his feet."
- The Red Book of WestmarchI posted that bit of Howardian remix on G+ years ago goofing around, but it's a serious idea: What would Middle-earth be if presented in a more pulp fantasy (not just Robert E. Howard) sort of way? You could do a really comprehensive overall, sure, where maybe only the names remain the same, but I think a few tweaks here and there would make a big difference. Just take a look at things that are already pretty pulpy: 1) a fallen age following the sinking of a "Atlantis"; (2) Orders of beings with some more advanced and others more degenerate than others; (3) a lot of ruins strewn about; (4) a lot of wilderness separating civilized areas; (5) Magic (to the extent it is practiced by Men--i.e. humans) seems the province of sorcerers who are engaged with evil forces.
So let's start with Eriador, also called the Lone-Lands, which is pretty cool, because that's where the stories do, and see how it goes. Eriador is definitely a "Points of Light" place; a former advanced kingdom where most of the cities have fallen into ruin after a war with a Witch-King.
Witch-King Cultists: When a guy named the Witch-King used to rule, I think there probably should be hidden enclaves (or whole villages) fallen to his service and maybe worship of Sauron or Morgoth. They probably also engage in sacrifices commiserate with their Satanic cultist behavior.
The Rangers of the North: The Dúnedain who struggled against the Witch-King were descendants of Numenoreans (like Conan was a descendant of Atlanteans). After their defeat they become badass wilderness types organized into tribes or bands, I'd guess. They're about as much "barbarian" as Conan is, except they're in tight with elves. They roam the wilderness and hunt orcs and trolls (and probably those Witch-King cults). They could be part frontier lawmen, but also a lot like the settlers described in Howard's "Beyond the Black River": "They were all gaunt and scarred and hard-eyed; sinewy and taciturn."
Replace the Picts in those Pictish Border Howard stories with orcs or Hill-men, and you've got it. Or replace Solomon Kane in any of a few of his stories with a lone ranger (heh), and that works as well.
Woses: Speaking of Picts, a couple of Howard's Pict stories are perfect inspiration for the mistreated, more primitive Drúedain. Check out "The Lost Race." Here's a perfect description:
"Scarce above four feet stood the tallest, and they were small of build and very dark of complexion. Their eyes were black; and most of them went stooped forward, as if from a lifetime spent in crouching and hiding; peering furtively on all sides. They were armed with small bows, arrows, spears and daggers, all pointed, not with crudely worked bronze but with flint and obsidian, of the finest workmanship. They were dressed in finely dressed hides of rabbits and other small animals, and a kind of coarse cloth; and many were tattooed from head to foot in ocher and woad"Hill-Men: Again speaking of Picts, in either Howards frontier stories or some of his other Pictish yarns where their degeneration is more sinister (after Machen) and less sad, the Hill-Men can be those sort of Picts. A little degeneration won't hurt. They're really likely to be those cultists mentioned above, too.
The towns: As to the civilized or more settled areas of Eriador. I strongly support MERP's idea that Tharbad (before it was a ruin) was a decaying city of cutthroats and thieves. A standard Conan tavern ought to fit in well, in any of those towns, too. Just substitute "Brythunian" with "Breeland" and you're good to go.
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