Friday, May 8, 2020

Weird Revisited: The Strange Stone Age

This post first appeared in May of 2015...


Or maybe forward to a remote future? Whichever, it's a time where prehistoric humans do battle with monsters--both known to history and unknown--and with incursion of aliens or ultraterrestrials, part Kirby and part von Däniken. The actions of the aliens create sores in the skin of reality where the normal laws are warped and disrupted.

Some humans have benefited (or so they believe) from alien technology and even interbreeding. They view themselves as superior to the others and hunt them for slaves--or worse. But humans have allies, too: the gregarious Small-Folk (Halflings, pakuni, homo florensis), the hardy and aloof Stone Folk (dwarves, T'lan Imass, Neanderthals). And then there are the spirits, made stronger since the aliens rent holes in reality, with whom the shamans intercede through the use of sacred, hallucinogenic technologies--their "passkeys" into the operating system of the universe.



Inspirations:
Comics: Devil Dinosaur, Tor, Tragg and the Sky-Gods, Henga (Yor), Turok, anything New Gods by Kirby or Morrison (for the "magic as technology" aspect).
Fiction: Karl Edward Wagner's Kane stories (mainly the implied pseudo-scientific background), Manly Wade Wellman's Hok, Roadside Picnic (the portrayal of zones and alien artifacts)
"Nonfiction": alien abduction stuff and forteana, "forbidden history" stuff, Chariots of the Gods.

Thursday, May 7, 2020

The Thundarr Roadtrip


I ran across a podcast yesterday that is reviewing the the episodes of Thundarr the Barbarian in way that sensibly traces Thundarr and crew's travels across post-apocalyptic North America and beyond. It's called appropriately Thundarr Road.

Wednesday, May 6, 2020

Wednesday Comics: Fourth World Reread Week 2

One thing that virtually all of the continuations of the Fourth World saga by other hands seem to miss is that it isn't just a superhero action epic, but like all good mythologies, there are things going on beneath the surface.

New Gods #6 (on sale in October of 1971), continues Orion's struggle against the Deep Six, a group of Apokiliptian fishmen with the ability to mutate other lifeforms. They are not the best villains of the saga by any means, but Kirby uses them in issue 5 to reveal things about Orion, and in this issue, "Glory Boat!" to tell an allegorical story about war and its human cost.

The setup is almost Biblical. A great sea creature recalling Leviathan and all the primeval, Chaos monsters of the depths, a family, emblematic of humanity as a whole: the bellicose and overbearing father, the "conscientious objector" son, and the daughter who doesn't get to do much between the two's bickering. God of war Orion also has someone to play off here, his friend, Lightray, embodying the enlightenment of New Genesis.

Where Orion's instinct is to destroy his foes, Lightray strives to show a better way, to rehabilitate. He succeeds in transforming one of the Deep Sixes' creatures into the service of our heroes. Unfortunately, for the humans, the Deep Six are drawn back to the boat.

The father freezes, having some sort of breakdown when confronted with the creatures. The son, the peacenik, goes on the offensive, attacking the Apokoliptian Jafar. Jafars kills him, mutating his face into that of a featureless, metallic mannequin. Lightray opines that the war has taken "another faceless hero."

Lashed to the mast, the father bears witness to what is to come.  Orion and Lightray take the son's body and launch themselves into a possibly final attack against the remaining Deep Three, in an epic two page spread.


But Lightray and Orion are not destine for some Neo-Vahalla, just yet. The boy goes "to the Source" and the New Gods live to fight another day. The father, still on the mast amid the wreckage of the ship is left to wonder as Kirby tells us: "What is a man in the last analysis--his philosophy or himself?"

It's heavy-handed perhaps, but no more so than work of the writers that would come to be seen as seminal figures of the 70s leading the "maturation" of comics.

Monday, May 4, 2020

The Power of Porcus


Our 5e Land of Azurth came continued last night. In the last adventure, the party had followed some robbed figures into passages beneath the town of Shkizz. There they fought some giant rats and found a door beyond which they could hear chanting. They tried to slowly open the door, but when it appeared stuck, they just forced it.

The  robbed figures encircled a strange fire within a domed room carved from limestone. Above the fire hovered an anthropomorphic boar with undersized bird wings. One of the cultists sighted them, and the group demanded the party leave, as did the boar creature, Porcus, in a stuttering voice.

The party declined, and a melee ensued. The party dished out some damage, but Porcus was no slouch and soon Dagmar was down. Shade went to rescue their healer, but Porcus used their lack of focus as a chance to teleport out of the fight and slip into a secret door at the far end of the room. Our heroes, bloodied, had no appetite for chasing him

The cultists filed out past them with disapproving glances and remarks about both their jailbreak and their rude interruption of the meeting. The group let them go, then followed them back up to the surface.

Dawn was breaking. The party returned to their rooms where their stuff was still intact, and caught a short rest. The next day the townsfolk, once again law abiding, gave the party no trouble. The innkeeper had been among the cultists, but he either couldn't or wouldn't discuss Porcus.

Our heroes decide to go on a stakeout to see what happens at the switch over from day to night behavior. Dagmar was outside as night fell (determined to guard the wagon after two wheels were stolen the night before), and noticed strange flowers abruptly blooming on am unfamiliar tree. Detect magic reveals these blossoms to be magical.

Shade with her woodland lore knows them to be fay-flower trees. They cause madness. They were believed to be extinct.

The party believes it's the long term exposure to these blossoms causing the weird behavior, but where does Porcus enter into this? Before the nighttime revelers come out, they decide to go back to the underground tunnels to lie in wait in the ceremony room.

They do a little bit more exploring and bust into the home of mushroom farmer wererats, then happen upon another wererat pretending to be a captured human. In the ritual chamber, they find two wereboars emerging from the secret room (who they dispatch) but no Porcus. They settle in to wait...

Sunday, May 3, 2020

Fighting Fists, Terror Claws, and Mechanical Horses


One thing about Masters of the Universe (and by extension likely any hypothetical rpg based on it) is that, sort of like D&D, advancement often means the acquisition of stuff. There are no mounds of gold or jewels for the heroic warriors of Eternia, though, instead they get new vehicles, the occasional animal mount, and He-man, at least, gets battle armor, flying fists, and thunder punch accessories. In other words, it's toyetic.

The other thing is these innovations aren't mass produced. All the heroes don't get battle armor any more than they all get a power sword. In the more post-apocalyptic world of the early minicomics these items are analogous to D&D artifacts

To keep the game becoming more of an arm race than the source material is, these items should require attunement or bonding. Getting more bonding slots/points should probably be one of the rewards for advancement.

Looking around, one MOTU inspired rpg, Warriors of Eternity, takes this into account, with new bond points doled in reward for narrative goals.

Skeletor levels up

Friday, May 1, 2020

Weird Revisited: A World Unconquered

I originally uncovered this map in 2013...

Sword & Sorcery comics of the seventies usual got around to supplying a map at some point, and Claw the Unconquered was no exception. Though it ran only 12 issues (from 1975 to 1978), Claw featured a map in issue #5.  Wikipedia seems to think Pytharia is the name of Claw's world--and it may be--but it's also the name of one of the country's in the "Known World," as you can see. Interestingly, Claw shares this world with another sword-wielding DC hero: Starfire, who's part Red Sonja and part Killraven, living in a post-apocalyptic alien-overrun future.


Anyway, I'm pretty sure there's some game inspiration in this.

Wednesday, April 29, 2020

Wednesday Comics: Fourth World Re-Read

I have not read the entirety of Jack Kirby's run on his so-called "Fourth World" titles at DC in the 1970s (Forever People, Mister Miracle,  and New Gods, and ok, it starts in Jimmy Olsen, but I'm not reading that) since the black and white collections of 1999, so I seemed like the right time.

These titles were supposedly an attempt to write a new mythology for the modern age, an idea Kirby had had at Marvel, but never got to execute. The titles are interrelated but not strongly interlinked (not unlike Morrison's Seven Soldiers over 30 years later). Last night I read Mister Miracle #3 and 4 both published in 1971.

Mister Miracle tells the story of Scott Free, a man form another world, who befriends, and then assumes the stage persona of an aging escape artist known as Mister Miracle. While Free's athletic and escape abilities are impressive, he accomplishes most of his escapes by using advanced alien technology. Scott Free is being hunted by agents of the planet Apokolips. So far, we've seen their human, organized crime agents, Intergang, and the monstrous orphanage matron, Granny Goodness.

Issue #3 introduces us to Doctor Bedlam. Bedlam is a being of pure thought, and very malign thought at that. His psychic assault upon Mister Miracle and his assistant, Oberon, is almost Satanic (or maybe Outer God-like) in intensity--only Free's "Mother Box" device protects them.


Bedlam draws Free into a trap in an office building. After a confrontation with what is essentially an android body possessed by Bedlam, Free must make his way through 50 floors of people turned into violent suffers of psychosis by Bedlam's "paranoia pills."

Bedlam is a great concept, particularly within the Apokolipsian pantheon, who all are some sort of aspect of oppression. His name comes from the nickname of Bethlehem Royal Hospital, which at one time represented the most frightening and dehumanizing aspects of mental asylums. Bedlam seems a personification of the snakepit asylum. He is almost literal madness in human form, or rather in the form of a number of faceless automata--suggesting the evil of systems, not individual actors.

Free's escape through 50 stories is likewise a great story conceit that would work well today. The choice of a single office building and an urban setting as opposed to some sort of small town or even city street, seems to suggest the deleterious effects mental effects of corporate employment, or maybe the paranoia induced by office politics. It's not hard to see Kirby's experiences at Marvel as informing these choices.

As good as it all is, Kirby seems to have a dilemma as to how to deal with the amazing feats of his super-escape artist. The "trick" of the last three of Mister Miracle's daring escapes are related to Oberon as he and Scott make dinner and all involve the use of one really versatile device. Oberon's response seems to sort of lampshade the shakiness of it all:


The other weak spot is a couple of panels of Big Barda (who is introduced this issue). Perhaps is was the inker (Vince Colletta) that let him down, but I suspect being a one man band essentially on some many titles just sometimes led to him being rushed.