Thursday, July 15, 2021

Weird Revisited: Aboard Aureate Majestrix on the Occasion of the Panarch's Anniversary

The airship Aureate Majestrix is a wonder, even by the standards of airships. It was carved by the hands of the Ancients from a single, massive stone of an unknown variety. Fitted with mirrors which serve as sails, it is pushed to its destination by concentrated magical energy beamed at it. Long ago, it was claimed by the Panarch, and now it is operated mainly to transport those of means from Imbis to the Panarch's capital. Today, it carries various dignitaries, courtiers, and seekers of influence to the celebration for the anniversary of the Panarch:

by Jason Sholtis
A hohmmkudhuk stone-shaper whose name is actually Mmungmatukt but he is not offended when called "Mung Matuk." His clan wishes to send a new Princess to establish a descendant warren in wilderness controlled by Omunth-Ech and wishes the Panarch to support their settlement. Mung Matuk bears a tableau vivant in stone that enacts a fanciful version of the Panarch's victory over the Great M'gog and the Gog Horde as a gift.

Yreul Dahut, Galardinet Officer of the Daor Obdurate armed with customary punishment rods. Her presence suggests there is a defector from her city-state's tyranny among the celebrants, and one formerly highly placed, as the Obdurs are notoriously frugal with state funds and disdain public spectacle.

Pwi dwek Abth, hwaopt senior scholar sent by the Library to record the events in that pedantic and overly detailed way hwaopt are famous for. He wears heavy perfume to mask his odor in deference to the "simplistic and unrefined" olfactory preferences of humans, but it is not quite sufficient to the most sensitive noses.

Zira Si, ostensibly a demimondaine in the entourage of--well, one noble or another, depending on who you ask. She is actually a powerful Green sorceress and prized agent of secretive Yzordadreth, Mountain of Wizards. When her mission is done, her confederates will swoop in under cover of darkness and spirit her away on a swift-winged and silent thrykee, and no one will remember she was ever there.

(more from this world.)

Wednesday, July 14, 2021

Wednesday Comics: DC, October 1980 (week 1, part 2)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm continuing my look at the comics at newsstands on the week of July 10, 1980. 


Justice League of America #183: This issue is mostly setup--but it's an enticing setup! Conway and Dillin have the JSA and JLA getting together, only to be whisked away to an empty New Genesis. It seems that Apokolips is ascendant and the remaining free New Gods (Metron, Mr. Miracle, Big Barda, and Orion) need the help of the greatest heroes of two Earths. The end reveals Darkseid (presumed killed at the end of the Adventure Comics revival of the New Gods) to be back amongst the living. While Superman has interacted with the Fourth World mythos before, this is the biggest step to integration in the wider universe DC has taken since the New Gods' creation. It's the harbinger of what's to come.


Secrets of Haunted House #29: The first story here illustrates the sort of "twist that doesn't really work" ending that these horror stories sometimes fall prey to. An old magician, angry at the praise being given a young upstart, reveals that he truly possesses magical powers by kidnapping the young magician and his girl and putting them in the grasp of a demon he summoned. The young magician defeats the demon who seems to declare the young magician really has magical powers too before taking the old wizard's soul. The girlfriend queries the young magician about his powers, and he sort of shrugs it off with a vague answer. The second story by Gill and Henson has a classic suspense radio program vibe. A nephew ingratiates himself on his elderly uncle, then once he discovers the old man's secret vault, kills him for the inheritance. A police lieutenant knows the nephew is guilty, but can't prove it, so harasses him for years hoping hill slip up. He assumes the nephew got away with it, until when the old house is demolished and his corpse is found in the vault. He knew how to get in but not how to get out!

Lasky and Rubeny's "Master of the Double-Cross" has a tabloid reporter stealing the typewriter of a deceased mystery author after a seance and finding out it will magical type manuscripts in the vein of its previous owner. He uses this to get fame and fortune, but then the seance crowd discovers a cache of unpublished manuscripts of the deceased author and the former reporter gets arrested for fraud (?). It appears the ghost double-crossed him. The last story by Kellay and Henson has nice art, but that art doesn't convey some of the story beats it was supposed to, I guess. An aspiring model is snooping around the chateau of a reclusive, but very successful modelling agent and discovering--well, something that shocks her about the models, but there are a couple of panels where I can't tell what they are trying to convey. It's clear it has something to do with plastic surgery, though, and the young woman begs to get in on it. The agent and the surgeon agree, and the woman is transformed into their star model. Apparently, the surgeon somehow did his job too well, because all the assembled press rush up to touch the woman and all the rough handling makes her dissolve into a "putrescent," "crumpled mass." I don't think that's how plastic surgery works, but the story doesn't explain any more than that. 


Superman #352: Wolfman and Swan bring in Destiny (later "of the Endless," but in 1980 he's just a horror host) for a guest appearance, and he drains Superman's powers and restrains him by mystical means to keep him from helping people. Superman even goes on TV to announce his retirement to the world. This is all to teach Superman a lesson to let people save themselves from time to time so they don't become dependent on him. A dubious moral makes for a bad story. 

The backup introduces the "World of Krypton" feature. It has the simple but more reasonable moral of "stay in school, kid." Newman and Buckler have Superman relating the story of Kandorian citizenship classes to a potential high school dropout. Based on the story, Kandorian citizenship classes teach an unusual amount of wilderness survival, but then Krypton can be a pretty harsh environment so maybe that makes sense. It did cross my mind that Superman was just making up this story to keep the kid in school, but surely he wouldn't do that, right?


Weird War Tales #92: The first story by Burkett and Sutton is set during the Crusades. A Christian knight and a Muslim warrior must put aside their hatred to defeat the Four Horsemen of the Apocalypse. The second story by Kashdan and Redondo is the obligatory World War II piece. Here a Nazi experiment that turns soldiers in giantish, purple troll sort of creatures is uncovered. So has not to leave the Allied troops at the mercy of the monster, an American soldier bravely volunteers to have the procedure done to him. Neither of these stories are spectacular, but they're also not notably bad either. Meat and potatoes Weird War stuff.


Wonder Woman #272: Conway and Delbo reset Wonder Woman in the last issue and the cover to this one trumpets: "A brand new start for the amazing Amazon--against her greatest foe!!" Which is Angle Man. A brand new start to just to fight Angle Man? He's her "greatest foe?" It's not a bad Angle Man story, but it's an Angle Man story! The Huntress backup by Levitz and Staton features Solomon Grundy, and is pretty good.


World's Finest #265: Five features, and none of them particularly good. The Haney/von Eeden is the best of the lot, though it has an over-complicated plot involving roses, an obscure point of Star City history, an evil twin, and the kidnapping of Dinah. Equally confusing but less enjoyable in the end is the Superman/Batman and Robin cover story. where old JLA villain Simon Magus returns with a plot to siphon science energy to bolster his power in Earth's universe as well as the magical universe he comes from so he can take over both. Maybe he's siphoning magical energy from the other universe too? I don't know. Anyway, it's got Superman fighting what he calls a Balrog, for what it's worth. The Hawkman story by DeMatteis and Landrgraf works a Star Trek-esque "alien rebels with a legit grievance but deplorable immediate aims/methods" plot, but with less skill. The Red Tornado tale by DeMatteis and Delbo is just a recap of his story thus far to set up conflict with a new villain" T.O. Morrow, who has now transformed himself into a buff, nongreen Leader-type with bulbous cranium and moustache. Bridwell and Newton continue their Marvel Family yarn with conflict with Kull (not that one, the other one) and Mr. Atom is sort of a modern take on the Monster Society of Evil, I think. 

Monday, July 12, 2021

Dark Sun: The Shadow King of Nibenay


The original Dark Sun campaign setting calls the Sorcerer-King Nibenay "a bizarre and enigmatic
figure." He is seldom seen by his people--to the degree that rumors sometimes spread than he has died. All his Templars are women, and they may or may not all be his wives. By the 4e version of Dark Sun they were definitely his wives, though the marriage is "purely ceremonial."

In the later versions of the setting, Nibenay is seldom seen because he looks like a humanoid dragon. But in the novel Amber Enchantress, Nibenay is inhuman, though more of a mollusk-arthropod creature. I like this version better for reasons I discussed in an earlier post.

Nibenay is called the Shadow King because he's so reclusive. I think we could do better and have him typically giving audiences from behind a screen so he's seen only as a shadow (and likely a magically or psionically generated one). Perhaps he even uses his powers only to appear as some sort of shadow puppet. Maybe he appears to those who have displeased him in any place in the city in the same way?

Nibenay's son Dhojakt is monstrous in form, as well. In the canon, this is due to actions of his mother, but I think it might be interesting if Nibenay himself was just rather to only partial human children. Nibenay is not only trying to ascend to a transhuman form himself, but to breed progeny who are also transhuman. He's the family-oriented Sorcerer-King.

Here I would draw inspiration from Gregory Keyes' Chosen of the Changeling duology where the royal family descended from the River God sometimes produce inhuman fish or water aspected children the royals keep locked away. Also, there's the recent comic book limited series the The Goddamned: The Virgin Brides by Jason Aaron and R. M. Guéra where a cult of nuns on an isolated mountain are offering up child brides to angels, and then tending the monstrous, Nephilim children.

I feel like Nibenay's Templars are both his cult and the source of his brides. There could be in number of inhuman children sulking about his massive and forbidden palace.

Sunday, July 11, 2021

From the Sacred Scrolls: Go Ape in 5e

This post first appeared in 2016...

As presented in the original films, the apes are fairly un-ape-like in characteristics (because of course, they are played by people in masks, but that’s beside the point). Taking what we see on screen and what we are told of ape history as true, we may assume they have been genetically modified/selectively bred to something closer to a australopithecine morphology. They don’t possess the long upper limbs and associated strength, relatively stronger jaws, or opposable great toes of modern apes.

Ability score increase. +1 to any two abilities of their choice.
Speed. The apes of POTA are more bipedal than extant apes, but their foot structure still doesn't appear to be as optimized for upright walking as a humans, and they tend to have a stooped posture. Base walking speed is 25.
Grounded. For whatever reason, apes are less susceptible to illusions and mind control. They have an advantage on saving throws to resist such attacks or attempts at subterfuge.
Keen Nose. Proficiency in smell-related Perception checks.

Subraces/Subspecies:

Chimpanzee
Ability score increase. +1 Intelligence.
Studious. Gain proficiency in either one Intelligence or Wisdom skill, or a tool proficiency.

Gorilla
Ability score increase. +1 Strength.
Menacing. Gain Intimidation proficiency.

Orangutan
Ability score increase. +1 Charisma.
Knowledge Keeper. Gain proficiency in one Intelligence skill.

Wednesday, July 7, 2021

Wednesday Comics: DC, October 1980 (wk 1, pt 1)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands on the week of July 10, 1980. 


Batman #328: Wolfman takes over as writer, and his first story is a nice little mystery, marred only by the fact that it's a pretty obvious one. A killer taunts Batman with a video where he confesses his guilt. The problem is, he's already been tried and found not guilty, so there's no way he could be touched legally. Batman vows to bring him to justice somehow by discovering why he committed the murder in the first place and how he got away with it. Meanwhile, the killer is wooing Harvey Dent's ex, and the man he murdered was supposedly the killer of Dent's former assistant. Already, I'm suspicious about the killer's identity. When a frantic visit to Two-Face's former plastic surgeon leads to the killer committing another murder in anger...well, his identity is certain. And we've still got a part two to go! The backup story teams Wolfman with Newton, and reveals something of Gordon's early days on the police force and a little bit about the origins of the batcave (that it was part of an old subway line). Both of these things will be rendered "noncanon" post-Crisis.


DC Comics Presents #26: Wolfman and Starlin give us a team-up of Green Lantern and Superman. This is interesting because we get two DC big guns, which is rare for this title. Jordan responds to a distress call from another green lantern, but it's a trap by a rather second rate Starlin cosmic baddie (something like a b-grade Eon in design). The creature steals Jordan's form, but then Superman shows up and defeats it, though he needs Hal's help to deal with some Kryptonite. Still, Superman is pretty dismissive of the power of the creature and the Green Lanterns. He calls Jordan's ring a "little green trinket." Starlin's art here is not up to his usual standards and his round-faced Superman is off-model, but it's not a bad story--though the New Teen Titans preview that follows by Wolfman and Perez really outshines it in terms of visual storytelling and interest. It's really just a tease, though.

The backup of is "What Ever Happened to...Sargon the Sorcerer." It reminds me of the "continuity clean-up" stories Roy Thomas did in Solo Avengers/Avengers Spotlight, undoing things done by other creators or otherwise reseting a character. It does explain Sargon's recentish appearances as a baddie, but it feels like it was written just for that purpose.


Flash #290: As is not uncommon with these Bates/Heck stories, the reveal of why Fiona Webb, Barry Allen's neighbor, thinks he is trying to kill her is both sort of convoluted and not as interesting as the setup. It seems Webb saw a mob hit and has under gone some extreme form of witness protection courtesy of King Faraday, where her memories of her previous life as Beverly Lewis were suppressed. Not suppressed enough, apparently, because the guy she testified against looked like Barry Allen, so when a master of disguise hitman named Saber-Tooth (no relation) comes after her, she attributes the danger to Allen. This story does have an interesting bit where Flash as to enter a computer to make its circuits print out the punch card on Beverly Lewis because the computer has (as apparently have all in U.S. law enforcement) been programmed not to release that info. 

The backup story by Conway and Perez/Smith continues Firestorm's origin and recent history. There's not much to it beyond the recap.


Ghosts #93: I feel like this title is declining in quality, but maybe its just in a temporary slump. It probably doesn't help that a couple of the stories feel like reprints due to using Golden Age artists Charles Nicholas and Jack Sparling on the stories. Both of these stories were written by Carl Wessler, whose work also dates back to the Golden Age. The first is about a boy and his ghostly grandfather teaming up to use a toy train and sympathetic magic to save his father from death on a sabotaged train track. The second is about a sadistic prisoner guard who takes a job at an old mental asylum only to find all the patients are ghosts. Only marginally better is the David Allikas/Tom Mandrake story about a fraternity hazing incident leading to a death and a plan to make the instigator of that death confess by means of a fake ghost ploy that turns out not to be fake! Wessler is back a third time with Henson for "The Flaming Phantoms of Frightmare Alley." The story is a confusing and ultimately pointless tale of a reporter that falls in love with a ghost then becomes a ghost himself in a car crash and the bystander that relates the story. It in no way lives up to its title.


G.I. Combat #222: We have the usual 3 Haunted Tank stories from Kanigher and Glanzman. "For Sale: 1 Tank Crew" sees our heroes at the mercy of black marketeers in occupied France who in the end have a change of heart. "God of Steel" has Bedouin raiders trying to use the tank and crew to take out a fort--which they are happy to oblige with when they find out its occupied by Germans. "Cold Meat--Hot War" has the Haunted Tank improbably plunging into the sewers after been blocked in by Drachenzähne and German artillery. Kanigher is always inventive and Glanzman's art is on point, but I'm just not much of a Haunted Tank fan. 

The other stories are a bit better, though none are really outstanding. "Angels--of Death" by Jan Laurie and Alfredo Falugi has a group of Pacific Theater nurses pitching in to launch a torpedo on a beleaguered sub. Boltinoff and Catan shift the action to Korea and have a group of Marines allowing themselves to get frozen in a river so they can use the ice as cover for a surprise attack. Despite the unlikely premise it's probably the best story of the issue. Control coldly sends a couple of trapeze artists on a suicide mission in the O.S.S. installment "Death is an Old Friend" by Kanigher and Cruz.


Jonah Hex #41: Again Fleischer's story has a TV Western morality play feel. Hex brings in the Jody Randolph gang and they're to wait in jail for the arrival of "Hanging Harrow" the local judge. The judge turns out to be a woman who feels she has to be stern in the enforcement of the law to prove yourself qualified for her position. Her real challenge at this point, though, is from her son Rodney who is smitten with a saloon girl, Vanessa. Ostensibly to get money for diamond earrings, Vanessa enlists Rodney in a plan to free the Randolph Gang for $10,000, but it's a set-up: Vanessa is actually the girl of Jody Randolph. Rodney accidentally kills a deputy in the jailbreak and so is forced to stay with the gang even when the truth is revealed. Hex shows up to kill the Randolph gang and apprehend Vanessa and Rodney. Judge Harrow presides over their trial, showing her usual lack of mercy even for her son. Hex rides out of town as Vanessa and Rodney swing from the gallows. Ayers is inked by De Zuniga here so that its hard to see much Ayers in it.

In the Scalphunter backup, man who tried to kill Scalphunter last issue is revealed to be a college professor interested in excavating a burial mound or "ghost hill" as Scalphunter calls it. His assistants proved unscrupulous and tried to kill him once they found valuable grave goods. Scalphunter is none too happy with the mound excavation, but helps the professor stop the thieves--but perhaps ultimately they are slain by the ghosts of the mound, as the ending is ambiguous. Conway's story here feels padded as last issue turns out largely to be filler.

Monday, July 5, 2021

Dark Sun: The Gray


Cosmology is really on comes up and references to certain monsters or magic in the original Dark Sun campaign setting, but in the second edition supplement Defilers and Preservers the "planes" called the Gray and the Black are established. The Black mainly serves a backstory purpose or to be a place for monsters to be from. It's similar to the Plane of Shadow/Shadowfell, a concept I've felt to be of limited utility in most settings, Dark Sun included. 

The Gray is a different story. It at once solves one potential problem with the Great Wheel: there are too many afterlifes. It also provides a thematically appropriate underworld for the this particular setting.

The Gray is described as a "dreary, endless space" or "ashen haze." In conception it's not unlike Hades or Sheol. Like the River Lethe of Greek myth, the Gray steals memory and identity, but in this case the environment leeches it from them. Eventually their spiritual being becomes one with the gloom.

The only thing I don't like about the Gray as described is that I don't think it should be featureless. More interesting to me, would be if it mirrored in most respects the desert landscape of Athas, except perhaps more desolate. It would be doubted with ruins of dead cities and the tombs and monuments to long dead potentates who thought they could carry their riches into the afterlife--and perhaps, in a way they did, for all the good it did them.

Of course it should be possible (though not easy) to visit the Gray, like visiting the Underworld in Greek mythology. The souls of the dead are probably not dangerous for the most part to visitors, but the the ghosts that could pass between the Gray and the mortal realm might well be.



Thursday, July 1, 2021

Dark Sun: The Desiccated Sea


Here I'm going to break a bit more with Dark Sun as published than I have in my previous posts. I'm afraid I don't really like the Sea of Silt. I know realism doesn't really have much of a place in a fantasy setting about sorcerer-kings and dragons, but it isn't very realistic. Also, I think it robs the setting of a bit of it's desert feel because it gives kind of an "out." Travel across the Sea of Silt is more difficult that ocean-going travel, true, but it provides some of the same type of adventuring opportunities. This could be a feature, but I see it as a bit of a bug.

Instead of the Sea of Silt, I'd just like to have a dried up sea. A harsh, saltpan basin dotted with a few shallow, hypersaline lakes where only bacteria can dwell, and tall mesas that were once islands. In other words, something like the Mediterranean would have been during the Messinian salinity crisis of the Miocene.

It would be an incredibly harsh environment, potentially. If the Sea of Silt had anything like the depth of the Mediterranean basin the pressure at the bottom would be something like 1.5 times that of "sea level" above it, and the temperatures might soar to 170 degrees Fahrenheit in the summer according to some models.

Given that salt is a quasi-element in D&D lore you would loose the Silt Sea creatures, but you could replace them with bizarre creatures of the the Quasi-elemental Plane of Salt if you wanted. You can still have giants on the islands if you wish (in an inversion of the tendency to insular dwarfism), but you can also have isolated city states in Planetary Romance fashion.

If one wanted commerce across the expanse, that would still be possible, but likely it would be via flight. If not that, land-sailing across the saltpan. It wouldn't be the most pleasant way to travel, but it could be done (if one avoided the summer months assuming temperatures as mentioned above, but we don't have to assume temperatures so high, either).

Once a thriving port, now a dead city on the cliffs