The "Whatever Happened to.." backup features a Star Hawkins story by Tiefenbacher and Saviuk. Star solves a big case and retires with a large reward. He marries Stella Sterling, and Ilda marries Automan, who makes a guest appearance.
Wednesday, February 2, 2022
Wednesday Comics: DC, May 1981 (wk 1 pt 1)
The "Whatever Happened to.." backup features a Star Hawkins story by Tiefenbacher and Saviuk. Star solves a big case and retires with a large reward. He marries Stella Sterling, and Ilda marries Automan, who makes a guest appearance.
Monday, January 31, 2022
In the Shadow of the Space Gods
Amrit is a fluid substance found within the spacetime called Asgard. In its found state it is a thick, clear fluid containing a faint, white, internal luminescence. Amrit is psychoactive, leading to intense entheogenic effects, but in a refined form its constituents are an essential component of rejuvenation fluids, anti-aging compounds, and thousands of other medical uses.
Inhabitants: Amrit fluid disk appears to be inhabited by various lifeforms perhaps analogous to marine life on terrestrial worlds. The asteroid body appears to be inhabited by giant, luminous humanoid forms (approximately 500 m tall) that appear to be dressed in some sort of armor or environmental suit (though the possibility remains this is some sort exoskeleton). Their number is variable, with two being the minimum observed and six being the maximum. The giants spend most of their time immobile. but they have been observed to walk short distances or raise their limbs or gesture. They do appear to broadcast to each other, tight beam, along a psychic frequency. This communication resists translation. Attempts to do so have resulted in AI or biologic analysts developing intense religious mania.
The structures on the asteroid would only seem to serve the giants with difficulty, so it is felt they house smaller beings, or are not buildings at all.
Hazards: Simple observation of the asteroid and its inhabitants can lead to paralyzing, pathologic sense of wonder, akin to various psychosomatic culture shock syndromes known from Earth. At it's most intense (in perhaps 20-25% of observers) this can take the form of a transient psychosis like Jerusalem syndrome. Theogenic shielding and pre-medication can ameliorate these effects. Auditory hallucinations of a choir is often an early warning sign.
Fear (perhaps what could be termed "holy dread") often afflicts crew when they see the giants. This impairs mission function and team cohesion. Crewmembers have been known to mutiny under the intense belief that harvesting amrit is effectively sacrilege, and the "gods" (giants) might be wrathful. Reassurance that the giants have never been definitively shown to take direct action against harvester crews is likely to be of benefit without the activation of in-suit sedation.
Team leaders should be aware that indirect action by the giants has led to loss of crews by undetermined means. These losses have appeared to be preceded by the shift of the giant's attention to the crew's actions. Our best recommendation is to keep crew action routine and efficient, quelling any abnormal or "showy" behavior.
Friday, January 28, 2022
All The Lost Come to Mother
Faster-than-light travel is supposed to work like this: The ship's caster makes the sigils that get displayed on the ship's hull. The caster encodes multidimensional state vectors into a compressed, symbolic code so routing information can be read by the transdimensional machinery of an extinct, alien civilization allowing shortcuts through spacetime.
That’s how it’s supposed to work, and it works pretty well most of the time.
There are the other times, though, when ships wind up someplace other than the intended destination or just disappears entirely. At times the casting is probably to blame; the internal state of the caster has always been a hard to control variable. Sometimes there's just a glitch--an act of God or gods in the machine, you might say.
You experienced one of those other times. You’re lost in a distant part of the multiverse, a long way in space and time from where you wanted to be or where you’re from. You're alive, which makes you better off than some, but the chances of you getting home again are slim.
Now here's a bit of good news: You've been found. A lot of the lost wind up limping into the Ring. Nobody knows why; something to do with local spacetime, I think. It's like the place where objects bouncing through the conduits come finally to rest. Anyway, Mother has taken you in, like she does all the lost ones that show up on her doorstep. This is Mother's station.
Now, Mother opened the door, but you've got to find a way to make a life for yourself here. We all earn our keep. The Company will be glad to give you place to live, credits to spend, and a job to pay for both. You'll want to stay in this sector, it's mostly humans and humanoids--oxy-breathers from a rational, four dimensional universe--around here. The aliens in other parts of the station, well, you have to be prepared. And you won't be. Not yet. Maybe not ever.
The job? I'm not going to lie to you, it will be dangerous. It's important work, the Company will tell you that, but it doesn't always make sense from the boots on the ground perspective, you understand. You'll see a lot of weird stuff out there, but keep your head, do the work, and you'll come home. Probably.
This is a follow-up to this post.
Thursday, January 27, 2022
GRIDSHOCK 20XX
Truthfully, a lot of times I back a Kickstarter, particularly something like a Zinequest thing, I am vaguely disappointed when it finally arrives. Usually, it isn't that the actually content disappoints particularly (though sometimes it does), but it's just that having the object in my hands fails next to the expectations from all those months ago when I backed it.
Not so with GRIDSHOCK 20XX!
What's GRIDSHOCK 20XX it's a post-apocalyptic, superhero setting with a 80s future aesthetic. It's a bit anime and manga, a bit Rifts, a bit American and British sci-fi comics of the mid to late 80s. It runs on the superhero game ICONS, but the setting is the real draw.
This is not a review. The author is a friend of mine, and I did some editing and playtesting on it. But if anything, I think that sort of familiarity would have made the final receipt of the books as perfunctory. Not so! Chris Vermeren's layout and design, and the art of Grey Wizard and Steven de Waele, work so well with Paul's vision of the world, that it's like finally seeing it the way it was meant to be.
Plus the printing is high quality, too.
Sure, you could say these perhaps stretch the definition of a zine--but they are not the product of a corporate environment. This wasn't made by committee, but rather it's the product of talented individuals.
Hit Paul up on twitter and see if you can convince him to do a second printing!
Wednesday, January 26, 2022
Wednesday Comics: DC, April 1981 (wk 2 pt 2)
The Pasko/Staton Plastic Man strip that used to be in adventure turns up here as a backup. The punny villain here is Lou Kwashus aka Chatterbox, a talk DJ with mob ties. I really can't say anymore about that.
Monday, January 24, 2022
In Limbo
"Outside the ordered universe that amorphous blight of nethermost confusion which blasphemes and bubbles at the center of all infinity..."- Dreamquest of Unknown Kadath
Slaad call their birthplace the "Spawning Stone," but that protoplasmic, protean god-mass looks nothing like any Material stone. This is perhaps a reference to its relative immutability. Its purpose is set, and in a conceptual realm, that is a notable solidity.
Some believe all slaad to merely be local projections or metastases of the spawning stones. Despite their ability to hold conversations and pursue agendas, they are also thought to lack true sentience or consciousness.
Entropy and Madness are the gods of the slaad. They are aspects of Limbo itself, perhaps, stimuli acting upon the spawning stone in some manner. They care nothing for the worship of the slaad, perhaps because they know that worship to be mere only behavioral loops without meaning--or perhaps because it is simply beneath their notice.
Sunday, January 23, 2022
Weird Revisited: Weird Cosmoses
I got Brass Sun: The Wheel of Worlds for Christmas 2014. Edginton and Culbard bring us a science fantasy (originally appearing in 2000AD) set in a world that's essentially a giant orrery. It's brass sun starts to die and a young girl has to go on a quest across the worlds to find the key to restart it.
Celestial Matters by Richard Garfinkle is an alternate history hard science fiction novel--though the science is the science of Aristotle! A thousand years after Alexander, the super-powers of Greece and the Middle Kingdom of China are in a protracted war. A scientist from the Delian League commands a daring expedition to fly a spacecraft built from a piece of the Moon through the crystal spheres to get the ultimate weapon, a piece of the elemental fire of the Sun, to defeat the Taoists once and for all.