Since my goal is to read DC Comics' output from January 1980 (cover date) to Crisis, why am I talking about Marvel Treasury Edition #28? Well, that's because the title of this issue is Superman and Spider-Man. Released around April 28, 1981, this is a follow-up to Superman vs. The Amazing Spider-Man #1 from 1976. It is the last issue of Marvel Treasury Edition.
Wednesday, April 13, 2022
Wednesday Comics: Marvel Treasury Edition #28
Since my goal is to read DC Comics' output from January 1980 (cover date) to Crisis, why am I talking about Marvel Treasury Edition #28? Well, that's because the title of this issue is Superman and Spider-Man. Released around April 28, 1981, this is a follow-up to Superman vs. The Amazing Spider-Man #1 from 1976. It is the last issue of Marvel Treasury Edition.
Monday, April 11, 2022
Shrouded Vurania
Distant Vurania is cloaked in impenetrable clouds, but is known from two recorded Terran expeditions to have a surface capable of supporting human life, at least for a time. It is warmed by volcanism and radioactive elements, and is aided in retaining the heat these produce by it's thick clouds. The light from these sources plays luridly in the gray-green fog, but only partially relieves the darkness. No light from the sun or stars penetrates the gloom, and indeed the atmosphere is opaque to sound and electromagnetic waves in a fairly sort distance. Vurania holds on to its secrets.
There is little life beyond the level of arthropods apparent on the surface of Vurania, though there is evidence that intelligent life once resided there in the form of crumbling monumental structures believed to be temple complexes. Some are decorated with images known from subterranean Precursor ruins on New Terra associated with the worship of the "Spider Goddess." The prevailing theory is that these were built by Precursor dissidents who fled to Vurania following a war, but why Vurania ought of all the worlds in the System is unknown. Scholars who disagree with this theory point to the lack of any apparent buildings beyond the temples in the (admittedly limited) explored areas of the planet, and suggest this was a religious site, and possibly the source of the Spider Goddess cult.
Vurania might be a tempting haven for interplanetary outlaws, but its environmental conditions and distance are factors against it. The everpresent fog has probably contributed to the frequent old spacers' yarns that paint it as a haunted world, a sort of purgatory where crews unlucky enough to stop there may be held forever by the ghosts of their own misdeeds.
Sunday, April 10, 2022
Weird Revisited: Gods from the Comics Page
Kirby’s Eternals posits that those classical pantheons were just misidentifications of a subspecies of humanity uplifted enigmatic aliens. In the fantasy context, maybe the aliens are some sort of elder gods (recall that Lovecraft’s Elder Gods felt unaccountably protective to the gods of the Dreamlands) and the Eternal stand-ins could be something like the Menzter’s Immortals. The other option would be to play up the science fantasy aspects for the full von Daniken. “A sufficiently advanced technology, etc., etc,”--maybe the world only appears to be a fantasy world and alien super-science is the order of the day?
The Endless
Neil Gaiman’s Sandman strips down the pantheon idea with the Endless. Destiny, Death, Destruction, Despair, Desire, and Delirium are (as their names would imply) personifications of concepts. Marvel Comics has a similar (though less developed) class of beings like this: Eternity, Oblivion, Lord Chaos and Master Order, and again Death. The Endless fit into the mythologies of various cultures in various ways, but they don’t have mythology of their own really, just personal history. A group of beings like the Endless could be the sole deities of a world, just worshipped under different names by different cultures, or (like in Sandman) these sorts of personifications could be an order of cosmic beings separate and “above” the usual pantheons with whom PCs could interact.
New Gods
“There came a time when the old gods died!” as Kirby told us in New Gods #1. As the title suggests, Kirby started in with the exploits of the New Gods--and Grant Morrison gave us even newer new gods in Final Crisis. A world could be post-god shift, adding some interesting background, or the setting could be in the midst of the “godless” period, post-Götterdämmerung but pre-reemergence of the new gods. Players might actually have a roll in finding/shaping the new gods that would appear.
Friday, April 8, 2022
Wanaxar
Further developing this idea.
Art by Matt Hilker |
Wanaxar is the fifth planet (currently), and the largest in the System. The crushing gravity and terrible atmospheric pressure make whatever surface might exist inaccessible to most denizens of the System, but Wanaxar is not uninhabited. Floating cities drift through its colorful, poison clouds and ride its frequent storms.
The Wanaxarans (Giff or Giv, in their language) are a broad, powerfully built people, adapted to their homeworld's high gravity. It has been suggested that they resemble anthropomorphic hippopotamuses, but in truth, no living human has actually seen these fabled beasts as they did not survive Old Earth, if they ever existed at all. The source for this reference is a popular animated character inspired by archaic children's books.
The Giff are not native to Wanaxar. Their own legends say their ancestors came here from one of Wanaxar's numerous moons fleeing a rapacious invader that they never saw in the flesh but whose warships laid waste to several worlds. It is the memory of this event that likely led to militaristic bent of Wanaxaran cultural today. Indeed, the entirety of their society is organized along military lines, though obviously not all serve in a combat-related capacity. Still, Wanaxarans find it usual to contractors of other species to perform tasks they consider beneath them, and aliens on Wanaxar can be found in positions form menial laborers to city administrators.
Wanaxarans can be rather stiff from the human perspective, governed as they are by complicated system of military courtesy, but they can be quite affable once initial formalities have been honored.
Thursday, April 7, 2022
Merkuro
This is a follow-up to this post.
Merkuro is the closest planet to the sun and tidally locked, so that it has a searing Dayside where temperatures climb high enough to melt lead, and a frigid Nightside that's cold enough to chill oxygen to a liquid. Only the narrow band of the Twilight Belt is close to habitable, and it is a badland riven by canyons and caves, wracked by storms.
Human explorers would have been surprised to find life here, had the Vrusk of Marva not tipped them off. Liquid gases flow underground from the Nightside and melt to provide breathable, if rarified, air for cave complexes and even deep canyons in the Twilight Belt. Here peculiar invertebrate life developed, amorphous like amebae, but multicellular. One species (if such a term has any meaning with these lifeforms) developed sentience. These unlikely, elastic creatures, the plasmoids, would become one of humanity's best allies in the System.
Plasmoids are somewhat mysterious in that while they did not have particularly advanced technology at the time of human first contact, they possessed the theoretical framework to understand advanced concepts, and took to modern technology easily. Some have proposed that plasmoid knowledge, perhaps even plasmoid sentience, may have come from consuming earlier interplanetary explorers (perhaps members of the Precursor race that inhabited New Terra before humanity's arrival) and absorbing their knowledge. It is a credit to plasmoid broadmindedness (and perhaps their renowned sense of humor) that they do not find such speculation offensive.
There is a human-operated spaceport in the Twilight Belt, called Solar City. This is a mining and broadcast power planet for New Terra. Most of it's inhabitants are roughnecks, miners, and technicians who do their hitch and then return to New Terra with a big paycheck. There are naturally ramshackle saloons, gambling houses, and other places of entertainment that tend to grow up around such camps to separate the workers from their money.
Wednesday, April 6, 2022
Wednesday Comics: DC, July 1981 (wk 1 pt 2)
Monday, April 4, 2022
Rockets , Rayguns, and Other Worlds
I sketched some of the bones last week, and it would conform to some of the particulars I outlined in this alternate Spelljammer idea, here. The basic idea is that humanity, fleeing some cataclysm on Earth, wind up either in a distant star system or either an alternate universe (I don't know if the players will know which or if it will matter) where the solar system is uncannily like a pulp version of our own. The laws of physics will obviously be somewhat different here, but I don't expect that to be a focus of play.
Technology will conform to pulp sci-fi standards, with rockets with some sort of atomic powered aether drive playing their way through the system. Swords of some sort will be present side-by-side with rayguns, but I haven't decided whether they will be or everyone or particular characters, or whether they will be normal swords or something special. Psychic powers will take the place of magic.