O'Flynn and Oskner continue to do good stuff with Lois Lane. I should clarify that to say, I don't know it will much appeal to the average reader of superhero comics now or then, but I think they are accomplishing what they set out to accomplish. This story ties back in to a 70s LL socially relevant yarn about tainted water in an inner city school, but now Lois and a photographer stumble onto a plot to cause fear flashbacks in those who ingested the tainted water by reactivating the chemical as a trial run for spreading it in the entire city's water supply.
Wednesday, May 17, 2023
Wednesday Comics: DC, August 1982 (week 3)
O'Flynn and Oskner continue to do good stuff with Lois Lane. I should clarify that to say, I don't know it will much appeal to the average reader of superhero comics now or then, but I think they are accomplishing what they set out to accomplish. This story ties back in to a 70s LL socially relevant yarn about tainted water in an inner city school, but now Lois and a photographer stumble onto a plot to cause fear flashbacks in those who ingested the tainted water by reactivating the chemical as a trial run for spreading it in the entire city's water supply.
Monday, May 15, 2023
Revisiting Weird Krypton
Superman's home planet is pretty weird. Weird enough that it makes a good substitute for Carcosa in McKinney's supplement. You can keep the polychromatic humanity (that might explain the Krytonian flag). Then, check out the maps of Krypton for places to visit:
The highlights there ought to be pretty obvious, but let me fill in a couple of salient points of adventure and/or danger:
Jewel Mountains: Formed by the accumulated carcasses of prehistoric, giant crystal birds.
Gold Volcano: It should be mentioned that gold is so common on Krypton as to not be particularly valuable.
Fire Falls: A fall of a fiery fluid from the planets core, inhabited by mutant fish-snakes whose bite is poisonous.
Scarlet Jungle: An expanse of forest in red and purple, including huge maroon mushroom-like growth. It home to at least some disease-causing spores. Then, of course, there's the herd migratory, vaguely humanoid-shaped plants.
Thursday, May 11, 2023
Wheelers in Sang
After a bit of a hiatus, our Land of Azurth 5e game returned last Sunday with the party headed to Sang to find the Clockwork Princess in the mysterious Junk City. It seems that ability of the leaders of Yai to spy on people through Azurth fails in the vicinity of the Junk City. It's a blind spot. Still, they saw the Princess before she entered the blind spot.
Using the flying ship re-acquired last adventure and why super-fan Irwin-37 as the pilot, they plan on flying to Fort Daldon, a waystation not too far from the Junk City. The group wants to do reconnaissance on the city, but they have to abort when their ship mysteriously starts to lose power.
Instead, they land in the desert near the fort. Their landing apparently annoys some burrowing dragonish creature, and they have a fight on their hands. After killing the beast, they head to the fort. Black smoke rising from it is an ominous sign. Even more concerning are the weird, wheeled people they fight when they call out at the fort's portcullis.
Forced the climb over the gate, they find evidence of the slaughter (and possibly cannibalism) of a caravan and the burning of some of the buildings. Sneaking around, they find some people tied on in the base of a tower, then the marauders attack. They call themselves the Wheelers.
Caught off-guard by the speed and the ferocity of the assault, it takes the part a little while to rally, but when they do they triumph over the Wheelers. They still don't know what's going on, though.
TO BE CONTINUED
Wednesday, May 10, 2023
Wednesday Comics: DC, August 1982 (week 2)
Monday, May 8, 2023
Journal of Eternian Studies: The Search for Skeletor
Skeletor is the principle antagonist of the so-called Masters of the Universe myth and literary cycle. His inhuman physical appearance, magical power, and dedication to conquering Eternia through usurpation of the power of Castle Grayskull are consistent throughout the various stories, but other aspects of his character, including his origins and the seriousness of his menace, vary wildly.
It has long been the prevailing view among scholars that his depiction as blue skinned links him to the Gar people1. The Gar civilization existed on the so-called Dark Hemisphere of Eternia, but came into conflict with groups on the Light Hemisphere in the islands of the Ocean of Gnarl and on the land bridge between the continents. By the time of the Randorian Renaissance, the Gar were a ethnic minority who suffered a good deal of prejudice owing to the belief that a Councilor of their ethnicity had betrayed and murdered the founding hero King Grayskull in the service of King Hiss of the Serpent Men2.
Later stories explicitly make Skeletor King Randor's brother Keldor who was transformed by forbidden magic, in some versions specifically Hordak worship. While the identification is not without controversy, Keldor was depicted as Gar, or at least half-Gar. There are scholars that argue that Keldor himself is a fiction created for later anti-Gar polemics, but the more common view is the he was indeed Randor's half-brother, a perhaps the illegitimate offspring of Miro and a Gar woman. Keldor was, for a time, a serious rival to Randor's power owing in part to a strong powerbase among traditionalist Gar clans.
Skeletor, however, existed in myth and legend prior to his association with Keldor. He was depicted as an otherworldly or demonic entity who had arrived on Eternia through accident or intention, but now wished to re-open that portal to bring his people through to aid in his conquest.
What is likely the oldest known legend associating the two is curiously restrained regarding the specifics of their relationship. Keldor is shown as meddling in dangerous magic and disappearing after a mishap. Skeletor is depicted as attempting to thwart any investigation into Keldor's current whereabouts. The gaps n the narrative invite the audience to assume that Skeletor and Keldor one and the same, but do not make the link explicitly. It is argued that this structure is an indicator of the stories origins as Randorist propaganda either during the time when the throne was contested or shortly after Randor secured it. Further, the effectiveness of such propaganda would hinge on Skeletor as a character already known to the intended audience.
It could be that Skeletor's pre-existing Gar traits made this linkage with Keldor possible, but it is also possible that Skeletor's Gar coloration is a later addition. Certainly it is no accident that Skeletor's shade of blue has a long association with the supernatural in the Eternian mind. It has been suggested that both the Gar people and Skeletor are depicted as blue simply because of the rarity of the blue pigments in the Light Hemisphere used in art in the Gar ruins on Anwat Gar to depict rulers such as Shokoti and the persist association of the Gar with magic due to their status as diviners and purveyors of charms and curses.
Recently, archeological evidence of a skull faced god or demon that appears to have been the focus of ritual activity in the region around Castle Grayskull in the putative era of the first "He-man." Any correlation of this entity with Skeletor or the Gar is highly speculative.
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1. The Gar were typically depicted as blue-skinned. Whether they literally were, either naturally or as some form of body-adornment, or this depiction has symbolic significance is unknown.
2. If there is any truth to this allegation at all, it likely conveys persistent Serpos worship among the Gar during the period where Goddess worship was becoming dominant on the Light Hemisphere.
Friday, May 5, 2023
Toward a System for Four-Color Sword & Sorcery
I've been thinking about cobbling together a system for a Bronze Age of Comics Sword & Sorcery rpg, a rarefied genre, perhaps, but one I'm quite fond of. I figure it will be a Frankenstein's monster of ideas from Year Zero Engine games, Broken Compass, and a few things from 2d20, maybe. Like all of those games, I'm thinking its a d6 dice pool system. The base roll will be akin to the Attribute+Skill of those systems.
The attributes with the appropriate flavor came relatively easily:
- MIGHT: Force and physical power.
- DARING: quick motion and boldness of action.
- INTELLECT: Intelligence and reason.
- INSTINCT: Intuition and perception.
- CUNNING: Deception and manipulation.
- PRESENCE: Charisma and force of personality.
The skills though have been much harder. I was never able to get the list as comprehensive and right-sized as I wanted. Ultimately, I decided to go the direction of some of the 2d20 games and the Atomic Robo rpg (which uses a form of Fate) and go with something a bit broader than standard skills. I settled on calling them "Domains."
- SWORDS: The use of weapons and the general application and defense against violence. It also covers a practical knowledge of armor, weaponry, martial styles, tactics, and strategy.
- DEEDS: Acting boldly and physically to alter or navigate the environment or withstand its rigors. It is used to climb or leap, push on despite exhaustion, or smash physical obstacles, but also to pass detected, hide, or hold one’s drink.
- WILDS: Wisdom taught by the wilderness and living close to nature. It covers discerning the best way to move through difficult terrain, finding or building shelter, and tracking and reading sign, but also interacting with wild and domestic animals and knowledge of plants.
- CITY: Knowledge born of the habitations of humans and their societies. It covers a character’s learning and ability to find and acquire new information, but also their sophistication in regard to social graces and etiquette.
- WORDS: Relating to and communicating with others. It is used to influence, inspire or sway others through impassioned or reasoned arguments–or lies, or to discern the intent of others doing the same.
- SORCERY: Knowledge of the arcane or occult arts. It covers the reading of mystic tomes, the recalling of esoteric lore, the performance of spells or rituals, and sometimes resisting the effects of magic.