Wednesday, June 24, 2015

Wednesday Comics: Weirdworld

"Where Lost Things Go"
Weirdworld #1 (August 2015), Written by Jason Aaron; Art by Michael Del Mondo

Synopsis: Arkon, Lord of Warlords, has been fighting is way across the land he has dubbed "Weirdworld," one of the sections of Battleworld, looking for his lost home of Polemachus. Finding himself on a floating island, after defeating a group of squidsharks, he is about to give in to despair and step off the edge, when a group of ogres trying futilely to wrangle a flying dragon comes in view.

Arkon grabs hold to one of the ropes on the dragon and holds on as it dives to attack the ogre's friends in a tank below. The dragon with a little help from Arkon makes short work of the ogres. Arkon manages to climb onto the dragon's back. The two fly along for a while, but then the dragon swallows a piece of over-sized bait, shot up on a line from a body of water below. The two are dragged into the depths, where Arkon encounters:

Apes in diving suits.

Meanwhile, the surviving gun ogres report back to their mistress. They tell her that the man they fought called himself Arkon spoke of a place called Polemachus.



Commentary:
The name (and fantasy elements) are the only things this series seems to have in common with the Doug Moench/Mike Ploog created series in the '70s. (I've discussed that one before.) This one seems to be a hodge-podge of Marvel weird pulp fantasy elements--and things re-imagined as weird pulp fantasy, not unlike the DC Elseworld JLA: Riddle of the Beast did with a more high fantasy approach.

Arkon and Polemachus first appeared in Avengers vol. 1 #75 (1970). Arkon was the leader of a war-like extradimensional realm that was always coming into conflict with superheroes of earth for one reason or another. He and his macho warriors eventually went to war with Thundra and her gynocratic regime in Femizonia--before Arkon and Thundra fall in love.

Morgan Le Fay also has a long Marvel history. She first appeared in the Atlas era in Black Knight Comics #1 (1955). Her first official Marvel Universe appearance was Spider-Woman vol. 1 #2 (1978). 

Monday, June 22, 2015

The Weird Monsters of Krypton

Yesterday, I posted the map of Krypton and suggested it as a setting for a weird fantasy game. What would be a weird fantasy game without weird monsters? Don't worry. Krypton has got that covered too. Here's a brief list:

Drang: A giant, purple serpentine creature with a single horn.
Fish-Snake: poisonous snake-things living in the Fire Falls.
Flame Dragon: A bat-winged, dragon-like creature that breathes fire.
Ice Bird: Polar-dwelling birds with razor-sharp talons.

Metal Eater: An animal that looks something like a giant, prehistoric tapir and eats metal.
Pryllgu: A large, reptillian sea creature that attacks ships.
Rondor: A ponderous ungulate-type creature with a single horn with curative properties.

Telepathic Hound: They can locate people at a distance via mind-reading.
Thought-beast: Rhinocerous-sized, ceratopsian creatures whose frill acts like a video screen that projects there thoughts and intentions to the world.
Yagrum: A large, vaguely cat-like carnivore.

Sunday, June 21, 2015

Weird Krypton

Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost 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.

Friday, June 19, 2015

Azurthite Bestiary: The Face of the Deodand

In previous posts, I've mentioned the three species of deadly deodands in Subazurth beneath the Land of Azurth proper. Now, you, the reading public, can see what these horrible creatures look like from the safety and comfort of your own home. I commissioned artist Matthew Adams to render the deodands from the descriptions of first hand accounts. Here is the startling and slimy Gleimous Deodand for your education and wonder:

Thursday, June 18, 2015

Marlinko Fever


Colorful, eccentric cities are a fantasy staple: Lankhmar, Viriconium, and New Crobuzon, are characters as distinct (or intriguingly ambiguous) as any humans in their respective stories, perhaps more so. While gaming has given us a lot of place names to hang our on imaginings on or perhaps tools to use to apply to creating these sorts of places, it has given us very few of actually places. (Modesty forbids me from mentioning the City of Weird Adventures. Wait. No it didn't.) Whatever size you think that pantheon is, you can now add Marlinko to it.

I'm listed in the credits of Chris Kutalik's Fever-Dreaming Marlinko in recognition of my haphazard punctuation hectoring of the product in its various stages, and I am a partner in the secretive Hydra Collective, so I'm biased--but also well-positioned to tell you what's good in this thing that was only meant to be a stretch goal for another product's Kickstarter and has now grown to comparable length and scope.

First off, Marlinko has the Slavic spice (They exist. Look it up!) flavoring the stew of Vance and Leiber and Chris's own fine sense of the absurd that informs the Hill Cantons setting in general. This isn't just Appendix N with a twist, though. Each of the contradas (quarters/neighborhoods) are detailed briefly enough so as not to wear out their welcome, but in-depth enough to make them seem like distinct places. Each has its own traditions, history, and possibly even deities, described in a manner I would call Glorantha for the old school oriented, meaning enough detail to show that genuine care was put into it, but enough humor to show no one is taking it too seriously--and always with an eye toward gameability.

Then, there are NPCs and locations. Rogues and scoundrels, all (or at least mostly)--some of whom seem like they have more story than what you are given. That's another important point, here: Marlinko is lived in. It didn't spring fully formed from Chris's brow, but rather it's been used and abused by the Nefarious Nine, the PCs of the ongoing Hill Cantons Google+ Experience.

The presentation of Marlinko puts it above some old school city books too (I know. Heresy!) Jeremy Duncan's and Jason Sholtis's work is put to perfect use with subjects ideal for their styles. Luka Rejec's maps make me feel like I need to throw money at him to get him to draw maps for some project of mine. I mean, look at this:


Then there are a lot of fun generators: news, tiger-wrestling, carousing. I'm not so big on those things, but they're fun to read. Some of them were polished or designed by Robert Parker, who is a man who I sometimes think believes the gaming is in the subgaming, so the love is there.

Anyway, Fever-Dreaming Marlinko is available where all fine Hydra products are sold.

Wednesday, June 17, 2015

Wednesday Comics: Books on Comics

Lately, I've picked up a couple of books about comics. They're pretty different in tone and content, but both are well-worth checking out.

David Hajdu's The Ten-Cent Plague: The Great Comic-Book Scare and How It Changed America is concerned with the "Comic Book Panic" of the late 40s-50s, while giving the era context by briefly covering comics' beginnings and the players involved. In fact, Hadju's coverage of this topic is as good as any book on comics history I've read. To it's main concern: If you only know Wertham and Seduction of the Innocent, you don't know even half of the story. While the traditional narrative of comic book fans of artists standing against oppressive moral scolds, their is also more than a little hubris in the tale of publishers and creators pursuing the freedom and the money, heedless of the looming darkness on the horizon.

The League of Regrettable Superheroes by Jon Morris covers some less than stellar moments in comics history from a creative standpoint. The characters are grouped by era, Golden Age through Modern Age. They range from unoriginal (The Fab Four) to really strange (the Eye), with a whole lot of poorly executeds in-between. More than a few of the characters (like ROM) I don't find regrettable at all, while several are perfectly serviceable, except for costumes that have aged poorly. Still, whether you agree with Morris's assessment of these characters or not, his coverage is interesting.

Monday, June 15, 2015

A Manticore Named Mortzengersturm


Last night saw another session in our 5e Land of Azurth game. The players: the sorcerer Kairon (Eric), the dwarf cleric Dagmar (Andrea), the elven ranger Shae (Gina), the bard Cully (Jim), the fighter Erkose (Bob), and Waylon the frox thief (Tug).

Interested in the strange device they found last adventure, the gang ultimately decided to take an illusionary image of it to the Clockwork Princess Viola to help them identify it. There's only so much she can tell without seeing the real thing, but she's able to tell them its a laterna magica of some sort. Finding no other option for discovering its nature, curiosity overcomes caution, and they take the item back to her. Using her devices she determines it is a projector to another plane. It was made using ancient, "wild magic" from the item before the creation of Azurth. It needs a "film" (an image on a piece of glass) to project, and it is currently damaged. Its lens has a small fracture.

There is a way to fix the lens: more wild magic. This that can get from the jewel in possession of the manticore lord of Geegaw Mountain, Mortzengersturm. Mortzengersturm is a wizard exiled by the Princess for his dabblings in wild magic that created many a combined monstrosity like owlbears, ant-lions, and hippogriffs. He dwells now on the Prismatic Peak of Geegaw where his experiments continue. The Princess suggests even the light from his crystal will be enough and loans them a magic hand mirror to capture it.


There's the matter of transport. The Princess also agrees to lend them a swan boat, like these, They find them in a grotto in one of the castle's sublevels. They have to fight a slimy covered creature to get them:


Them they sail the boat down the channel out of the grotto, down a waterfall, then into the sky. After half a days travel (through rain), they stop for a rest, and in the setting sun they can see the rainbow light refracted through the crystalline mountain that is their destination.

Arriving on the flat top of the moutain (like an angled, triangular prism set on one end), they pass through a garden with beds of sunflowers, each with a giant human eye at their center, and arrive at an angular castle guarded by hipogriffs. Through the jewels on the hipogriffs' barding, they are able to converse with Mortzengersturm, who bids them enter.

In a grand audience chamber, a goblin with a trump announces the entrance of a manticore with a monocle and a cigarette holder. Mortzengersturm!