Wednesday, September 21, 2016

Wednesday Comics: Storm: The Legend of Yggdrasil

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.

Storm: The Legend of Yggdrasil (1981) (part 4)
(Dutch: De Legende van Yggdrasil)
Art by Don Lawrence & Script by Kelvin Gosnell

Going down into the subterranean complex, Storm and the others find an ancient teleportation station. (Apparently, they had those in Storm's time as he recognizes it immediately. Maybe he's seen one since arriving in the future.) A map shows them they can go to Sydney, which they are sure is the city in the South. The Priest is worried about the age of the equipment, but Storm says they have to risk it.


The group teleports--and finds themselves underwater! Luckily, it's not too deep, and they are able to swim to the surface. They see the lights of the "modern" City of the South nearby.

As they sneak into the city, Storm notices the Priest has disappeared. He thinks he didn't make it, but the other dinos aren't so sure. Turns out they are right, as elsewhere the Priest is brought before the human authority in the city after being captured. He gladly agrees to lead the humans to Storm and the others on the condition he gets to see Storm and Ember tortured to death!

Storm and the others try to keep a low profile. He and Ember have been going around the city is disguise, and so far they've only learned that they are being searched for.  When a drunken reveler stumbles into them, the authorities are soon alerted. They run, but are found on a roof by a strange flying fortress. Wag-Nar throws a chimney at it destroying it.

It turns out to have been a trap. The Priest and his new friends fire a net from another flying fortress coming up from behind, enveloping our heroes. The authorities haul them off.


After some time in a cell, they are marched out into a large arena do fight to the death!

TO  BE CONTINUED

Monday, September 19, 2016

Covers That Never Were

In addition to blogging and working on my various rpg projects I like to goof around creating alternate or fake covers to things. Chris Helton of ENWorld suggested I write about post about them and mention the fonts I use, presumably also how I find them all. Here are a couple I did over the weekend on a "old paperback style theme."


This is a hypothetical Ballantine Adult Fantasy series cover for Jason Sholtis's upcoming Operation Unfathomable. I based it on the cover to Hyperborea by Clark Ashton Smith published in this series in 1971. I picked this one because the cover image had some similarity to an image Jason had at one time considered using for the upcoming project and I was pretty sure I knew what the typeface used in the header was just by looking at it: Futura. As you can tell, I didn't have quite the same font they used (I used Futura Medium BT), but I didn't need it to be exact. The Unicorn logo I took from this cover. It isn't particular the cover I would make for Operation Unfathomable, but it fits the era and look of those paperbacks.


This one is a Slumbering Ursine Dunes cover based on the DAW paperbacks, specifically on the Gondwane series by Lin Carter. I picked the Gondwane series because it used the cover image was inset in a yellow border which was easy to work with. I matched the typeface with Font Matcherator, and it turned out to best match was Solemnis (sometimes called Solemnis Regular). What's interesting is some letters have different capital and lowercase glyphs in different versions of this font and not in others. The DAW paperbacks show this because the Gondwane books have different "T's" than what appears otherwise to be the same typeface used on the cover of the Years Best Fantasy Stories. Also, some freebie versions have more variations between uppercase and lowercase characters than Berthold's "real" version. Anyway, it required mixing lowercase and uppercase letters to get the look of the Gondwane books--which left room for me messing up the "e" in "Slumbering." If often takes me more than one try to get things "right."

I did another one of these for Fever-Dreaming Marlinko in the DAW Gondwane style. It's the same except the lettering is red is in red.

I certainly don't claim to be any expert with image or vector editing software, but I can get results I'm satisfied with. See more of my fake covers here.

Sunday, September 18, 2016

Demihumans of the Antedilluvian Age

Ever noticed how the Biblical Old Testament is reminiscent of Epic Fantasy (or more precisely, epic fantasy often tends to echo the Old Testament)? Can't get your Tolkien without your demihumans, though.

Nephilim
"It happened after the sons of men had multiplied in those days, that daughters were born to them, elegant and beautiful. And when the angels, the sons of heaven, beheld them, they became enamoured of them, saying to each other, Come, let us select for ourselves wives from the progeny of men, and let us beget children."
- Book of Enoch, Book of the Watchers
Enoch is of course not part of the recognized Biblical canon for most, but this passage really just expands on Genesis 6:4. Historical the term was glossed as "giants," so D&D goliaths would work, but that may be a too literal reading. They're demigods so half-Celestials? Tieflings? Keeping Tolkien in mind, the race that stood between supernatural beings and mundane men, were elves, so I think elves presiding over the pre-Flood world fits nicely. They can be taller than humans in true Tolkienian fashion, too.

This is not necessarily a new view. The internet tells me that the late thirteenth-century South English Legendary and some Icelandic folktales explain elves as angels that sided neither with Lucifer nor with God.

Children of Cain (Qéní)
Cain (Qayin) may be glossed "spear," but it is a cognate to a mid-1st millennium BC South Arabian word meaning "smith." Cain's descendant Tubal-cain is described in Genesis 4:22 as a "forger of all instruments of bronze and iron." Perhaps the Mark of Cain was the stature and coarse features of his dwarven descendants? Ray Winstone as Tubal-Cain in Noah has the beard, too:


Lilu
Lillith is now considered the first wife of Adam, but the term was originally glossed in Hebrew text translations as "night monster" or "night creatures" and appears in a list of animals in Isaiah 34:11. The term (likely the name of a demon) derives from the Akkadian lilitu which was the female version of the lilu demons. Perhaps the lilu creatures of the night are goblinoids with Lillith being the Goblin Queen?

Friday, September 16, 2016

BleakWarrior

When I encountered Alistair Rennie's "‘The Gutter Sees The Light That Never Shines" in the VanderMeers' New Weird anthology, I knew I wanted more. I tracked down "BleakWarrior Meet the Sons of Brawl" in Weird Tales, but it was still just a tease. Finally, the world has BleakWarrior, a novel-length excursion into the weird, pulpy, lurid, and violent.

In brief: BleakWarrior is less a novel than a series of shorts and vignettes in a fantasy world where a species of of super-powered sociopaths fight Highlander-style for...well, they don't really know. The characters have eccentric names like (The Light that Never Shines or Whorefrost) that sometimes point to their particular schtick, sometimes not. These Meta-Warriors stalk each other and fight to the death and  pursue idiosyncratic schemes and passions, all while dodging/slaughtering/abusing mundane--"linear"--humanity.

The effect of all this is like Masters of the Universe re-imagined by some 2000 AD-bred British writer into an edgy 90s comic. It's got sex, graphic violence, quirky badasses and colorful madmen with slightly silly nom de guerres, black humor, and the occasional faux-Shakespearean soliloquy. It's Sword & Sorcery remade for the post-anime and videogame world.

It will not be for everyone, but if any of  the above sounds interesting to do, then, check it out. Oh, and give Rennie's soundtrack it put together for it a listen. How cool is that?

( my friend Jack of Grotesque & Dungeonesque and I wound up reading it at the same time, so you can head over there and get his take, too.)

Thursday, September 15, 2016

Secrets of the Past on the Planet of the Apes


"THE SECRET OF PAX" 

Player Characters:
Jarrett Crader as Aurelius
Justin Davis as Conrad "Rip" Ripper
Billy Longino as Olsen Potter Graves
Lester B. Portly as Eddy Woodward

Nonplayer Characters:
Mariette Hartley as Lyra-7
Alex Cord as Dylan-14, Dylan Hunt and Supervisor Dylan
Majel Barrett Prima
Percy Rodriguez Primus


Synopsis: The astronauts and their chimpanzee friend enter the cave complex of Pax. The people are as peaceful as their name, but soon it becomes apparent they are not what they appear.

Commentary:
The only shot fired in this episode was  a stun dart from a Paxer weapon (seem above) to keep an overwrought Aurelius from defecating on the floor. The PCs showed remarkable restraint.

Pax is the peaceful society built in a Carlsbad Caverns base by scientist after a nuclear conflict as seen in Genesis II. The Pax civilization thrived in 2133. Sometime between then and the arrival of our heroes in 31st Century, the Pax civilization moved to the north and left the original base as an experiential history exhibit using some sort of advanced artificial beings. They act out the discovery of Dylan Hunt in suspended animation. In moments of intense questioning, the automata revert to offering refreshments.

The PCs did discovered a map of more extensive subshuttle stations than they were aware of, but their were unable to get to the local station thanks to the automata.


In Pax's extensive library, they discover a pamphlet published in 1991 by Ape Management Publications titled How to Terminate Your Ape. This publication originally appeared in Adventure Comics's Planet of the Apes #19.

In the end, the astronauts leave the living museum much as they found it (thinking it might be a resource they can pillage later), ignore Aurelius suggestions they travel to the apes' Terminus City, and instead head south to the territory of the warring human tribes.

Wednesday, September 14, 2016

Wednesday Comics: Annotations on Future Quest #4

My on-going look at Don Lawrence's Storm will take a break so that we can revisit Future Quest, one of DC's re-imagining of classic Hana-Barbera characters. This will contain spoilers.

"The Land Before Questand "The Structure of Fear"
Future Quest #4 (2016), Written by Jeff Parker; Art by Evan "Doc" Shaner and Ron Randall

I am Mightor!" Mightor and Moby Dick ran from 1967-69. In that series Tor was a teenage caveman who used the power of the club to turn into Mightor. Here, Tor is older and mated to Sheera, Mightor's club apparently contains part of Omikron's mass, which is what gives it it's power. The Space Ghost cartoon has already established Mightor as existing in the same universe.

Listening to some music. The band streaming on Deva's tablet is the Impossibles,  The stars of the 1966 series were pop stars and superheroes.

"My name's Todd." Todd is one of the two main characters in 1966's Dino Boy in the Lost Valley. He meets a Neanderthal presumably named Ugh. Their first meeting is portrayed differently here than in the cartoon series and Todd is also given parents and a last name.

Called GARGANTUAN. Frankenstein Jr. shared a show with The Impossibles. Buzz Conroy was the son of a male Professor Conroy (his mother is never mentioned) who built the giant robot Frankenstein, Jr. Here, Ted Conroy was killed by sabotage by Dr. Zin (the same incident that took the life of Ellen Quest) and it is Buzz's scientist mother, Linda Kim-Conroy who builds Frankenstein Jr.

Monday, September 12, 2016

Hwaopt

Art by Jason Sholtis
Hwaopt are reptilian humanoids from a distant world. They have large eyes and their dorsal surfaces have tubercules and spines marked with splotches of drab colors. They have adapted to a trogloxenic existence, with the largest group dwelling in and maintaining a vast, library cave system, which may be the greatest repository of knowledge in the know world.

As their vocation would suggest, hwaopt are bookish creatures--to the point pedantry in the eyes of many. Their tendency to verbose lectures on obscure topics is minor social deterrent to other species compared to their odor.  Hwaopt use chemical signalling as part of their communication with others of their kind, but non-hwaopt often find these pungent scents unpleasant.

Hwaopt are generally nonviolent, perhaps even cowardly in the estimation of other races. This is not true of their degenerate, brutish relatives, the troglodytes.

Hwaopt Traits
Ability Score Increase. A hwaopt's Intelligence score is increased by 2 and Wisdom is increased by 1.
Alignment. Hwaopt tend toward lawfulness.
Size. Hwaopt are medium.
Speed. Base walking speed is 30 feet.
Darkvision. Accustom to life underground hwaopt can see 60 feet within dim light as if it were bright light, and darkness as if it were dim light for 60 ft.
Odor. Hwaopt scent glands deliver subtle chemical signals to other hwaopt. They can tell if another individual of their kind has been in a room or other enclosed location (60 ft. area) within an hour and make a DC 12 Perception to determine their general emotional and health state and whether it is an individual they have encounter before. Open areas, a lot of air movement, or other strong scents generally make this impossible. Other races tend to find hwaopt scents unpleasant, so they wear masking perfumes when they plan to be around other species in close quarters. Creatures with a keen sense of smell must make a DC 12 Constitution check or be poisoned until their next turn. A creature who succeeds their check is immune for 1 hour.
Languages. Hwaopt can speak and read the Common language of humans. They also speak their own tongue, a language whose grammar is notoriously difficult to master. Their scholar tendencies provide them one extra language.