Monday, March 27, 2023

Mythic Exalted: Lookshy


The city-state of Lookshy is pretty easy to get a handle on: it's Sparta-Shogun era Japan to the Realm's Imperial China-Imperial Rome. "Sparta-Shogun era Japan" is a pretty nice combo for a more Sword & Sorcery Exalted, so it's an easy one to work with.

The name I'm not to fond of though. I'd say it's a bad transliteration of Lukshi or Luk Shi, so that's easy enough to fix. Given it's origins as the holding of an old Realm legion, I think its Sparta character should really be pushed in a Republican Rome sort of direction (making the Realm more later Empire or even Byzantium) to take into account their conservative adherence to traditions likely abandoned in the Realm.

Visually, I think I would go with the Japanese influence, but use the look of armor from an earlier era than the more Tokugawa illustrations in things like The Scavenger Lands.


Add a few Roman Legion flourishes and maybe more Greek style helmets for parades and I think it works.

A difficult bit for a lower-powered, Sword & Sorcery take on things are the warstriders. I think they are easy enough to remove, but I don't really believe that's necessary. Mecha type things are not without precedent in four-color Sword and Sorcery, at least: 


I think they get easier to envision if they look like Daimajin above or maybe the Shogun Warriors. Maybe a bit less colorful that those guys.

One interesting tidbit from the initial setting description is the mention of Lookshy (Luk Shi!) Dragon-Blooded intermarrying with a "federation of outcaste bandits" called the Forest Witches. Maybe I missed it, but the Forest Witches don't seem to show up again in Scavenger Sons or 2nd edition material. It's not a major point, but it makes me think of both the "rivers and lakes" of the Jianghu and Fuqua's King Arthur, with the Forest Witches as the Picts. Jianghu Picts, perhaps?

Friday, March 24, 2023

The Library, Ao-Dweb

What follows is excerpted from the journal publications of the scholar Nura Glismod who was sent by one minster or another of Ascolanth (the writ, in the manner of all standard Imperial bureaucrat text, is unclear on its specific authorities) as part of an "exchange" with the hwaopt at the Library of Ao-Dweb. 


First, I should address the less pleasant aspects of interaction with hwaopt, namely the odor. My associates and I utilized olfaction dampeners to make it bearable, but I found it necessary to burn my clothes afterwards.

What has generally been said about the Library is true: It is undoubtedly the greatest repository of knowledge currently in existence and a center for the most advanced scholarship in the world. It sprawls over numerous subterranean chambers, some of which must be natural, if modified, others some entirely constructed.

The humidity of caves would generally be a barrier to their use as an archive, but the hwaopt have enacted some sort of magical shield (one can feel it when entering the structure) that keeps the air dry. I was told by another visitor (a suspicious voluble An-Woon Thuan of the Mountain of Wizards) that the hwaopt have wards to dampen magics within the Library for fear of eroding their controlled encompassment.

The hwaopt organizational system is arcane. I was told that librarians only those you can passed rigorous examinations in the hwaopt classification of knowledge. The dangers to any would-be browser are more than merely not finding the volume one was looking for. I was told by our guide in what I assume are sober tones for a hwaopt that persons have become lost in the library for days when they wondered off to more esoteric collection areas. Apparently, scent plays some part in the hwaopt system, but the details are closely guarded.

One unusual danger in the Library: the occasional incursion by troglodytes from some neighboring caves. This occurred in a part of the structure why we were there. It is puzzling as to why the hwaopt allow this, when presumably they could prevent it. Instead, they merely close areas of the library to the public until the brutish creatures have moved on.

Perhaps related to this mystery, I happened to observe at a distance an interaction between a troglodyte and a hwaopt while we were being ushered to a different location due to the incursion. The hwaopt seemed in some sort of stupor, perhaps even paralzyed. The troglodyte approached very close with a demeanor of hostility, but the hwaopt remained rooted to the spot with an expression I would call vacant, while acknowledging the difficulty of diving meaning from their alien countenances. What became of the hwaopt, I do not know, and I thought it best not to question our guides on it.

Thursday, March 23, 2023

Mythic Exalted: The Immaculate Order


The Immaculate Philosophy in Exalted is an engineered belief system, created by a faction of Sidereals looking to bolster the Dragon-Blooded and cement the coup against the Solars. Whether it was formed from whole cloth or based on existing beliefs we aren't told, at least not in the first book. We are told the Order is monastic (presumably solely), which is unusual for earthly religions, but could be. The description of the Immaculate Philosophy and practice suggest the writers were mostly thinking of Buddhism, perhaps with a bit of Hinduism, but I think some of the more interesting parallels and inspiration can be drawn from Confucianism. 

Immaculate Philosophy acknowledges the existence of the gods and spirits, but that's not it's focus. Proper ritual toward these spirits--which means these rites are respectful and discrete--is appropriate, but the focus is more on self-cultivation and living virtuously. I feel like, again not unlike Confucianism, Immaculate Philosophy would view "Heaven" (or Yushan) and being in harmony with it important, but they would largely disapprove of personalizing it as gods. Yu-Shan would be the sort hand for the proper process of the world.

In a sense, the Immaculate Philosophy is more secular than spiritual. In a world where essence is real and demonstrable, as are the hypostases of the belief, the Elemental Dragons, I feel like the focus on correct behavior, self-improvement, and social ritual, qualifies it as such.

It isn't discussed in the texts, but I feel it's more fun and more realistic if there are perhaps various schools of thought within the Immaculate tradition. We are told it's concerned with stamping out heresy, but that's an odd aspect of it and given the desires of the Sidereals who crafted it, I take that to mean mainly "too much god worship" or the "belief the Solars aren't Anathema." Within the confines of its view of the world, I suspect you have traditions that are more or less mystical or ascetic than others. The equivalents of Pure Land Buddhism or even Prosperity Gospel. Perhaps there's even "left hand path" Immaculate belief that seeks a dangerous shortcut to Dragon status?

Wednesday, March 22, 2023

Wednesday Comics: DC, June 1982 (week 4)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, we review the comics hitting the newsstand on March 25, 1982.


Action Comics #532: Wolfman seems to never to miss a chance to use his creation H.I.V.E. Lois goes undercover, impersonating a H.I.V.E. agent she captured, and finds herself part of a squad assigned to kill Superman with Kryptonite ray-guns. Lois and Superman escapes, but it turns up to all be some sort of elaborate plot by H.I.V.E. which will probably be revealed next issue.

Rozakis and Saviuk are back with the Atom, and the story's still hard to care about. Palmer manages to deactivate the bomb without using his shrinking powers and investigates where it came from, but he gives away his secret identity to two crooks and then appears to have killed them!


All-Star Squadron #10: Thomas and Gonzales/Ordway keep demonstrating how difficult it is for these superheroes that (naively, I think) gave up their super-identities just to enlist and kick the costume habit. Which is a good thing, I guess, because a weird, eye-shaped aircraft is attacking U.S. planes on the West Coast and Hawkman and Starman must intervene. Dr. Mid-Nite on a Pacific outpost also tangles with the Eye. And the Eye pops up again to halt hostilities between the Russians and the Germans. In the end, the Eye is hovering above the White House and a tall man-like form emerges from an energy beam. He announces that he is Akhet, from the 2nd planet Proxima Centauri, here to annex the Earth in the name of the Binary Brotherhood!


Captain Carrot and His Amazing Zoo Crew #4: In one respect, Thomas and Shaw/Grothkopf are sort of ahead of their time with this book. The Zoo Crew are quite concerned with becoming famous in a way I don't think we see mainstream supers be until the 90s. Anyway, while Roger Rabbit tries to keep the team focused on establishing themselves and capitalizing on recent successes, Rubber Duck and Yankee Doodle (with Fastback tagging along) head off to the Okey-Dokey Swamp to continue their film-related careers. This film just might be a gentle parody of the then-recent Swamp Thing movie but turns real really quick as discarded monster makeup bonds with a decaying alligator skeleton to create a mud monster it will take the whole Crew to defeat.


Detective Comics #515: Conway is back, so we discover the second-rate villains of a couple of previous issues were trained by the Headmaster in his Academy of Crime in Hollywood, where people learn to organize their crimes and create tactics to succeed. When Batman hears about the Academy, he heads out West in order to learn more about it in his old disguise of Matches Malone. Meanwhile, Dick Grayson is following his ex, Dala, to see what caused her change in attitude towards him. He follows her as Robin to an ancient house located in the middle of nowhere. Curious about what she could be doing there, Robin sneaks inside the house, only to be knocked out by a hooded figure.

In the Batgirl backup by Burkett and Delbo, our heroine has her hands full with Lady Viper, and we get the snake woman's origin which involves a love of snakes and a mystical artifact.


New Adventures of Superboy #30: An experimental device created by Lex Luthor turns Bash Bashford, football star, into the fiery Glowman. Meanwhile, a girl who steals a crystal ball from a carnival fortune teller finds only Superboy's kiss can remove her curse of old age.

In the Dial H for Hero backup by Bridwell/Rozakis and Bender/Giella Vicki as Miss Hourglass saves Chris from a fall. He dials the identity of Mr. Opposite and the two defeat the Disc Jockey.


Tales of the New Teen Titans #1: A popular series demands spinoffs and Wolfman and Perez oblige with this limited series. This issue reveals the origin of Cyborg containing some discussion of racism and the plight of black people in America that is, at best, a bit naive seeming in 2023 and possibly even offensive. Luckily, the worst stereotypes are foisted onto side characters, and Cyborg emerges are a more well-rounded portrayal of a black character than many we've seen previously in comics.


Unknown Soldier #264: Haney and Ayers/Talaoc are back with another high concept Unknown Soldier yarn. The Soldier has to go to Switzerland and climb a perilous mountain called the Needle to retreive information from a crashed Allied plane. Klaus von Stauffen and his Nazi lackeys are on the mountain, too, and it's a race to the top. Turns out the Nazis don't know anything about the plane, their own on a mission to put the corpse of a German climber at the top so Hitler can claim bragging rights for the Reich. The Soldier foils their plan and completes his mission. 

The Kanigher/Spiegle Balloon Buster feature has Savage continue to skirt court martial and maybe even execution by breaking the rules, including firing on his own side to keep them from getting to von Hammer when the German Ace returns the kid he flew to the doctor in Berlin. Spiegle draws great airplanes and aerial action. In the Tomahawk story by Haney/Delbo Tomahawk and his Rangers bust out of jail to save Washington from Lord Shilling's assassination plot. They succeed, and Tomahawk's name is cleared. 


World's Finest Comics #279: In the lead story by Burkett and Buckler/Smith, Bruce Wayne has been captured by General Scarr and his crew, but Scarr thinks Batman has just disguised himself as Wayne. Batman is taken to a cell in their hideout, but soon he escapes and learns that the villains are planning to hijack alien weapons left behind by the Weapon-Master from a couple of issues back. Batman contacts Superman, but the Man of Steel fails to stop the crooks from acquiring the weapons as he gets thrown into a continuum of no time and seems unable to escape. Batman is on his own.

In Cavalieri's and von Eeden's Green Arrow, Queen manages to locate his friend's daughter in the cult compound, but she refuses to leave until the cultists' condemn her independent thinking. They leave (surprisingly) without any violence. Hawkman, in contrast, has to engage in a lot of violence against some Starlin-esque aliens not so ably rendered by Saviuk. He ultimately defeats the pirates, but he and another captive are stranded in their ship.

Bridwell and Newton finish up the retcon to the history of Kid Eternity, making him Captain Marvel Jr.'s brother. The story implies, interestingly, that the wizard Shazam has the role traditionally assigned to St. Peter of acting as the doorman to Heaven. Maybe he just fills in on occasion?

Monday, March 20, 2023

Weird Revisited: Professor Crowe and his Ugly Bird

 This Weird Adventures post first appeared in August of 2010. I recalled it due to this cool post.


Art by Daniel Kopalek

Professor Enoch Crowe and his familiar/partner-in-crime are wanted for the sell of unlicensed alchemicals, and fraud related to such, in the City and smaller municipalities in the Smaragdines and the South. The Professor (this title is an affectation--he holds no known degree) sells dubious nostrums from the back of his truck which he drives on a circuitous route mostly through rural areas, but sometimes visiting poorer neighborhoods of cities.

Crowe will typically have the following “cures” for sale, but will only be specifically hawking one at a time:
  • Priapic Vigor - said to increase male sexual performance (allegedly made from extract of satyr musk, and other natural ingredients).
  • Hirsutific Unction - said to cure baldness cure (from "essential oils" of de-odorized skunk-ape hide)
  • Triodia’s Specific - An unguent (sometimes tonic) to cure venereal disease. (from alchemical purification of a species of lilly that grows in secret Ealerdish grottoes where nymphs are known to bathe).
  • Panaceatic Lens Treatment - The patient sits under a head-sized dome of purplish crystal (actually colored glass) which he or she is told will “re-align their mental energies and vital forces to be in greater harmony with the universe.” Mostly, it does nothing, but Crowe can use it to given a suggestion (as per spell) to the patient.
Crowe can also produce some genuine minor magical potions, but only sells these to high-dollar costumers, and may just as like substitute a minor cursed potion, if he thinks he can get away with it, and might lose a sale otherwise.

Crowe’s partner or servant, is called by him “Dearest” or perhaps just “Bird,” but is known to everyone else as “Ugly Bird.” Ugly Bird is an harpy of a particular spiteful disposition--and this is in comparison to others of her kind who aren't paragons of compassion. She won’t generally be seen when Crowe is about his business of sales, but she is always watching, and never far from his side.

Prof. Enoch Crowe: MU4, HP12, spells commiserate with his level, and 1d10 real potions in his truck, besides his charlatan’s wears.

Ugly Bird: AC 7 [12], HP 17, 2 talons 1d4 each, Special: flight, unlike often presented, harpies in the world of the City have no “siren’s song” power.

Thursday, March 16, 2023

Mythic Exalted: The Gods

 


I wanted to continue the thought process from this post by looking as the gods of the Exalted universe. It's interesting, because the theogony and cosmogony have echoes in Greek myth, but in it's "final form" as interacted with by the players, it has some features of Chinese traditional religion.

The earliest gods or god-like beings are the Primordials who arose in chaos and then created the world from it. Their group name and function recalls the Greek Primordial deities (Gaia even shows up in both groups), but few are well described and there are hints that they are monstrous (like the Mesopotamian primordial deity Tiamat) or aloof and alien (like Lovecraft's Outer Gods, particularly as referenced in the Dreamlands stories) or both. 

The Primordials create the lesser gods to run Creation for them. Chief among these are the Celestials or Celestial Incarnae who are based on the classical planets--the seven moving astronomical objects visible to the naked eye. They are largely just given the modern names for these celestial objects borrowed from Greek myth, which I think is sort of mistake, in that those names have connotations that may mislead as much as illuminate. They don't really have the roles or portfolios of the Olympians, at least.

While Apollo and Artemis are solar and lunar deities, respectively, the Unconquered Sun and Luna resemble more the gods that were the personifications of those Celestial objects, Helios/Sol and Selene/Luna or those sorts of deities in other cultures. Along those lines, I think it's better to think of the Five Maidens not as the goddesses of war, serenity, endings, etc., but as the deities of fortune and destiny related to those areas like the Greek Fates or the Norns of Germanic myth. It's a subtle distinction, but one worth making because it makes the Celestials less gods more personified cosmic forces--but more relatable and understandable ones than there Primordial creators.

They would be at the top of the Celestial Bureaucracy like the gods of Heaven China traditional belief. Beneath them were the various gods that might get more direct worship and serve as the analogs for traditional fantasy rpg deities. 

All of this works pretty much as is, I think. The Celestial Bureaucracy might be viewed as working against a Sword & Sorcery or ancient (European/Near East) feel, but I don't view it as a problem. Incorporating some ancient Chinsese elements is fine with me. The names of the Five Maidens bug me, so I might change those, but do know to what right off hand. Maybe substitute the names of the Olympian Spirits?

GRIDSHOCK'D! (part 2)


This continues my conversation with Paul Vermeren about his 80s-veneered, post-apocalyptic superhero game, GRIDSHOCK 20XX available on drivethru in pdf and in hardcopy from Exalted Funeral. You can read part 1 here.

How much does "retro" play a part in the aesthetic of GRIDSHOCK 20XX? We live in a time where cyberpunk is mostly considered a "retrofuture" genre thanks in large part to design that harkens back to cyperpunk publications of the 80s? How much is it a retrofuture as opposed to an alternate present?

GRIDSHOCK 20XX's apocalypse was a reality-warping event that took place in 1986, and its present day of 20XX is set several decades after that. I'd say it's an alternate present, since one of the conceits of the setting is that the existence of superhumans changed the course of history more significantly than it did in your typical "mainstream" superhero universe. The GRIDSHOCK universe's 1986 looked quite different from ours, with things like clean energy and various forms of super-science gadgetry introduced by heroes (and salvaged from villains) in widespread use. So, GRIDSHOCK 20XX's alternate, post-apocalyptic present includes elements from its alternate, pre-apocalyptic past that could be described as retrofuturistic.

In terms of aesthetics, I alluded earlier to having a more retro vision for GRIDSHOCK 20XX that changed as I and my collaborators worked on it. The original over-the-top, exaggerated 80s feel had been toned down a little by the time I published the zines, but that Trapper Keeper retrofuture aesthetic is not completely gone. The 1980s are viewed by some of the setting's factions and characters as a lost golden age, so there's still a good deal of big hair, shoulder pads, and laser grids in the setting. I think those elements help the setting feel toyetic in a way that I hope encourages players and GMs to think big in terms of what do with it.

In creating something and sending it out into the world, it seems to me there's always a bit of difference between what you liked about it and what others do. Is there some aspect of GRIDSHOCK 20XX you really like that you feel maybe folks haven't latched on to or recognized to the degree you would like?

I think those who have picked up GRIDSHOCK 20XX really like the look of the zines. That's gratifying to hear, because the aesthetics were always a focus for me. While I've had people tell me they think that the setting is awesome or interesting, so far, I haven't heard much about specific elements of it that they particularly enjoyed. 

This is my first foray into writing for tabletop RPGs, so I'd love to know which parts of the zines readers liked most (or maybe didn't like as much) so I can make more of what works well for them. For example, I'd be interested to know if people enjoyed zine 3, Regions, as much as I do. I think it presents a lot of interesting, gameable material in a small package, but did others feel that way? Did they love the landscape format of that booklet or hate it? I'm not sure yet. 

Hopefully you'll get some of that feedback! Last question: Where do you see GRIDSHOCK going (or where would you like to see it go) in the future?

There might be additional GRIDSHOCK 20XX zines, including adventures, adversaries, or new regions to explore. I think games often live or die based on whether they've got some solid adventures ready to go, but I'm not especially skilled at writing them. I've considered working with other creators to make that happen.