Saturday 22 February 2020

Punth: An Interlude

The Primer: Chapters 1, 2, 3

Work on the land of Punth continues, albeit slowly. However, as I sketch out the next portion of the primer, I have been looking at setting and background. 

In my one complete Punth hexcrawl I had laid out the complete background for Punth, the Qryth and so forth. I don't want to formally remove that from the Canon, but some of the questions of the setting should be left for interpretation.

People don't necessary pick up RPG books for a fully wrought adventure. I have no grand media empire to expect that anyone will be using all of Terrae Vertebrae. I'm not looking to fashion Lore. All worlds created in the course of gaming, I suspect, resemble Virconium more than they do Middle-Earth. 

Of course, even a blank sheet of paper has limits, though one may draw whatever one wishes on it. The narrative in the hexcrawl post was fairly specific, but more about the past than the present. That narrative still holds fairly well to my image of Punth, but it is now the 'Lowest Common Denominator'. The story a scholar investigating Punth might most readily tell, based on generally accessible evidence. This is not the same as the absolute truth.

The Qryth are still green and four-armed; there was still a tower that fell, there are still deserts and sand-dunes. 

But there are a few areas to decide for one's self:
  • How sincere are the Qryth in their role as leaders - do they live by the Codes themselves?
  • Can (and do) the Qryth communicate by other means than by the Codes?
  • How competent are the Qryth? [Yes, stronger and faster than any human. But how well is Punth getting along?]
  • What is the nature of the Ka-Punth's revolt against the Qryth? [Freedom fighters or terrorists?]
  • If the Qryth were to die off, would the state of Punth maintain itself in roughly the same fashion?
  • If the Qryth were to be contacted by their home planet, would they be welcomed home? Or have they been so thoroughly culture-warped and genefucked that they would never wish to?*
  • What was the Sorcerer-King trying to accomplish?
  • Can Punthites wield magic? Or must they rely on outsiders, willing or otherwise?
  • Do the djinn have any genuine power, or are they only unquiet spirits?
  • Do the djinn have any collective plan to regain their former power?
Anyway, the Primer rumbles slowly onwards. I might commission some art one of these days. An Appendix-N post might not be a bad idea.



*The Qryth's world presumably having developed along very different lines, so that a company of enlightened peaceable Star Trek-types could arrive to rescue a set of inbred maniac jarheads who have been playing the role of Colonel Kurtz with the natives - and react in horror.

Saturday 15 February 2020

Alignment Embodiments

On the template establsihed by noisms:

Lawful Good - Aslan

Lawful Neutral - Judge Dredd

Lawful Evil - Mephistopheles

Neutral Good - Gandalf

True Neutral - Bartleby the Scrivener

Neutral Evil - King Casmir, Vance's Lyonesse


Chaotic Good - Asterix the Gaul

Chaotic Neutral - Conan the Barbarian

Chaotic Evil - The Un-Man from Perelandra

Any thoughts?

Thursday 13 February 2020

Rogue Trooper: Nightmare Machines, Endless War and the First Person

Rogue Trooper began life in the British comic 2000AD, the work of Gerry Findlay-Day and Dave Gibbons. The time? The future. The place is Nu-Earth, a paradise world at a hyperspace junction devastated by years of war between two great alliances, the Norts and the Southers. This planet is so poisoned by chemical weapons that in most places humans cannot survive without a sealed chemsuit.

Hence the Southers created the GIs - Genetic Infantrymen - who can survive the poison atmosphere with no mask. But in their first action they were betrayed by a Souther general and massacred. One survived to hunt down the traitor outside the military chain of command- the titular Rogue Trooper. He is accompanied by the remains of his friends, personalities implanted in biochips attached to his war-gear, still speaking to him as he roams the poison wastes.

Enough of the summary. This is inspired by a reread of the first omnibus volume put out by 2000AD. There's some of Dave Gibbons's characteristic black and white art in that link, and you may conjure his name in connection with another blue post-human.

Originally found here: http://www.bbc.co.uk/cult/comics/2000adstrips/rogue/roguetrooper01.shtml
Many thanks to the chaps at the BBC.

The lone solider figure of Rogue is a familiar enough one, haunted literally and figuratively by his dead comrades - hoping not just to find the traitor, but to find new bodies for the biochips in his gear. His progress is told episodically, with miniature tale after miniature tale linked together - as one might expect from a weekly comic.

His own side, the Southers are rarely depicted in full view. We see odd units and the occasional glimpse of a distant (literally, on a satellite) command 'Millicom'.

(There is a constant interweaved future slang: Nu-Earth, the ruined city of Nu-Paree, with the Mitterrand Tower, 'Synth' applied to everything, the Nort exclamation of 'Nain!' or 'Stak!'. A bit goofy, maybe, but it gives a rolling gentle distinction to the language.)

Souther speech and habits look rather Anglophone; in time we would even see a Nort push into the 'Dix-i front'. Perhaps somebody had spotted the North-South angle. Either way, there is a sprinkling of American Civil War references: the cities of Memfizz and Nu Atlanta, the Georgia Volunteers, the song 'When the South goes marching in', the historic battle of Mek-Bull Run - even the port of Harpo's Ferry! [John Brown's body is a-rolling in it's grave...]

The Norts, however, are a far more interesting bunch. The Civil War angle is meant to perhaps imply some equivalence between the warring sides (in that both sides in a civil war are part of the same nation - they are kindred), though this is hardly how the Norts are portrayed. Inspired by the Nazis of Second World War comics (with a few Slavic overtones), they are by turns vicious and ugly, wearing full-face masks rather than the armoured astronaut-like Southers. Of course, we see far more of them. Rogue will walk into a firefight with some beleaguered Souther boys against an oncoming Nort force with superior weapons and help defeat them.

And such weapons! Guns, yes, but also vibro-daggers and lazookas. 'Decapitators' - hovering mines full of shrapnel. Automated sentry pillboxes. Drill-probes emerging from trench floors. Nort desert raiders riding genetically engineered 'Stammels'. Mountain troops on motorised snowboards. 'Blackmare' tanks the size of houses. The 'hard rain' of chem-suit piercing flechettes. Plantlike barbed wire, that traps and strangles its victims. Hallucinogen spraying tanks, that can appear as nightmarish vast spiders or snakes - or a float full of flowers and women. Laser-projected propaganda 'Holo-beam messages'. Poison saboteurs, nicknamed by the Southers 'Filth columnists'. The bizarre sight of the Sun Legions, Nort troopers apparently hang-gliding into battle from orbit (a notion so absurd they were later said to be extinct).

Well, what's the point of all this? Bizarre weapons and over-complex plans have some delight to them, to be sure. The need for a new hazard every few weeks also must have fuelled some creativity in the writers of the first run. But their is a sheer variety of complex industrial might levelled against the one lone trooper. It exudes a certain kind of atmosphere, found in a certain sub-genre.

The Protagonist has a weapon or two, and belongs to a nebulously defined organisation, often without clear ranks. The Antagonists are many, belong to a vast hierarchy and a equipped with startling variety. Not the Lone Wolf of Rogue Male, but something bigger, pulpier, set among the stars. Lone Space Wolf? [Sorry.] It's a matter I've considered before.

Of course, the Nort multiplicity of organisations (Army, Navy, Scum Marines, Sun Legion, Kashan Legions) is presumably meant to conjure up the different forces of Nazi Germany - the Wehrmacht, the SS, the SA, the Gestapo. Nonsense, in some ways - the Allies had quite as many different organisations and they could be just as characterful. A Gordon Highlander or Bengal lancer is a picturesque a sight as a soldier in full SS black.

Rogue Trooper has had a few spin-offs after the original run fell apart after the traitor general was found; Jaegir is perhaps the best, though it suckles from the teat of the grimdark rather. It tells the story of a Nort Kapitan-Inspector in the 'Office of Public Truth'.

Complete with traumatic memories of Nu-Earth and the protagonist of the original!
From Jaegir: Circe, 2000AD Progs 1893-1899

It was made into a video game - a First Person Shooter, for which its narrative was almost perfectly suited. A lone soldier, the superior of any other, fighting hoards of enemies who can prove a challenge both in quality and quantity? Unfortunately, I am told by a relative who actually played it, that it was not much good. Duncan Jones is apparently adapting it for the screen - which will hopefully be better.

Speaking of FPSs, however, Rogue Trooper surely has a descendant in Killzone. I did not play them, but this brief series of games had a war between the Interplanetary Strategic Alliance (boring, vaguely American) and the Helghast (cool name, gas mask, black armour, British accents, swastika-like emblem). I invite you to consider their respective wiki pages.

Quite what the difference is between a Shock Trooper and an Assault Infantryman, I should not like to say.
Found here: https://killzone.fandom.com/wiki/Helghast_Army

If the above does not suggest a Rogue Trooper parallel, perhaps the hazardous, polutted Helghan will.

It's an odd question - why not have well-defined Protagonist factions? Time is one factor - how long do you have to tell your audience about a place? A negative portrayal is probably quicker to rouse up than a positive one. The slow start of Peter Jackson's adaptation of Lord of the Rings allows for this, having to do quite a bit of heavy lifting for a presumed newcomer to Tolkien. Even here, of course, the portrayal is mixed: The Shire is innocent, but ignorant. Rivendell is the seat of wisdom, but lacking in the power it once had.

Why can I not get excited about the prospect of the ISA Constitution and Statue of Liberty? An ill-defined state can be whatever you want it to be, of course. Perhaps I'd rather have that than Gears of War with it's Coalition of Ordered Governments, created seemingly solely for the pun but giving obvious direction towards an authoritarian angle. Though the comparison between the Evil Empire (rules-based, governed, uniformed) and the Alliance of Freedom (anyone can pick up a gun and join) is one that may appeal to the libertarian. More than all this though, the lack of detail is sort of insulting - Shabby. Incomplete.

(The FPS antidote to the Lone Wolf may be early Call of Duty. As this chap lays out at length, each narrative gives a view of several units of ordinary men on several fronts. Call of Duty 3 may tread well-worn ground in Normandy and Western Europe, but does so switching between Americans, the British, the French Resistance, Canadians and Poles.)

Well, it all makes me appreciate tabletop wargames all the more. Each faction to be laid out with a variety of fascinating, characterful units; each to receive a ration of lore to back them. Rogue Trooper probably gave something to the feel of Warhammer 40,000; 2000AD was certainly an influence. I suppose this is what I enjoy in my war stories, or any story of great deeds. Multiple perspectives, variety, details, verisimilitude. I've been reading The Cruel Sea; Monserrat has some of these. Tom Clancy also, sometimes. I'm not sure that sort of story is always possible on film, however.

I have room for the mythic, indeterminate, bizarre or pulpy, and enjoy Rogue Trooper. There's something almost Passion-Play like about it. But it has some odd echoes elsewhere.

Wednesday 5 February 2020

Excalibur, Armour, Dragons

A recent viewing of the 1981 John Boorman film Excalibur made me think lightly about costume.

Two light points to begin with:

1) Happy, dancing matrons in blockish medieval headdresses is by no means a bad look.
2) Congratulations to Nicol Williamson for playing the mighty wizard Merlin 'Chromebonce'.

WiccanInfaithCouncil on Twitter: "Excalibur's Merlin * 1981 ...

But more particularly, every scene is full of men wearing armour. Knights are almost perpetually in armour. Armour uncovered by tabards or paint or engraving. Obviously metal armour. It becomes almost part of their being. The knight is not determined by their weapon (other than Excalibur, everyone is quite happy to switch weapons every so often) or their personal heraldry (rarely in evidence, aside from flags - never focused on, really).

Before the coming of Arthur, this is crude, black iron armour, with conspicuous spikes or studs. There are prominent straps and jangling discs. Heavy masks cover the face. Pauldrons are weighty and asymmetric. Modred's rebels share this armour. There is something Orc-like in it, though this may be a Peter Jackson-inspired retrospective thought. At any rate, the message is clear: until Arthur comes, we are all orcs - and it is worth remembering that the knights of Camelot are the raiders and reavers that rode with Uther, or their sons.

At Camelot, however, armour is shinier, sleeker and symmetric. Better proportioned, cleaner. The effect is striking and doubtless intentional. When knights wearing the two different types of armour fight, it is as if a Space Marine of the 41st Millennium is fighting Captain America: the clear, colourful, human and heroic against the hulking, industrial and deliberately ugly. Or, indeed, like watching Darth Vader fight Luke Skywalker.

Modred himself, of course, wears gold armour with spiked edges, a sculpted breastplate and a helmet shaped like a human face. An imperial, trying-too-hard parody of a knight, perhaps. I suspect that this was in a different way what the costume designers were going for with Snoke in The Last Jedi, with his gold robe, bright throne room and elaborately armoured guards; no dull, vast machinery and black hood for him. A pity the look was not maintained for other antagonists.

The look of these armours is so uniform to imply a degree of unreality - could any set of armour be so   perfectly in keeping with its peers? But that's no real problem in this film.

***

One of the odder little details of the film are the pseudo-Nature worship angle of Merlin and Morgan Le Fay's magic. It's rather a step away from the tomes-and-alchemy Merlin of The Once and Future King, for instance. But it isn't (quite) the Celtic pagan remnant associated with Marion Zimmer Bradley (though interestingly, there is a constant 'Celtic Christianity'* feel to the Christianity of the film - beards, strange tonsures, gestures of blessing with oak branches).

Instead, we get strange paens to the possibly amoral force of the land called the Dragon. Difficult to summon up, unconcerned much with individuals and if not omnipresent, then certainly extensive in its presence. If it has a morality, the big-picture political concerns of Merlin and the health of the land are the closest thing it has.

The Prophet class of The 52 Pages might form an agreeable fit for a Merlin-esque character, or 'Prophet of the Great Dragon'.

Spell Schools: Knowledge, Nature, Illusion
Motto: Unite the Land and Make it Healthy
Symbol: Coiling serpent
Weapon: Staff, Metal Skullcap




*Not that we really have a solid idea of what that looked like, hence the scare quotes.