Monday, October 3, 2011

In the Blood


The element iron has a special status: it carries oxygen on our blood; it’s the most abundant element in the earth’s crust; and it has the most stable atomic nuclei. More to the point for fantasy gaming: "cold iron" is said to ward off or harm fairies, ghosts, and/or witches.

In the novel Enterprise of Death by Jesse Bullington, magical attitude is inversely related to iron in the blood. A necromancer explains it this way:

“Iron, as I’ve told you, is one of the only symbols that represents what it truly is, here and on the so-called Platonic level of reality...Because it is true material and not just a symbol of something else, iron restricts our ability to alter the world, be it talking to spirits or commanding symbols or however you put it.”

Not only does this nicely tie some of the real properties of iron with its folklore properties, but it would have some interesting implications in fantasy games. Prohibitions against metal armor and the working of magic make sense in this light. Even more interestingly, it might it explain why D&D mages tend to be physically sort of weak--they need to be somewhat less robust in order to work magic well. Maybe higher Constitution scores actually impairs magic, or impairs the “level” a mage can advance too? That might also example the traditional dwarven poor magic aptitude: they’re hardy, creatures of the earth (where iron’s abundant).

Thursday, September 29, 2011

Buried in Brant's Tomb

Some choose monsterhood, while others have monsterhood thrust upon them. It can’t be said that the City fails to honor its heroes, whatever their failings. Case in point: the General Brant Monument—better known as Brant’s Tomb.

“Tomb” is perhaps something of a misnomer, as it implies a place of interment, of rest. The thing that was once war hero Hannibal T. Brant may be (strictly speaking) interred, but he definitely does not rest.

Brant spends periods in quiescence, so the solemnity of the monument is not disturbed for many visitors. Others are not so lucky. Brant rages within the burial vault, cursing those that imprisoned him and demanding release in a hoarse, but still commanding, voice. The doors shake with the force of his blows, but they hold—as they were made to do.

Even more unnerving are the times he begs or pleads, his voice quivering and broken with muffled sobs. There may a scratching sound, like nails dragged across stone. It can go on that way for hours. At times like these, some have been moved to cautiously approach and stare through the narrow gap in the vault doors—only recoil in horror at the glimpse of an angry yellow eye in a chalk white face, marred by spider-web cracks, staring back at them.

Wednesday, September 28, 2011

Warlord Wednesday: Spirit of the Wolf

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Spirit of the Wolf"
Warlord (vol. 1) #68 (April 1983)
Written by Mike Grell (Sharon Grell); Penciled by Dan Jurgens; Inked by Mike deCarlo

Synopsis: Mariah finds Rostov brooding beside a small pond. Jennifer believes she has found a cure for his lycanthropy, but Rostov wonders if she has a “cure for love.” He kisses Mariah, but after a moment she pushes him a way: “there are too many memories…to much pain” between them now.

Rostov thinks back to how proud he was of her as a fencing student, and how he fell in love. They had a time of happiness, but then his curse manifested. He began to hunt—and kill.

He meant to Gitana, his gypsy grandmother, for help. She told him the story of the origin of his wolf’s blood, but had no cure. With this sad news, he began to push Mariah away. He feared the curse might hurt her, or that it might be passed on to their children.

Then Mariah disappeared in Peru. Rostov roamed the world, searching in vain for a cure for his curse. He chanced to meet Professor Lakely and learned from him about Skartaris—a land of eternal sun. Rostov saw his chance to cure himself and find Mariah. Of course, the wandering moon of Skartaris dashed those hopes.

Machiste appears and tells them Jennifer is ready to cast the spell to separate the wolf spirit from him. They return to the castle:


The spirit leaps from his chest, a wolf of shadow! Now, however, Rostov can control it. He’s free to live—and love…


Machiste has something to say about that...


Mariah stops the two from fighting. She will not be fought over—she wishes to choose the fight. Rostov must beat her.

The two square off, but Mariah quickly gets the upper hand with some unorthodox Skartarian moves:


Mariah wins, but when Rostov gets angry at her tactics, the wolf attacks.  Rostov quickly pulls it off her.  He looks to the sorceress for an explanation.

Jennifer tells him that he's free of the wolf, but he still must control it. Rostov realizes he isn’t yet free.

He bids Mariah goodbye and sets out with the wolf at his side.

Things to Notice:
  • Travis Morgan, the titular Warlord, only appears in one panel this whole issue.
  • This issue repeats (in an abbreviated form) the story we got last issue.
  • Mariah was only 15 when Rostov became her fencing instructor. 
Where It Comes From:
This issue continues the "doomed romance" theme from last issue, though without most of the gothic trappings.

Monday, September 26, 2011

Life and Death in the Dung Ages

If you like your fantasy of the dark, darkly humorous, and dirty variety exemplified by Warhammer fantasy, then I’ve got a couple of book recommendations for you. Jesse Bullington’s two (standalone) historical fantasy novels are just the sort of grubby, violent, and irreverent stories you’ve been looking for.

I’ve mentioned The Sad Tale of the Brothers Grossbart before. It’s probably the more humorous of the two and maybe the most violent—though that’s a close call. Bullington’s latest effort, The Enterprise of Death has a bit more sympathy for its protagonists perhaps but doesn’t lose the qualities that made Brothers Grossbart entertaining.

Set in 15th Century Europe, The Enterprise of Death concerns a necromancer’s apprentice on the run from her evil master, and the friends she makes along the way—which include real historical figures mercenary/artist Niklaus Manuel Deustch and drunken eccentric Paracelsus. There’s plenty of corpse-reviving, cannibalism, witch-hunters, prostitutes, and pox along the way.

Sometimes Bullington hews close to history: there’s a monstrous voice-mimicking hyena that comes right out of Pliny. Other times, he goes his own way, like with his interesting take on vampires.

Bullington’s gritty and ironic novels are a nice palate cleanser from typical secondary world fantasies with protagonists with heroic destinies going about saving the world—and they don’t involve a multiple volume commitment.

Thursday, September 22, 2011

Bring Out Your Undead


There certainly are a lot of different types of undead in D&D and games inspired by it, aren't there?  As Zak pointed out in his Alphabetical Monster Thing, the D&D way seems to have been find a synonym for the name of a monster you’ve got, and you’ve got a new monster (e.g. ghost, spectre, wraith, phantom, etc.)

So what do we do with all those? Fight them, sure--or ignore huge swathes of them, maybe. I wander though, if one assumes all those undead types exist, what does say about the metaphysics of the world that includes them? Are the names distinctions without a real difference (other than game mechanics), just variations among individuals, or do they represent some sort of like a power level hierarchy in some fighting anime?

Characters might not know (or care) about the answers to these questions, but they might impact the setting in some interesting ways they would be in a position to uncover.

Any thoughts on the use (or lack of use) of the multiplicity of undead?

Wednesday, September 21, 2011

Warlord Wednesday: The Mark

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"The Mark"
Warlord (vol. 1) #67 (March 1983)
Written by Mike Grell (Sharon Grell); Penciled by Dan Jurgens; Inked by Mike deCarlo

Synopsis: In Mungo Ironhand’s castle in Wizard World (the high magic past of Skartaris) Jennifer is trying to cure Rostov’s lycanthropy (but having no luck) while the rest of our heroes watch. Morgan and Mungo busy themselves drinking martinis.

Suddenly, Rostov (in wolfman form) bursts free from the magical energy that bound him and goes after Jennifer. Machiste and Morgan are unable to restrain him. Jennifer, unphased by the snarling manbeast right in front of her, casts a spell that somehow blocks the moon's power and returns Rostov to human form.

Jennifer decides that understanding the origins of his curse might help her cure it. She pulls shard of crystal from a small chest of Mungo’s. They can use it to look into his past.

Mikhail Ivanov Rostov, a Cossack, happens upon a gypsy camp where he sees a girl, Gitana, dancing. It’s love at first sight. The problem is Gitana is the woman of Ostrap, a man with a fondness for handle-bar moustaches and pink clothes.


So it’s a duel with sabers over a pit of snarling wolves. Mikhail makes quick work of his rival. He swoops up the swooning Gitana, carries her off to her wagon, and (in a bit of Comics Code approved raciness):


“The smell of blood mingled with the scent of perfume…And in that night they both knew love for the first time.”

There are trials ahead for the lovers. Mikhail is shot in the back by an angry gypsy. He’s near death, but Gitana performs a magical ritual to save his life. She must use the blood of a wolf to sustain him.

Mikhail recovers, and the two are wed. Soon Gitana is pregnant. When their twins are born, they discover that the magic she used to save him had a price:


Mikhail snatches up the bestial child and takes it out into the snow. He raises it above his head to throw if off a cliff, but he can’t go through with it. Holding the child close, he jumps himself.

Gitana is left with her one surviving infant—a girl. Rostov is the descendant of that girl and inherited (according to Jennifer) the “chromosome imbalance” leading to lycanthropy.

Things to Notice:
  • Mungo yet again shows he has some source of knowledge on modern earth for his "humorous" references.
  • The events in "the present" of Skartaris are really only a frame for the sort of gothic romance tale.
  • The panels in the story of Gitana and Mikhail often have a tattered parchment sort of border.
Where It Comes From:
This is issue is sort of a gothic romance.  In keeping with that feel, Mikhail Rostov seems to bear a resemblance to the werewolf Quentin Collins in the gothic soap Dark Shadows (1966-1971):


"Gitana" is a Spanish word meaning "female Gypsy." Gypsies are, of course, another gothic staple.

Monday, September 19, 2011

Museum of Dangerous Art

A façade of steel plates and heavy bolts with a thick, round door, at home on a vault or boiler room, isn't what one expects from an art gallery, but then the City's Museum of Dangerous Art (Open weekdays 10 a.m. to 6 p.m., Godsday noon to 6 p.; Admission 25 cents; free on Loonsday) isn't the usual sort of gallery.

The anonymous group of prominent collectors (rumored to have been the shadowy cabal called the Unknown), whose sponsorship made the museum possible, are presumed to have had two goals: one was to encourage the appreciation and study of thaumaturgical artworks, and the other was to imprison these works where they can do the least harm. The collection includes paintings, sculpture, illustration, handcrafts, and film; the only requirements are that a work has some aesthetic purpose--and that it’s potentially harmful.

All of the art exhibited is placed behind wards or otherwise neutralized so that viewing them is not dangerous.  Patrons are reminded not to touch the art.

Here's a small sampling of the art in the collection:

Still [sic] Life
Title only given on typed card attached to frame.
Media: Oil on canvas.  Artist: Unknown, but believed to be van Snood.
Desc.: A bowl of decayed fruit which returns to freshness as the painting drains life from a victim (causes energy drain per hour like a hit from a wight).

Old Hag Quilt
Media: Hand-stiched fabric. Artists: A witches coven in the western Smaragdines.
Desc.: Appliqués in black and white show the successive phases of the moon interspersed with a nightscape where a female figure appears then moves to the forefront of the image.  The last square reveals her face to be a skull.  The quilt causes nightmares in anyone who uses it.  After a fortnight, a hag crawls from beneath the quilt.

Abode of Demons
Media: Marble. Artist: Unknown.
Desc.: A statue of male figure whose open cloak revealed distorted, demonic faces.  It's unclear what the activating mechanism is, but for every hour of darkness (sunset to sunrise) the statue is activated, 1d4 shadows emerge from inside the cloak.

Other malign works exhibited include the Damnation Photo, the Recursive Horrror, Grasping Hands, and Summer Daisies and the dreaded Sunny Day in Crayon (Queenie, age 4).