Monday, October 31, 2011

Hobogoblin Garbage Kings


The City generates a lot of garbage, and most of it goes to the expansive Klaw Island landfill. Marshy Klaw Island has always had a sparse human population, but the coming of the landfill with its hills of garbage and pits of refuse has drawn gangs of hobogoblins.

The hobogoblins have divided up into tribes with zealously guarded territories. They mine the garbage for usable (and saleable) items. Hobogoblin “alchemists” have become adepted and making various minor potions with the most dubious of alchemical wastes, and can distill hooch from virtually anything organic.

The hobogoblins must defend their holdings from monsters of various sorts, attracted to the waste. They’ve been able to train giant rats as guard animals to protect their settlements from giant insects, aggressive fungi, or hungry otyughs. In years past, inbred wererat clans sometimes contested the hobogoblin hegemony, but periodic eradication and vaccination campaigns by City sanitation officials seemed to have sharply curtailed (if not eradicated) nyfitsanthropy on the island.

Hobogoblin legends tell of the first and greatest of the landfill kingdoms, Wastenot, a scrap Atlantis now sunk beneath the brackish waters of Lake Zathogua. Hubris of the swells in Wastenot led to neglect of due tribute to the beast of the lake, and all of Wastenot’s “grandeur” was pulled down by pale and vengeful tentacles in a single night.

Sunday, October 30, 2011

Gormenghast...with Pictures


I got home Friday to find the months-delayed Illustrated Gormenghast Trilogy from Overlook Press waiting at my front door.  For you Mervyn Peake fans out there (and I know there are some of you!): It was worth the wait.  It's a handsome hardcover volume with an introduction by Michael Moorcock and illustrations by the author himself.  Like Swelter here:


One might wish for more professional illustrations, I suppose (Charles Vess, or the like, maybe) but seeing Peake's concepts of his own characters is great. 

For those unfamiliar with Peake or Gormenghast, here's bit of tease from the publisher:
"Enter the world of Gormenghast. The vast crumbling castle to which the seventy-seventh Earl, Titus Groan, is Lord and heir. Titus is expected to rule this Gothic labyrinth of turrets and dungeons, cloisters and corridors as well as the eccentric and wayward subjects. Over the course of these three novels--Titus Groan, Gormenghast, and Titus Alone --Titus must contend with a kingdom about to implode beneath the weight of centuries of intrigue, treachery, manipulation and murder."
There's also an official Mervyn Peake website here with more insights into the author and his works, including Gormenghast.

Thursday, October 27, 2011

Two-Fisted Monsters


White Wolf gave us monsters as protagonists, but they wound up being so angsty. For the more pulp minded gamer--who likes they’re vampires more Dracula Lives! than Interview with the Vampire--here are some monstrous inspirations:

A bruiser made from dead bodies is pretty pulpy already, but Mark Wheatley combined Mary Shelley’s brainchild with crime fiction, creating Frankenstein Mobster. Grant Morrison’s version of the monster is sort of a pulp adventurer in Seven Soldiers of Victory and now appearing monthly in Frankenstein, Agent of S.H.A.D.E. In the 1977 novelette "Black as Pit, From Pole to Pole" Waldrop and Utley have the monster wandering into a Pellucidar-esque Hollow Earth.

Werewolves have shown up as bikers and Nazis. Dan Brereton’s Nocturnals gives us a two-fisted scientist who suffers from werewolfism (as the Comics Code would have it) leading a team of monsters. Marvel’s Man-Wolf winds up a modern wolf-man in a Medieval fantasy world as Stargod.

Dracula gets into all sorts of historical adventures in the aforementioned Dracula Lives! reprinted in Essential Tomb of Dracula, vol. 4 (tragically, without the two encounters with Solomon Kane!). Forever Knight gave us a vampire police detective. Nancy Collins’s Sam Hell, the Dark Ranger, is an Old West vampire fighting supernatural menaces in “Hell Come Sundown.” Of course, Kate Beckinsale as a werewolf-hunting vampire (in tight leather) in a sort of action riff on Romeo and Juliet still might be a little angsty, but I'll mention it anyway.  Mainly for the tight leather.

I bet with a little digging I could think of something for the mummy--but start with those and the get those creatures on the loose.

Wednesday, October 26, 2011

Warlord Wednesday: The Journey Back

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 Journey Back"
Warlord (vol. 1) #71 (July 1983)
Written by Mike Grell (Sharon Grell); Penciled by Dan Jurgens; Inked by Bob Smith

Synopsis:  In Castle Deimos in the Skartaris we know, Jennifer Morgan keeps a vigil at her magic mirror, holding open the portal in the hopes that her father and Shakira will make it home. We see a crystal ball among decorations in her sorcerous laboratory (which may be important later).

In future Australia, Morgan and Shakira make their way on horseback across the Outback to the southern coast. Morgan figures the best way back to their time is in the inner earth, even though the colonized and heavily populated Skartaris of this age isn’t the one they know. He thinks they’ll need a boat to Antarctica, but when they get there they find a connecting bridge has been built, leading right to the inner earth. They head down to a trading post to book passage.

When Morgan pays in gold coins, the clerk gets suspicious he might be a “mutie” and calls the law. Morgan shoplifts a few things off the shelves and takes off before the cops arrive. On horseback, our heroes race through the town and onto the bridge. Morgan knows the authorities will just be waiting on the other side. He formulates a plan…

On the distal end of the causeway, two border guards in a flier have already been alerted to our heroes’ presence. They swoop in to arrest them. With a little transformation trick, Shakira and Morgan get the drop on them:


They commandeer the flier:


Morgan flies okay, but they hadn’t counted on defenses. Other fliers come after them and they’re shot down. They try to make a run for it, but the guards shoot Morgan, knocking him unconscious.

He awakens, still groggy, to find himself with Shakira behind a dumpster near a house. The guards are still out looking for them. Shakira climbs through an open window and—finding the owner inside—threatens him with Morgan’s pistol.

Luckily, the guy speaks Skartarian, and even more luckily, he’s a medic. He’s able to bandage Morgan’s wound and give him a transfusion. He tells them his name is Gyre, and mistakes them for members of some militant Skartarian faction.

They tell Gyre they need to get to Castle Deimos to meet someone and (surprisingly) he knows the place! But is Morgan well enough for travel?


They hail a flying taxi and take it through the streets of an utterly transformed Skartaris to Castle Deimos…


The old castle has been turned into a troop outpost and all the equipment inside removed. Feeling defeated, Morgan thinks they might as well go in and have a drink. About “4 Bourbons later” Shakira notices something—a crystal ball just like the one in Jennifer’s sanctum. Gyre tells them it’s from the actually Castle Deimos, like of the decorations.

At that moment, the television news report declares Morgan a mutant fugitive. The bar crowd starts to get ugly. Then, Shakira notices something else:


The mirror over the bar is Jennifer’s magic mirror! Our heroes leap through and arrive back in their own time.

Things to Notice:
  • This is the first issue with a cover by someone other than Grell.
  • The letter column of this issue features a letter by a Matt Brandal who says he's a Dungeon Master in "Dungeons and Dragons" and he's used Morgan's adventures as adventures in his game, because his player's don't read Warlord.
  • Amazingly the magic mirror portal stayed open over centuries.  They just don't build them like that anymore.
Notes:
This is the last Grell penned issue of Warlord of this volume.  It would be nearly a decade before he writes the character again.

Monday, October 24, 2011

I'd Play That Game


I think this would make a great incident in a weird (or just slightly quirky) Western game.  Note that ol' "Rail Splitter" Abe seems to have chosen to take on Scalphunter in the oval office--meaning he's wrestling in an official capacity.

Sunday, October 23, 2011

Done...


With the Weird Adventures manuscript, at least.  There's still some proofing, layouts, and minor (hopefully) edits to be done, of course, but since those things have been proceeding apace, there's actually not much of that left either, barring something unforseen.

It looks like it will come out between 140-150 pages, based on the number of words, and depending on how illustrations fit in, and the like.  Over 100 pages have been layed out so far.

So thanks to everyone for their patience and continued support!  I'm glad to be able to say the wait is nearly over.



 

Thursday, October 20, 2011

Pop Quiz

Somehow this middle school City History Quiz circa 5888 slipped between dimensions and into my possession.  Number two pencils ready? 


Answers below...

1. C: Wychwire was so charismatic people often didn't notice the "irregularity" of his left lower appendage.  A cast of his hoofprint is on display at the City Historical Museum.

2. A: Who would give a vorpal sword away? And the Natives were unlikely to want Dwergen brides.

3. D. I'd like to think he reconsidered his frugalness in his last moments--but maybe not.

4. C. The "Golem of Capitalism" was reportedly gold-plated and had the head of a bull--or so the folk song goes.

5. A. There's a fanciful statue commemorating that sagacious serpent in Eldside Park.