Thursday, April 15, 2010

Peoples of Arn: the Hazandi

The itinerant and enigmatic Hazandi can be found throughout the known world, but their numbers are larger in Arn than anywhere save the petty kingdoms of Erida's Bandit Lands. An ancient and fiercely independent folk, Hazandi wander in caravans, travelling wherever they will. This tendency, abetted by their insular nature, no doubt forms the basis of the distrust with which they are sometimes viewed. The Hazandi hold their way of life as part an ancient agreement struck between them and the two gods (a male principle and a female principle) which they believe rule the universe. They assert that the twin deities will provide for any Hazandi--so long as he or she is wise enough to make use of their divine generosity. Usually this means living off the land's bounty, but it can also be applied to exploiting the needs or gullibility of outsiders. Their caravans visit the towns and villages of settled folk to trade items acquired in their wanderings, earn coin by entertaining, fortune-telling or hawking folk remedies—and on occasion outright theft from the unwary.

Hazandi have their own form of mysticism, which likely has its origins in the vast lands of Urda, east of the Eridan continent. They commune with their twin gods, consult ancestral spirits, and treat with lesser spirits of nature, through the use hallucinogenic substances, and ecstatic rituals. Hazandi women in particular, are held both within their culture and without, to be born with the second-sight, and ability to perceive invisible spirits. The Hazandi spiritual system is strongly aniconic, but they often scandalize other cultures with their frequent use of erotic representations, particularly of generative organs in various degrees of stylization.

Hazandi bands are often made up of a few extended families. Bands are led by a headman, but all adult members of the tribe are allowed to speak at councils. Women are usually the spiritual leaders, and magical ability is thought to pass through maternal lines. Hazandi of both sexes join secret societies whose membership reaches across bands. Each society has its role in Hazandi culture, and its own closely guarded rituals.

Hazandi typically have tanned to olive skin tones. Their hair color ranges from auburn to black and is often worn long by both men and women. Tattooing is not uncommon among the women of the Arnian Hazandi, who favor geometric patterns on their arms and hands, or sometimes cheeks. Hazandi dress is colorful compared to the other folk of Arn, and when entertaining, often revealing.


MANY HAZANDI (Roll d20, 3 times):
1. Can play a musical instrument.
2. Don't reveal their real name to outsiders.
3. Swear "by the holy tryst!"
4. Believe in the evil eye.
5. Wear rings on multiple fingers.
6. Can do card tricks.
7. Sing bawdy songs.
8. Will sale a nostrum remedium to anyone with any ailment.
9. Like to party with elves.
10. Seem to be related to every other Hazandi they meet.
11. Know someone who can sell you what you're looking for.
12. Speak Common with an accent.
13. Claim that talk of Hazandi thievery is a slander.
14. Have a "grandmother" with the second-sight.
15. Challenges others to knife throwing contests.
16. Has tattoos.
17. Has pierced ears and a pierced nose.
18. Can walk a coin across their knuckles.
19. Thinks Llysans are prudes.
20. Will remind Kael of their cultural blood-pact, if necessary.

SOME HAZANDI (d10, once)
1. Have the power to lay a curse upon dying.
2. Are on a secret mission for the society of which they're a member.
3. Are outcasts under a mark of death.
4. Have the second-sight (or think they do).
5. Are of another race, but were raised Hazandi.
6. Have a portentous birthmark.
7. Are running an elaborate confidence game.
8. Have taken a non-Hazandi name.
9. Always draw attention with their manner of dress.
10. Have a twin with whom they share a psychic connection (or so they say).

Wednesday, April 14, 2010

Every Picture Tells A Story

Here are some pics I gathered.  Some were snagged for posts already written, but unused.  Others have yet to find their proper place...

The streets of Terminus, in southern Arn, at nightfall...


An audience with an Onirean potentate...


Pnathfrem Lloigor, crime boss in Terminus, finds your story dubious...


Eerily, the Priest-King's concubine looks just as she must have in life, despite the millenia that have passed...

Warlord Wednesday: Lair of the Snowbeast

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

"Lair of the Snowbeast"
Warlord (vol. 1) #9 (October-November 1977)

Written and Illustrated by Mike Grell

Synopsis: Morgan, Machiste, and Mariah trudge through the snow in a perpetually clouded valley in the midst of a blizzard. The three are searching for shelter, but before they can find it, they cross paths with a megalictis--a giant wolverine-like carnivore. The beast slashes Morgan with its claws, but he still manages to jump on its back and put seven shots into its skull.

Machiste and Mariah crouch over the fallen Morgan, unsure if he's alive or dead. From out of the blowing snows, approachs a group of men riding mammoths. The men demand Machiste and Mariah come with them. When the two protest that their friend needs medical attention, the men's leader callously replies that he's dead--or will be very soon.

Before they can offer any further protest, Mariah and Machiste are snatched up by the mammoths' trunks. The mammoth-riders and their captives disappear into the storm, leaving Morgan were he fell.

But Morgan isn't dead. Willing himself to stand, he trudges on through the snow seeking shelter until he can't go any further. With a resigned "aw, what the hell--" he collapses again.  In his half-conscious state, he imagines a strange, butterfly-winged woman lifts him in her arms and carries him away.

When Morgan returns fully to his senses, he's lying in a warmed, inhabited cave. His wounds have been miraculously healed, though his outfit was apparently shredded beyond repair. Suddenly, Morgan turns to see a yeti-like monster entering the cave. He tosses a burning piece of wood at it, and snatches up his sword.

The creature's faster. It catches Morgan mid-sword-swing, and slams him up against the wall. As it seems poised to deliver a killing below, its expression suddenly softens, and it lets Morgan go. At the beast's show of mercy, Morgan intuits that it was who saved him. There's an intelligent mind trapped in the creature's brutish body! The beast hits the cave wall, seemingly frustrated by its condition. Morgan apologizes for judging by appearances.

He asks the beast if it knows where the mammoth riders might have taken his friends. Mutely, it shows him a city in the distance, atop a tower of rock--and connected to the rim of the valley by a bridge. Morgan salvages what clothes he can from the beast's cave and heads out into the storm. The creature seems worried about him going, but Morgan tells it not to worry--he's not going to throw away the life it saved.

Morgan climbs the rock tower, back into tropical temperatures. At the top, he finds Mariah and Machiste about to be sacrifices in a barbaric ritual. He swings Tarzan-style into the fray, cutting down enemies as he goes. He frees his companions, but soon the sheer numbers of tribesmen threaten to overwhelm them.

Suddenly, the shrieking snowbeast drops from the trees. It tears through the tribesmen, and grabs Morgan to rescue him. Mariah and Machiste misunderstand the beast's actions, and Machiste throws a spear into its back to save his friend.

The beast is dying, and Morgan lashes out verbally at Machiste for his rash act. Suddenly, the butterfly-winged woman materializes from the beast's corpse. She tells Morgan not to grieve, because now she's free. She explains that her name is Tanea, and long ago, she dabbled in the black arts to save her tribe from a plague. The price she paid was to be imprisoned in the body of the beast--until someone came along who could see beyond the bestial exterior to the beauty within. That "someone" was Morgan. Tanea gives him a passionate kiss, then flies off.

Mariah asks Morgan to explain, but Morgan says he doesn't think he can--and suggests they leave before the remaining warriors come back.

Things to Notice:
  • Morgan dons his classic loincloth costume for the first time.
  • Dig the very disco-era design of Tanea.
Where It Comes From:
The obvious source for this issue's story is the fairy-tale "Beauty and the Beast." The first published version of the tale ("La Belle et la Bête") was by Gabrielle-Suzanne Barbot, Dame de Villeneuve, and appeared in La Jeune Américaine, et les Contes Marins in 1740. Grell's version, of course, does a gender reversal on the usual tale.

Grell's Bête may have its origins in a made-for-TV horror movie airing earlier in 1977. Snowbeast, broadcast on U.S. TV on April 28, starred Bo Svenson and told the story of a white-furred, bigfoot-type creature's attack on a Colorado ski resort. Beyond the name, Warlord's snowbeast has at least a bit of resemblance to the movies:


Megalictis ferox a large predatory mustelid of the early Miocene. It resembled a wolverine but was larger--Wikipedia suggests a mass up to 60kg--though A Dictionary of Zoology (1999) by Allaby is apparently familiar with the Skartarian variety. It suggests they can be up to black bear size.