Wednesday, September 4, 2013

Warlord Wednesday: Ballad Part 6

Here's another installment of my examination of  the adventures DC Comics' Travis Morgan--The Warlord.  The earlier installments can be found here...

"Ballad Part VI"
Warlord (vol. 2) #6 (June 1992)
Written by Mike Grell; Art by Dameon Willich and Tim Burgard

Synopsis: The army of Shamballah, led by the Warlord, is at the walls of Thera. They’re soon taking heavy casualties from Deimos’s undead hordes—and every time one of the Shamballans falls, they rise to fight for the other side!

Deimos, in his statue form, strides forth into battle. He unhorses Petrus and grabs him. Morgan shoots Deimos, but the bullet ricochets off. He can only watch in horror as:


The old veteran is dead.

Realizing there’s no way they can win, Tara orders a retreat. In their camp they notice that the land around them is dying as Deimos’s power rises. A column of troops arriving at the camp raises their spirits a bit: It’s the combined armies of Kiro and Kaambuka, led by Machiste, Mariah, and Ashir.

Morgan greets his old friends warmly, but tells them there’s nothing they can do. His army of thousands was winnowed down to a handful. Everyone expects him to do something, but he doesn’t want to lead more people to pointless deaths. Morgan leaves the tent, but Tinder follows him. “You can’t turn these people away,” the minstrel says. “They came for you.”


Morgan walks off alone. As he stands brooding, Jennifer appears. She tells him there is a way to defeat Deimos, but he has to be willing to sacrifice himself. For a daughter, she speaks a bit unkindly, telling him “it ought to be an easy choice” and since he’s never been one for hearth and home “surely it will be no loss.” Morgan says he’ll do whatever must be done.

Later, when he tells the others, Mariah and Tara protest, but he convinces them it’s the only way. Tinder is sent as a messenger to Deimos, who agrees to meet Morgan at the appointed place.

Morgan and his troops arrive at the place beside a lake looking defeated. When Morgan presents himself, Deimos gloats that the weakness of mortals—their fear of death—makes them eager to surrender Morgan, even as before they had been eager to follow him.


Morgan dives into the lake. Enraged, Deimos orders his troops to slaughter Morgan’s friends, but before they can act:


The battle is rejoined, but this time the outcome is different. Morgan buries the hellfire blade in Deimos’s chest:


Deimos’s troops quickly decay to dust. Our heroes are victorious.

Sometime later, Tinder is playing his lute in a garden, when Queen Tara approaches. Tinder says he came looking for Warlord the legend and found the man—but now with the nations united under one banner, everything Morgan spoke of can become a reality. The promise of the legend can be fulfilled.

“I think not, “ Tara replies. “He has already left.”

Tinder smashes his lute in disappointment.

Things to Notice:
  • All the characters are wearing more armor than they used to wear.
  • Ashir returns to the Warlord saga for the first time in about 7 years (issue #96).
Where It Comes From:
And so the limited series ends the way everyone but Tinder seems to know it would with Morgan running out on responsibility once again.

The use of the hellfire sword here suggests again that Grell may be ignoring events in the original title after he left, but as before it's inconclusive. Worried about the effect that wielding the hellfire sword was having on him, Morgan tossed it into a lake(apparently the lake in this issue) back in issue #43. That was the last we saw of it until the Cary Burkett penned Warlord Annual #4. There, Morgan is forced to reclaim it from the Lady of Lake in order to use it against the Evil One.

Jennifer is last seen with the sword at the end of that story so we don't know what became of it. Perhaps, she tossed it back into the lake at some point? If so, Morgan had a lot easier time regaining the sword this time around than he did when he was forced to fight the King of the Undead in annual #4.

Monday, September 2, 2013

Labor Day Labors

Labor Day is a good time to take a look at the Labors of Hercules (the link their will refresh you on the background) through a science fantasy Gods, Demi-gods & Strangeness lens:

1: In the first labor, Hercules killed the Nemean lion. Given the Olympians penchant for genetically reviving extinct species, this was probably a cave lion of some sort. Perhaps a specimen of Panthera leo fossilis as big as Panthera leo atrox, the America cave lion: something like 8 ft. long and 4 ft. tall at the shoulder. The being invulnerable thing is probably just fanciful exaggeration--or is it?


2: Next, Hercules and Iolaus took on the Lemaean Hydra. A multiheaded serpent is the sort of creature spawned by Echidna.

3: Hercules only captured the Golden Hind of Artemis (the Cerynitian Hind). This was one of a group of specialized genetically engineered deer of genus Eucladoceros kept by Artemis. They were engineered so (like modern reindeer) the females had antlers.


4: Next Hercules captured the Erymanthian Boar. I've written about these "giant boar" previously.

5: The stables of Augeas were really, really disgusting. Why were his livestock immortal?

6: After that, Hercules slayed a group of Stymphalian birds--which of course aren't birds at all.

7: Hercules captured the rampaging Cretan Bull. As previously established, this creature wasn't the father of the Minotaur. Instead, it was a large auroch as enraged and violent as that big buffalo in White Buffalo (1977).


8: Capturing the Mares of Diomedes was difficult because they were carnivorous. They must have been some mad creation of Olympian science.

9: Next Hecules stole the belt of the Queen of the Amazons, Hippolyta. This belt was a gift of Ares and a symbol of her authority, but didn't have any particular powers. Probably.

10: For his next labor, Hercules does a little cattle-rustling. He goes to an island of Erytheia far the the West (probably modern Spain) and steals special cattle (like bioengineered to produce something for the Olympians--perhaps a component of nectar or ambrosia?) from Geryon. Geryon is said to have three bodies, which probably means his consciousness runs in three duplicates. He also had a 2 headed dog.

11:Returning to the far west and still messing with Olympian pharma, Hercules stole the Golden Apples of the Hesperides. He had to kill a dragon (or a guardian of some sort) and dealt with Atlas, who was the artificial intelligence of an installation that protected against threats from space.

12: Finally, he captured Cerberus. This guardian of Hades is a nanite swarm often taking the vague form of a large three headed dog.

Have a good Labor Day!

Sunday, September 1, 2013

Dragons & Wizards


Located in the Coreward Reach, Rune is a world at a medieval level of technology, ruled by wizards and bedeviled by monsters--or so it appears. Though few visit due to the xenophobic nature of its inhabitants and its remote location (there is no reliable local gate), tales report that it bears an uncanny resemblance to fantasy sims, including the existence of what appears to be magic.

It's surmised that Rune was either modified as a pleasure world or as a work of art (ancient posthumans had both the technology and whimsy to accomplish such things). There are hints of this artificiality, though its biosphere is not as well-managed as it once was. Still, human diseases are fewer than on wild worlds and clerical authorities provide advanced healing through "relics" (actually well-disguised medical devices).

The magical powers of its ruling class of wizards are thought to be psi-talents, though they seem to exhibit some abilities uncommon (if not unknown) in the rest of the galaxy. Most of their power seems to lie in the ability to generate illusions. They also make use of allies like the fairy--who seem to be nothing more than local tribes of quicklings.

The most fearsome foes of the wizards and their people are the dragons. The dragons are large bipeds (about 3 m tall, with tails roughly as long), vaguely reptilian in appearance with psi abilities of their own. They are theorized to be the degenerate descendants of the stranded crew of either an exploratory vessel or a military scoutship. The adolescent dragons of today are social creatures most numerous in equatorial areas,  but older adults are mostly solitary and establish large territories. They are aware of humans' intelligence, but view them as animals and potential (though not preferred) prey. Periodically (Perhaps it relates to ancient mating cycles?) dragons become extremely acquisitive, gathering or stealing items of value, particularly shiny objects, and lining their lairs with them.

The humans of Rune try to kill or drive away any dragon near a civilized area. Despite the dragon's size and intelligence, the more populace humans might have driven them to extinction if not for the fact the wizard's value them for other reasons: Certain neuroendocrine glands of the dragons contain chemicals that they believe enhance their "magic"


Runic Dragons
No. Appearing: 1-4
AC: 3
HD: 8
Saving Throw: 11
Attack Bonus: +8/+8/+8
Damage: 2 claws (1d6), 1 bite (2d8)
Movement: 30’
Morale: 10
Special Abilities: psionics like a Psychic of 6th level.

Friday, August 30, 2013

A World Unconquered

Sword & Sorcery comics of the seventies usual got around to supplying a map at some point, and Claw the Unconquered was no exception. Though it ran only 12 issues (from 1975 to 1978), Claw featured a map in issue #5.  Wikipedia seems to think Pytharia is the name of Claw's world--and it may be--but it's also the name of one of the country's in the "Known World," as you can see. Interestingly, Claw shares this world with another sword-wielding DC hero: Starfire, who's part Red Sonja and part Killraven, living in a post-apocalyptic alien-overrun future.


Anyway, I'm pretty sure there's some game inspiration in this.

Thursday, August 29, 2013

Hunters

As fearsome as the ssraad are, there is one species that at least lone ssraad seem to fear: A race of bone pale monsters, the accursed and implacable enemies of the zurr. These monsters who monsters fear are known as the xann.

The xann [ksahn] claim to have been a peaceful species in the Zuran Expanse (before it had that name) whose habitats were destroyed by the zurr. Millions were killed, but refugees escaped. Taking shelter among other species, the xann refugees remained a people apart. They nursed their hate--and plotted revenge.

That's the popular story. The xann of today are chalk white-skinned, slim, almost delicate-appearing humans. They are never seen in groups larger than 3 or four. Often their children are abandoned to be raised by other sophonts. Xann hide their identities, to avoid being shunned by other species. No one who has heard the stories wants to be near a xann when the transformation occurs. 

Despite historical consensus that the zurr are an extinct cultured, the xann believe that a few of their enemies have passed their minds down through the ages, downloading them into new bodies. The xann believe they have the ability to detect them. They are a driven people, hunting the stars for these hidden zurr. When a xann finds a target (be it one of their secret zurr or a ssraad), he or she transforms into a hunter form, a monstrous, bioengineered killing machine.

The single-mindedness of the xann and their propensity for sudden violence have given them a negative reputation among other sophonts, but they aren't barred from any major ports or habitats. Most choose to keep a low profile, if only to better stalk their prey. Even when they don't die by violence, the xann tend to have shorter lifespans than other near human sophonts. The metabolic stress of their transformation takes a toll.


No. Appearing: 1-2
AC: 3
HD: 7
Saving Throw: 11
Attack Bonus: +8/+8/+6
Damage: 2d4/2d4 claws, 1d6 bite
Movement: 40’
Morale: 11
Special Abilities: They regenerate 2 hit points per round, starting after 2 rounds of combat. They possess the equivalent of the biopsionic power Invincible Stand.

Wednesday, August 28, 2013

Warlord Wednesday: Ballad Part 5

Here's another installment of my examination of  the adventures DC Comics' Travis Morgan--The Warlord.  The earlier installments can be found here...

"Ballad Part V"
Warlord (vol. 2) #5 (May 1992)
Written by Mike Grell; Art by Dameon Willich and Tim Burgard

Synopsis: The skies over Skartaris turn crimson, and all its people gaze upward fearfully. A skull-faced visage appears and intones:
“Bring me Travis Morgan or I shall cast a darkness upon the land unto the end of man.” Tara recognizes the voice if not the face: Deimos.

Tara points out Deimos will have to look elsewhere for Morgan; he tends to stay far from responsibility. One of her servants informs her that Morgan was sighted in a tavern called the Golden Acorn in the city today, despite her orders that he be barred from entry. The guardsmen who tried to enforce her will should recover. Tara’s not surprised he’s back: Adventure will always summon when nothing else can.

Tinder heads off to the Golden Acorn to meet his hero. As he’s climbing the stairs to its entrance, he’s surprised when the black cat in front of him with a mouse in its jaws turns into:


Tinder recognizes her from the stories. He asks if Travis Morgan, the Warlord, is there. Shakira comments that he speaks as if they’re the same person, then adds: “The Warlord is what they have made him. Travis Morgan is..well…See for yourself”:


Tinder approaches. Morgan snaps awake and grabs Tinder by the throat. He points his pistol at the startled minstrel and demands to know who sent him.


Morgan asks “Why?” Tinder tells him that they met once before and Morgan had told him incredible stories of the world he came from. Morgan says he doesn’t remember. He asks what Tinder wants.

Tinder replies that he wants to meet the legend. Morgan tells him that being a legend isn’t all it’s cracked up to be: You've always got to prove it to someone, and you never get used to “the look”:


Tinder shows Morgan the sky (Morgan replies he thought he had just drank himself blind) and asks for his help. He tells the Warlord that Tara is gathering an army to march on Thera. Morgan is sure she can handle it. Tinder gets angry at him and leaves.

Watching him go from the window, Morgan muses to Shakira that maybe every time one of them comes, he ought to just shoot them and be done with it. He doesn't have the heart for it though; they’re already mourning a hero.


Still, Morgan begins to put on his armor. “So another war?” Shakira asks.

“One’s as good as the next,” Morgan replies.

Later, Morgan rides into the palace grounds in front of the massed troops. He greets his mate and queen with a lame joke, and she breaks his nose as per usual. After some encouragement by Tinder,  Morgan gives a rousing but meaningless speech to the troops:


And they’re off to meet a eagerly waiting Deimos.

Things to Notice:
  • As it has throughout this limited, Morgan's outfit appears  a bit more like genuine armor than it did in the actual series. Maybe this is an attempt at a minor retcon?
  • Shakira has dark skin in this issue not particularly in keeping with her previous appearances. Maybe she just got a really good tan?
Where It Comes From:
Grell references the first meeting between Tinder and Morgan back in issue #58. Of course, this wasn't actually their first meeting as Tinder is really Joshua, Morgan's son.

Tinder references Deimos death in the darkness and cold along the Terminator. Morgan left Deimos to be devoured by wolves in issue #50. Of course, Morgan had already killed him not once, but twice before. He was also killed once by Tara's faithful dog, Shadow.

Monday, August 26, 2013

God of the Forge

Fights As: L15
Movement: 60' (20')
Armor Class: 4
Hit Points: 210
Attacks: 1
Damage: by weapon as below
Save: L15

S: 25   I: 25   W: 20   D: 12   C: 23   CH: 11

Special Abilities: as an Olympian, and see below

Hephaistos is the chief engineer and technologist of the Olympians. Unique among his people, his usual body is based on an extinct human subspecies: neandthalensis. He walks with a pronounced limp due to an old injury. His continued physical infirmity and less attractive appearance despite the technology of his people likely say something about his psychology. Hephaistos has a gruff demeanor and little time for things that don’t engage his curiosity. While he's seldom cruel, he doesn't forget slights.

The forge god maintains a secret workshop within an undisclosed volcanic mountain, though humans have identified many different mountains as its location in folklore. He is attended at all times by four golden automata (treat as androids) of unmistakably female form and aided in his experiments by the three elder cyclopes.

Hephaistos generally carries a hammer (actually an all-purpose tool) that can reconfigure as walking stick, sensor probe, cutting torch, and weapon (as light energized hammer: 4d6 damage; as energized war hammer: 7d6 damage; laser cutting torch: 5d6 damage, but close range only).

Sunday, August 25, 2013

Aphrodite

Fights As: L5
Movement: 120' (40')
Armor Class: 4
Hit Points: 194
Attacks: 1
Damage: as below or by weapon
Save: L10

S: 17   I: 18   W: 17   D: 18   C: 23   CH: 25

Special Abilities: as an Olympian, and see below

Aphrodite is worshipped by mortals as the goddess of beauty, love, and procreation, but it is her own pleasure that she cares for more than anyone else’s. Aphrodite engages in research (if it can be called that) in various ways of enhancing mortal sexual pleasure and manipulating emotion. She most often appears as a perfectly formed woman with golden hair, but Aphrodite makes alterations both major and minor to her bodies the way other Olympians change clothes. Whatever the particulars of her form, her vanity ensures she is always beautiful.

Aphrodite doesn't engage in combat if she can avoid it. She wears a belt from which she can release nanites capable of manipulating emotional areas of the brain. It works like empathy except its effects are limited to creating attraction or pleasure (WIL 21 for the purposes of attack).






Friday, August 23, 2013

Gods, Demi-Gods & Strangeness


Is my new working title for my posts on the startling science fantasy truth behind Greek myth, a Mutant Future setting in the past. Here's what I've written so far for those who need to catch up:

An introduction.

Primordials:
Gaia

Titans: (Overview)
Mnemosyne, Phoebe, and Themis
Helios
Okeanos

Gods:
Olympians
Dionysos
Hades
Nymphs

Monsters:
Centaurs
Cyclopes
Echidna
Giant Boars, Dragons, and Satyrs
Medusa
The Minotaur and Pasiphae
Stymphalian birds


Thursday, August 22, 2013

Bomoth Bebop

Bomoth (sing. boma) are a species of renowned throughout the known galaxy as musicians. Though there home moon (Woon) is in the Coreward Reach, they can be encountered on tour in the various hegemonies and even the Zuran Expanse. They are best known for the improvisational, syncopated musical genre known as Bomoth jook.

Appearance and Biology: Bomoth appear something like blue giant caterpillars, 1.5 to 2.5 m long. They are invertebrates, possessing a hydrostatic skeleton. There faces are oddly human-like, though they have four eyes, each inferior to the human eye, but roughly comparable in the aggregate. Their auditory sensors are arranged around their head in a corona-like fashion, and have different receptors for different frequency ranges, lending overall superior sound discrimination to humans. 
Their bellows-like lungs enable fine breath control, aiding their playing of some musical instruments. Their vocal apparatus is such that they are incredible mimics. The number of their limbs depend on the individual's length, but the first 2 to 3 segments end in muscular tendrils capable of fine manipulation. The other limbs are similarly equipped, but less dexterous in most individuals. It's unclear how many sexes there are among them; bomoth are circumspect on that question with other species. Some individuals grow twin rows of dorsal spines, but the size of these vary with age and likely other factors.

A popular theory (likely suggested by their resemblance to caterpillars) is that bomoth are a larval form of some other organism. Visitors to the underground mushroom forests of their home moon occasionally report sightings of butterfly-winged creatures resembling human females flitting through the twilight. These sighting are dismissed as the result of exposure to psychoactive fungi spores in the atmosphere.


Artist rendition of one of the so-called "Angels of Woon"
Psychology: Bomoth tend to be relaxed, almost to the point of imperturbability. This is often attributed to their habitual use of a fungus-derived, mild intoxicant chreech, but it's likely a species trait. Bomoth are often philosophical and given to obscure musings, but this never gets in the way of praticalities, like payment for performances or seeking pleasure. Jook musicians are known for a distinctive slang, all but impenetrable to the uninitiated. 

No. Appearing:1-4
AC: 8
Hit Dice: 1
Saving Throw: Warrior 1
Attack Bonus: +0
Damage: by weapon, or 1-2 punch
Movement: 20’
Skill Bonus: +3
Morale: 7

Wednesday, August 21, 2013

Warlord Wednesday: Ballad Part 4

Here's another installment of my examination of  the adventures DC Comics' Travis Morgan--The Warlord.  The earlier installments can be found here...

"Ballad Part IV"
Warlord (vol. 2) #4 (April 1992)
Written by Mike Grell; Art by Dameon Willich and Tim Burgard

Synopsis: The stone body housing the skull of Deimos rises as the cultists prostrate themselves and praise him. They tell Deimos they worship him and hate the Warlord. They are ready to serve their god and await his command. Deimos’s first order for them:


Deimos laughs at the idea that he’s a god as he takes the throne, surrounded by the bodies of his would-be worshippers.

Meanwhile, Mariah finds Tinder playing guitar in a garden. She asks if it bothers him, going in search of the legend of the Warlord and finding the man Travis Morgan. She tells him she understands and relates her own story: how she met Morgan and followed him to Skartaris for the promise of adventure. Like Morgan, she fell in love with it and the freedom it offered. Coming from an oppressive society, she was eventually taken in by Morgan’s words like everyone else.


Back in Thera, Deimos infuses his slain worshippers with magical energy. The bodies rise as a zombie army! Deimos has a plan to finally destroy his hated enemy, the Warlord: “This time, the very Sun will run red with blood…and black with fear!”

Continuing their ride to Shamballah, Tinder remarks to Petrus that Morgan seems to hold an attraction to beautiful women. Petrus says except for one—the woman who was a cat or the cat who was a woman. He warns Tinder to be careful around her should they meet her.

They arrive in Shamballah and make their way to the palace. Morgan (predictably) isn’t there, but someone else is:


Tinder is surprised; he thought she was dead. Tara remarks he shouldn’t believe everything he hears. She leads them into the palace. Morgan is seldom there, she tells Tinder. He’s bored by affairs of state and runs off with his mistress. Tinder doesn’t know what to say, but Tara clarifies:


He runs off and then returns. Every time he does, Tara breaks his nose. He didn’t believe her the last time, when she told him if he left to never come back. He couldn’t believe her, because if he did he couldn’t have left. She knows he loves her after a fashion, but to stay would mean a slow and boring death. “And it takes no wizard to forsee that for Morgan death will be anything but boring.”

Suddenly, there’s an earthquake. When it’s subsided, they notice the sun is darker and it’s light redder.

Somewhere, Deimos laughs.

Things to Notice:
  • Deimos is pretty ungrateful. No surprise there.
  • Despite her cover appearance, Shakira only appears in flashback in this issue.
Where It Comes From:
Grell is perhaps referencing story arc in the original series (#126-133) that had Tara killed. Of course, she was eventually resurrected.

Monday, August 19, 2013

Easy Being Green


The planet Gaea is one of the wonders of the Coreward Reach: It's an exact replica of Old Earth down to the landmasses. It's most obvious difference is the lack of hominids and most of their artifacts. The other changes are less visible but even more profound; The biosphere forms one gigantic mind, and the most independent and intelligent of its constituent programs are the virids.

Appearance and Biology: Virid tribes vary a great deal in height and build: some are small, slight, and elfin, while others are large and brutish. They all resemble each in that their biology shows a blending of plant and animal characteristics. They have skins of various shades green (due to presence of symbiotic cyanobacteria) and foliage-like hair.

All virids have nanites in their systems linking them with Gaea, whom they think of as the Great Mother. Gaea's consciousness (if such a term is relevant for such an alien intellect), is too distributed to interact in a verbal way without great effort, but virid experience dreams and visions that they view as messages from her.




Psychology: Virid are little different from primitive humans--except that they live in an environment that resembles primeval Earth, but is actually a fairly closely maintained garden. They're world isn't without dangers, but their lives are much more free of hurt or want than any other primitive humanoids. This has made them generally a gregarious and pleasure-loving people. This friendliness does not extend to those who seek to harm any of their tribe.

Stats/Abilites: Most virids have ability scores in the same range as humans, though larger or smaller tribes will vary. Their symbiotic organisms supplement their metabolism and faster healing when they are under visible light sources with spectra similar to their native yellow sun. Every day spent in direct sunlight allows them to heal 1 additional hit point, and every day resting in direct sunlight allows a virid to recovery 2 additional hit points. They also lose System Strain at a rate of 2 points a day in the sun. Virids get a +1 to Physical Effect saving throws against plant-derived toxins.


Mysteries: It seems clear that Gaea and the virids were engineered (or at least modified), but what ancient power was responsible, and to what purpose? Why is Gaea intelligent and what does she want?

Sunday, August 18, 2013

1000


This is my 1000th post. That's 180 Warlord Wednesdays, 221 posts about a place called the City, and nearly 7000 comments--some of which are actually by other people.

Thanks to everyone that has stopped by over the three and a half years of this blog's existence and the other bloggers (some still going strong, some checking in sporadically, and others long moved on) that have made it a good community to be a part of.

I don't know if I've got 1000 more, but there is more to come. Stick around.

Thursday, August 15, 2013

Mother to Monsters

Echidna is a vast, protoplasmic entity whose main body is in the abyssal depths, though she has spread tendrils to shallower regions. She was a creation of the Titans, a living bio-assembler and the primeval source of all life on Earth. She should have long ago lapsed into programmed senescence, but instead, infected by Typhon, she makes monsters. Her rippling, protean bulk disgorges half-formed, primitive organisms (some free-swimming, others encased in membraneous sacs) from its surface. Many of these die, falling back into Echidna to be engulfed and re-absorbed, but others rise to the surface--and continue to evolve. Echidna is intelligent (though with an intelligence alien to humans) and will respond to stimuli, sometimes exuding shapes to mimic them.

Any monster can potentially be generated by echidna, but here are some vaugely mythology related ones. Feel free to reskin the monsters for maximum grotesqueness while keeping the stats the same:
1 - Giant Boar
2 - Chimera
3 - Naga
4 - Giant Fish
5 - Hill Giant
6 - Hydra
7 - Giant Leech
8 - Manticore
9 - Giant Octopus
10 - Giant Snake


Wednesday, August 14, 2013

Warlord Wednesday: Ballad Part 3

Here's another installment of my examination of  the adventures DC Comics' Travis Morgan--The Warlord.  The earlier installments can be found here...

"Ballad Part III"
Warlord (vol. 2) #3 (March 1992)
Written by Mike Grell; Art by Dameon Willich and Rick Hoberg

Synopsis: The minstrel and the veteran ride into Kiran Pass, a waystation for caravans along the trade routes. They’ve only just arrived when they see a woman on a horse, apparently beset by robbers. The minstrel leaps from his horse to help. He handles himself well, and soon the robbers run away. The woman has missed her caravan to Thera, but the minstrel offers that she can accompany them, as they’ll be passing near the border on their way to Shamballah.

The veteran introduces himself to her as Petrus, and she gives her name as Driana. The minstrel says he’s had many names, but most call him Tinder.

After a night in the wilderness (where the two men tell Driana of their quest to find the truth behind the legend of the Warlord), they bid her goodbye at the Theran border. She says she’s certain she will see them again “in one fashion or another.”

The men ride on to the gates of Kiro. They enter the palace where Petrus demands impertinently to see the king. Machiste enters and the two exchange insults. By the time Mariah arrives, it’s apparent the two are old friends with Pertrus. He tells them the minstrel is seeking the truth of the legend of the Warlord:


Later, the royal couple share stories of the Warlord. Machiste admits that he has always loved Morgan as a brother—but he didn’t always like him. He tells the minstrel how he and Morgan met as gladiators. How they learned kill to avoid being killed—something Morgan both hated and loved. He tells of how Morgan inspired them all with his words about freedom and justice, and how he tried to be the legend they all wanted him to be:


Meanwhile in Thera, Driana arrives at the strange temple we saw last issue. One of the robed acolytes asks about her journey:


Then, she is ready. She lays down upon the altar, a willing sacrifice performing a duty she believes she was born for. After her life’s blood has seeped away unto the sarcophagus she laid upon, something evil awakens. The cultists chant:


Things to Notice:
  • The identity of the minstrel is revealed: Tinder, who is in reality Joshua, the son of Morgan and Tara.
  • Mariah first appears in this issue in a pose that is clearly an homage to the first time she was seen "in costume" back in issue #7 of the original series.
Where It Comes From:
The old veteran is named "Petrus," a Latin name derived from Greek meaning "rock." It's the source of the name Peter. Perhaps this suggests that Petrus was a "disciple" of Morgan's in the same way Peter was of Jesus, though this Petrus has since become disillusioned.

The first Warlord series ended with Mariah with the abusive Danny Maddox, but she is back with Machiste in this story. This may suggest Grell is discounting events in the series after he left, but it could just be assumed that they got back together since the end of the series.

Likewise, Burkett left Tinder (then still a young boy) in the distant past of Skartaris known as Wizard World. How he got back to the present is unexplained, so this again could be a signal Grell only sees his work on the series as canonical.

A Special Note: Grell's official website reported he's in the hospital with cellulitis. I hope all the readers of Warlord Wednesday will join me in wishing him a quick and full recovery.

Monday, August 12, 2013

The Monster Behind the Myth

In my posts on a science fantasy truth behind Greek mythology, I've given some pretty science fictional remaking of classic monsters, but the "truth" behind the monster need not always be elaborate. It's just more science-based and less mythological. Here are couple of easy ones that are more prosaic--and more pulpy, maybe.

Giant Boar
Greek myth has at least three giant boars: Calydonian, Crommyonian, and Erymanthian. While giant boars are relatively "realistic" as it is, there's no reason to hypothesize genetically engineered giants, as we've got a real animal (or a family of animals) close enough to fit the bill: the dinohyus ("terrible pig") and the whole enteledont family.


 Dinohyus was 12 ft long and 5' 1" at the shoulder. That's plenty to give Heracles a challenge!


Satyr
The familiar image of the satyr of a half-goat, half-man creature is a later invention. The original conception was of a some hirsute guy with big ears, a pug nose, and a goat-like tail.

A Hellenistic era satyr
In other words, not really much different (except for the tail) from the wildman or woodwose--in other words, the cryptozoological hairy hominid. Further supporting this idea, is that the Libyan satyrs and satyrs described living on the Satyride Islands off the coast of Africa, seem pretty clearly to be monkeys or apes.


Drakones
Last but not least are the drakones or dragons. These are almost always depicted as just as big snakes in Greek art. Not as cool as modern conceptions of dragon? Well, it was good enough for Conan! And there's titanoboa upping the ante on very real world giant serpents.

Sunday, August 11, 2013

Three Titanides

MNEMOSYNE
Mnemosyne embodies memory and so is both archive and archivist. She forms a shared conceptual space linking the intellects of all her fellow Titans. Olympians and humans may access her through certain passcode rituals and altered states of consciousness. Mnemosyne very rarely appears in a physical form, but when she does it as a giant bronze mask of a woman’s face.

PHOEBE
Partnered with Koios, Phoebe is the programmer of causality and the engineer of future probabilities. She was once the operator of the Oracle at Delphi, but is now subservient to Apollo on that project. Phoebe appears as a woman whose body is made of gently pulsing white radiance, her face a stylized golden mask, etched with lines of bright light.

THEMIS
Themis embodies divine order and cosmic law. She punishes violations of causality and reality, and wards against extracosmic incursions. While she didn't side with the Olympians in the coup, her desire for order led her to support Zeus’s rule once he was enthroned. Themis appears as a giant woman clothed in golden body armor. The lower half of her face is bare, but her eyes are covered. She carries a golden sword.

Friday, August 9, 2013

An Enclopedia of Ooo


I picked up the Adventure Time Encyclopedia this week (or to give it it's full title: The Adventure Time Encyclopædia: Inhabitants, Lore, Spells, and Ancient Crypt Warnings of the Land of Ooo Circa 19.56 B.G.E. - 501 A.G.E.). If you're not familiar with Adventure Time, this post will give you the basics.

Everyone caught up? Anyway, this encyclopedia purports to be written by Hunson Abadeer, evil Lord of the Nightosphere, though there are humorous annotations by Finn, Jack, and others. It basically gives Abadeer's dismissive take on the people, places, and things of the land of Ooo.

Beyond the setting inspiration, it has another interesting element possibly worth stealing for rpg use. The entries on the major characters have a list of rumors about them. This strikes me as a good thing to write up for NPCs. Maybe some are true and some are false (a random die roll might decide), but in brainstorming you could put down whatever came to mind.

Thursday, August 8, 2013

The Dionysos Syndrome


Dionysos is not a superhuman Olympian or a Titan from beyond the Cosmos. Any human worshipped as that god (and there have been several) is actually an infected carrier of a nanomachine virus that the Olympians call "Dionysos." The origins of the nanomachines are unclear; Some tales imply it was born in the Underworld (perhaps created in a plot for revenge by the imprisioned Titans), while others suggest Zeus is it's creator. Whatever its origins, the Olympians seem unwilling or unable to stop its spread.

In the typical infected individual, Dionysos causes an extreme losing of inhibitions, exacerbated by uncontrolled use of any intoxicant available, most often wine and plant-derived hallucinogens or deliriants. In some cases, Dionysos itself causes hallucinatory experiences. Groups of Dionysos infected will often go into an estatic frenzy of sexual abandon and compulsive violence. They congregate in groups, roaming the countryside following one of their number that they believe to be Dionysos. The so-designated individual acts accordingly. The role shifts after a period of days to weeks, though the shift may occur abruptly.

Must Dionysos infected celebrants will be normal humans, though satyrs, nymphs (called maenads, though this term is sometimes applied to all infected females), sileni, and centaurs will also be found among them at times. When a group of Dionysos infected are encountered, a roll on the Monster Reaction Table determines how they respond. Resisting their demands to join their revels, causes a +2 penalty on the roll. Anyone in close proximity to an infect individual (within 3 feet) must make a save versus poison or join the revelry for 1d6 turns. Thereafter, as long as the individual remains in proximity to the infected, a failed saving throw means the effect continues for 2d6 turns, and a success 1d6. Three failed saving throws in a row mean the effect is permanent until cured by sorcery or "divine" intervention. Contact with body fluids of infected give a -2 to saving throws.