Wednesday, February 17, 2010

Warlord Wednesday: This Savage World

Continuing my examination of DC Comic's Warlord...


"This Savage World"
Warlord (vol. 1) #1 (January-February 1976)

Written and Illustrated by Mike Grell

Synopsis: In the jungles of Skartaris, Morgan trains in use of the sword with Tara. He recalls the events that led to this point--giving a recap of 1st Issue Special #8. After completing their practice, the two continue their journey to Tara's home city of Shamballah. Morgan tries (again) to explain to Tara about the hollow earth, but she still doesn't believe him. In their travels they glimpse a coffle of slaves being taken to Bal Shazar, and Tara is mesmerized by a satyr--who Morgan knocks out with one punch. Unfortunately, the smoke of their campfire draws the slave raiders, and the are ambushed. Tara and Morgan are chained with the other slaves and marched out across the desert. Unwilling to give up, Morgan begins to saw through Tara's slave collar with the titanium chain of his dog tags. After some time, he manages to free her, but not before they're noticed by the guards. Tara is able to escape on horseback, while Morgan fights off the slavers. Eventually, he's brought down by a blow to the back of his skull. When he regains consconsciousness, he's tied hanging from a tree by his arms, where the angry slavemaster leaves him to die.

Things to Notice:
  • The recap gives the name of the Theran king (Baldur) which wasn't given last issue.
  • Neither Tara or Morgan understand gravity. Tara has no conception of it, and Morgan gets it wrong.
  • The leader of the slavers wears a winged helm much like the one Morgan will eventually adopt.
  • The worst invective Vietnam vet Travis Morgan can hurl at the slaver who just crucified him is "stick it in your ear!"
Where It Comes From:
Tara and Morgan are on their way to Tara's home city of Shamballah.  The name comes from the Tibetian Buddhist tradition, where it came to be seen as a earthly paradise of sorts. It enters into the Western occult lore through the theosophist writings of HP Blavatsky. Grell probably encountered it in the Three Dog Night song of the same name ("Shambala") from 1975.

Tara's Skartarian cosmological mythology snippet is a nice bit of color.  Her giant is the Skartarian equivalent of Atlas, the titan who held up the heavens from Greek mythology.  The Atlas Mountains of North (western) Africa are named for him. The name of Tara's giant is "Ashanti" which is the name of a Western African ethnic group, who ruled a pre-colonial empire in what is now Ghana.

The slavers and their hapless captives are on their way to another Skartarian city, Bal Shazar--which is only a slight modification of Belshazzar (Akkadian Bal-sarra-usur meaning "Bel (lord) protect the king"), the name of a prince of Babylon according to the Old Testament Book of Daniel.  Grell probably uses it for its ancient Middle Eastern sort of sound which fits thematically with the slave coffle's trek across the desert.
The satyr sequence drives home the fantasy elements of Skartaris, which serves as a counterpoint to the dinosaurs and other lost world trappings.  The satyr is from Greek mythology, though his protrayal here shows that Grell follows the tendency--present since the Roman era--to conflate them with the god Pan, himself. The specific events in the story may have been inspired by a sequence from the 1964 film, 7 Faces of Dr. Lao, where Barbara Eden's character suffers a similar musical seduction.

Monday, February 15, 2010

Firsts

My birthday's today and that's got me in a nostalgic mood. Related to the matter of this blog, it's got me thinking about how I developed the various hobbies and interests I have now. Some of the pivotal incidents have been forgotten in the years since, but here's a selection of what I do remember:

Gaming: In my very first post I discussed how I got into gaming in the early eighties. I don't remember exactly when I played that first game, but I do remember the character I used. In fact, I've still got the character sheet. It's worn enough to look like it might be a fragment of the Dead Sea Scrolls or the like, and its now in a plastic sleeve to preserve it for posterity. The homemade, blue-ink pin, imitation of an official AD&D character record gives his name as "Grimlin" and relates that he's a 13th level elven fighter. His equipment list is extensive and written in precise, cursive script that I don't think I could replicate today. Among the notable items: Medusa's head, a "magic hawk", a "mirror of souls", a "lazer [sic] gun", and a "ring of ion shield." My memory doesn't extend to what sort of adventures my cousin Tim, my first dungeonmaster, led us on to acquire those items, but the list itself tells me they must have been epic.

The first rpg I played, besides assorted editions of D&D, was the second edition of Gamma World. Again, my cousin was the gamemaster. Probably because I was a little older then, I remember not only my character (a mutated humanoid with four arms named Ace Beta) but my brother's (a mutated armadillo named Norg), too.


Fantasy Fiction: I don't remember the first fantasy novel I read, but I can narrow the list. It could have been The Hobbit, The Lion, the Witch, and the Wardrobe, or the first volume of Lloyd Alexander's Chronicles of Prydain, The Book of Three. I'm sure the first Sword & Sorcery I read was Conan, but I can't remember whether I first borrowed Conan the Barbarian or Conan of Cimmeria (the Ace reprints of the Lancer paperbacks) from Tim. Fafhrd and Gray Mouser came close on Conan's heels. I'm certain I first read the Ace edition of Swords and Deviltry--again borrowed from my cousin. Clark Ashton Smith entered the picture when I discovered the the Ballantine Adult Fantasy edition of Zothique in a used bookstore in Albany, Georgia.

That find--and other Lin Carter edited Ballantine adult fantasy series titles (like James Branch Cabell's The Silver Stallion)--led me to develop a serious used bookstore habit that went on for years, and to some extent, continues--though the pickings have gotten leaner in actual bookstores with the rise of ebay, so it's seldom worth the effort. Still, in 1999, it was well worth it, and I was making a lot of interesting discoveries while travelling around on my residency interviewing tour. In Chapel Hill, North Carolina, I found a Powell first edition of Karl Edward Wagner's Darkness Weaves, and a Warner edition of Bloodstone in a bookstore near the UNC campus. This was an interesting coincidence, because Wagner had attended UNC. It gets even weirder because I was going to be interviewing there for a psychiatry residency position, and would wind up touring a hospital where Wagner had worked as a psychiatrist.

Fantasy Comic: There's no way I remember the first comic book I ever read, but I do know the oldest fantasy comic that I bought off a spinner-rack. That would be Warlord #73.  I'm sure I had read other fantasy comics, or at least perused them at the grocery store, but that was the first one that persuaded me to buy it.

So that's a sampling--and probably enough nostalgia for one birthday.  I've yet to stop finding new authors, books, or games to discover--or old ones new to me.  Enough for another thirty-seven years, and more. 

Friday, February 12, 2010

Fantasy Pharmakon

"Not that we needed all that for the trip, but once you get into locked a serious drug collection, the tendency is to push it as far as you can."

- Raoul Duke, Fear and Loathing in Las Vegas

A couple of years ago, I was following a messageboard thread discussing drugs--intoxicants--in the context of fantasy gaming. It was prompted by White Wolf's Exalted and the modern drugs like heroin and cocaine, apearing therein. One of the writer's involved with defended their choice to use those very modern drugs with those very modern names by saying that "made up" names for things were essentially lame/uncool, and that if a substance was familiar to player's under a certain name, that name ought to be used.

I disagreed in two ways. One, I think using too many words with modern connotations and origins can break the "mood" of fantasy. Such things are "amundisms," as Lin Carter would have it in his seminal exploration on world-building, Imaginary Worlds (1973). Secondly, and most importantly, why should a world like Exalted's Creation, where fantastic creatures like the Beasts of Resplendent Liquids exist--which eat raw materials and excrete drugs--be saddled with the same old, boring drugs found in the real world? Surely, that's a failure of imagination.

Thankfully, many writers of fantastic fiction have not been so limited. Here are several examples of fantastic intoxicants which should serve to inspire interesting new substances for role-playing game characters to use (or misuse):

Black Lotus
In most of Howard's Conan stories, black lotus is a poison (though in "Hour of the Dragon" it's noted that its pollen causes "death-like sleep and monstrous dreams"), but the ancestors of the thoroughly stoned citizens of Xuthal have cultivated it until "instead of death, its juice induces dreams, gorgeous and fantastic." The effects appear to be similar to more mundane narcotics in terms of the heavy sleep and euphoria it induces with the added effect of generating vivid, pleasurable dreams. Find it in: "Xuthal of the Dusk" in The Coming of Conan the Cimmerian.

Dreamshit
A mysterious, and powerful, new psychedelic drug on the streets of New Crobuzon in China Mieville's Perdido Street Station. Dreamshit takes the form of brown, sticky pellets about the size of an olive that smell like burnt sugar. Eventually, it's discovered that dreamshit is the "milk" of the deadly, mind-devouring, slake-moths. Find it in: Perdido Street Station by China Mieville.

Fledge
In Tim Lebbon's Noreela, fledge is a commonly used (and abused) substance. Mined from deep underground the yellowish substance is put to many beneficial uses by the race of fledge miners for whom it provides sustenance, healing, and the ability to project their minds outside of their bodies. The fledge miners experience no ill-effects from their use, but do have withdrawal if they go without it. Taken to the surface, though, fledge degrades in quality--its mental-projection effects greatly diminish--and becomes highly addictive. Not that fledge mining is totally without dangers. There are rare, but powerful demons (the Nax) sometimes found near fledge veins. Lebbon also gives us another drug--rhellim--which enhances sexual stimulation, and comes from the livers of furbats. Find them in: Dusk, and Dawn by Tim Lebbon.

The Plutonian Drug
The Plutonian Drug appears in the Clark Ashton Smith story of the same name. Also called "plutonium"--though certainly not to be confused with the radioactive element of the same name--it's found on Pluto by the Cornell Brothers' 1990 expedition (I remember watching the intrepid explorers' return on live TV in 1994, don't you?). Its native form is crystalline, but it turns to a powder when exposed to earthly atmosphere. Ingestion of the drug causes the user to be able to perceive their own timeline for a relatively recent period as if it were a spatial dimension, allowing them to see a short distance into the future. Several other extraterrestrial drugs are mentioned in the same story. Find them in: "The Plutonian Drug."

Shanga
Appearing in a couple of stories by Leigh Brackett, shanga certainly brings out the beast in its users.  It isn't actually a drug, but a radiation produced by projector devices, the construction of which is a lost art. Users experience temporary atavism, allowing one to (as the quote goes) make oneself into a beast to get rid of the pain of being a man. The ancient projectors used a prism of an alien crystal rather than quartz, like the projectors found in the seeder parts of Martian trade-cities at the time of the stories. The crystals, the so-called Jewels of Shanga, produce a more potent effect leading to physical de-evolution, with longer exposure causing transformation to ever more remote evolutionary ancestral forms. Find it in: "Queen of the Martian Catacombs" (The Secret of Sinharat), and "The Beast-Jewel of Mars."

There you go. Five substances for hours of simulated enjoyment. Turn on, tune in, play on.

Thursday, February 11, 2010

Forgotten Heroes of Swords & Sorcery

Getting into old school Sword & Sorcery today is easy. What with Paizo's Planet Stories, Del Rey's Robert E. Howard series, Night Shade Books' Clark Ashton Smith Collected Fantasies library, and other assort small press publishers, its easier to come by many of the classics of the Sword & Sorcery genre than it has been since the end of the seventies.

Still, a great many interesting stories and characters languish in Out-of-Print Limbo. Here are a few of the characters I've encountered over the years that ought to have collections in print, but tragically, do not, or are just less known than they deserve:


Ryre: Ramsey Campbell's swordsman stars in four stories appearing in four volumes of Andrew J. Offutt's Swords Against Darkness anthology series. The Ryre stories are somewhat spare by the standards of oft-florid pulp prose, but this leanness lends them a unique atmosphere that reminds me (for some reason) of some seventies cinema. As befitting stories from a horror writer, there are outré monsters in most of the Ryre yarns, yet they're different from the usual Howardian-inspired monstrosities of Sword and Sorcery--and Campbell's understated style just adds to their strangeness. Probably my favorite of these tales is "The Sustenance of Hoak" from the first Swords Against Darkness volume (1977) which features a village under an unusual (and horrific) curse. The Ryre stories appeared in a collection in 1996, but not since.


Kardios of Atlantis: Kardios isn't my favorite Manly Wade Wellman character (that would be John the Balladeer) but he is a Sword & Sorcery character, and he was left out of Night Shade Books' five volume Wellman short story series. Kardios is a minstrel, and sole survivor of Atlantis--who sank his homeland with a kiss. There are at least four Kardios stories appearing in the Swords Against Darkness anthologies. Possibly there are more elsewhere. Wellman infuses Kardios with gentle humor and aplomb in face of danger, adding up to a personality atypical for Sword & Sorcery protagonists.


Simon of Gitta: Richard Tierney's Sword & Sorcery version of Simon Magus of New Testament fame. The Simon stories combine sword and sandal action with speculative Lovecraftiana, and historical fantasy. Chaosium released a collection of the Simon Magus stories, The Scroll of Thoth in 1997, which is now out of print. There are also a couple of novels featuring Simon, but only Drums of Chaos, a crossover novel with Tierney's Lovecraftian SF character, John Taggart--and special guest appearance by Jesus--is still in print.


Prince Raynor: Henry Kuttner's prince of doomed Sardopolis, greatest city of the lost civilization of the Gobi. There were only two Prince Raynor stories--"Cursed be the City," and "Citadel of Darkness"--but their well worth your time. Kuttner gives these stories a slightly darker tone than most Sword & Sorcery of their day. In this way, as Karl Edward Wagner points out in Echoes of Valor III, Prince Raynor seems to prefigure Elric. His civilization in the Gobi may be lost, but Prince Raynor is actually in print currently, appearing in Paizo's Elak of Atlantis collection.

Wednesday, February 10, 2010

The Epic Begins: Warlord Wednesday!

The new ongoing series and my recent post on DC Comic's Warlord, have led to my decision to revisit creator Mike Grell's run on the original series.  So at least from now until issue 71 (or until I get tired of it), I'm going to be looking at the Lost World of the Warlord, issue by issue.

First up,  of course, is the try-out before the series started...


"Land of Fear"
1st Issue Special #8 (November 1975)

Written and Illustrated by Mike Grell

Synopsis:
Colonel Travis Morgan, USAF, is forced to ditch his plane after taking fire during a spy mission over the Soviet Union. Expecting to come down in the arctic, he's surprised to find himself in a lush jungle. Finding a woman, Tara, in combat with a dinosaur he rushes to her aid. No sooner have they overcome that danger, then they are captured by soldiers and taken to the city of Thera. Morgan quickly earns the enmity of the high priest, Deimos, though use of his pistol convinces the rest of the Theran court that he's a god. While guests of the Theran king, Morgan pieces together the remarkable truth of his situation--he's in the hollow earth! Ultimately, treachery by Deimos leads Morgan and Tara to flee Thera.

Things to Notice:
  • The story begins on a specific date: June 16, 1969. Though time is strange in Skartaris, stories will often give reference to the passage of "real time" on earth--something very different from most comic series. This also dates Morgan, allowing us, as more information is given, to construct a timeline of his life.
  • Morgan has a .38 special in this issue and only 12 rounds of ammo, all of which he uses here.
  • The women of Thera seem go in for the colorful, raccoon-patch, eye shadow which is also styled by some female members of the disco-era Legion of Super-Heroes, Marionette of the Micronauts, and Dazzzler, among others.
Where It Comes From:
The portrayal of the hollow earth in both fiction and purported fact has a rich history going back to Sir Edmund Haley (of comet fame) and possibly before. The primary inspiration for Grell’s version seems to be Pellucidar, a savage land debuting in At the Earth’s Core by Edgar Rice Burroughs, serialized (as “The Inner World”) over 4 issues in All-Story beginning on April 4, 1914. A novel version was published in 1922, and in 1976 there was a move adaptation with Doug McClure, Peter Cushing, and bond-girl-to-be Caroline Munro.

In the introduction to the collection Savage Empire (1991), Grell cites the Burroughs influence on Warlord and calls the Pellucidar series "the best of the [Earth's core] genre."  In a later interview, he seems to downplay this influence, emphasizing instead Jules Vernes' Journey to the Center of the Earth, and The Smokey God by Willis George Emerson.  Certainly a case could be made for the primacy of these works in Skartaris' conception.  Verne's work has prehistoric survivors in his underground world, while Emerson's novel has a central sun (the titular Smokey God).

Still, Burroughs' work has those similarities to Skartaris, too.  It also shares one feature not found in any other "hollow earth" fiction with which I'm aware: time is strange there.  The odd timelessness of Skartaris is also found in Pellucidar--despite neither ever giving a good explanation as to why things should be that way.

An interesting parallel to Burroughs, though probably not a direct reference, is this issue's title.  Burroughs' sixth novel of Pellucidar is called Land of Terror.

One thing clearly does come from Verne, and that's the name of The Warlord's hollow world.  In Journey to the Center of the Earth, "Scartaris" is a mountain whose shadow marks the entrance to the center of the earth in the crater of Snæfellsjökull.

The dinosaur gracing the cover and appearing in the issue is identified as a deinonychus, which is a species related to the velociraptor family.  Unlike its depiction in this issue, deinonychus apparently had feathers.

The character of Travis Morgan got his first name from Grell's nephew, and his surname from the privateer and rum bottle spokesmodel, Henry Morgan.  Morgan got the facial hair that Grell himself had at the time, and also Grell's experiences in the air force.

Grell has said that the appearance of Tara was inspired by Raquel Welch.  Presumably he was thinking of her in One Million Years B.C.  The name "Tara" was a popular one in the United States in the 70s, probably due to the enduring popularity of the film version of Gone With The Wind.  In this context, the name Tara derives from the Hill of Tara in Ireland. The hill is also known as Teamhair na Rí (“The Hill of Kings”) because of its association with ancient kingship rituals. Tara also means "shining" in Sanskrit and is the name of a Hindu goddess.

Grell tells us he got "Deimos" from the name of Mars' smaller moon, the larger being Phobos.  These names derive from Greek mythology where Deimos ("dread") and Phobos ("fear") are sons of Ares.  Again, the title of the issue seems to have unintended connections.

The name of the city where Deimos is high priest, Thera, is also Greek in origin.  Thera is part of what is now the Santorini Archipelago and the site of one of the largest volcanic eruptions in recorded history.  This eruption, some 3600 years ago, led to the decline of Minoan civilization, and popular theory holds that this event may be the ultimate source of the Atlantis legend.

Monday, February 8, 2010

Something Wicked: The Drow

"The tiers and dungeons of Erelhei-Cinlu reek of debauchery and decadence...Unspeakable things transpire where the evil and jaded creatures seek pleasure, pain, excitement, or arcane knowledge, and sometimes these seekers find they are victims."

- Gary Gygax, Vault of the Drow

Like regular elves, drow provoke ambivalence in the collecitve gamer heart. Thanks mostly to R.A. Salvatore's Drizzt do'Urden books, and an enduring viusal appeal (at least the drow females), they have a prominent place in tabletop and computer rpgs. On the other hand, charges of implicit racism and sexism, and general blacklash against overexposure, fan flames in many a message board thread.

Having never read a Drizzt novel (and never intending to, honestly), my appreciation of the drow comes mainly from the AD&D D and Q modules that dealt with them. There, they were exotic and powerful adversaries. Then came Unearthed Arcana, which gave us drow as a (somewhat overpowered) player character race. Players always like more options--particularly "cool" ones--but there the seeds were sown for over-familiarity and the contempt which usually follows.

So in trying to do a little re-imagining of the drow for my current campaign world, I wanted to chart a course between the purely villainous drow of the early D&D modules, and the posing, voluptuous viragos and emo-Elric wannabes of today. Since I've conceived the world's "high elves" as posthuman, glam anarcho-capitalists, and the "gray elves" as alien beings partaking of the melancholic sense of "passing" found in Tolkien's elves and Yag-kosha in Howard's "Tower of the Elephant," it seems proper to me that the dark elves should have pulp roots growing though Lovecraft's K'n-yan, and Clark Ashton Smithian decadence, which break the surface in the vicinity of Hellraiser, along the Left Hand Path, posted with fuzzy LaVey philosophy.

"Do what thou wilt" shall be the whole of Drow law, I think.


"free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and revelling in joy...all the earth would flame with a holocaust of ecstasy and freedom."

- H.P. Lovecraft, "The Call of Cthulhu"

Like all the aethyr, the elves of the world of Arn, the drau, or "drow," are beings aligned to extraplanar chaos. Unlike the other elves, who are general beneficent, and aligned to the extraplanar power of "good," drow have chosen the path of egotism without concern for concepts like morality, and have aligned themselves with "evil."

These philosophical differences long ago caused a schism among the elves, and led to the drow being driven underground. There, they nurse their ancient enmities and plan for a chance at revenge.  They past the time until that day in strange pleasures--byzantine intrigues, arcane drugs, elaborate assassinations, and baroque orgies. 

The primary goddess of the drow is Lolth, the Demon Queen of Spiders. Like all demons, Lolth seeks the destruction of all matter and form, the dissolution of the multiverse, and a return to a state of pure chaos--but she wishes to enjoy every sensation and fulfill every other desire prior to that end. She offers her faithful the same reward, and finds her chosen people enthusiastic followers.

There are legends that hold that Lolth was once an elven sorceress in a time before there were drow. In the pursuit of knowledge and experience beyond what she could find on this plane, Lolth trafficked with demons from the Abyss. Tricked by a demon lord and cast into the abyssal depths, Lolth was forced to live through a myriad of lives, deaths, and physical forms, experiencing all the inhuman horrors and pleasures that fiendish minds older than the earth can conceive. After lifetimes, she arrived at the realm of the demon lord, who she thanked--and then slew. At that moment, a new demon queen was born.

Drow are often as ambitious as their goddess. Implicit in her teachings is the opportunity for any drow to ascend and claim her power for their own.

Lolth sits at the center of her demonweb and waits, nourishing herself on the partially dissolved souls of those who have challenged her before.

Friday, February 5, 2010

A Fist Full of Fantasy

Looking for some weekend reading? In no particular order, here are five fantastic (in both senses of the word) stories well worth seeking out:

"Lean Times in Lankhmar" by Fritz Leiber
"How the lack of money leads to a lack of love, even among sworn comrades." When Fafhrd and Gray Mouser are the sworn comrades in question, what happens next certainly isn't dull. Mouser goes to work for an unusual extortionist, and Fafhrd gets religion! A clever, colorful, and genuinely funny tale. One of Leiber's best tales of the twain--and that's high praise, indeed.
Find it in: Swords Against Death: The Adventures of Fafhrd & Gray Mouser Book 2



"Worms of the Earth" by Robert E. Howard
Bran Mak Morn, last king of the Picts, wants revenge against the hated Roman invaders, and he's willing to bargain with an ancient, inhuman enemy to get it. This is one of Howard's best stories--combining action and horror, in one effective package.
Find it in: Bran Mak Morn: The Last King


"Queen of the Martian Catacombs" by Leigh Brackett
This was technically science fiction when it was written, but advancing knowledge of the solar system has rendered Brackett's pulp view quaint. Too bad for us in the real world. Eric John Stark, Brackett's hard-boiled, outlaw hero, is an earth-man raised by primitives on Mercury like an interplanetary Tarzan. Stark is forced to cut a deal with authorities to infiltrate and disrupt a plot by Martian desert tribesmen and criminal elements to ferment a rebellion against the Terran colonial powers. In the process, Stark will uncover a startling secret, surviving from ancient Mars.
Find it in: expanded form as the novel, The Secret of Sinharat.


"Undertow" by Karl Edward Wagner
This story features Kane, Wagner's version of the Biblical first murderer, cursed by a mad god to wander a sword & sorcery pre-history, knowing only violence. Kane's often more of anti-hero--a trait this story well illustrates. A ship's captain falls for a beautiful woman kept by a powerful sorcerer, and at her urging, hatches a dangerous plot to free her. But all is not what it seems. The sorcerer is Kane, and this whole drama of doomed love, manipulation, and death, may have played out before.
Find it in: The Midnight Sun: The Complete Stories of Kane, or Night Winds (both unfortunately out of print--and probably pricey).


"The Seven Geases" by Clark Ashton Smith
In fabled Hyperborea, Ralibar Vooz, high magistrate of Commoriom, is having one seriously bad day. He has magical compulsions, seven in all, laid upon him by a succession of ever more dire supernatural entities. All the while, Smith will "wow" you with his ceaseless invention, ironic humor, and lush prose.
Find it in: The Return of the Sorcerer: The Best of Clark Ashton Smith or here--for free--on the Eldritch Dark website.


Find and enjoy!