Monday, April 19, 2010

Swords in Space!: Iron-Wolf

In 1973, in the seventh issue of DC Comic's Weird Worlds, readers were told that the title would no longer feature Edgar Rice Burroughs adaptations. Instead, the next issue would debut a new creation from Howard (then Howie) Chaykin--Iron-Wolf. Chaykin said his intentions with Iron-Wolf were to "combine elements of those magnificent swashbuckling films--Sea Hawk, Captain Blood, Robin Hood--in a cosmic setting." The result was a space opera adventure like a mix of Dune and Flash Gordon--three years before Star Wars.

The saga begins in the 61st Century with Lord Iron-Wolf defying Empress Erika Klein-Hernandez of the Empire Galaktika. He's angry because she's selling the secret of human space travel--an anti-gravity wood grown on his homeworld of Illium--to barbaric aliens. Iron-Wolf turns rebel--and pirate. Along the way he crosses swords and exchanges blaster fire with the ogrish aliens, and his traitorous brother. At that's only in his first appearance!

The following issues feature disguise as Shakespearean actors, clashes with the Empress' vampiric Blood Legion (all of whom we see, interestingly, are black), and disillusionment as the democratic rebels Iron-Wolf joins prove to be involved in the trafficking of a dangerous drug. And...that was it. Unfortunately, Weird Worlds was on life-support when Iron-Wolf strode into its pages. It expired with issue 10, just three issues later.

Luckily, wooden spaceships and vampire legions proved too cool to stay in comics limbo forever. In 1992, writers Chaykin and John Francis Moore, with the artistic dream-team of Mike Mignola and P. Craig Russell returned to the character with Ironwolf: Fires of Revolution.

The graphic novel reworks some of the conceptual elements. The so-called Empire Galaktika is now a small, "backwater" entity. The characters' fashions move from hippie-meets-disco to sampling a bit of both the Victorian and Restoration eras. The technology is a little bit less space opera and a little bit more steampunk. The story's different, too--a little less adventurous, and taking a darker, more cynical tone as it's fit into Chaykin's retconning of DC's science fiction characters in the Twilight limited series. Still, it gives Iron-Wolf's saga an ending, and has really gorgeous art.

Sunday, April 18, 2010

Toward A Hard-boiled Fantasy Sandbox


"Walk down the right back alley...and you can find anything."
- Sin City (2005)

Folks of a poetical inclination have called the City "unnamed."  Truth is, the City has too many monikers for anybody to know them all. But you say "the City," and everybody from yokels up in the Smaragdine Mountains, to the newsie on the corner knows where you mean. There was a city here before it became the City, you know?  Then some swell got himself itch to be an emperor and brought the five baronies together. So here we are, and that swell got his empire, but maybe it didn't turn out the way he thought. The City doesn't need soldiers or armies when it's got commerce and style.

Alright, maybe they've got all the movie stars--and most of the sunshine--out there in Hesperia, but all the other culture's right here. Ships come into this harbor from all over the world--bringing stuff to sell, bringing people. And a lot of the decide to stay.  You go to the right neighborhood and you'll swear you got dropped into some foreign country. And the nightlife? This town jumps, friend. From low-class gin-dives to tony swing-clubs, it roars.  I'd steer clear of the hinky alchemical liquors, though.  Word to the wise.

Now, those joints I was talking about are full of would-be toughs and hard-cases come here to make a name for themselves. They go ransack the ruins the Old Ones, left all over the countryside, then they come to the City to sell their haul and hit the town. City-folk are happy to separate a rube from his money. Gin, jazz, janes--you know, whatever. Guys can make money too, if they know were to look. The gang bosses that run the streets always got a need for muscle, or a little cheap wizardry. Sometimes the ghouls from Undertown get kind of rowdy, and the coppers start looking for guys to deputize, too. Or maybe the rail-yards are looking for bulls to crack a few goblin skulls. Then of course there are bounties on monsters that need killing.  What, you think there's only gold down in those ruins? Anyway, you get the idea. There's dough to be had, and plenty.

So welcome to the City.  Have a good visit--but watch yourself, pal, things can get rough.

Friday, April 16, 2010

You Meet in A Tavern...

Ah...but which one?

Here are a couple of answers to that question from the streets of Terminus, city on the River Fflish, in the south of Arn.

The Green Griffin Inn
The Griffin is a sometimes rough, always busy inn and tavern favored by adventurers new to town. There is a 50% chance of a fight of some sort erupting on any given evening. The lower level holds a common room with several tables, a bar, and a kitchen in the back. The upper floor holds a small number of rooms. The laconic barkeep is named Azgull, but called Az. He's a black-haired and moustached man of middle-years, often with a severe expression and wary eyes. He's also a former adventure (Fighter 4). He'll answer reasonable questions about what he's seen or heard (in as few words as possible), but when he's done, he's done, and no amount of charm will cajole more. Coin occasionally will.

There are usually 1-2 serving wenches working at all but the latest hours. They sometimes make extra money from prostitution, or by selling-out hiding lawbreakers to the City Watch. There's a 30% change that one of the barmaids on duty at any given time is Not What She Seems.

The proprietor of the Griffin is Gelsh Zem, called "Gelsh the Whiner" (behind his back). Gelsh is a smallish, balding man, with eyes that dart like spooked birds, and a bobbing Adam's apple. His anxiety is no doubt increased by the fact that the previous owner (his uncle) was slain by a drunken Kael barbarian a few months ago. Gelsh speaks in an overly officious manner, and is obsequious to the those he from whom he has something to gain, and rude to those he views as beneath him.


The Lion's Den Alehouse
Located near public baths catering to soldiers, and former soldiers, the Lion's Den tends to attract a warrior clientele, though its not exclusive. There are rarely any fights in the Lion's Den. It's the best protected tavern in the city--though this does not mean on duty watchmen are welcome.  The structure is a long hall, popularly believed to have been the mead-hall of a Kael chieftain when Terminus was only a village, called Meln. Long tables with benches run down the center of the room, with small, round tables in the more private periphery. All of the wall decorations have a martial theme. 

The proprietress of the Den is called Deela. She is handsome, well-muscled woman with mannishly short, blonde hair. She's friendly, but no nonsense, as those that cross her discover. Though she only ever speaks of her past obliquely, she is an Arnian peasant girl turned camp-follower of a mercenary company, then mercenary, and finally, mercenary captain. She respects skill and arms, but also artistic talent--a former lover, for whom she still carries a torch, was an actress and musician. The Den is run with military precision by a former sergeant (Fighter 5) of her company, Bernal Obrek, a ruddy-complected, bear of a man, with a bald head and thick moustache. Bernal is a fine cook--and deadly with an iron-banded cudgel or, should the need arise, a warhammer. If Bernal takes to a visitor, he will point them in the direction of the patrons who are likely to be the highest paying employers.

At any given time, the Lion's Den will be patronized by mercenaries looking for work, or captains looking to hire fighting-men. Protecting caravans from Kael banditry, or pacifying rebels or bandits (the two typically being one in the same) in the Dharwood. There is a 30% chance that there will be a Llysan filibuster or their agents present to recruit the gullible or desperate for conquest and glory.  They promise pay, and ultimately, land in the conquered territory to any man who will follow.

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.

Tuesday, April 13, 2010

Post-Game Report: A Sea of Troubles


This past Sunday, we continued our Warriors & Warlock campaign, using a freely-adapted version of Paizo's Children of the Void in the Second Darkness adventure path. Our regular cast:
Brother Gannon - Is he thief, monk--or both?
Renin - Mind-mage out to save the world who hates and fears him. Or something.
Zarac - He loves only gold...but he really likes his sword.
Things looked bleak for our heroes and their attempt to get in on the "skymetal rush" on Devil's Elbow Island after the fall of a star--and a resultant tsunami that wrecked Raedelsport's harbor. Luckily, a merchant-speculator, Tavrem Kalus, had come to their aid with an offer of passage on the only ship available--for a forty percent cut of the profits, naturally.

The party had dinner with Captain Djosspur Kray aboard his vessel, the Flying Cloud. Mainly, this was a chance for the Captain to grill the three on what their objectives on the Devil's Elbow were, and to deliver some exposition about the island's curse! Said curse involved a siren named Ysersei, and made its dread presence felt in the form of Brother Gannon's player's inability to pronounce the siren's name, even with the other players' couching.

The dinner was interrupted by the sound and smells of burning. Rushing up to the deck, they found black-clad saboteurs setting fire to the sails. Gannon dispatched one with a quickly thrown dagger. Renin mind-blasted one from the mast. Zarac rolled too low on initiative to do aught but shout encouragement.

Despite their style of dress, the saboteurs were no ninja. More like non-ja. They beat a haste retreat over the side of the ship. Quick thinking Renin telekinetically dipped a barrel in the ocean and used it to douse the sails. Gannon and Zarac apprehended the two fallen saboteurs--who were unconscious and didn't really put up a fight.

The Captain set his crew to repairing the sails, and gave the party leave to conduct the interrogations as they saw fit. Two captives meant two interrogations. Renin proceeded with mind-reading his captive. Zarac and Gannon planned to resort to "harsh interrogation techniques," but finding the W&W rules required a full day for really good torture, they decide just to Intimidate.

The two saboteurs sang the same song: the party's old nemesis, now supposed business partner, crime boss Clegg Haddo hired them to make sure no other ships got out of the harbor. The party at first takes this as a personal attack, but later decided it was just Haddo hedging his bets against everybody. As thanks for the information, the saboteurs get thrown overboard still tied.

The repairs were completed by dawn, and the Flying Cloud crossed the eighteen miles to the Devil's Elbow. The closer they got, the more nervous Captain Kray was. He found a good reason to be--as soon as they docked, they were approached by a ragged group coming out of the forest, asking passage back to Raedelsport. These few were all that's left of the mixed human and dwarven mercenaries hired by the Lord Mayor of Raedelsport to get the skymetal. The leader of the expedition, Urumdarru Goldhammer, told a story of strange, deadly creatures lurking in the forest, who passed on a horrifying contagion to men they killed.

Kray is ready to go now, for sure, but promises to pick the party back up in three days time. The three adventurers are left on the docks with the sea to their backs, and the foreboding forest in front of them.

TO BE CONTINUED...