Tuesday, February 15, 2011

Happy Birthday to Me


As today makes it T-731 days between me and forty, there'll be no long post, just Marilyn cutting a cake. 

Maybe I'll spend the extra time doing something worthwhile--like working on Weird Adventures...

Monday, February 14, 2011

Love (and Sex) in the City


The City has a holiday analogous to our Valentine’s Day, celebrated in the winter month of Gelid. Hearts’ Day, or Lovers’ Day, has its origins in ancient, pagan fertility feasts, and is a time when wise thaumaturgists know the powers of the eikone Doll are at their strongest. Her manifestations walk the earth, manipulating the lives of humans to induce love--or at at least lust or passion.

People who don't directly interact with Doll, tend to commemorate the day by exchange of heart-shaped cards and gifts with their sweethearts.  Male adventurers, like chivalrous knights in stories, are known to vow to win some prize or achieve some great deed for their inamoratas.  No doubt the tendency of adventurers to imbibe in large quantities contributesd to this behavior.

In general, sexual mores in the New World resemble our own world’s in the first half of last century, though the presence of magic has led to some differences. Coercive magic or charms, for example, are technically illegal in most jurisdictions, but such laws are infrequently enforced. People tend to be somewhat cautious about taking drinks offered from strangers, and the most prudent wear some sort of minor charm as a defense. Luckily, most such magics are of short duration and tend to only have a shallow emotional effect.

Prostitution is illegal in the City and in most places in the New World, but that doesn’t stop it from being commonly practiced. Higher class prostitutes tend to employ thaumaturgical or alchemical aids to enhance their appeal, and the pleasure of their clientele, particularly those of exotic tastes. Some of these enhancements are extraplanar in origin, coming from the lust laboratories (and sometimes the pain dungeons) of the Hell Syndicate.

Unwanted pregnancy is, of course, a concern. The usual barrier methods of contraception are known. Purely biochemical female contraception is understood in theory, but is at this point not feasible. Alchemical or thaumaturgic methods exist, but their use is nontrivial as the dosage must be varied based on astrological influences and the like, so failure rates are high.

Venereal disease also looms large. Healing magics can ameliorate the effects, but prevention remains the best policy. Militaries, in particular, view this as a serious threat to readiness, though different nations address the problem differently. Some promote abstinence, while others have instituted programs of education, provision of condoms, and alchemical monitoring.  In the Great War, some particularly fiendish (though not terribly effective) attempts at biological warfare used prostitutes carrying alchemically-wrought infections to strike at enemy troops.

Sunday, February 13, 2011

Mighty Marvel Manhattan


The center of the Marvel Universe has always been New York City. The Avengers Mansion, the Daily Bugle, Empire State University, Dr. Strange’s Sanctum Sanctorum, and Luke Cage’s old office above the Gem Theater, are all located in a fairly realistically portrayed (except, you know, for the superheroes) Manhattan. DC’s fictional cities were originally generic settings, and have become thematic support for their central characters, but Marvel’s New York has always been more of place which its characters adapted to, or arose from.

TSR’s Marvel Superheroes rpg dealt with the city in a few of supplements (New York, New York, and the map on the judge’s screen, to name a couple), but never really gave us a lot of detail. That’s a shame, because there’s more to be had from the comics. Wizard #199 published the map above, and an accompanying article, but the best reference I've found is Peter Sandersen’s The Marvel Comics Guide to New York City.

Sandersen, of course, contrasts the Marvel Universe version of the city with ours. He also (as one might expect) pulls out the occasional obscure detail (like the Snakeroot cult in catacombs beaneath Central Park’s Belvedere Castle from Daredevil). What’s most interesting to me, though, is how some of the geographic elements are really easter eggs for Marvel Comics history--like the fact that Roy Thomas and Gary Friedrich shared an apartment at 177A Bleeker Street, which turns out the be Dr. Strange’s address in the MU.

If you’ve got a yen to game in the Marvel Universe, or are just a Marvel fan, I’d say its worth checking out.

Friday, February 11, 2011

The Well-Dressed Man from Elsewhere


He appears without warning, other than perhaps the briefest sensation of jamais vu. He has been seen anywhere from deep underground, to swank nightspots, to the soft places which border the near Astral. He often asks a question--a single question--in a voice somewhat muffled (which might be expected, given the mask), and distant, and with a diction very, very precise, like an old priest intoning an old liturgy. Few have been able to recall the question he asked after the meeting, but many are certain that he did ask one.

He has been known to raise a hand sometimes as if in warming, sometimes as if supplication. He has never been known to make an aggressive act, but It is unwise to touch him, or to be touched by him. The results vary, but they are often fatal, and always strange.

More than one appearance of the Man in the same area, almost surely means he will appear again, and in increasing frequency until something happens, typically some dire event. There are said to be bas-reliefs recovered from drowned Meropis with images bearing an uncanny resemblance to him.

Those encountering the Man would be wise to leave his vicinity as soon possible--though a polite departure is recommended. Just to be in his presence for extended periods has been associated with the development of certain rare cancers and unusual autoimmune diseases.  The smoke escaping from beneath his mask, and from his collar and cuffs is luminescent, and radioactive.

Thursday, February 10, 2011

Real Dungeon: Paris Underdark


Modern stylings aside, he looks like an adventurer, doesn't he?  That's the sort of person you'd expect to find beneath a great city in old--and often forbidden--tunnels, wherein there's a house of bones, it's entrance bearing the legend: "Stop, this is the Empire of Death."


Everybody's heard of the Catacombs of Paris, the subterranean ossuary and tourist attraction. Morbid spectacle it may be, but its only small part of Paris’ underground tunnel system, all part of the Carrières de Paris--the Quarries of Paris--a network of abandoned limestone and gypsum mines reaching back to the 12th Century.

Only the area of the Catacombs is now open to the public, but it's just a part of the potentially accessible area of the quarries. Delvers known as cataphiles make a hobby of illegal entry into these other tunnels--if not for treasure, at least for adventure.

Here’s a map of a portion of the quarries. It probably helps if you read French...


...or maybe you can just think of it as some suitably accent tongue.

An interative map and a number of pictures can be found at the National Geographic website, and more cool maps can be found in this months issue.

Wednesday, February 9, 2011

Warlord Wednesday: Berserk

It's Wednesday, and another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Berserk"
Warlord (vol. 1) #43 (March 1981)

Written and Pencilled by Mike Grell, Inked by Bob Smith

Synopsis: Morgan has fought his way into a Shamballah beseiged by the Theran army, only to find Tara has been captured by the enemy. The enemy, however, is unaware they have Shamballah’s queen in their hands, taking her for some common wench.

Within Shamballah’s walls, Morgan has surmised this, based on the fact the Therans have yet to ask for their surrender. With Morgan’s laser rifle, the Shamballan Elder thinks they should issue an ultimatum--but the rifle is almost out of charge. It will only be useful in a bluff, Morgan thinks, but maybe he can use it to leverage a deal. The Council of Elders balks at talk of deal-making, but Morgan doesn’t want to hear it:

Morgan’s got a plan. He leads the elder to the subterranean complex beneath the city. It’s been flooded, but Morgan wants volunteers to swim through, outflank the Therans and take them by surprise.

Shortly, Morgan leads a small contingent into the Theran camp, where he’s greeted by the commander, Kaatar Shang. Morgan reminds him he’s seen what the laser weapon can do. Why not save further bloodshed by a single combat? If Morgan wins, the Therans leave and release their captives. If Kaatar Shang wins, then the city is his.

After hearing that Morgan won’t use his laser rifle, Kaatar Shang agrees. Laughing, he calls forth the Theran champion, Brador:

Brador attacks, landing blow after savage blow. Tara watches, not knowing why her mate allows himself to be battered without fighting back. At the same time, beneath Skartaris, the Shamballan volunteers make the swim. Soon, they emerge at a point behind Theran lines.

In the Theran camp, Brador’s blow collapses Morgan’s already bent shield, knocking him to the ground. Kaatar Shang tells Brador to finish him.

As Brador raises his weapon, Morgan sees a flaming arrow flash across the sky behind him. It’s the signal he’s been waiting for! His hellfire sword cuts down Brador in one stroke.

The Shamballans emerge from the forest for a surprise attack, and the rest of their army pours forth from the city gates. Hearing their battle cries, Kaatar Shang realizes who his captive is. He grabs the laser pistol and holds Tara at gunpoint.

Morgan only smiles, and reaches for his pistol. Kaatar tries to fire--finds the gun is useless. Morgan shoots him in the face. He frees Tara, who takes up a sword, and the two join the battle.

As soldiers fall before them, the hellfire sword drinks deep of their blood. It’s influence creeps into Morgan’s soul, causing him to exult in the slaughter. He almost beheads a surrendering Theran, but Tara stays his hand.

That breaks the sword’s spell over him. He realizes it's dark influence, and rejects it. Impulsively, he tosses the sword into a nearby lake, from which a glowing hand rises to grasp it, and draw it below.

After the battle, Tara and Morgan share a kiss while standing on a parapet receiving the adulation of Shamballah’s people. Aton rides in on horse back, carrying Morgan’s banner, and calls out to the Warlord. Morgan angrily tells him he doesn’t want to hear it now.

Later, Tara awakens to find Morgan not in bed beside her, and knows what is to come. She peers through the door left ajar, and sees Morgan talking with Aton. He gives Morgan a piece of the wreckage from the Lady J, Jennifer Morgan's ship. Morgan says he has no choice--he has to find his daughter. He turns to see Tara watching. She smiles sadly, and shuts the door. Morgan lowers his head with tears in his eyes.

Soon, he and Aton are galloping out of the city.

Things to Notice:
  • Morgan wears a slightly different outfit to go to war.
  • Where did four-armed Brador come from?
  • The Shamballan underground complex makes a return appearance.
Where It Comes From:
Kaatar Shang's name may have been inspired by Matai Shang, a villainous Thern, in Edgar Rice Burroughs' tales of Barsoom.  Brador's four-armed form somewhat resembles the Green Martians from the same series.

Morgan's casting of the hellfire sword into a body of water echoes events at the end of Le Morte d'Arthur, where Sir Bedivere, at Arthur's command, tosses Excalibur into a lake where it's caught by the Lady of the Lake.

Tuesday, February 8, 2011

Against Chaos

When the City was only a Dwergen fort on a swampy island, religious separatists from Grand Lludd were founding their own states some leagues to the north. These groups were sometimes derisively called “Sticklers” in their native country, but they called themselves the Lawful. Though their religion has disappeared in the centuries since, they left their mark on the New Lludd colonies they founded.

The Lawful took their name from their belief that existence was a struggle between the forces of Law (the living spirit of the commandments of God) and Chaos (everything non-godly). They opposed what they believed to be the excesses and superstitious ritual of Oecumenical Hierarchate, but also its softer stance on the practice of magic. They also rejected the worldliness of their homeland--the imbibing of strong drink, dancing, and merriment in general. The situation became intolerable when Gloriana became queen, and begin patronizing the thaumaturgical arts. It was even rumored that she was of fae-blood---a race inherently aligned with Chaos, and thus the Devil!

Their witch-hunting and monster-slaying was not as much appreciated as it had been in this new more permissive era. The Lawful sought a way to leave corrupt Grand Lludd behind and start afresh in the New World, where they hoped to build the perfect society.

Their first task was girding themselves for war. They had heard stories of the the New World, and knew it to be as infected by magic and godlessness as their homeland. And so, lead by their greatest holy warriors--their paladins--they set sail to bring the dominion of Law to the Chaos of the wilderness.

Things didn’t go exactly as they planned. They built settlements, slayed monsters and cleared ancient ruins, true, but the Strange New World infected them as well. Witches and warlocks (their terms for sorcerers) emerged among them, and they couldn’t ferret them all out. Contact with the Natives, Black folk, and other Ealderdish colonists softened their strict ways.

Today, the Lawful are mostly seen as just as quaint part of New Lludd’s past. Still, there are rumors of some families--and perhaps even whole villages--that keep to the hold ways. Stern folk living almost monastic lives, who believe they’re still in a holy war against Chaos, and so train their children generation after generation to take up arms against monsters and magic.