Wednesday, April 20, 2011

Warlord Wednesday: Top Ten

Since issue #51 of Warlord was a reprint of issue #1, I thought I’d take this installment of Warlord Wednesday to look back over the series so far and pick my favorite issues. Here are my top ten, in chronological, rather than rank order:

First Issue Special #8: Where it all began. Maybe not the best story, but it establishes the essential Edgar Rice Burroughs elements: a fighting man from our world transported to another, and a beautiful princess to be won. I might also add, a figure of religion as a baddie in the form of Deimos.

 #3: Lizard Men cargo-cults, a ruined city of a more technologically advanced civilization, and a giant snake creature, make for great pulp adventure. And Machiste--tragically underused once he gets paired off with Mariah--in here in his prime.

 #10: A battle of the sexes with Morgan and Machiste versus Mariah in a race to the top of tower to win a magical artifact.

 #21: The culmination of a three-parter that is itself the culmination of the Second Deimos Saga that began in issue #15. Father against son with a tragic ending that will reverberate through the series until its very end in the most recent volume.

#22: Warlord playing Sword & Sorcery hero, drowning his sorrows in drink, and taking on a werebeast in a tower, where all is not as it seems.

#25: Still in Sword & Sorcery mode, Morgan turns mercenary, battles snow giants, and spars (with sword and quip) with Ashir, the second best thief in Skartaris.

 #38: Morgan’s daughter, Jennifer, comes to Skartaris. Not the most action-packed issue, but gives some insights into Morgan’s character and past.

#46: Morgan goes to the realm of death to save the soul of Shakira!

#48: Morgan and Shakira have one of their usual arguments, and Shakira’s proven right as Morgan attempts to play hero and stop a human sacrifice where all is not as it first appears.  Includes one of the series most clever reminders of the relationship between Skartaris and the Outer Earth.

 #50: The entire supporting cast appears for a “final” showdown with Deimos. It could be subtitled “revenge is a dish best served cold.”

Tuesday, April 19, 2011

Curiosities and Eccentric Diseases

Internet browsing yesterday revealed that Jeff VanderMeer has edited a new collection bearing the name of the obscure scholar Thackery T. Lambshead--The Thackery T. Lambshead Cabinet of Curiosities--which is to be released in June. This is VanderMeer’s second involvement with a Lambshead work, the first being 2005’s The Thackery T. Lambshead Pocket Guide to Eccentric & Discredited Diseases, Complete with Illuminating Illustrations. This first work, and no doubt the upcoming one, should be of interest to aficionados of the weird and to gamemasters wishing to add a bit of weirdness to their game.

The diseases described are a diverse lot.  Michael Moorcock describes Samoan Giant Rat Bite Fever in a Victorian idiom. Alan Moore elucidates Fuseli’s Disease--a skin ailment occurring (and spreading) in dreams. Jay Lake discusses Mongolian Death Worm Infestation. One of the best is VanderMeer’s own article on Tian-Shan Gobi Assimilation--a creepy and Lovecraftian disorder of involving fungus (calling to mind VanderMeer’s Ambergris novels).

Maybe they all should have heeded the implicit warning of Neil Gaiman’s entry--Diseasemaker’s Croup.

Obviously, a good bit of fun is had by all--which includes (in addition to those above) Cory Doctorow, K.J. Bishop, China Mieville, and Rachel Pollack--and many more. I expect the same sort of good things from the new book which promises an even longer list of writers and illustrators.

Check ‘em out, so next time you’re feeling hypochondriacal you can think you have something really interesting.

Monday, April 18, 2011

Using Your Head

The Havatu tribe in the jungles of Asciana are infamous as headhunters. Usually, the heads they take (and shrink) are battle trophies, but at least once, a Havatu shaman seems to have coaxed powerful spirits into a group of shrunken heads and created magical artifacts. These were stolen by adventurers decades ago, and may now be encountered anywhere. There are five heads, each with a different power. The heads are intelligent, understand any language spoken to them, and reply in the native tongue of the person they are speaking with (though their breathless voices and sewn lips sometimes make them difficult to understand). A reaction role determines how helpful they are. The heads may answer as many specific questions about their area of expertise as they are inclined to. The heads' knowledge doesn’t extend to other planes or planets.
  • Bomju: Sees all things they transpire by day not hidden by magic.
  • Gomdala: Sees all things that transpire by night not hidden by magic.
  • Trukmak: Hears all things that occur underground, but tends to be most interested in the movements of borrowing animals, and must be redirected.
  • Moromo: Knows the location of all lost things, but it may take her d100 hours to remember.
  • Naapau: Knows an antidote for all poisons and toxins, but must taste the poison to identify it.
  • Ap-Oora: Knows things of magic, and can reveal the basic properties of magical creautres and objects, but will usally demand  to be close enough to "smell" the thing analyzed (though this really isn't neccessary).

Sunday, April 17, 2011

Black Gold, Crude Death

Eight years ago, rural life in eastern Freedonia changed forever with the coming of an oil boom. The discovery of a large oil field at previously unreachable depths, has caused rigs to sprout like weeds, and drawn drillers, wildcatters, and speculators in droves.

Oil drilling is a risky proposition in a number of ways, not the least of which are the paraelementals that dwell in the oil. The exact mixing of the primal elements that leads to the creation of the petroleum or crude oil elementals is unknown, but it seems to occur only under intense heat and pressure, and in the presence of the numerous fossilized remains of algae and other microscopic sea life. Having there origins in mass death, may play a role in the petroleum elementals hostile disposition--they’re infused with malign, anti-life energies from the Negative Energy Plane.

When roused petroleum elementals can break drills, or destroy rigging, and sometimes rise from the wells to kill. Some large oil company operations hire thaumaturgists to protect their wells and hopefully prevent such events. Smaller operations rely on the dubious accumulated wisdom of roughneck superstition--simple charms, crude sigils, and unthinking ritual--for what protection they can give.

Some thaumaturgical scholars worry about the sheer amount of negative energy present in oil. The undead hatred of life from so many organisms, no matter how lowly, has power. Will there be a price to pay one day for drawing it from the depths, and releasing it into the air?


PETROLEUM ELEMENTAL
Number: 1
AC: 3
Move: 6”
HD: 8, 12, or 16
Attacks: 2d8 (constriction)
Special: +1 or better needed to hit, flammable

Friday, April 15, 2011

Four-Color Cross Sections for the Crawling

My post of the Krypton maps went over so well last week, I thought I'd offer a few more maps from the pages of comics this week (plus it allows me to squeeze in a little more Weird Adventures writing time).  This time, here's something for the fans of cross sectional maps like in the Holmes basic set. 

If you're thinking about taking somebody's stuff, what better dungeon to raid than the one belonging to the guy with "those wonderful toys":


That's nice, but lacking some cool details--so to reall blow your delvers' minds combine it with this isomorphic map:


The batcaves all well and good, but maybe you want a whole under-mountain of exploration.  The Challengers of the Unknown's secret base has you covered:


Hey, Risus Monkey...How about these as geomorph fodder? ;)

Thursday, April 14, 2011

Every Picture Tells a Story

More pictures (and more stories) from the world of the City...

Make one crazy wildcatter sell his claim? Yeah, It seemed like easy money. Nobody mentioned the golem.

"Come now, that’s unfair! You must appreciate that I have devoted my life to the study of thaumatobotany. And now, the change to cultivate and study such a rare specimen...Well, surely you would agree that in the pursuit of knowledge sacrifices must be made."

Chair horrors are another one of those products of an obviously deranged wizard’s imagination. They're incredibly tenacious and patient killers.  This is the one that got Tussman. It must have got his scent in a ski lodge five years ago, but finally killed him in the trophy room of the hunter's club in the last week.

Specimen 223.  It’s no ordinary simian skull--that was certain from the beginning. There’s the intermittent glow, of course. That’s what got it into the museum. The lascivious atavism it seems to induce in those in its proximity for extended periods was what got it confiscated--but not before some racy headlines were made.

Wednesday, April 13, 2011

Warlord Wednesday: By Ice and Fire (part 2)

Continuing with the 50th issue, let's re-enter the lost world with my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"By Ice and Fire"
Warlord (vol. 1) #50 (October 1981)

Written and Illustrated by Mike Grell; inked by Bob Smith

Synopsis: When we last left Skartaris, Deimos had just opened a portal for an audience with the Evil One of the Age of Wizard Kings. Deimos begs a boon of the diabolic appearing sorcerer. The Evil One wants to know what’s in it for him. Deimos tells him he’ll give him anything if he’ll restore his body, alive and whole. A deal is stuick, and Deimos is restored.

At that moment, Mungo, Mairah, and Machiste rush in to confront the Evil One. The Evil One, still new to his powers, feels himself slipping in the face of Mungo sorcerous onslaught, so:


After taking Deimos’ power as per the deal, he banishes the former demon priest so he can focus on the fight. Now that Sarrgon is freed and joining his power to Mungo’s, the Evil One quickly decides it might be better to stage a strategic retreat, and flies out of the castle.

Deimos arrives back in the Skartarian present, bemoaning the cruel trick played upon him.  The Evil One's mocking laughter (somehow) fills his ears. Ashiya, also getting her jabs in, shows him the Warlord and his band approaching in his crystal ball. Deimos, ever smooth, tries to get Ashiya to help him in exchange for making her a queen. Ashiya just laughs at his transparent change of heart, and tells him the truth--she spirited away Morgan’s real son. It was the clone he killed. Then she disappears, leaving him to his fate.

Deimos isn’t defeated yet. He still holds Jennifer, and he has his Atlantean technology. When Morgan and his friends ride boldly into the castle, they’re unaware Deimos has them in his gun sights--until he blasts Aton out of the saddle.

Deimos (dressed like some sort of space viking) has them pinned down with his energy rifle--all except Morgan, who draws his own pistol and goes for him, dodging and weaving between what cover he can find. When he gets close enough for a showdown, he finds Deimos has another surprise. The priest has Jennifer!

He demands Morgan step out into the open, and Morgan does so. Before he can kill him, Faaldren attacks, trying to save Jennifer who he has come to see as a friend. Deimos blasts Faaldren, but the distraction gives Morgan an opening, and he fires:


Deimos is blasted off the parapet, but he recovers quickly. He snatches a horse from Shakira and rides out of the castle.

Morgan runs down to check on his friends. Tara is only shaken, but loyal Aton lies dead. Morgan tells his mate he’s going after Deimos. Shakira wants to go with him, but Morgan tells her to stay behind and look after Jennifer (who’s still catatonic) and Tara. Morgan leaps astride his horse:


Morgan rides north toward the arctic, and into the cold wastes. He’s so driven in his purpose that he pushes his horse to death. Undeterred, he continues on foot, until he finds Deimos set upon by a pack of wolves. With a cry of denial, he rushes to his foe’s aid and either kills or drives off the wolves.

Unwilling to let Deimos die by any hand but his own, Morgan drags him to an old ship half-buried in the snows. He builds a fire, wraps Deimos in blankets and waits. Outside, the wolf pack reforms, and waits, as well.

When Deimos’ eyes open, Morgan’s harden. He stands:


Deimos shrinks away in fear. Behind Morgan, a wolf enters the ship. Morgan smiles. He holsters his gun, then waves good-bye to Deimos. He pauses only to kick the fire out before walking out into the night. Behind him, the wolf pack sets upon Deimos. Morgan doesn’t look back.

Things to Notice:
  • The last three pages are "silent"--without dialogue or sound effects.
  • Morgan and Tara never have any idea of the involvement of their time-lost friends Mariah and Machiste in events.
  • In lieu of a letter column, this issue featured short synopses of every issue of Warlord up to this point.
Where It Comes From:
The title of this issue brings to mind the place of Deimos' death, but also might refer to the state of Morgan's emotions as he hunts his hated foe, only to leave him to fate rather than kill him himself.

This issue feels like the culmination, both plotwise and thematically, of many things going on in Warlord for sometime.  Morgan and Tara return to the place of their last struggle (at least as a couple) with Deimos.  Again they come to save one of their children--though they're unaware of that.  This time, there's a possiblity that Morgan will have his family restored rather than losing it.  However, the final image of him walking alone in the night snows doesn't seem particularly hopeful.

Another funny parallel is that canines again play a role again in Deimos' demise.