Thursday, May 26, 2011

Send in the Clowns


From The Mundy Guide to the City: A Comphrensive Guide to the Five Baronies of the Metropolis:

The neighborhood of Little Carcosa is one of the City’s most mysterious ethnic enclaves. It’s narrow, cobblestone streets, exotically dressed residents, and unusual scents given the feeling of stepping into the Old World--though where in the Old World is part of the mystery. The Carcosan homeland doesn't appear on any known map.

The people of Little Carcosa are as enigmatic as their homeland's location. Their swarthy complexions and the cadences of their speech recall the Near East, perhaps some place in Empire of Korambeck. Their clothing, manners, and ever present smiles make one think instead of the Orient and Yian.

Besides its general ambience, Little Carcosa holds other delights for the visitor. Its markets are small, but often have unusual items imported from all over the globe. The primary local craft is hand carved masks, both fanciful and grotesque, which are sought by a small, but dedicated, group of collectors. The spicy cuisine is an acquired taste, but many City gourmets extoll its exotic charms.

A rare treat is Little Carcosa’s street festival. It’s occurrence is hard to predict based as it is on an arcane sidereal calendar, but the Carcosans must plan for it well in advance, despite no outward preparation apparent to outsiders. Young and old alike take to the streets in masks, forming a raucous procession following a group of clowns. These clowns are apparently master contortionists (and possibly even illusionists of some sort) performing feats that scarcely seem humanly possible, and sometimes border on grotesque.

Outsiders are urged to leave after the the main part of the procession has past for their own safety. A final performer sometimes follows the parade, wearing a pale mask, and dressed in yellow, tattered robes, his appearance tends to whip the already excited crowd into a frenzy. While there have been no verified cases of violence, and urban legends of disappearances or mental breakdowns are certainly simply that, the intensity of the proceedings may be beyond the comfort of the casual visitor.

Wednesday, May 25, 2011

Warlord Wednesday: Conspiracy

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Conspiracy"
Warlord (vol. 1) #56 (April 1982)

Written by Mike Grell (Sharon Grell); Penciled by Mark Texiera; Inked by Pablo Marcos

Synopsis: In the back alleys of Shamballah, a group of street urchins gang up on another young boy--a boy they know as “Tinder,” but we know as Joshua, the lost son of the Warlord. The urchins want Tinder’s armlet (really a wristwatch given to him as a baby by his father), but he refuses and holds his own against them. He’s been toughened up by life on the streets since his adopted parents were killed by the Therans.

The urchins are finally dispersed by their Fagin, a mustachioed man named Darvin. He offers Tinder a place to stay and a place in his gang, but when he gets too close to the armlet himself, Tinder warns him off with a knife. Darvin considers killing the boy and taking it, but then he intuits in some vague way that its worth more with the boy than without. Instead, he reiterates his invitation, and Tinder joins him.

Meanwhile, in the palace, Morgan is in his fancy duds (last seen in Kaambuka) and is putting his adventuring accoutrements away in a chest. Shutting that chest is a momentous thing for Morgan, but when he discovers Tara watching him he takes her up in his arms and leaves it behind.

Elsewhere, a conspiracy is set in motion by Morgan’s return. Praydor, one of the treasonous plotters, makes his way from the palace to rooms in a bad part of town. There he meets a man whose features are in shadow, but we’re told he’s an impersonator of some sort. He’s tired of waiting and he’s eager for his costume to arrive. Praydor assures him it will be there soon. He also asks what they’ll do with the “package” once they’ve gotten it. Praydor tells him they’ll turn it over to Darvin, who’s possessed of a deep dungeon. Praydor takes his leave with one last instruction to the other man: “Make your move soon.”

Back in the palace, Morgan and Tara discuss politics. Morgan’s planned reforms for Shamballah don’t sit well with some people in power. Tara’s even heard rumors of an overthrow plot, but hasn’t been able to confirm them. A council meeting soon follows, and Morgan is at odds with some on the council and ends up storming out in anger.

Tara finds him in a garden hitting rocks with a stick. She assures him they’ll implement his ideas eventually; they’ll just have to get around the council. Their conversation is interrupted by a servant, Remald, who brings Tara a message that there's a man seeking an audience with her. He told Remald to recite a for Tara the poem “One Dark Rose,” and Tara smiles as she realizes who the visitor is. She leaves Morgan in the garden. Morgan soon gets irritated--and curious. He goes looking for Tara and finds:


Tara introduces her old friend Graemore, and introduces Morgan to him as her “royal consort.”


Morgan quickly excuses himself and goes to his chambers. He looks at himself critically in the mirror. He flexes his biceps. “Face it Morgan,” he tells himself, “You’re old, and that guy isn’t.” He turns from the mirror--but glimpses that his image doesn’t turn with him. Perplexed, he swings around to look at it. It smiles at him, gloatingly.

And then he’s knocked out by Praydor’s blow to the back of his head.
 
Things to Notice:
  • This is the first appearance of Graemore--who looks like cross between a seventies rocker and Robin Hood in this issue.
  • We're never told what exactly Morgan's "radical" plans for Shamballah are.
  • Morgan's vanity comes to the fore when he's out of his element.
Where It Comes From:
Political intrigues with duplicates are a staple of adventure fiction.  The grandfather of this trope may well be L'homme au masque de fer (The Man in the Iron Mask), the final section of Alexandre Dumas' The Vicomte of Bragelonne: Ten Years Later--the last novel in the D'Artagnan series.  We'll see more of this next issue.

Tuesday, May 24, 2011

(Pre-)Summer Reading

I don’t care what the calendar says: 98 degrees is an evocation of summer if there ever was one. Close enough at least to mention some vacation reading selections that could also provide some rpg inspiration.

Leviathan, and its sequel Behemoth (and Goliath on the way) by Scott Westerfield imagine a quite different World War I where the Entente Powers are Darwinists (utlizing “fabricated” animals as technology) and the Triple Alliance are Clankers utilizing mechanical technology far advanced of our real history. I suppose the setting might be called steampunk, but the mechanical technology is firmly hydrocarbon-powered, and the biotech adds a new angle. The series follows Deryn Sharp--a Scottish girl masquerading as a boy so she can join the British Air Service, who winds up serving on the bioengineered airship, Leviathan, and Aleksander of Hapsburg--secret heir to Austro-Hungarian Empire, currently being hunted by his country’s German allies.

There is, of course, the hint of possible romance between the two, and conveniently the adults are often out of the way so our teen protagonists can save the day (these are YA novels), but there's plenty of action--and beyond that--there’s a lot of interesting worldbuilding and plenty of neat alternate tech for any sort of rpg. Then there’s the great illustrations by Keith Thompson to really inspire:


The Half-Made World by Felix Gilman is also about a Great War, but this one is in a fantasy (rather than science fiction) context. The West--a part of the world only becoming “stable” as it's settled by humanity--has become a battleground between two groups controlled by inhuman powers. The agents of the Gun are notorious outlaws, given superhuman abilities by the demons inhabiting the firearms they carry.  The people of the Line live regimented, industrial lives in the service of 28 sentient Engines. Caught in between are the mass of unaligned humanity, and the mysterious and powerful Folk--the original, nonhuman inhabitants of the West. The knowledge that there is a weapon--a thing of the Folk--that could end the war sets in motion a race to retreive the one, brain-damaged man that may know its whereabouts. This man, an aging general, and his hapless doctor get caught between the forces of Gun and Line.

One caveat: there's a sequel coming, so it's not "done in one."  Don't let that dissuade you.  Gilman’s world has a lot of great ideas to steal for an rpg setting, and gives great example of non-medieval secondary world fantasy to stand beside those of Mieville, VanderMeer, and King. 

Monday, May 23, 2011

Earth's Mightiest (Animated) Heroes


While I found Thor merely adequate, I have been getting my Marvel media itch scratched by The Avengers: Earth’s Mightest Heroes, an animated series on Disney XD--and now partially available on DVD. This series and anticipation of the Captain America film have been sorely taxing my gamer ADD with the siren’s call of superheroics.

Anyway, season one of A:EMH tells the story of the formation and early days of Marvel’s premier team. Actually, it starts before the formation of the team, giving us background on the major characters and setting up all dominoes that will get knocked down over the course of the season. Not only does this give the Avengers-to-be a chance to shine individually, but it gives their world a more “lived in” feel like the comic book Marvel universe.

The version of the Marvel universe presented borrows from the Ultimate universe and the Marvel film universe, as well as good ol’ Earth-616 (as the kid’s call it). Anthony Stark, in particular, is inspired by the movie version; the voice actor practically channels Robert Downey, jr. Coming before the release of their film debuts, Thor and Hawkeye are more like their comic book portrayals.

Though it takes five episodes (sort of--three were aired divided up into shorts) to get the team together, the rest of the season covers a lot of heroic ground. There are breakouts from supervillain prisons, the formation of the Masters of Evil, Loki’s usurpation of the throne of Asgard, and--oh yeah--the creation of the Cosmic Cube. All that still leaves enough time for the origin of Wonder Man, the awakening of a Kree sentry, and a struggle for the throne of Wakanda.

The production values of the cartoon are good. The writing and voice acting are roughly comparable to the Warner Brothers Justice League series. The designs are the melding of traditional cartoon styles and a touch of Japanese influence (but not enough of that to bother anime-haters, I wouldn't think) like in most animation for the U.S. market is these days.  The animation itself has an occasional rough spot, but is overall pretty good, too.

If you enjoy animated superhero action, or just need something to bridge the gap to next superhero summer blockbuster, check it out--ignore Kang's dubious look.

Sunday, May 22, 2011

Spectacular Losers

For every adventurer that achieves fame and fortune there are a dozen who have short careers and die pointless or bizarre (or sometimes both) deaths in cramped spaces underground. The successful ones get celebrated at Munsen’s Museum. The losers have their own shrine on the boardwalk of Lapin Isle: Jago’s Museum of Death in the Depths. Here’s a sampling of the stories to be found there:

“Sweet Tooth” Artie Gaff: Lost his life in a macabre freak accident after a roll of the hard candies he habitually carried became tainted with a droplet from an ooze he and his party had defeated earlier.  The "sugar slime" that grew from the remainder of the candies required the action of the Exterminators to stop it.

Nellie Eastpenny: Supposedly crushed under the boot of a giant. It has been of little solace to her grieving family that scientists have since proven that a giant of that size is an impossible violation of physical law.

Smiling Dave Delgroot: Contracted a peculiar wasting disease from a plague-carrying undead creature. His facial features were the first thing to go.

Janice Doppelkin: Was executed for her crimes. The jury at her trial was unanimous in their verdict of guilt, but divided as to whether her crime was better termed “double murder” or “murder/suicide.” After three days on a delve, Miss Doppel returned to find her man en flagrante with a duplicate of herself, apparently created after she looked into a magic mirror on the first day of the expedition.

Wilbert Vrockmorton: Died more indirectly from delving than most of his fellow unfortunates in the museum. After a successful expedition, Vrockmorton was drinking with his fellows at a City saloon. A challenge from Zanoni (born Theron Astley) lead to his consumption of a bottle of wine brought up from the underground. Upon downing a glass, Vrockmorton disappeared--whether by disentegration or some sort of teleportation no one could say.  Occasionally, a magic item turns up in the hands of various dealers in the City: A glass eye called the Eye of Vrockmorton--said to impart protection against inebriation if carried.

Augie "the Mace" Munce: Decapitated by the bite of a monstrous humanoid, probably a troll--a creature Munce had turned his back on after presuming its defeat.  In certain adventuring quarters, the verb "to munce" is used to refer to snatching defeat from the jaws of victory.

Friday, May 20, 2011

Apocalypse Trio

With the world predicted to end this weekend, I figured one good apocalypse deserved another--or maybe three.  Using Chaotic Shiny's Apocalypse Generator to get the world destroying juices flowing, this is what I came up with:

“And The Sea Shall Give Up Her Dead”
Initial Cause: ancient evil unearthed and oceans rise
Threats: fast zombies, sea monsters, and slow zombies
Atlantis rises...from the dead! Hordes of zombies crawl out of the ocean depths to invade the land. These are probably under the command of an oceanically imprisoned creature--the alien god of Atlantis.  This could be turned into a post-apocalyptic by turning the clock ahead a bit to Waterworld-esque future.


“Red Tooth and Claw Dawn”
Initial Cause: pollution
Secondary Cause: communists
Threats: mutated animals, fanatics, communists
Combine the ecological horror of Prophecy (1979), and the Russian invasion of Red Dawn to get a world where mutated giant bears and Soviet aggressors threaten to make freedom-loving Americans an endangered species.


"Blood Red Planet"
Initial Cause: alien invasion
Secondary Cause: biological warfare
Threats: aliens, vampire, and mutated animals
Let’s take Atlas Comics' Planet of Vampires (which is sort of Omega Man meets Planet of the Apes) and combine in with War of the Worlds (why not? Apeslayer already combined POTA with War of the Worlds. I say vampires can go anywhere apes can). Let’s say some bioweapon used by the Martian invaders turned large numbers of people into bio-vampires. In a future world, overrun by Martians and their vampire lackeys, humans are hunted for sport.

Thursday, May 19, 2011

Weird Adventures: Sample Pages

Time for another Weird Adventures update.  I thought you guys might like to see some of the finished (or hopefully finished) pages.  The layout was done by my good friend, Jim Shelley.  My concept was that each section would sort of resemble a story in a pulp magazine in layout.  Jim pulled that off wonderfully!

These first two pages are from the section on the New World:



Daniel Kopalek's artwork looks great there, doesn't it?

This last is from the section on the Union (other than the City, which has it's own section):


More to come.  Stay tuned!