Thursday, June 30, 2011

The City's Druids


Cities (and the City is no different) aren’t just haphazard agglomerations of people and buildings. They develop their own spirits--oversouls made of all the lesser spirits that make up their sprawling bodies. Some hear the call of these spirits and enter their service like pagan priests bowed to the nature spirits of old. These shamans of streets are considered more than a little crazy by the adventurers who sometimes encounter them and refer to them as "urban druids."

It’s an austere life they choose, living close to the rhythm of the City; they eschew wealth and comfort. They can afford few distractions or they’ll miss the whispered truths in the passing of subway, or the secrets to be augured in the tumbling of a scrap of newspaper in the breeze.

In return for their almost monastic devotion, the City gives them power. They can transform restaurant garbage into fine meals, turn fountain water into whiskey, make their skin as hard concrete, or scale the sides of buildings like insects. They know the secret passages between streets, and can summon elementals of smoke, steam, and electricity. Rats and pigeons pay them deference.

Rumor holds the “archdruid” of the City (if such a title really exists) is an old bum called Mad Mooney. More fond of vegetation than others of his kind, he’s often found napping on a bench in Empire Park. In addition to his (likely great) powers, he’s loyally served by a gang of urban-feral children who dress like savages and paint their faces like Natives.  They use short bows and blowguns (their missiles tipped with poison from fungus that grows in subway tunnels) and can pass through the streets unseen and track across concrete.

Wednesday, June 29, 2011

Warlord Wednesday: Artists after Grell

Mike Grell was the creator of the Warlord, and certainly the artist most closely associated with the character, but he isn't the only one to bring the adventures of Travis Morgan to the comics page.  Rob Liefield, for instance, got his start at DC penciling a Warlord backup (in #131)--but I'm not going to reproduce any art from that here.  Instead, here are some cool covers penciled by other artists:

Tom Grindberg's cover for #107 is very sword & sorcery and very Conan-esque.  Not surprisingly, Grindberg did work on Marvel's Conan titles:


Rich Buckler gives us Morgan locked in a struggle with a Vashek assassin that may be the death of them both:


Jerry Bingham's cover for #121 finds Morgan jumping into a hail of arrows--somewhat reminiscent of Miller's iconic cover to Daredevil #189:


Last but not least, Dan Jurgens' off-beat cover to #84 highlights Morgan's successful presidential campaign:

Monday, June 27, 2011

More Four-Color Cartography

Here's a few more maps from the Marvel Universe which could probably be put to game use--or at least provide some inspiration.

I've been chronicling the Warlord's adventures in the lost world of Skartaris, but Earth isn't the only hollow world out there in comics. Titan, the moon of Saturn, is hollow in the Marvel Universe and the home, according to Jim Starlin, of an offshoot race of Titans (later retconned to be Eternals).


Returning to more earthly locales, how about a sandbox set in a tiny kingdom ruled by a tyrannical wizard who hides his facial deformity behind an iron mask?  Well, welcome to Latveria and its capital of Doomstadt:


Once you're there, might as well explore Doom's castle, so here's an overhead schematic of it.  Note the "dungeons (sub-basements)":

Sunday, June 26, 2011

Mail Order Magic-Item: The Hypno-Coin!


The hyno-coin allows anyone who possesses it and has read the accompanying book of secrets and instructions (learning the 25 lessons contained there in) to hypnotize others. This acts as the spell Hypnotism, other than it can only be used on one person at a time (without the single creature saving throw penalty) of no more than 3 hit dice. Beings of any number of hit dice many still be fascinated by the coin if appropriately used.

In the hands of a thaumaturgist or other truly skilled mesmerist the coin aids in the casting of Hypnotism and other subtle compulsion spells by giving targets a -1 to their saving throws to such spells generally, but doubling the saving throw penalty when hypnotism is used on a single creature to -4.

The hypno-coin is usually gray and white and 1.5 inches in diameter.

Friday, June 24, 2011

North to Alaska


Like the Johnny Horton song says (theme to a 1960 John Wayne film, by the way), I'm "way up north" for a few days.

In keeping with the theme, why don't you check out my take on the wendigo, if you missed it the first time?

Thursday, June 23, 2011

Cancerous Growth


As the story goes, some well-meaning thaumaturgist or scientist developed a form of artificial flesh to revolutionize the practice of medicine. Adventurers who encounter the ever-growing, ever-consuming neoplastic blob might have a moment to appreciate the irony before being absorbed into the quivering flesh.

HD: 5
AC: 8
Save: F2
Attacks: 1
Defenses: regenerates 3 hp/round; half damage from bludgeoning weapons.
Special: On a successful hit (or if the neoplastic blob is touched directly by an attacker) it begins to engulf the person on a failed saving throw. Absorption takes 1d6 rounds. As long as part of a person is still free of the creature they may still escape, but it will require someone else to help them except for the very strongest.

Wednesday, June 22, 2011

Warlord Wednesday: Tinderbox

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...

"Tinderbox"
Warlord (vol. 1) #59 (July 1982)

Written by Mike Grell (Sharon Grell); Penciled by Mike Grell; Inked by Mike DeCarlo

Synopsis: Despite his reservations, a couple of Darvin’s other urchins convince Tinder to sneak inside the mysterious cell. When they see a strange, angular shadow on the wall they run away, leaving Tinder alone with whatever cast the shadow. Tinder’s made of more adventurous stuff than the others, and dagger drawn, he creeps toward the shadow’s source.

What he finds is a man chained and imprisoned in an iron mask. That man is the Warlord--and Tinder’s real father.

Morgan hears someone around and starved for human contact, he begs him to stay. He promises not to hurt him, and asks his name. Tinder warily tells him. Morgan asks the boy if he likes stories. Tinder says he does--sometimes. Morgan assures him he’ll like this one, then regales him with his tale of the outer Earth--a world of flying ships, chariots without horses, and a sun that moves throughout the sky, and falls leaving the land in darkness. Tinder marvels at this story--never guessing the armlet he wears (Morgan’s wristwatch) comes from that very world.

Meanwhile Praedor is meeting in a secluded part of the palace garden with the Morgan impersonator. Praedor complains about Darvin’s greediness and the impersonator’s poor work--primarily due to his drunkenness. The fact that Tara is seeking solace with Graemore means the impersonator has lost influence over her. Either he cleans up his act, or Praedor’s going to abandon the whole scheme, have Morgan “disappear,” and turn the whole thing into a ransom plot. The impersonator promises to do better.

Praedor then meets with two grinning assassins. The real Warlord is now more of a liability than insurance--as is his greedy, too clever keeper. They’re to find Darvin at the Blue Goose tavern, but he must lead them to the prisoner before they kill him.

Meanwhile, Griff (shirking his duties, gaming with friends) sees Darvin walking toward the hideout. Griff takes off running to make it back to his post before he can be caught away. He makes it back and finds the door open, but doesn’t see Tinder. Quickly, he shuts the door--and just in time. Darvin tells him to come to his office.

Darvin tells Griff that they have more royalty under their roof than in the palace. Griff doesn’t know what he means. Darvin asks if Tinder’s still around. Girff says he is. Darvin tells him to keep a close eye on him--he’s a very important boy. Girff asks who’s going to watch the prisoner in the dungeon. Darvin replies that may not be an issue soon: he’ll likely be disposed of.

This doesn’t sit well with Tinder who's listening outside the door. For some reason, he feels moved to act to save the prisoner. When Darvin comes out on his way to the Blue Goose, Tinder bumps into him by “accident”--and picks his pocket for the keys without Darvin noticing. Almost as soon as Darvin’s gone, Griff (paragon of work ethic) leaves as well, leaving Tinder to guard the door.

In the tavern, the two assassin’s approach Darvin to get the “package.” Darvin intends to give them the keys, but finds them missing from his pocket. The assassin’s aren't bothered. At the point of a dagger, they suggest to Darvin they all go back together.

Meanwhile, Tinder has opened the door and uses the keys to begin unchaining Morgan. He plans to leave with him--he doesn’t know why Darvin has suddenly taken an interest in him and he doesn’t like it. As Tinder moves to open the mask, Morgan grasps the wristwatch around the boy’s arm. He seems to recognize it--but at that moment Tinder hears heavy footsteps on the dungeon stairs! 

Things to Notice:
  • Grell is back on pencils!
  • Morgan and Joshua are (unknowingly) reunited for the first time.
Where It Comes From:
The two assassins hired by Praedor look familiar.  Overall, the two of them evoke Fafhrd and Gray Mouser.  The shorter one is dressed and armed similarly to DC's rendition of the Mouser (drawn in Wonder Woman #201-202 by Dick Giordano and by Howard Chaykin in Sword of Sorcery #1-5).  The taller, musclebound one with the squarecut black mane isn't Fafhrd but rather resembles Conan.  The gap between his front teeth resembles the movie version in Conan the Barbarian this same year.