Wednesday, May 16, 2012

Warlord Wednesday: Reminiscing

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...

"Reminiscing"
Warlord #91 (March 1985)
Written by Cary Burkett; Art by Dan Jurgens.

Synopsis: Morgan, Tara, and their friends decide to head back to the Valley of the Lion to check on the refugees they left encamped there. The villagers around Shaban D’Aba told them about a bridge across a ravine that will greatly shorten their journey.

When they arrive at the bridge, they find it guarded by a giant warrior, who demands they send out a challenger to fight him. On the other side of the ravine, he displays the heads of the challengers he’s defeated. He claims he ate their bodies. Morgan’s response:


As he steps out unto the bridge to meet the giant, Morgan remembers another bully he face before: Danny Maddox, the scourge of Thomas Jefferson Junior High. Morgan stood up to Maddox to protect his friend Chuck. He beat Maddox—just like he beats the giant now. That long ago battle was when he met his first love—Rachel, who would be his wife.


Morgan is lost in the past for a moment before his friends summon him back to the present. Together, they cross the bridge.

In the Valley of the Lion, Ashir interrupts Jennifer Morgan’s study of the gem she got from the sanctum of the Evil One. Discussing the refugee camp, Jennifer mentions “Robin Hood”—a reference Ashir doesn’t get, but a stray thought that reminds Jennifer of her childhood.

She recalls the adventure stories her father read to her, the death of her mother, and the years she believed her father to be dead. Then she found her father alive, in a magical world, living out his fantasies of adventure. She sheds a tear.


Leagues away in Bakwele, the ninja-like Vashek assassins torture one of Patch’s crew for information about the Warlord. The man tells them that Morgan is working for Captain Hawk. The pirate will be their next target.

In his spherical spacecraft, the Monitor reviews some of his history tapes. This helpfully summarizes the history of Skartaris and Morgan’s advent in that world for the new reader.

In the Valley of the Lion, Tinder sees Tara arrive with what he thinks is his talisman on her arm. Tara sees the boy looking at her jewelry and recalls how she met Morgan and they fell in love. He gave her armband—really his wrist-watch—and she later gave it to their infant son Joshua as a toy. Tara believes Joshua to be dead. She has no idea that the young boy that seems so interested in her armband is actually Joshua, but with no knowledge of his true parentage.

Things to Notice:
  • Again we get an appearance by the Monitor. This was done in most DC Comics as a lead up to Crisis on Infinite Earths.  His appearance here also serves as a good reason for an origin recap.
  • This isn't the last we'll hear of Danny Maddox, Travis Morgan's school-age nemesis.
  • This is the first appearance of the Vashek assassins, too.
Where It Comes From:
Most of this issue summarizes events we've seen before, most notably from Warlord's first appearance in First Issue Special #8.  Jennifer's memories of her life after her mother's death and then her father's disappearance were referred to in dialogue, but depicted here for the first time.

Monday, May 14, 2012

Comics to Game

The recent Avengers film has put superhero gaming into my mind, at least as idle consideration.  The new Journey into Mystery collections and the classic Avengers: Kree-Skrull War, got me to thinking about campaigns in superhero games.  Previously, I've done more "done in one" sort of games--though I have done a Secret Wars riff in the past. I think that you could pull off a comic book "epic," though.  Not one of the currently decompressed storylines with a lot of talking heads, but one of the more episodic, action-based stories of the Bronze Age and early Modern period. Something that would provide the room for the player's to make fairly divergent choices than the heroes did on the comics page.

One of the storylines that I think could form the underpinings of a great rpg campaign would be "Lost in Space-Time" in West Coast Avengers.  It's got Rama-Tut, Kang, a host of Old West Marvel heroes, and the Living Totem.  That's epic.

The Kree-Skrull War would be good, too.  Particular if player's could come close to the "hip" dialogue.  Surely extra points would have to be accorded to any character who could replicate the likes of Clint "Goliath" Barton's patter here:

"This is your ten-foot toreador talkin' at ya, crew. Just got a call from Janet Pym--Hank's own ever-loving spouse--otherwise known as the Wonderful Wasp. Don't get it all but seems there's trouble brewin' up in Alaska, where she and Hank are. So, I'm off for the Big Icebox--and hopin' the rest of you aren't too far behind. This sounds big."

Sounds big, indeed.

Sunday, May 13, 2012

Dwarf-Land: The Celestial Empire

Here's another mysterious location in Scott's very cool Dwarf-Land that he's leaving for individual DMs to develop.  Given the information presented in Scott's original document, here's my unofficial take:

The Celestial Empire of the China Men is far from Dwarf-Land proper.  It is said to lie a distance farther than from the earth to the moon--which is not so great a distance in Dwarf-Land as in the world we know, but still very far. Merchant caravans from this far-flung empire follow tortuous trails, passing through desert wastes, dessicated seas, and strange-spired cities, and with them they bring the legend and rumor that has formed the total of dwarvish knowledge of this land.

The China Folk are so named because all wear masks of fine porcelain among outsiders--or perhaps (as some travelers’ tales say) their faces are, in fact, made of living porcelain.  Perhaps lending credence to this claim, the skin of high born persons of the China Folk is exceedingly fair and unblemished, often a perfect match for their masks.

The masks are not precisely mobile, but they do change expression. This always happens suddenly.  At one moment, a China Man’s visage man be a mask of joviality, the next, a mask of irritation--but it remains always a mask.  Their aspects change less frequently than the faces of unadorned men, only marking extreme swings of emotion. Canny traders from Dwarf-Land cultivate keen ears for reading Chinese voices.  

The masks tell something of social class.  Those of the peasantry are often grotesque in countenance, with exaggerated grins, outsized noses, or bushy brows.  Their expressions seem to represent the essential character of the person wearing them.  Peasant masks are often chipped or at the very least spider-webbed with fine fractures.

The masks of the upper class are simpler, perhaps more dignified, in mein.  However, even the most  staid among them is not above painting on some brightly colored decoration or swirling pattern for feasts or appearances at court. Courtiers often wear bemused grins beneath shrewdly narrowed eyes; Courtesans favor tiny, puckering bows of crimson painted on fullest swell of their lips. The nobility often sport well-manicured beards and drooping moustaches.

Those of the upper class would die of shame (perhaps literally--Celestial Emperors have been known to order ritual suicide if their serenity is disturbed by unsightliness) if their masks were chipped or cracked.  The palace of their Emperor is said to be filled with cushions and pillows so that the fine china masks of His August Personage and his most beauteous wives and courtesans are never put at risk of damage.

The only exception to the pristine visages of the aristocracy are among the warrior caste. Some ferocious generals have been known to go to battle with the faces of grinning, horned demons.  A certain feared assassin of the Empire is said to wear a mask with a long and prominent crack running from his eye down his cheek, like a deep and unending river of tears.

Friday, May 11, 2012

Dwarf-Land: The Empire of Zoob


Scott of the Huge Ruined Pile remarked that the Empire of Zoob is one of the locations in his very cool Dwarf-Land that he was going to leave for individual DMs to develop.  Given the information presented in Scott's original document, here's my unofficial take:

The folk of the Empire of Zoob are a secretive lot, freely sharing only two things with outsiders: commerce (which fills their coffers with gold) and cunningly devised tortures (which they work upon any and all who transgress their elaborate and harsh legal code). The nigh-paranoid secrecy of Zoob extends to the workings of its government. It is known that the Empire is ruled by a Cabal of  Magi, but the members of this body never appear in public and only make their will known through edicts issued on anthropodermic broadsheets posted in public fora.

The religion of Zoob is likewise somewhat obscure.  It's primary faith, the Cult of the Weird God (liturgically named Undying ul-Zoob-ra in the Empire), is divided into several sects adhering to different interpretations of the pronouncements of the god's numerous (the exact number also being a point of contention) prophets. The Undying ul-Zoob-ra, Himself,--or perhaps an earthly beast holy to the god (this is one of the doctrinal issues the sects argue over)--dwells in a palace-cage in Zoob's holy city of Baphoum. The god (or holy beast) appears as a giant anteater with the ears of an ass and the wickedly clawed limbs of a cassowary. At the Festival of Yala-ul-Zoob, the beast is led through the streets by gilded chains held by his attendant clerics so that his holy talons may trample ecstatic worshippers, thus ensuring their place in Paradise. 

Men of Zoob dress in elaborate and colorful robes. They refuse to be seen in public without jeweled turbans and veils that hide their faces, save their kohl-rimmed, exotically colored eyes. Women wear little but gold ornamentation, tiny, sweetly chiming bells, and intoxicating perfumes. The Dance of the Bloody Scimitars, performed by a group of the women of Zoob selected by lottery when an execution draws nigh, is said to be the sight of a lifetime--and indeed it must be, as few if any outsiders survive it.

Thursday, May 10, 2012

Two Things You Should Buy

While I'm off today for a state holiday, so the easiest post I could imagine was to point you to some great stuff done by some of my favorite fellow bloggers.

The Manor is a 'zine by Tim Shorts of Gothbridge Manor, and its got a lot of old school goodness, including random tables and a micro-adventure--plus highbrow stuff like a poetical ode to the umber hulk. It features art by Jason Sholtis and Johnathan Bingham (two more fine bloggers).  Reserve your copy today! 

Weather all gloomy in your crumbling keep by the stormy sea?  Kill that ennui with the decadent pleasure of role-playing with a gothic touch.  Jack over at the Tales of the Grotesque and Dungeonesque has created a "greatest hits" compilation of blog posts and made them available in hardcopy.  Highlights include his recent series on demi-humans and the core fear that embody in his World Between setting, rumors, spells, villians, and more.  What I love about Jack's stuff is how he manages to inject a touch of the literary in terms of mood and tone, while keeping the game-play firmly old school. Follow the links to get your hard or soft copy today.  And the pdf is free, ya cheapskates!

Wednesday, May 9, 2012

Warlord Wednesday: Demons of Days Past

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...

"Demons of Days Past"
Warlord #90 (February 1985)
Written by Cary Burkett; Art by Rich Buckler.

Synopsis: While Tara supervises the unloading of supplies and the building of shelters for the ex-slaves they’re expecting Captain Hawk to be bringing them, Morgan is off staring at the primitive beauty of Skartaris, his thoughts in turmoil. He knows he has responsibilities but he yearns to run off and have adventures, leaving them behind.

Suddenly, he finds he’s no longer alone. An old man with a staff is behind him. Somehow, the old man seems to know the conflict in Morgan’s heart. The old man tells him that once in a while, a man comes along who can do great things. The choices men like this make effect the lives of others. He gives the examples of King Arthur and Lancelot—both great men who chose different paths. Morgan asks the old man to speak more plainly, but when he turns, the old man is gone.

Meanwhile, Jennifer has used her magic to locate Tinder. She recognizes the chamber he’s in, because she had been there in the distant past, when she and her friends confronted the Evil One. Tinder and Chaka mesmerized by the gem they found last issue. Jennifer is able to counteract the spell and free them. Jennifer confiscates the gem, as she realizes it contains a portion of the Evil One’s power. Ashir, ever the thief, is busy gathering gold pieces, until Jennifer warns him of the deadly curse on them.


Back at the mouth of the Ramphos River, Tara reminds Morgan that he needs gold to pay off Hawk. Morgan knows just the place to get it—the pyramid of Shaban D’Aba where the mages of the Age of Wizard-Kings hid their treasure.

They have to do some climbing to get there—and Morgan has to grapple an orange dimetrodon:


Eventually, they make it to Shaban D'Aba. They’re greeted by a group of villagers bringing a sacrifice to appease a demon. They barely have time to ask “What demon?” before a multi-legged creature with a lion’s head and a body of flame attacks.


Their swords have no effect. Their only chance is to escape into the inside of the pyramid. Unfortunately, the demon merely turns to smoke and streams inside behind them. Morgan prepares to make their last stand, but Tara notices an open bottle with emblazoned with the same symbol that the demon wears. On a hunch, Morgan points the bottle at the demon and the creature is sucked inside. Tara quickly stoppers it. Danger averted, Morgan and Tara kiss.

Things to Notice:
  • This issue places Warlord firmly in the DC Universe for the first time by having a cameo by the Monitor. This was done in most DC Comics as a lead up to Crisis on Infinite Earths.
  • Again we see an example of the wide variety of orange prehistoric reptiles in Skartaris.
Where It Comes From:
Morgan first discovered the treasure-filled step pyramid in the ruins of Shaban D'Aba back in issue #31.  We later discovered (in issue #66) that Jennifer Morgan was instrumental in developing the plan to hide the gold of the wizards there--which is also the issue where she visited the Evil One's lair as she mentions here.

The demon in this issue was clearly inspired by Buer, a "Great President of Hell," who appears in the 16th century grimoire Pseudomonarchia Daemonum.

Monday, May 7, 2012

Real Dungeon, American Style: Burrows Cave

A man just finishing his lunch on a bluff overlooking a valley in southeastern illinois steps on a flat rock and falls into the entrance of a cave. There he found a crypt with skeletons adorned in bronze, armed with swords, and surrounded by gold. This isn’t any pulp story or movie serial, but the account of one Russell Burrows from 1982. The story is, of course, controversial--but a little controversy is hardly unheard of for a dungeon, American-style.

Anyway, this is what Burrows said he found:

“I saw a full human skeleton reposing on a large block of stone. It scared the hell out of me! Then I began to see other things lying there with those bones. I saw ax heads, spear points, and something else—metal! The skeleton was laid out upon a solid block large enough to hold not only the remains but artifacts as well."

"The artifacts include ax heads of marble and other stone material, an ax head of what appears to be bronze, a short sword of what appears to be bronze, and other artifacts which might be considered personal weapons. There were also a set of three bronze spears, the longest being about six feet long and the shortest about three feet... The skeletal remains bear several fine artifacts such as armbands, headbands and other such items, all off gold. "

Quite a haul--and that was presumably just one of the 13 burial crypts. Burrows claimed to have sold the gold (which is probably a crime). Artifacts that supposedly came from the cave appear to show a mismatch of ancient world cultures and a few things reminiscent of Native American designs (See some of them here). In other words, the sort of things that cynical scholarly types would decry as forgeries. Where’s the fun in that, though?

Burrows Cave would make an interesting locale for a pulp game, but it’s map could be used for any sort of setting.