Wednesday, March 6, 2013

Warlord Wednesday: Betrayal

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...

"Betrayal"
Warlord #119 (July 1987)
Written by Michael Fleisher; Art by Ron Randall

Synopsis: Morgan is in the palace in Shamballah in cape and purple shirt, worrying about where his wife might be. His worrying is cut short by would-be assassins with blue stars on their faces and green outfits with streamers. Just another day in Skartaris.

While Morgan’s dealing with the assassins, Machiste’s beating up a couple of guys in an arena. The gladiators comment on the ferocity their king has displayed since coming back from Shamballah. Machiste asserts the reason for his new vigor is his new lady:


Morgan’s old lady--Tara!

In New Atlantis, Kara (aka Power Girl) has found the tomb of her grandfather, Arion. Entering the tomb, she finds a room with a computer and a gem on a pedestal. She sits down at the computer console, but then feels strangely drawn to the gem. She feels compelled to shoot it with her heat vision. It shatters--and trouble emerges:


Meanwhile, Redmond’s also having a tough time. He finally reaches a Skartarian village, but gets chased out of town after he steals a piece of fruit. He climbs a cliff face to escape his pursuers, but them winds up falling.

Morgan follows one of the escaping assassins, to a lake with a fortress on a small island at its center. He plans to swim behind on of their coracles so they’ll think it slipped loose accidentally. but he’s attacked by a purple giant squid. It drags him beneath the surface, but he’s able to stab it in the eye and escape to the shore of the island.

Morgan sneaks into the fortress and overhears a startlingly conversation: this organization known as the Kraken Pentacle was apparently sent after him by the King of Kiro--his old friend, Machiste! Morgan is surprised by one of the assassins who discovered him in hiding. The two fight, and break through the floor, falling into the ceremonial chamber.

In Kiro, Machiste and Tara are attacked by assassin’s identically dressed to the one’s that went after Morgan. The assassin’s claim they have been sent by the Warlord. Machiste and Tara defeat them, but Machiste lets one live so that the man can return to Morgan (if he’s really the one who hired them) and tell him he’s gone to far.

Later, Tara descends into a dungeon beneath the castle where a prisoner is chained to wall. Tara pulls a device from beneath her cloak. She bathed in energy, then her true identity is revealed:


Things to Notice:
  • Morgan sports a new outfit this issue. Machiste is the only one of the principles who has gotten new togs.
  • Why hasn't anyone else in the castle noticed Tara chained in the basement?
Where it Comes From:
The demon inside the gem is reminiscent of the Evil One and is jewel in previous issues.

Tuesday, March 5, 2013

A Book Bundle Giveaway

The Happy Whisk, long-suffering (I kid--probably) spouse of Tim, the lord of Gothridge Manor is having a book bundle giveaway in honor of her 444 post. Check it out here. It includes the new issue of Tim's 'zine, The Manor.

Monday, March 4, 2013

One Man Mob


The Pharesmid Syndicate is criminal organization centered on the planet Smaragdoz. The members of the group are all bio-clones or mind copies of their founder, Smaragdine terrorist Uln Pharesm. Pharesm was a mole within the development group in the beta phase of the Smaragdine noospheric Consensus. With his access to the computing power of the noosphere, he was able to generate several copies of his mind, and abscond with governmental funds. Pharesm betrayed the members of his terrorist cell, keeping the money for himself, and hijacking their bodies with his copies. With his new mind-confederates, he embarked on a criminal enterprise that continues to this day.

Pharesmids all wear facial tattoos, though they may disguise them in the course of their criminal operations. Their progenitor has augmented his brain to give himself limited psi abilities, and it may be that some lieutenants have similar enhancements.

PHARESMID SYNDICATE
Attributes: Force 3, Cunning 6, Wealth 5
Hit Points: 29
Assets: Cyberninjas/Cunning 3, Smugglers/Cunning 1, Thugs/Force 1, Laboratory/Wealth 3

Sunday, March 3, 2013

Treasure from the Desert


Deshret is a desert world, terraformed in a previous age, but now slowly sliding back into uninhabitability. Its forbidding red sands would have long ago been abandoned to its hostile indigenes and desert monsters, if it weren't for the treasure buried beneath its shifting dunes.

During the Archaic Oecumene, the desert world was the location of a floating metropolis. The city did a thriving business in the preparation and storage of uploaded mind copies in their secure databanks (referred to as “tombs”) buried beneath the planet’s surface. The Great Collapse lead to the city literally disintegrating to dust under assault by rogue disassembler swarms. The stored data facilities were left unguarded and ripe for tomb-robbers.

Shortly after the incorporation of the Radiant Polity, haphazard thievery on Deshret coalesced into a business supporting a new society. The tall, jade-skinned, ectomorphic Ogüptans controlled the exploitation of the past from their capital, the spaceport Moph. Some are sandminers, sifting the red dust for fragments of code and the rare whole artifact left from the Great Collapse. Others are tomb-robbers, wresting the minds of the long dead to sell into slavery, to toil in the infospheres of today. 




Tomb-robbing isn’t without risk. The data is secure, and getting at it often requires overcoming deadly physical and digital intrusion countermeasures. Perhaps even worse, strife around the Great Collapse or soon after, left the desert full of spirits and devils. Wild nanites haunt the wastes: malicious djinn and  body-thief dybbuks. Then there are the masked desert tribes, murderously resentful of intruders into their sacred places.

Despite these risks, there is no shortage of people willing to brave them for a chance at quick money.

Friday, March 1, 2013

Swords & Celebrity


The red-skinned humanoids of Zyanthion are known throughout the galaxy for their pursuit of pleasure and their peculiar, anarchic society. Popular media depicts them as passionate to a fault; as likely to be heedlessly pursuing a new romantic conquest as to be fighting a duel with archaic (but deadly) graphene-edged rapiers--and they do either in a very public way.

To visitors from other cultures, Zyann seem obsessed with status and celebrity. Virtually all their activities are public recorded in their noosphere [planet-wide internet and grid]. They live or die socially by the praise or disapproval they receive for their actions. Zyanthion operates on a reputation economy. There is no money; goods and services are given to others in hopes of enhancing one’s own prestige. This “currency” (awarded and tracked in the noosphere) is known as éclat. Zyann who have accumulated high éclat (whether from artistry, craftsmanship, bravery, or skill as a lover) can become a powerful in their society, able to occupy manors and estates, and assume self-chosen titles of nobility--as long as their éclat remains sufficiently high.


Current fashion is important to Zyann in all facets of their society. Religions and belief systems appear, flourish, and fall from favor almost as quickly as clothing fads. Only a few Zyann have cultivated the “right” sort of name to avoid having to chase styles to maintain their position.

Because of the supremacy of reputation, Zyann honor is easily offended. Off-world visitors can easily find themselves challenged to a duel. Consultation of a lawyer of at least moderate éclat is advised in such situations, as there are face-saving ways of avoiding the deadly art of Zyann swordsmanship in many cases.  Of course, visitors have to be mindful of their own graciously gifted éclat in such situations.

Thursday, February 28, 2013

Inner City Blues

Weird Adventures presents the City and it’s world in the year 5888, an era of automobiles, machine guns, and jazz.  Of course, that’s not the only age when there’s adventure to be had:


About thirty-five years in the future, the City is again seeing hard times. A  grinding war continues with Red Lemuria. Political scandal and public corruption has eroded trust in institutions. The aging subway trains are covered with graffiti. Solace is full of abandoned buildings, crime, drugs, and poverty. The Circus, once the brightly lit crossroads of the world, is now the home of sleazy grindhouses and a haven for pimps, hookers, and drug pushers.

The reputation of thaumaturgy has suffered just like other traditional institutions. Murderous gurus, scandals involving sex rituals, and scam artists have led to the thaumaturgic arts being viewed unsavory and dangerous by the masses, and old-fashion and hokey by the counter-culture.

There are still adventurers, though--and more than ever they're quasi-outlaws sticking it to the Fat Cats and the Establishment. Most of the dungeons have been cleaned out, but there are plenty of treasures in the hands of the wealthy. And there are always monsters--just now some of them sit in positions of power.

Foes: thrill-kill cult gurus, street gangs, the decadent wealthy with secrets to hide, corrupt cops and politicians, the Hell Syndicate.


Media Inspirations: Film/TV: Fear and Loathing in Las Vegas, Enter the Dragon, Kolchak: the Night-Stalker, Shaft, Sugar Hill (1974), To The Devil...A Daughter, The Warriors, Vanishing Point; Books: the works of Dennis Wheatley and Stephen King, the Doctor Orient novels, the Destroyer novels, exploitive seventies nonfiction about witches and the occult; Comic Books: Night Force, Swamp Thing, Vampire Tales and any of Marvel’s other black and white magazines; Music: Jimmy Page’s unused soundtrack for the film Lucifer Rising. The Shaft and Truck Turner soundtracks by Isaac Hayes, Superfly soundtrack by Curtis Mayfield;  any of Goblin’s music from Argento’s films.

Wednesday, February 27, 2013

Warlord Wednesday: The Times (and Costumes) Are A-Changin'

Let's take a break this week from the adventures of Morgan and the gang, and consider the changes that have come in the visual depictions of The Warlord's cast. Our canary in the fashion coal mine will be Mariah Romanova, Russian fencing champion and archaelogist. Mariah isn't in Skartaris long before she acquires a standard Skartarian outfit:


As impractical as it is improbable, Mariah's outfit nevertheless marks her as a hero: bit players in the saga tend to have more standard Conan comic attire. Note the Farrah Fawcett feathered hair and the colored eye patches that were sported by several comic characters in the era.

As the years go by, Mariah's hair changes a little bit--and when Ron Randall takes over, her costume gets a bit skimpier. Then after the "Morgan's Quest" saga, Randall gets into a bit of costume experimentation:


Here we see what must be Mariah's "lounging about the castle" outfit. (This is an idea with precedent: Tara and Morgan got them in previous issues.) It's a pretty 70s design despite the era; it recalls the duds of DC's first Starfire. Not that she's got kind of 80s hair, though, and the eye makeup has expanded beyond the old raccoon eyes look.


When next Randall has her back in her standard outfit, it's been subtly (or maybe not so subtly) altered. It's just as revealing, but more a more complicated design. She's now sporting hair and a headband borrowed from some aerobics instructor. Her eye makeup is asymmetric has gotten all Jem and the Holograms (which started around this same time--this stuff was just the zeitgeist).

What's next for Mariah?  Come back next Wednesday and find out.