Thursday, August 15, 2013

Mother to Monsters

Echidna is a vast, protoplasmic entity whose main body is in the abyssal depths, though she has spread tendrils to shallower regions. She was a creation of the Titans, a living bio-assembler and the primeval source of all life on Earth. She should have long ago lapsed into programmed senescence, but instead, infected by Typhon, she makes monsters. Her rippling, protean bulk disgorges half-formed, primitive organisms (some free-swimming, others encased in membraneous sacs) from its surface. Many of these die, falling back into Echidna to be engulfed and re-absorbed, but others rise to the surface--and continue to evolve. Echidna is intelligent (though with an intelligence alien to humans) and will respond to stimuli, sometimes exuding shapes to mimic them.

Any monster can potentially be generated by echidna, but here are some vaugely mythology related ones. Feel free to reskin the monsters for maximum grotesqueness while keeping the stats the same:
1 - Giant Boar
2 - Chimera
3 - Naga
4 - Giant Fish
5 - Hill Giant
6 - Hydra
7 - Giant Leech
8 - Manticore
9 - Giant Octopus
10 - Giant Snake


Wednesday, August 14, 2013

Warlord Wednesday: Ballad Part 3

Here's another installment of my examination of  the adventures DC Comics' Travis Morgan--The Warlord.  The earlier installments can be found here...

"Ballad Part III"
Warlord (vol. 2) #3 (March 1992)
Written by Mike Grell; Art by Dameon Willich and Rick Hoberg

Synopsis: The minstrel and the veteran ride into Kiran Pass, a waystation for caravans along the trade routes. They’ve only just arrived when they see a woman on a horse, apparently beset by robbers. The minstrel leaps from his horse to help. He handles himself well, and soon the robbers run away. The woman has missed her caravan to Thera, but the minstrel offers that she can accompany them, as they’ll be passing near the border on their way to Shamballah.

The veteran introduces himself to her as Petrus, and she gives her name as Driana. The minstrel says he’s had many names, but most call him Tinder.

After a night in the wilderness (where the two men tell Driana of their quest to find the truth behind the legend of the Warlord), they bid her goodbye at the Theran border. She says she’s certain she will see them again “in one fashion or another.”

The men ride on to the gates of Kiro. They enter the palace where Petrus demands impertinently to see the king. Machiste enters and the two exchange insults. By the time Mariah arrives, it’s apparent the two are old friends with Pertrus. He tells them the minstrel is seeking the truth of the legend of the Warlord:


Later, the royal couple share stories of the Warlord. Machiste admits that he has always loved Morgan as a brother—but he didn’t always like him. He tells the minstrel how he and Morgan met as gladiators. How they learned kill to avoid being killed—something Morgan both hated and loved. He tells of how Morgan inspired them all with his words about freedom and justice, and how he tried to be the legend they all wanted him to be:


Meanwhile in Thera, Driana arrives at the strange temple we saw last issue. One of the robed acolytes asks about her journey:


Then, she is ready. She lays down upon the altar, a willing sacrifice performing a duty she believes she was born for. After her life’s blood has seeped away unto the sarcophagus she laid upon, something evil awakens. The cultists chant:


Things to Notice:
  • The identity of the minstrel is revealed: Tinder, who is in reality Joshua, the son of Morgan and Tara.
  • Mariah first appears in this issue in a pose that is clearly an homage to the first time she was seen "in costume" back in issue #7 of the original series.
Where It Comes From:
The old veteran is named "Petrus," a Latin name derived from Greek meaning "rock." It's the source of the name Peter. Perhaps this suggests that Petrus was a "disciple" of Morgan's in the same way Peter was of Jesus, though this Petrus has since become disillusioned.

The first Warlord series ended with Mariah with the abusive Danny Maddox, but she is back with Machiste in this story. This may suggest Grell is discounting events in the series after he left, but it could just be assumed that they got back together since the end of the series.

Likewise, Burkett left Tinder (then still a young boy) in the distant past of Skartaris known as Wizard World. How he got back to the present is unexplained, so this again could be a signal Grell only sees his work on the series as canonical.

A Special Note: Grell's official website reported he's in the hospital with cellulitis. I hope all the readers of Warlord Wednesday will join me in wishing him a quick and full recovery.

Monday, August 12, 2013

The Monster Behind the Myth

In my posts on a science fantasy truth behind Greek mythology, I've given some pretty science fictional remaking of classic monsters, but the "truth" behind the monster need not always be elaborate. It's just more science-based and less mythological. Here are couple of easy ones that are more prosaic--and more pulpy, maybe.

Giant Boar
Greek myth has at least three giant boars: Calydonian, Crommyonian, and Erymanthian. While giant boars are relatively "realistic" as it is, there's no reason to hypothesize genetically engineered giants, as we've got a real animal (or a family of animals) close enough to fit the bill: the dinohyus ("terrible pig") and the whole enteledont family.


 Dinohyus was 12 ft long and 5' 1" at the shoulder. That's plenty to give Heracles a challenge!


Satyr
The familiar image of the satyr of a half-goat, half-man creature is a later invention. The original conception was of a some hirsute guy with big ears, a pug nose, and a goat-like tail.

A Hellenistic era satyr
In other words, not really much different (except for the tail) from the wildman or woodwose--in other words, the cryptozoological hairy hominid. Further supporting this idea, is that the Libyan satyrs and satyrs described living on the Satyride Islands off the coast of Africa, seem pretty clearly to be monkeys or apes.


Drakones
Last but not least are the drakones or dragons. These are almost always depicted as just as big snakes in Greek art. Not as cool as modern conceptions of dragon? Well, it was good enough for Conan! And there's titanoboa upping the ante on very real world giant serpents.

Sunday, August 11, 2013

Three Titanides

MNEMOSYNE
Mnemosyne embodies memory and so is both archive and archivist. She forms a shared conceptual space linking the intellects of all her fellow Titans. Olympians and humans may access her through certain passcode rituals and altered states of consciousness. Mnemosyne very rarely appears in a physical form, but when she does it as a giant bronze mask of a woman’s face.

PHOEBE
Partnered with Koios, Phoebe is the programmer of causality and the engineer of future probabilities. She was once the operator of the Oracle at Delphi, but is now subservient to Apollo on that project. Phoebe appears as a woman whose body is made of gently pulsing white radiance, her face a stylized golden mask, etched with lines of bright light.

THEMIS
Themis embodies divine order and cosmic law. She punishes violations of causality and reality, and wards against extracosmic incursions. While she didn't side with the Olympians in the coup, her desire for order led her to support Zeus’s rule once he was enthroned. Themis appears as a giant woman clothed in golden body armor. The lower half of her face is bare, but her eyes are covered. She carries a golden sword.

Friday, August 9, 2013

An Enclopedia of Ooo


I picked up the Adventure Time Encyclopedia this week (or to give it it's full title: The Adventure Time Encyclopædia: Inhabitants, Lore, Spells, and Ancient Crypt Warnings of the Land of Ooo Circa 19.56 B.G.E. - 501 A.G.E.). If you're not familiar with Adventure Time, this post will give you the basics.

Everyone caught up? Anyway, this encyclopedia purports to be written by Hunson Abadeer, evil Lord of the Nightosphere, though there are humorous annotations by Finn, Jack, and others. It basically gives Abadeer's dismissive take on the people, places, and things of the land of Ooo.

Beyond the setting inspiration, it has another interesting element possibly worth stealing for rpg use. The entries on the major characters have a list of rumors about them. This strikes me as a good thing to write up for NPCs. Maybe some are true and some are false (a random die roll might decide), but in brainstorming you could put down whatever came to mind.

Thursday, August 8, 2013

The Dionysos Syndrome


Dionysos is not a superhuman Olympian or a Titan from beyond the Cosmos. Any human worshipped as that god (and there have been several) is actually an infected carrier of a nanomachine virus that the Olympians call "Dionysos." The origins of the nanomachines are unclear; Some tales imply it was born in the Underworld (perhaps created in a plot for revenge by the imprisioned Titans), while others suggest Zeus is it's creator. Whatever its origins, the Olympians seem unwilling or unable to stop its spread.

In the typical infected individual, Dionysos causes an extreme losing of inhibitions, exacerbated by uncontrolled use of any intoxicant available, most often wine and plant-derived hallucinogens or deliriants. In some cases, Dionysos itself causes hallucinatory experiences. Groups of Dionysos infected will often go into an estatic frenzy of sexual abandon and compulsive violence. They congregate in groups, roaming the countryside following one of their number that they believe to be Dionysos. The so-designated individual acts accordingly. The role shifts after a period of days to weeks, though the shift may occur abruptly.

Must Dionysos infected celebrants will be normal humans, though satyrs, nymphs (called maenads, though this term is sometimes applied to all infected females), sileni, and centaurs will also be found among them at times. When a group of Dionysos infected are encountered, a roll on the Monster Reaction Table determines how they respond. Resisting their demands to join their revels, causes a +2 penalty on the roll. Anyone in close proximity to an infect individual (within 3 feet) must make a save versus poison or join the revelry for 1d6 turns. Thereafter, as long as the individual remains in proximity to the infected, a failed saving throw means the effect continues for 2d6 turns, and a success 1d6. Three failed saving throws in a row mean the effect is permanent until cured by sorcery or "divine" intervention. Contact with body fluids of infected give a -2 to saving throws.


Wednesday, August 7, 2013

Warlord Wednesday: Ballad Part 2

Here's another installment of my examination of  the adventures DC Comics' Travis Morgan--The Warlord.  The earlier installments can be found here...

"Ballad Part 2"
Warlord (vol. 2) #2 (February 1992)
Written by Mike Grell; Art by Dameon Willich and Rick Hoberg

Synopsis: A man trudges through the snowy wastes of what must be the Skartarian Terminator. He carries something wrapped in his cloak, something that compels him in his task. In the town of Hazrak, he’s confronted by robbers eager to get a look at what he holds so dear, but he dispatches them easily. Nothing will get in his way.

He arrives at a strange temple. Inside a woman, a priestess, is waiting.

He lays his burden upon an alter and:


Meanwhile, the minstrel accepts the challenge the veteran gave last issue—but only if the veteran accompanies him. The old man agrees.

They’ll need horses for their journey, though, and neither has any coin. The minstrel picks the purse of a passerby. He grew up on the streets and knows how to get by.

After acquiring horses, the two ride to Castle Deimos:


Initially, they are chased from the gate by phantom monsters. The minstrel realizes that he and the veteran saw different monsters and notices the horses weren’t frightened. It’s an illusion, based on fear. They advance again, cautiously, and this time pass through the phantoms unharmed. A man greets them and says the Mistress will see them, now.


She says the minstrel has “come seeking a hero” like she “came seeking a father.” She fears they both will “have to get use to disappointment.”

The sorceress relates how her father (devastated by the death of her mother, perhaps) shipped her off to live with an aunt, while he went off to fight in a war. When he didn’t return, she went looking for him, and found him in Skartaris. Even there he couldn't stay committed to the rebellion he started or the warrior queen he loved. He always needed a challenge: something new to discover, something new to conquer.

He comes and asks for her help from time to time. She never denies him, but she never lets him close anymore.

She leaves the minstrel and veteran with one final thought: “He’s not a bad man,” she says. “Not in his heart…”


After the two have left Castle Deimos, Jennifer Morgan looks into her crystal ball and sees and image of her father. She tells him she misses him. Though of course, there is no one to hear.

Things to Notice:
  • On the cover, Grell puts Jennifer in the tiara she wore in her first "in-costume" appearance in issue #54.
Where It Comes From:
Grelle expands a bit here on the details he presented in issue #38 in regard to Jennifer's and her father's pre-Skartarian histories.

The flashbacks in this issue show Jennifer's hair as white in her childhood. This is consistent with her earlier portrayals where it was blonde until she learned magic. (The change in her hair color was never explained in-story.)