Wednesday, February 19, 2014

Warlord Wednesday: Back to the Beginning

The next installment of Warlord Wednesday will be delayed on account of work. While you wait, why don't you check out my very first post almost exactly 4 years ago.

"Land of Fear"
1st Issue Special #8 (November 1975)
Written and Illustrated by Mike Grell

Synopsis: Colonel Travis Morgan, USAF, is forced to ditch his plane after taking fire during a spy mission over the Soviet Union. Expecting to come down in the arctic, he's surprised to find himself in a lush jungle. Finding a woman, Tara, in combat with a dinosaur he rushes to her aid. No sooner have they overcome that danger, then they are captured by soldiers and taken to the city of Thera. Morgan quickly earns the enmity of the high priest, Deimos, though use of his pistol convinces the rest of the Theran court that he's a god. While guests of the Theran king, Morgan pieces together the remarkable truth of his situation--he's in the hollow earth! Ultimately, treachery by Deimos leads Morgan and Tara to flee Thera.

Things to Notice:
  • The story begins on a specific date: June 16, 1969. Though time is strange in Skartaris, stories will often give reference to the passage of "real time" on earth--something very different from most comic series. This also dates Morgan, allowing us, as more information is given, to construct a timeline of his life.
  • Morgan has a .38 special in this issue and only 12 rounds of ammo, all of which he uses here.
  • The women of Thera seem go in for the colorful, raccoon-patch, eye shadow which is also styled by some female members of the disco-era Legion of Super-Heroes, Marionette of the Micronauts, and Dazzzler, among others.
Where It Comes From:
The portrayal of the hollow earth in both fiction and purported fact has a rich history going back to Sir Edmund Haley (of comet fame) and possibly before. The primary inspiration for Grell’s version seems to be Pellucidar, a savage land debuting in At the Earth’s Core by Edgar Rice Burroughs, serialized (as “The Inner World”) over 4 issues in All-Story beginning on April 4, 1914. A novel version was published in 1922, and in 1976 there was a move adaptation with Doug McClure, Peter Cushing, and bond-girl-to-be Caroline Munro.

In the introduction to the collection Savage Empire (1991), Grell cites the Burroughs influence on Warlord and calls the Pellucidar series "the best of the [Earth's core] genre."  In a later interview, he seems to downplay this influence, emphasizing instead Jules Vernes' Journey to the Center of the Earth, and The Smokey God by Willis George Emerson.  Certainly a case could be made for the primacy of these works in Skartaris' conception.  Verne's work has prehistoric survivors in his underground world, while Emerson's novel has a central sun (the titular Smokey God).

Still, Burroughs' work has those similarities to Skartaris, too.  It also shares one feature not found in any other "hollow earth" fiction with which I'm aware: time is strange there.  The odd timelessness of Skartaris is also found in Pellucidar--despite neither ever giving a good explanation as to why things should be that way.

An interesting parallel to Burroughs, though probably not a direct reference, is this issue's title.  Burroughs' sixth novel of Pellucidar is called Land of Terror.

One thing clearly does come from Verne, and that's the name of The Warlord's hollow world.  In Journey to the Center of the Earth, "Scartaris" is a mountain whose shadow marks the entrance to the center of the earth in the crater of Snæfellsjökull.

The dinosaur gracing the cover and appearing in the issue is identified as a deinonychus, which is a species related to the velociraptor family.  Unlike its depiction in this issue, deinonychus apparently had feathers.

The character of Travis Morgan got his first name from Grell's nephew, and his surname from the privateer and rum bottle spokes-model, Henry Morgan.  Morgan got the facial hair that Grell himself had at the time, and also Grell's experiences in the air force.


Grell has said that the appearance of Tara was inspired by Raquel Welch.  Presumably he was thinking of her in One Million Years B.C.  The name "Tara" was a popular one in the United States in the 70s, probably due to the enduring popularity of the film version of Gone With The Wind.  In this context, the name Tara derives from the Hill of Tara in Ireland. The hill is also known as Teamhair na Rí (“The Hill of Kings”) because of its association with ancient kingship rituals. Tara also means "shining" in Sanskrit and is the name of a Hindu goddess.

Grell tells us he got "Deimos" from the name of Mars' smaller moon, the larger being Phobos.  These names derive from Greek mythology where Deimos ("dread") and Phobos ("fear") are sons of Ares.  Again, the title of the issue seems to have unintended connections.

The name of the city where Deimos is high priest, Thera, is also Greek in origin.  Thera is part of what is now the Santorini Archipelago and the site of one of the largest volcanic eruptions in recorded history.  This eruption, some 3600 years ago, led to the decline of Minoan civilization, and popular theory holds that this event may be the ultimate source of the Atlantis legend.

Monday, February 17, 2014

The Haunted Mansion

My WaRP Weird Adventures gaming group met for the first time since September last night. The PCs were still exploring Charles Ranulf Urst's estate, looking for treasure of some sort. After checking out the opulent pool house, they moved on to the grand main house. What they found only deepened the mystery.

First, there was a sound like an audible exhalation when they first entered the house that set the creepy mood. Then, the theater room had a film playing without the benefit of electricity--a film that appeared to be from the point of view of something waiting just outside the room. Professor Pao, stepping out side of the room, felt a cold chill that sent him to his knees and Rob glimpsed an errant shadow fleeing away from his stricken companion.

Rue tried again to contact spirits. She felt a pervasive presence, but nothing specific. Then a playing card drfited down from...somewhere. One with Urst's own monogram printed on back.


Things only got weirder from there. A visit to the refectory (a large dining room) had the gang intruding on a ghostly dinner with phantom food and diners who paid them no attention. There seemed to have been places set for the group, but they declined to partake.

In the large, social room, there is a young woman (her image sort of flickery, like a movie) playing cards. She offers to tell the PCs' fortunes by a draw from the deck. Only Rue takes her up on it. She draws a card with the image of the grim reaper on it! He swings his scythe and she drops dead.


The rest of the gang can't believe it at first. They question the woman who gives her name as Camille. She nonchalantly confirms that Rue is indeed dead--but adds enigmatically that the house is a collector and spirits are unable to leave it. When they try to question her further she flickers and disappears. Rob and Jacques start looking around for where Rue's spirit might be. The Professor stays behind to guard her body.

Meanwhile, Rue awakens in an overstuff leather chair in a library of some sort. She feels a bit less substantial physically, but is otherwise okay. A man with the head of a wolfhound is sitting across from her reading a book. He introduces himself as Claude and confirms that she's dead. He says he was Urst's dog, until the wizard uplifted him to sentience to serve as an assistant. He goes on to say that Urst purposely built this house on a borderland between dimensions. There are spirits here but also "termites" in the walls that came from elsewhere.

Rue bids him good-bye to try and find her friends. Before she goes, he warns her not to trust the cat-headed man in the fez.

To be continued...

Sunday, February 16, 2014

Weird Mystery


The internet (at least part of it) has been a buzz with the references to Robert W. Chambers' King in Yellow, among other weird tale nods in the new HBO crime drama True Detective. While it remains to be seen if this is just flavoring or their is really something weird (in the supernatural sense) afoot on the show, there are a number of other works that can scratch the "weird mystery" itch. I should note, I'm making a difference between "an investigation intersects the supernatural" from the activities of "occult detectives" who frequently interact with the supernatural as a matter of course. The former is what I'm focusing on here.

These would be great inspiration for Call of Cthulhu, Trail of Cthulhu, or other horror games in that vein.

Film and TV:
Angel Heart: New York private detective Harry Angel heads to New Orleans to find a missing crooner for a mysterious client.
Twin Peaks: An FBI agent investigates the murder of the homecoming queen in a very strange Washington town.
"Cigarette Burns": The best episode of the Masters of Horror anthology series has a rare films dealer looking for a an obscure French film, La Fin Absolue du Monde, which is rumored to have sparked a deadly riot at its premiere.
The Ninth Gate: A rare book dealer is hired to find the three known copies of a rare occult tome and determine which is the real one and which are forgeries.

Fiction:
Kim Newman, "Big Fish": Innsmouth isn't the only place with a shadow over it. A California gumshoe finds out sunny Bay City has one, too.
Arturo Pérez-Reverte, The Club Dumas: The book The Ninth Gate was based on, but with a lot more literary references and a different ending.

Friday, February 14, 2014

A Sorcerer's Skull Valentine


Happy Valentine's Day. Here's a couple of recycled classic posts with a theme of love. Or at least sex.

From the world of Weird Adventures, we've got 2011's "Love (and Sex) in the City." If that's too retro for you, you can always visit "The Pleasure Domes of Erato" in the far future of the Strange Stars.

Thursday, February 13, 2014

Kuznuh Unveiled

Kuznuh is the primary world of the neshekk and a member of the Alliance. The neshekk aren't natives; they arrived there after being displaced by the Great Collapse. The neshekk have made their fortunes primarily through investment banking.They have a reputation for ethical behavior and conservative investment, but are sticklers for the letter of contracts and do not tend to offer easy terms.

Perhaps because of their wealth or perhaps due to a separate cultural quirk, the neshekk are greatly concerned with privacy. They go through the streets wrapped in a shroud of nizara, making them invisible or unrecognizable (depending on their settings) in the metascape of their world, unless they choose otherwise. It is a misdemeanor privacy violation to view public spaces of Kuznuh unfiltered by the metascape. All social interaction on Kuznuh is a process of negotiating the level and setting time parameters for permissions to access personal information. Even among family, neshekk may completely cloak themselves in nizara for privacy’s sake.



Their desire to protect their privacy and wealth (and the wealth of their clients) has led the neshekk to become security experts in both electronic and data security. Neshekk infosecurity firms are noted for their ruthlessness; they have been known to employ basilisk patterns and other forms of deadly intrusion countermeasures.

Neshekk society is divided into clans. The heads of these clans elect a Chief Executive Officer of Kuznuh. When the neshekk clan leaders lose confidence in a CEO, he or she is replaced--and memory-wiped to insure the protection of board secrets. This process is referred to as “beheading.”

Kuznuh City, the capital of their world, has a walled and checkpointed city center full of windowless, unadorned cylinders where the wealthy neshekk reside. Offworlders that work for them reside in partitioned areas around it. All visitors and offworlders are given rudimentary nizara shielding, but don’t have as many options with its use nor are theirs as opaque to legal inquiries as that of citizens.


(For those that are interested, FATE stats for the neshekk and other species can be found in a newly updated file here.)

Wednesday, February 12, 2014

Warlord Wednesday: Everything Changes

My issue by issue examination of DC Comics' Warlord continuesThe earlier installments can be found here...

"Everything Changes"
Warlord (vol. 4) #15 (August 2010) Story & Art by Mike Grell.

Synopsis: Following the events of last issue, scientists are filling General Ketchum in on the signal that originated from 4 ancient sites (in Egypt, Mexico, Bolivia) and is directed at Orion. They give him a crash course in various fringe theories including the ancient astronauts--and the hollow earth. That's where the coordinates encoded in the signal are located. The "scientists" (you could doubt there credentials at this point) also tell him about the end of the Mayan calendar in 2012 with its the annotation: "They Return."

In the hollow earth, Joshua and crew are making their way back to Shamballah. Joshua is worried about what the alien had said: "We expected you to be more civilized. More useful."

When they get home, our heroes find a pleasant surprise. Thanks to the weirdness of Shamballan time, Tara has given birth already:


Joshua realizes it was his link with his new sister that healed him after he was burned by the dragon's breath. Jennifer explains that Morgana is linked to her, as well. The baby isn't just destined to be a mage; she is somehow magic herself in a pure and powerful form as it hasn't exist since the beginning of the world.

Joshua carves a horse for his new sister (He doesn't see when it becomes a winged horse in her hands.), then he and Alsyha go off for some private time. Later, they see a black hippogriff in a pond. Alysha approaches it, but then:


Alysha grabs on to the net to try to save the animal. Joshua has no choice but to follow, and the two are taken aloft. They manage to cut the hippogriff free before the raiders have reeled them in, then ride away on the animal's back. They fly over the area of devastation where the dragon's ship crashed. Alysha notices the surrounding area looks like the Nazca lines: the alien was making a landing strip!

They return to the palace convinced that trouble is coming. Joshua retrieves one of his father's belonging from a box: it's Morgan's automag. Joshua suggests McBane better teach him how to use it.

Things to Notice:
  • Those scientists apparently spent a lot of time watching In Search of...
  • The "time works different here" thing is back in full force, after being officially abandoned by Grell's successors on the original series.
Where it comes from: 
After being absent for over a decade, the fringe theory is back in Warlord: ancient astronauts, ufos, and (of course) the Hollow Earth. The last bit is significant, because DC had repudiated the Hollow Earth explanation of Skartaris after Grell left.

The time Ewan McBane refers to in the Dark Ages was the dust veil of 535-536 AD.

While Morgana was presumably named for her father, the name is an obvious reference to Arthur's sorcererous half-sister Morgan (or Morgana) le Fay.

Monday, February 10, 2014

Like It; Haven't Played It

There are some published rpg settings that I'm really fond of, but I've never gotten around to playing and don't think I ever will. Not that (in most cases) I would be opposed to playing them, but--well, I'll have to explain that on a case by case basis:

Tekumel: I first heard about Tekumel in college and over the next ten years, accumulated as much as I could on it from trips to gaming stores in various cities and ordering things off ebay. Despite having most of the publish Tekumel material in my collection for almost another decade now, I've never played it. I love the richness and wealth of detail in Tekumel, and I like aspects of the world (I've even read all the novels!). I think the problem has been two fold: until the internet, I never really had a crowd that would be willing to play it, and I tend to like to put my own spin on the games I run. (A few licensed properties for brief games being the exception, perhaps.) I'm well aware I could make Tekumel my own but then it wouldn't be Tekumel to me.

Transhuman Space: GURPS puts out a lot of great supplements, and the Transhuman Space supplements are no exception. It's the most detailed and supported near future game that I've seen (post the cyberpunk 80s). And it's really good. I'm unlikely to run this one because my days of playing GURPS are likely passed--particularly for a complicated realistic science fiction game. I did utilize the TS books to play my own near future game--one that was more Transhuman Cowboy Bebop with a bit of Bruce Sterling thrown in.

Glorantha: Though I got into Glorantha later, but scratches a similar itch to Tekumel in that I appreciate the wealth of detail in it and certain aspects of the world. It's a bit more like Transhuman Space in that it hits me in a "what can I steal from this?" place rather than a "I should play this!" one.

Exalted: This one is a bit different from the others, in that I have mixed feelings about Creation, the setting of Exalted. A lot of things about it I find really cool (mainly the underlying concepts of the session), then there are a number of things that are okay, and a few things (like a lot of the place names) I do like very much. Still, the good things are good enough to me, that I have thought about running a game in the setting before--but only after adapting it to another game. The system just doesn't appeal to me, and adapting the system plus tweaking the setting has always teamed so large a tast when I had easier game oppurtunities elsewhere.

So that's my list. What's yours?