Wednesday, February 26, 2014

Warlord Wednesday: The Final Issue

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

"Storm Over Skartaris!"
Warlord (vol. 4) #16 (September 2010) Story & Art by Mike Grell.

Synopsis: Joshua and Alysha meet with Machiste to ask his help against the alien threat to all Skartaris. They must have convinced him, because we next see him helping McBane find Morgan's crashed SR-71. McBane finds something he thinks he can use.

In the Age of Wizard Kings, Mongo is teasing a shrunken Deimos by letting him jump at his magic mirror. He can't get through because the other side is broken. But in Shamballah, little Morgana is re-assembling Jennifer's broken  mirror...

Alysha's and Joshua's next stop is a tavern where they find the crew of the airship they took down last issue. They need the airship crew's help, but Captain Bloodhawke wants to fight Joshua to first blood for crashing her ship. He accommodates her:


McBane takes the radio from the plane wreckage. He plans to get it working so they maybe they can get a signal out and warn the surface world about what's coming. Tara oversees the removal of some the defensive guns from Shamballah. They plan to mount them on the airship. McBane asks how they plan to power them. Shakira replies they're going to use magic, just like Deimos.

Mariah and Machiste arrive to take over the defense of Shamballah. Mariah notes that even the Therans have joined them this time. Joshua and Alysha are astride the hippogriff and everyone else boards the airship.

On the surface world General Ketchum is pretty surprised to get a message coming in on a polar comsat from the SR-71 of Travis Morgan. McBane tells them about the coming alien invasion. His warning is soon confirmed by the "bogies" breaking through the missile defense. McBane tells the General to have his fighters hold outside the arctic circle. The ship of "the united people of Skartaris" will take care of things from there. The general demands to know what's going on; McBane promises to transmit a digital file that will explain.

Most of the airship crew gets off at the polar opening. Only Joshua and Shakira go on from there. The alien ships are heading toward Skartaris through the passage. When the airship is in position, Shakira places the last piece of glass in Jennifer's mirror. The conduit to Wizard World is re-opened!

Morgana and Jennifer channel the magical power to begin collapsing the passage. Joshua blasts the incoming aliens with the airship's weapons. Deimos, raging against the seed of Morgan, tries to get through the mirror, but Shakira keeps holding him back.

As the tunnel collapses, Joshua and Shakira escape the now-trapped airship leaving Deimos behind.


They ride away on the hippogriff. The polar opening to the outer world is seal and the aliens and Deimos are crushed in its collapse.


On the surface, the general and his staff begin watching the file they downloaded. Ewan McBane is reporting from Skartaris:


Things to Notice:
  • This issue lampshades (finally) Morgan's ability to carry around enough ammo for his pistol despite never having any place to carry it.
  • Joshua accomplishes what his father never did: uniting all the people of Skartaris (at least briefly).
  • This issue is the very anti-thesis of decompression; There's enough incidents here for 6 issues, easy.
Commentary: 
Grell gives his series a decisive ending: closing off the polar opening that was Travis Morgan's entrance to Skartaris to begin with. Most of the Grell-era supporting cast winds up with at least a cameo in the final issue, too, though Ashir and Faaldren are absent, as they have been from this whole run.

Still, Grell leaves open the possibility of further adventures of the new Warlord. The story teases the possibility of a new setup for fantasy adventuring: a world where characters are actually trying to build a better society instead of just talking about it. 

Monday, February 24, 2014

Born for War


The thrax are famed soldiers of the Alliance sphere in the Strange Stars. They are a clone race, created long ago by an unknown culture who put them to use in a plan to conquer the galaxy--slowly. Asteroids were turned into habitats and launched toward certain worlds, manned by robots and carrying an army of clone embryos. The sublight voyages afforded more than enough time to grow and train the embryos into warriors before planetfall. 

It's possible the creators of the thrax were dead before any of their attacks met their targets. In any case, the ai administrators and bot trainers were unable to impart anything to the thrax other than their mission parameters. Thrax did subjugate some worlds, but others resisted their assault. Their appearance probably helped to disrupt the Radiant Polity and hasten its end.

Contact with other cultures gave the thrax goals of there own. They destroyed the machines that had nursed and trained them and took control of their own destiny. Still, from the moment of their decanting as infants, thrax are evaluated for and trained in capacity for war.

Appearance and Biology: Thrax are tall, powerfully built humanoids, with whitish gray skintones. They have somewhat pronounced and heavy brow, and nasal slits rather than an external nose. Neither sex has much body hair, but females do have head hair. 

Psychology: Thrax are taciturn, serious, and greatly concerned with honor and discipline as defined by their warrior's code. Some allow themselves displays of emotion in the heat of battle, but others view this as excessive display. Their possessions are few and their quarters tend to be spartan. Rarely do they use intoxicants, and very few would do so at any time they thought combat might be imminent.

Thrax express their individuality through their armor, which they are allowed to individualize within parameters set by their unit.

Stats: Stars Without Number: Thrax have a minimum Strength of 12. No thrax has psychic abilities.

Sunday, February 23, 2014

Where is Your Mind?


Just as morphological phenotypes are variable among the sophont entities of the Strange Stars, so are the mental structures. In fact, the science of noetics recognizes different levels of mental structure that can be combined in different ways:

The base level is neuroform. This describes the basic functional arrangement of the mind. For most, this is the hierarchy inherited from paleo-humanity, but others (like the Magi and Circeans) have different arrangements to favor other states of consciousness, supress emotion, or increase task focus. It should be noted that neuroforms can be coded in actual cellular structure (like biological brains) or digital emulations.

Technology allows the linking of individual neuroforms into larger structures.  Network arrangements are referred to as compositions. Member minds of a composition may be independent, fully integrated, or somewhere in between. A composition might be two or more independent consciousness inhabiting one body or one hive-mind sharing many bodies. The ruling Consensus of Smaragdoz is an example of a composition.


Another facet of larger mental integration is distribution. A beings nervous system may be self-contained or may be involved in any number of mental sharing schemes. Though a degree of distribution may go hand in hand with composition, these are actually somewhat independent considerations; Individuals can share perceptions through a composition while still retaining independent consciousness, for example. Also, distribution can be limited certain aspects of consciousness rather than its entirety. Memory sharing or dream sharing are examples. Conversely, one could share a personality without real-time sharing of memories or experiences.

Friday, February 21, 2014

The Hidden Land--Revealed!

Thanks to the artistic talents of Michael "Aos" Gibbons, my lost world setting The Hidden Land is lost no more:


I wanted something in the mode of several old comic book maps, and this is just about perfect, Future posts will give details of some of the locations, but right now bask in the mystery!

Thursday, February 20, 2014

Baroque Space

Sustained on tales of heroes and finding little solace in the numbing pleasures and controlled comforts of Earth, some youths seek escape to the stars. They buy passage (or stow away) on the barrel-shaped lift-boats of Earth, luminous fungal vessels of Venus, or a swift clippers from the outer worlds and go to seek an adventurer's life.


Some will find a swift death and others a somewhat slower end on a penal asteroid, but some will eventually find means to arm themselves with energized sword and phlogiston pistol and armor themselves against the weapons of foes and the harshness of the void. So arrayed, they can find work. Ever bellicose Mars is always in need of mercenaries. The heliocephalic Mercurian Emperor welcomes new armigers to his court, so long as they dress as well as they fight. The Doge of watery Venus seeks to employ guards of cunning, able to devise (and survive) intrigues both real and simulated.

Beyond the asteroids, the outer planets loom, and there are monsters to be slain and fortunes to be won by the fortunate and the daring.

Art by Einherja

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...