Wednesday, April 27, 2011

Warlord Wednesday: Back in the U.S.S.R.

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...

"Back in the U.S.S.R."
Warlord (vol. 1) #52 (December 1981)

Written and Illustrated by Mike Grell; inked by Robin Rodriguez

Synopsis: In the Terminator, the twilight zone between Skartaris and the outer Earth, Morgan trudges through a snowstorm. His only guide in the trackless waste is his compass and its pointing due south.

Getting lost isn’t the only danger. A looming shape out of the blowing snows reveals itself to be a wayward (and hungry) polar bear. With the bears reach, Morgan’s sword isn’t of much use, but he has his pistol and is able to dispatch the beast.

Meanwhile, in Castle Deimos, Shakira, Tara, and Faaldren worry over Jennifer. She’s still in a catatonic state, and none of them know what Deimos might have done to produce it--or how to reverse it. Tara is more worried about Morgan. She decides to go after him, and Shakira demands to accompany her.

The two ride out, Shakira in cat form on Tara’s fur-cloaked shoulder. They’re united in purpose, if not exactly on friendly terms. They leave Jennifer in Faaldren’s attentive care.

Out in the wastes, Morgan is worried he hasn’t seen Skartaris’ eternal sun yet. He mounts a rise and sees dawn breaking on the horizon--and realizes he’s been going the wrong way and is in the outer world! From the North Pole, all compass directions are south, he now recalls (which isn’t really right either, but Morgan’s science has never been the best). The only thing he can do is retrace his steps and go the opposite way.

He hasn’t gone far when he hears something coming toward him from the horizon:


A Soviet MiG “Foxbat!” The pilot turns and circles back--he spotted Morgan. He strafes at him with his machine guns, and Morgan defiantly shoots back with his pistol.

The pilot turns for another pass. Morgan reloads. He knows his chances are slim, but he’s determined to make a stand. The plane comes straight for him, but Mogan holds his ground:


Miraculously, he puts two bullets through the canopy, and one of those hits the pilot in the head. Morgan drops to the ground as the out of control jet passes right over him, then crashes a distance away.

Pretty pleased with himself, Morgan blows on the barrel of his gun, before twirling it around his finger and holstering in Western movie style.

He resumes his trek, but things aren’t going to be that easy. A familiar sound causes him to turn and look back at the plane’s wreckage. A helicopter is coming in for a landing!

Things to Notice:
  • Morgan seems to have (slightly) warmer clothing now than when he left Castle Deimos.
  • Morgan's compass comes out of nowhere.
Where It Comes From:
The title of this issue comes from a 1968 Beatles' song appearing on the White Album (actually titled The Beatles, according to Wikipedia).  It was released as a single in 1976.

"Foxbat" was the NATO reporting name for the MiG-25.  As Morgan knows it from the early stages--the prototype flew in 1964--but it didn't enter service until 1970, after he was in Skartaris.

Tuesday, April 26, 2011

Real Sandbox: Maps of Green Hell


Interested in a sandbox setting with wilderness and dungeons to explore? I’ve used the title "green hell" (borrowed from the 1940 film) for a fictional jungle land before, but this time I want to talk about the real deal--or at least one based in reality. Check out this somewhat fanciful map of the South American jungle--the Mato Grosso (“Thick Wood”):
A lot of cool stuff going on there. Some highlights:
  • Unknown Mountains of Gold and Mystery - They had me at "gold."
  • Unexplored Dangerous Territory - Obviously, explored enough to know its dangerous.
  • Atlantean Hy-Brazilian Dead City - If Dead City weren’t adventure fodder enough, Atlantean ought to sweeten the mix, to say nothing of Hy-Brazilian.
  • Strange “Cold” Light in Tower - Again the Hy-Brazilian Atlanteans are invoked for probably the most intriguing place on the map. And why is cold in quotation marks--so-called cold, perhaps? The mind boggles...
This is to say nothing of Indians in Roman style armor, headhunters, assorted glyphs, and the place where Fawcett vanished. It’s a whole jungle of adventure suitable for your fantasy or pulp game.

Monday, April 25, 2011

From the Mound


You never know what might be found in those ancient mounds doitting the Strange New World and perhaps other worlds, as well. Here are a few suggestions:
  1. Eight giant (8-9 ft. tall) human-like skeletons in breast-plates and ornaments of a copper-like (but harder) metal. Armor is +1 but half the usual weight.  
  2. 2d10 eggs that will hatch dungeon chickens if incubated.
  3. A phantasmagoria magic lantern obviously of more recent manufacture than the mound itself.
  4. Three partially buried skulls inscribed with mystical designs, which upon closer inspection are actually necrophidii.
  5. The mummified corpses of 1d8 children of both sexes who were killed by ritual strangulation. They will rise as undead mummies on the first night of the new moon after excavation. 
  6. A sarcophagi contain a person in strange, futuristic outfit. If the round, reflective glass helmet is removed it will reveal the apparently dead (but remarkably undecayed) body of one of the PCs at an advanced age.
  7. A glass pyramid containing a Mantid Warrior-Nun, who is alert and active, but unable to escape.
  8. A beautiful woman in ancient garb, who appears to be asleep. Approaching close enough to touch the woman (even if not actually doing so) will allow her to take possession of a victim’s body as per the magic jar spell. If successful, the victim’s soul enters a large gem in her regalia.
  9. And so on... Any suggestions?

Sunday, April 24, 2011

Murder Ballad


Happy Easter to everyone that celebrates it. :)

Now, on to darker topics....

In the world of the City, sometimes even songs can’t be trusted.

A man in a bar hears a bluesman sing a traditional ballad about a betrayal and the grim things that followed, and he goes and shoots his business partner. A housewife listens to an old record that spins a tale of woe about a wayward man and a woman’s revenge, and serves up a rat poison dinner to her husband.

What thaumaturgists know as a murder ballad is a malevolent alien presence which can hide within traditional songs recounting a murder. The exact song which conveys the entity or infection varies--perhaps even from one day to the next--but it may be that target individuals are somehow “marked” ahead of the performance and the song is chosen to maximize the chance of influence. What the entity ultimately desires is to induce the target to commit violent murder.

The performers who act as conduits for the ballads are called Murder Balladeers. At first, they’re unaware that they’re carriers of virulent murderousness, but over time the horrible true becomes clear. Early on they may turn to alcohol or drugs to escape the guilt, but eventually most either become corrupted willing participants or else take their own lives.

There are some stories that Murder Balladeers develop other music-based magical abilities over the time they carry the malefic influence, but this has not been verified.


Murder Ballad
Target is someone with angry or resentful feelings toward another--but not typically murderous feelings. The narrative of the song played will have elements that can vaguely relate to the target's present situation. A failed saving throw means the target’s anger and resentment will suddenly grow, and the target will attempt to murder object of his or her anger within whatever time frame is feasible (typically 24 hours). While the target is emotional, he or she is not without reason, so the attack will be as planful and calculated as the time permits. If the target is restrained or prevented from completing the attack for at least an hour, he or she receives a second saving throw. After 24 hours--or after a completed murder--the whole experience will seem dream-like to the target.  

Dispel magic cast during the song's performance will negate the murder ballad's effect, and protection from evil or the like will bar its influence.

Friday, April 22, 2011

Weird Adventures: City Neighborhoods Map


Here's more Weird Adventure's cartography courtesy of Anthony at Battleaxes and Beasties.  Here we have the neighborhood map of Empire Island, one of the City's Five Baronies and its heart. 

Only a few of these have been touched upon so far in the blog.  Barrow Island (13) is the home of the City's potter's field and the tale-spinning Barrow Men.  Solace (38) is the foremost Black folk enclave in the City.  The Financial District (2) is the location of Prosperity Plaza and the Colossi of Industry statues.  Hardluck (3), an impoverished mostly immigrant slum, is home to those lovable scamps "The Hardluck Hooligans."

As an added "bonus" (so you can see what Anthony had to contend with) here's my rough map of the neighborhood which he skillfully turned into the map above:

Thursday, April 21, 2011

Lounge Lizards

Walk into a night-spot in Heliotrope or the City, or maybe even down in New Ylourgne, and you might unknowing rub shoulders with an ancient inhuman race. "Lounge Lizards," they’resometimes called derisively, but these sybaritic sophisticates have about as much in common with the various sorts of lizard-folk (gatormen, ciamen) as a movie star has with a skunk-ape. Unlike their brutish, reptilian country-cousins, they’re alluring creatures--but with a beauty alien to humanity--lithe, sensuous and gorgeously scaled.

They're great sorcerers who sometimes claim to have been the originators of the knowledge stolen by lost Meropis, or to have ruled the world of men’s apish ancestors--but they’re notorious liars, so there’s no way to know for certain. Some scholars link them to the Serpent in the Good Book, responsible for mankind’s exile from Paradise. Despite conspiratorial theories they probably don’t eat human flesh.  Probably. What's certain is that they're masters of magics of music, intoxication, sex, and illusion. They put their arts to use in their night world of jazz, liquor, and carnal pleasures--all in pursuit, supposedly, of some sort of mystical enlightenment.

Some former hangers-on of these serpent men (as they're also sometimes known) claim that they follow the pronouncements of a mad poet--the Lizard King--who performs at an endless party in his people’s ancient, underground temple. He recites in a husky, dream-darkened voice to the beat of bongos before enrapted human followers, swaying like charmed snakes before him.

Wednesday, April 20, 2011

Warlord Wednesday: Top Ten

Since issue #51 of Warlord was a reprint of issue #1, I thought I’d take this installment of Warlord Wednesday to look back over the series so far and pick my favorite issues. Here are my top ten, in chronological, rather than rank order:

First Issue Special #8: Where it all began. Maybe not the best story, but it establishes the essential Edgar Rice Burroughs elements: a fighting man from our world transported to another, and a beautiful princess to be won. I might also add, a figure of religion as a baddie in the form of Deimos.

 #3: Lizard Men cargo-cults, a ruined city of a more technologically advanced civilization, and a giant snake creature, make for great pulp adventure. And Machiste--tragically underused once he gets paired off with Mariah--in here in his prime.

 #10: A battle of the sexes with Morgan and Machiste versus Mariah in a race to the top of tower to win a magical artifact.

 #21: The culmination of a three-parter that is itself the culmination of the Second Deimos Saga that began in issue #15. Father against son with a tragic ending that will reverberate through the series until its very end in the most recent volume.

#22: Warlord playing Sword & Sorcery hero, drowning his sorrows in drink, and taking on a werebeast in a tower, where all is not as it seems.

#25: Still in Sword & Sorcery mode, Morgan turns mercenary, battles snow giants, and spars (with sword and quip) with Ashir, the second best thief in Skartaris.

 #38: Morgan’s daughter, Jennifer, comes to Skartaris. Not the most action-packed issue, but gives some insights into Morgan’s character and past.

#46: Morgan goes to the realm of death to save the soul of Shakira!

#48: Morgan and Shakira have one of their usual arguments, and Shakira’s proven right as Morgan attempts to play hero and stop a human sacrifice where all is not as it first appears.  Includes one of the series most clever reminders of the relationship between Skartaris and the Outer Earth.

 #50: The entire supporting cast appears for a “final” showdown with Deimos. It could be subtitled “revenge is a dish best served cold.”