Wednesday, December 21, 2011

Warlord Wednesday: All Dreams Must Pass

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...

"All Dreams Must Pass"
Warlord #75 (November 1983)
Written by Cary Burkett; Penciled by Dan Jurgens; Inked by Bob Smith

Synopsis: In the Palace Library in Shamballah, the lavender-clad and mustachioed troubadour, Graemore, goes looking for Queen Tara, only to find out (to his disappointment) that her mate, Travis Morgan, has returned.

Meanwhile, Morgan and Tara are out riding and having the usual argument about Tara’s responsibility to her kingdom versus Morgan’s wanderlust. Where does it leave their their relationship?

Caught up in their personal drama, neither notices the sinister crow that seems to watch them.

Leagues away, a New Atlantean invasion fleet emerges into Skartaris from the sea passage. It’s led by Lord Saber-Tooth, a beast-man with a mission:


Back in Shamballah, Morgan and Tara’s ride becomes even less pleasant which a strange twister appears out of nowhere. It selectively snatches Morgan up into the air while the crow’s beady eyes gleam with triumph. Morgan manages to use his boot dagger to stake himself to a tree and ride out the weird weather. Almost losing him softens Tara’s heart towards him and it appears Morgan is back in her good graces.

The bird flies to a strange hut deep in the forest. There it transforms into Saaba, the witch our heroes encounter before. The wind elemental was her doing, summoned to get revenge on Morgan for denying her the power of the Eye of Shakakhan (issue #16). She realizes she needs help to get her vengeance. She looks into her crystal ball:


Graemore meets Tara in the palace. He can’t believe she took Morgan back after saying she wouldn’t. He makes no secret of the fact he loves her too and had hoped Morgan gone for good. He wonders what Tara will do when Morgan leaves again?

At that moment, Morgan is pondering the silver cassette and the mysteries of the weapons cache he found. Krystovar shows up, having discovered hints of an Atlantean complex beneath Shamballah. Morgan knows about it (from issue #15) and agrees to show it to him.

Descending into the complex, they find its computers more operational than Morgan thought. He puts the cassette under an analyzer and is shocked when the computer reads it as a U.S. Air Force service record—from over 300 years in the future!


There’s no time to ponder these mysteries, as they get grim news. Kaambuka, kingdom of Morgan’s friend Ashir, has fallen to an invading army that now marches toward Shamballah.

The New Atlantean Army approaches from the north and Saaba is helping them.

The Shamballan defenders fight bravely, but the New Atlanteans have energy cannons and Saaba’s magic. Her elemental smashes the city’s gate. Morgan realizes he must lead a retreat.

Tara, however, refuses to leave her city. Morgan has no choice:


Morgan leads what people he can gather down into the Atlantean complex and out beyond the city’s walls. Lord Saber-Tooth searches for him in the Shamballah’s burning streets in vain.

From a height overlooking the conquered city, Morgan swears to his mate he’ll help her get her kingdom back.

Things to Notice:
  • Graemore has gotten a perm since we last saw him.
  • Where are the other Brood-Brothers?  Does Lord Saber-Tooth go it alone?  And why is he a lord? 
Where it Comes From:
Again, Burkett relies heavily on Warlord lore.  The Graemore-Tara-Morgan triangle introduced in the back in the imposter story arc, Saaba the Witch, and the high-tech Atlantean ruins beneath Shamballah (where previously the computer went insane).

Monday, December 19, 2011

Weird Adventures Outtake and Review

Those of you who've picked up Weird Adventures (and thank you) have no doubt noticed a few advertisements sprinkled here and there for products or services not available in our world.  There were some others that didn't make it into the pdf--like the one that was going to feature this logo for Brown Jenkin Whiskey:


Aged in non-Euclidean barrels, I hear.  Brown Jenkin Whiskey: Look for it where you find other potent spirits.

Anyway, Satyre has a thorough (and positive) review of Weird Adventures hereAos, ruler of the Metal Earth, is less detailed but unambiguous in his advice to "buy it now."  They're both very wise men.

Sunday, December 18, 2011

McDungeonland


In the proud tradition of the EX series of modules, consider this isolated valley (or maybe a demi-plane) inhabited by strange creatures--some of them with foodstuffs for heads...


Stranglely, despite being part foodstuff themselves, the inhabitants cheerfully consume the talking food that exists ready-made in their environment: There are patches of cheerful "hamburgers," trees that grow apple pies, a lake teeming with breaded and fried fish, and even a small volcano which oozes a frozen chocolate beverage.

The strange land is not without its dangers.  There are small, bespectacled goblins ("gobblins"), shaggy and colorful, who will steal food from the unaware.  A humanoid of piratical dress and demeanor wll menace those who take the fried fish from the lake.  A masked humanoid thief in cloak and stripped outfit likewise steals food, but he favors beef.  Finally, there is a purple blob-like creature that can manifest two or four arms, who is sometimes benign, but other times may attack to steal the "shakes" which emerge from the volcano.  The creature may be some sort of "shake" elemental, himself.

Though not in a overt position of leadership, the secret ruler of the land is a clown in motley with a friendly demeanor--but perhaps less friendly goals.

Friday, December 16, 2011

Weird Adventures is Here!


The wait is over!  Weird Adventures is now available in pdf form at RPGNow and Drivethrurpg (so choose your favorite portal).

It's 165 pages (black and white with 4 full color maps) featuring:
  • City Confidential--A guide to the 5 baronies, numerous neighborhood, and weird locales of the City.
  • A guide to the Strange New World beyond the City, including the mysterious jungles of Asciana, morbid and insurrection-torn Zingaro, the gambler-haven of Faro City, and much more.
  • Thirty new monsters from "Black Blizzard" para-elemental to "Zombie, Cuijatepecan."
  • Adventure seeds and a mini-crawl through the City's largest (and weirdest) park.
  • Art by old school stalwarts Johnathan Bingham, Chris Huth, and Stefan Poag, plus great work from comic artists Reno Maniquis and Adam Moore, among others.
For those of you pining for Weird Adventures in hardcopy, that's coming in the New Year.  They'll be a discount for the purchase of both the pdf and the print of demand versions.

Thanks to everyone for their support over the (longer than expected) time to do this project.  I hope it was worth the wait.

Wizardly Trade Union



It’s traditional in fantasy for thieves to have guilds (probably not like the Lollipop Guild above), but wizards may or may not have professional organizations. For every Mages or Sorcerers Guild in literature there are a number of lone wolves, like Merlin, or members of very select crews, like Gandalf and Saruman.

Magic-user organizations are actually somewhat attested to historically. The Hermetic Order of the Golden Dawn and Crowley’s Argenteum Astrum are two examples. The line between coven, cabal, and cult admittedly gets blurry when looking at the real world; theurgy and thaumaturgy are not so cleanly separated as they are in games.

Fantasy literature gives some good examples. The Aes Sedai of the Wheel of Time where sort of Lensmen/Green Lantern Corps of a previous age, but by the time of the main story are more like a church or monastic order. The vengeful Bondsmagi of Lynch’s Locke Lamorra series are a like a mercenary company, protectionist guild--and criminal organization. The various Schools of Bakker’s Prince of Nothing and Aspect-Emperor series are practitioners/protectors of specific paradigms of sorcery and feel certain sociopolitical niches.

All of these could be good models for rpg wizardly organizations, but is there any reason to stop at just one? Mages in different cultures/locales might take on very different roles: anointed-by-the-gods rulers in one nation and mercenary hoarders of knowledge in another.

So are there magic-user organizations in your setting? What role do they take?

Thursday, December 15, 2011

Tarrasque Harvesting


What do you do with a gigantic, immortal monster stalking the wild places? If you’re a daring and entrepreneurial sort in Ealderde, Eura, or even the City, you harvest the living behemoth for anything of value.

Nobody knows where the Tarrasque came from, though there are a lot of theories: Staarkish Kriegsungeheuer--it’s gargantuan parts grown in separate industrial alchemical vats and melded together by cunning biothaumaturgy? An eikone given flesh, collective animus of the saurian monsters of prehistory? Alien? Elder God? There are as many ideas as the Tarrasque has spines.

Wherever it came from, the monster stalks cross Eura from Korambeck to the Arctic Wastes. It periodically enters periods of turpor lasting days to weeks, where it crouches, umoving and close to the ground. These are the times when harvesters can safely climb aboard the monster with little risk of winding up in its stomach. Once encamped, they take adamantine-tipped jackhammers and alchemical solvents to its hide. They scrap off carapace to sell to armorers and artificers, jar its ichor for alchemists, physicians, and thaumaturgists, smuggle its glandular secretions to junkies and assassins, and even trap its lice for whoever is willing to pay.

Most harvesters ship out for a few months. They erect tents in hammock-like nets affixed to the monster's hide; it takes little notice of them most of the time. Daring flyers dart in to hook dangling bags of material for sale, and eventually, harvesters headed for home.

Exposure to the creature is inherently toxic. All but the best preserved (and least flavorful) foodstuffs spoil rapidly. Plants die within days; small animals may last a week or more. Humans can last months, but many harvesters find it prudent to wear lead-lined suits. Even still, cancers and neurologic ailments are more common among those that have dwelled on the Tarrasque than the general population, and harvesters seem to age before there time.

Wednesday, December 14, 2011

Warlord Wednesday: Home Again, Home Again

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...

"Home Again, Home Again"
Warlord #74 (October 1983)
Written by Cary Burkett; Penciled by Dan Jurgens; Inked by Dan Adkins

Synopsis: Travis Morgan and Krystovar have escaped the forces of New Atlantis through the sea cave back into Skartaris. Krystovar suggests they need a destination and asks Morgan if he has a home. Morgan says that he does and adds that it’s probably time he returns there to his mate.

Morgan and Krystovar land at the port of Bakwele. There they sell their boat and begin the trek across the swamps and the Forest of Ebondar to reach Shamballah. Krystovar fills Morgan in on the history of the New Atlanteans. They came from a different city-state, apparently, than the Atlanteans that settled Skartaris. Nothing the healer knows explains the advanced technology—some of it marked with the symbols of the U.S. Air Force—that Morgan found in the cave. That mystery nags at the Warlord, and he’d like to solve it.

Camping in the forest, Morgan goes to sleep, leaving Krystovar awake to tend the fire and take the first watch.


With both asleep, neither has a chance to see the large black bird that has been following them since they entered the forest, alight on a branch above them. Suddenly, their campfire begins to grow as if taking on a life of its own. It spreads quickly and strangely to form a circle entrapping our heroes.

The rising heat wakes Morgan from slumber. He rouses Krystovar, who immediately notices the behavior of the fire isn’t naturally. Morgan isn’t concerned with that at the moment, and has Krystovar climb up into a tree. When they’re both amid the branches, Morgan plays Tarzan again and swings them both to safety.

As soon as they’re free, the fire dies away. Krysotvar again points out the fire wasn’t natural and asks Morgan if he has any enemies in the forest. Morgan’s reply:


The two soon reach Shamballah. Morgan doesn’t get the reception he was expecting, as the guards bar him from entrance, and his wife’s faithful soldier Trogero shoots an arrow his direction and tells him to leave Shamballah immediately.

Krystovar notives the arrow has a message on it. Following its instructions the two hide in the woods outside the East Tower. Trogero appears and lowers a rope. He tells Morgan that Queen Tara did indeed give orders that her mate was not to be allowed to enter the city, but he had to help Morgan anyway.

Morgan disguises himself and sneaks into the palace. Tara has been expecting him:


See? Anyway, she gives him the usual lecture about running off after adventure and leaving his wife and responsibilities. She accuses him of once being a man with a dream of freedom and progress for Skartaris—a dream he has abandoned. Morgan admits this is true, but he says he’s turned over a new leaf and he’s going to be that man again. And he loves her.

Tara softens a bit (as she always does), and says she’ll think over letting him stay. She pulls him into her boudoir before sending him away.

A little later, a self-satisfied Travis Morgan remembers the silver cassette in his belt. He ought to get read of that thing, but his curiosity has been piqued and he really wants to get back to that cave…

Outside, a sinister looking black bird wings over Shamballah, plotting.

Things to Notice:
  • Tara falls for Morgan's dubious promises once again.
  • Where does Krystovar go all the time Morgan is making up with Tara? 
Where it Comes From:
The title is a reference to a line from the Mother Goose rhyme "To Market, To Market."

Burkett gets around to explaining the difference between his New Atlanteans and the Atlanteans we've seen before in Warlord.  Krystovar's explanation doesn't real provide a reason for the wide technological disparity between the two Atlantean isles.

The raven that isn't really a raven is a character returning from a previous issue, but I'll wait for the story to reveal who that might be.