Wednesday, October 26, 2011

Warlord Wednesday: The Journey Back

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...

"The Journey Back"
Warlord (vol. 1) #71 (July 1983)
Written by Mike Grell (Sharon Grell); Penciled by Dan Jurgens; Inked by Bob Smith

Synopsis:  In Castle Deimos in the Skartaris we know, Jennifer Morgan keeps a vigil at her magic mirror, holding open the portal in the hopes that her father and Shakira will make it home. We see a crystal ball among decorations in her sorcerous laboratory (which may be important later).

In future Australia, Morgan and Shakira make their way on horseback across the Outback to the southern coast. Morgan figures the best way back to their time is in the inner earth, even though the colonized and heavily populated Skartaris of this age isn’t the one they know. He thinks they’ll need a boat to Antarctica, but when they get there they find a connecting bridge has been built, leading right to the inner earth. They head down to a trading post to book passage.

When Morgan pays in gold coins, the clerk gets suspicious he might be a “mutie” and calls the law. Morgan shoplifts a few things off the shelves and takes off before the cops arrive. On horseback, our heroes race through the town and onto the bridge. Morgan knows the authorities will just be waiting on the other side. He formulates a plan…

On the distal end of the causeway, two border guards in a flier have already been alerted to our heroes’ presence. They swoop in to arrest them. With a little transformation trick, Shakira and Morgan get the drop on them:


They commandeer the flier:


Morgan flies okay, but they hadn’t counted on defenses. Other fliers come after them and they’re shot down. They try to make a run for it, but the guards shoot Morgan, knocking him unconscious.

He awakens, still groggy, to find himself with Shakira behind a dumpster near a house. The guards are still out looking for them. Shakira climbs through an open window and—finding the owner inside—threatens him with Morgan’s pistol.

Luckily, the guy speaks Skartarian, and even more luckily, he’s a medic. He’s able to bandage Morgan’s wound and give him a transfusion. He tells them his name is Gyre, and mistakes them for members of some militant Skartarian faction.

They tell Gyre they need to get to Castle Deimos to meet someone and (surprisingly) he knows the place! But is Morgan well enough for travel?


They hail a flying taxi and take it through the streets of an utterly transformed Skartaris to Castle Deimos…


The old castle has been turned into a troop outpost and all the equipment inside removed. Feeling defeated, Morgan thinks they might as well go in and have a drink. About “4 Bourbons later” Shakira notices something—a crystal ball just like the one in Jennifer’s sanctum. Gyre tells them it’s from the actually Castle Deimos, like of the decorations.

At that moment, the television news report declares Morgan a mutant fugitive. The bar crowd starts to get ugly. Then, Shakira notices something else:


The mirror over the bar is Jennifer’s magic mirror! Our heroes leap through and arrive back in their own time.

Things to Notice:
  • This is the first issue with a cover by someone other than Grell.
  • The letter column of this issue features a letter by a Matt Brandal who says he's a Dungeon Master in "Dungeons and Dragons" and he's used Morgan's adventures as adventures in his game, because his player's don't read Warlord.
  • Amazingly the magic mirror portal stayed open over centuries.  They just don't build them like that anymore.
Notes:
This is the last Grell penned issue of Warlord of this volume.  It would be nearly a decade before he writes the character again.

Monday, October 24, 2011

I'd Play That Game


I think this would make a great incident in a weird (or just slightly quirky) Western game.  Note that ol' "Rail Splitter" Abe seems to have chosen to take on Scalphunter in the oval office--meaning he's wrestling in an official capacity.

Sunday, October 23, 2011

Done...


With the Weird Adventures manuscript, at least.  There's still some proofing, layouts, and minor (hopefully) edits to be done, of course, but since those things have been proceeding apace, there's actually not much of that left either, barring something unforseen.

It looks like it will come out between 140-150 pages, based on the number of words, and depending on how illustrations fit in, and the like.  Over 100 pages have been layed out so far.

So thanks to everyone for their patience and continued support!  I'm glad to be able to say the wait is nearly over.



 

Thursday, October 20, 2011

Pop Quiz

Somehow this middle school City History Quiz circa 5888 slipped between dimensions and into my possession.  Number two pencils ready? 


Answers below...

1. C: Wychwire was so charismatic people often didn't notice the "irregularity" of his left lower appendage.  A cast of his hoofprint is on display at the City Historical Museum.

2. A: Who would give a vorpal sword away? And the Natives were unlikely to want Dwergen brides.

3. D. I'd like to think he reconsidered his frugalness in his last moments--but maybe not.

4. C. The "Golem of Capitalism" was reportedly gold-plated and had the head of a bull--or so the folk song goes.

5. A. There's a fanciful statue commemorating that sagacious serpent in Eldside Park.

Wednesday, October 19, 2011

Warlord Wednesday: The Outback

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...

"The Outback"
Warlord (vol. 1) #70 (June 1983)
Written by Mike Grell (Sharon Grell); Penciled by Dan Jurgens; Inked by Bob Smith

Synopsis: Outside a compound in the Australian Outback in a post-apocalyptic future, a woman with a rifle has the drop on Shakira and Morgan, who she thinks are “muties.” She hasn’t anticipated Shakira’s shape-changing abilities, however, and our heroes quickly get the drop on her.


Morgan proves their good intentions by returning her rifle to her. Still wary but willing to take a chance, the woman invites them back to the compound. There, they meet her male companion Dan and find out her name is Lisa.

Morgan and Shakira introduce themselves. Dan asks if Morgan is “named after the famous one.” Morgan doesn’t know how to respond to that.

Sitting in the couple’s retro-futuristic living room, Morgan asks them to catch him up on the major events since the Vietnam War. Lisa thinks he’s playing a game with them and leaves Dan to tell them while she feeds the livestock. Dan begins by explaining it wasn’t war (as Morgan had supposed) that caused the devastation, but instead toxic waste! The manufacture of the nuclear arsenals of the major powers that made war unthinkable slowly poisoned the earth. By 2089, the earth was nearing the end of human habitability.

The U.S. government had forseen this outcome for decades, and as far back as the sixties, had began planning for escape to another planet. In 1972, another option presented itself: a U.S. Navy expedition found the North Polar opening to Skartaris. In 2089, after the polar ice caps receded and the environment was in an advanced state of deterioration, the U.S. announced its 1972 discovery to the UN.

A committee was established to determine quotas for each nation. Within a year, the greatest migration in human history began. Those outside the quotas were left to live in a nightmarish world. The descendants of those who survived are mutated and primitive.

Meanwhile, in the inner earth, the native Skartarians were absorbed into the outer world population. An interesting element of Skartarian culture:


Dan and Lisa were born in Skartaris. Now, the population in Skartaris has grown too large, and the government has began offering special benefits to couples willing to become outer world pioneers.

Morgan contemplates telling Dan his story, but decides against it. He trades his gun and ammo for a saddle horse and he and Shakira set out again for the coast.
 
Things to Notice:
  • "Mutie" is always a good slur for mutants in any work of fiction.
  • Ironically, when faced with extinction, modern civilization those the same escape to Skartaris as ancient Atlantis.
  • The next issue blurb actually gives the title of the previous issue.
Where It Comes From:
Escape from the earth as the solution to environmental devastation was probably inspired by the 1977 UK television program Alternative 3, or the 1978 novelization. The secret space program to leave the earth beginning in the 1960s seems directly borrowed from there.

Monday, October 17, 2011

The Life and Times of Johannes Cabal

Jonathan L. Howard's Johannes Cabal is a necromancer and (as one might expected) a disagreeable sort of guy, though not in the usual cackling villain sort of way. True, when we first encounter him in Johannes Cabal the Necromancer he’s running a travelling carnival as a cover for collecting souls for Satan--but he’s got important goals. Mainly, it's Cabal’s arrogance and disregard for social niceties that make him unlikable--but those qualities only make him more enjoyable to read about.

Cabal has appeared in three novels. The first tells the story of the carnival and features Cabal’s more moral brother, Horst (a vampire). The second, Johannes Cabal the Detective, has Cabal on the run in a Ruritanian crazy-quilt Europe and forced by circumstances to solve a series of murders on an airship.

Both of theses novels feature quirky characters and a good deal of humor amid the soul-stealing, political intrigue, and murder.

Cabal himself emerges as a more complex character than he first appears. He’s a misanthrope by all appearances, but he wants to conquer mankind’s greatest enemy--death.  He just doesn’t care overmuch who he’s got to kill or what amoral direction his “studies” have to take to do it.

The world of the novels is ours but with some differences: extra European nations, ornithopter-like aircraft, and a generally higher profile for necromancy, most prominent among them. The time period the stories takes place in is pretty vague, too; it mostly seems to be loosely Edwardian (maybe late Victorian), but with occasional mentions of science/technology that might even place it in the early 1960s.

The third Johannes Cabal novel is apparently out in the UK. Johannes Cabal: the Fear Institute is about an expedition into the Dreamlands, which sounds promising. Howard sprinkles the occasional Lovecraftianism in the other novels, so it will be interesting to see what he does there.

In preparing this post I ran across an article written by Jonathan Howard himself about Cabal on D&D website. I’ll let the author himself tell you how Cabal can inspire gaming. He even gives a character sheet!

I can say the novels are well worth a read.

Friday, October 14, 2011

In This Thrilling Episode...


If you have an interest in hero pulps or movie serials, you'll want to check out Curse of the Phantom Shadow on Kickstarter.  It's a film project by Mark Ross that's an homage to exactly those sorts of media.  Here's an excerpt from the synopsis:


The year is 1948 and the United States has a new enemy, The Phantom Shadow. This dark figure has diabolical plans for captured scientist Dr. Hammond and his War Department weapons of mass destruction. When the Phantom Shadow launches a missile attack on key locations in the United States, the government takes action.


There is only one man to call: elite government operative, Agent 236!  Agent 236 is dispatched to rescue Hammond and stop the Phantom Shadow's nerfarious plans.

Check out an excerpt on the project page here.  It's fun and looks like a labor of love for all involved.

Thursday, October 13, 2011

Thraug's Head

Not so long ago, a patron at one of the saloons or beer gardens on the southeast riverfront of the City barony of Shancks might have encountered the not-quite-deceased head of a monster, preserved in a jar. If they sat close to the distorted and slack-mouthed visage in the murky liquid, they might have heard its muffled, gurgling whispers.

The head of Thraug was a fixture along the narrow peninsula that bore his name, Thraug’s Neck. Popular superstition held that the head was good luck--certainly its original owner would have agreed it was better to have it than not. Unfortunately, for the eponymous merman (or merrow, some say), his luck ran out the day he quarrelled with Jarus Shanck, one-time assassin turned landowner.

Opinions differ as to what precipitated the violent encounter, but historians and folklore agree that Jarus Shanck never did require much excuse for murder. His preservation of his opponent's head in jar of alcohol is also viewed as in keeping with his macabre sense of whimsy.

Shanck gave the head to a henchman who made it the centerpiece of a tavern he opened. And so began Thraug’s vigil: watching unblinking through smoke-smudged glass as those around him pickled themselves from inside out. Some strange magic kept the merman’s head alive and he was said to speak prophecy--usually the ultimate fate of the person listening. He could be enticed to answer specific questions at times, though his answers were circumlocutious. Other times his utterances were merely pained observations on the fickleness of fate and the ephemeralness of this world, which listeners never failed to find insightful and moving.

More than one aged barkeep will tell you (with a nostalgic gleam in his eye) that a few words from ol’ Thraug were always good for another round.

Wednesday, October 12, 2011

Warlord Wednesday: Links


Life interrupted my regularly scheduled review of the continuing adventures of Travis Morgan, the Warlord.  We'll return to that next week.  In the meantime, here's some Warlord-related links to check out:

MikeGrell.com - the official website of the original writer/artist and creator of Warlord.
The Warlord - Scott Dutton's great Warlord fansite.  He's also got a page of links.
Fanzing's "The Warlord Reading Guide" - A short analysis of the first Warlord series with recommendations.  Also look for "The Quotable Warlord" on the same site.
Hardin Art Studios - The blog of the artist who did great work on several issues of the most recent Warlord series.  The art on this post is his.
Edit: Jim Shelley suggests I add my college term paper style musings on Warlord as a fable on imperialism at the Flashback Universe.


Monday, October 10, 2011

Legend & Folklore in a Fantasy World


Perusing The Sutton Companion to British Folklore, Myths, & Legends got me thinking about the place of the strange, mysterious, and magical in fantasy worlds. The British Isles have got stories of all sorts of fairies, lake (and well) monsters, and more than a few witches--all of which could be easily approximated in local tales of nearby monsters in any fantasy rpg setting.

But real world folklore gets weirder than that. Ned Dickson’s skull on Tunstead Farm in Derbyshire would tap against windows to warn farmers about sick animals or cause the walls to shake as a sort of burglar alarm. Several phantom coaches roam the night roads. Every ghost is a story, not a monster to be battled.

It seems to me that most fantasy game encounters are mundane compared to this sort of stuff--or perhaps, utilitarian is a better word. As it has been said before, there ought to be more weird, unpredictable things in game settings.  Not just in the Weird Tales sense, but in the good, old-fashion folktale sense.

Beyond that, there ought to be more stories told by the local tavern denizens that are just stories. I don’t think the demonstrable existence of magic in a world, would make people less likely to make up tales to explain odd events or simply to pass the time--if anything, a world full of magic that the common man doesn't understand would seem likely to increase this sort of thing.  More events would need folk explanations; more fears would need comforting.

Player characters (no paragons of scientific rationalism, themselves) ought to never know whether the rumor they’re hearing is the inside-scoop on a local monster or another tavern tale. There ought to be as many fake magic items being horded away as real ones--maybe more.

Wednesday, October 5, 2011

Warlord Wednesday: Back Out

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 Out"
Warlord (vol. 1) #69 (May 1983)
Written by Mike Grell (Sharon Grell); Penciled by Dan Jurgens; Inked by Mike deCarlo

Synopsis: Morgan, Jennifer, and Shakira are preparing to return to their own time through the magic mirror before its power fades. Machiste and Mariah are staying behind, as is (apparently) Rostov.

The three step through—but only Jennifer arrives back in Castle Deimos.

Morgan and Shakira awaken in a modern city. When Morgan sees the Syndney Opera House, he realizes where they are. The two begin to explore. Strangely, there are no lights on, nor any people around.

Well, almost none. There are these street punks dressed like an 80s pop band:


Before the punks can do anything but pose, Shakira changes into cat form and jumps on the leaders face. Flashdance punk pulls a gun, but Morgan is quicker with his own pistol. The woman has her gun out, but she sees the look in Morgan’s eye and surrenders. Morgan confiscates their guns and ammo, but lets the surviving two go. He gives a gun and holster to Shakira.

Morgan thinks he knows what happened and explains his theory to Shakira: A nuclear war must have occurred, but Australia wasn’t a prime target so it wasn't bombed. Radioactive fallout would have spread here, though, killing the people and leaving the city empty.
Morgan believes their only way back to Skartaris is to make for Antartica and go through the south polar opening. Any other course would take them through greater exposure to radiation. The two begin a trek to Australia’s southern coast.

They travel for several days relatively uneventfully. Then, in the desert, Morgan sees fresh hoof prints left by a shod horse. Morgan follows them, interested in seeing what civilization is out here.

They come to a cliff overlooking a large farm surrounded by a high fence and barbed wire. They discuss the possibility of getting some horses, but then:


Things to Notice:
  • Morgan likes to draw maps in the dirt, if you haven't noticed.
  • Morgan's just assuming there's a south polar opening to Skartaris.
  • We get a hint that Shakira may have been to the surface world before.
Where It Comes From:
The title of this issue certainly refers to Morgan meaning "back out" of Skartaris, but is also a play on "Outback"--where some of the story takes place.  The Australian post-nuclear war setting may owe something to On the Beach (either the 1959 film or the novel), where survivors wait for a cloud of radioactive fallout out to arrive and kill them.

Monday, October 3, 2011

In the Blood


The element iron has a special status: it carries oxygen on our blood; it’s the most abundant element in the earth’s crust; and it has the most stable atomic nuclei. More to the point for fantasy gaming: "cold iron" is said to ward off or harm fairies, ghosts, and/or witches.

In the novel Enterprise of Death by Jesse Bullington, magical attitude is inversely related to iron in the blood. A necromancer explains it this way:

“Iron, as I’ve told you, is one of the only symbols that represents what it truly is, here and on the so-called Platonic level of reality...Because it is true material and not just a symbol of something else, iron restricts our ability to alter the world, be it talking to spirits or commanding symbols or however you put it.”

Not only does this nicely tie some of the real properties of iron with its folklore properties, but it would have some interesting implications in fantasy games. Prohibitions against metal armor and the working of magic make sense in this light. Even more interestingly, it might it explain why D&D mages tend to be physically sort of weak--they need to be somewhat less robust in order to work magic well. Maybe higher Constitution scores actually impairs magic, or impairs the “level” a mage can advance too? That might also example the traditional dwarven poor magic aptitude: they’re hardy, creatures of the earth (where iron’s abundant).

Thursday, September 29, 2011

Buried in Brant's Tomb

Some choose monsterhood, while others have monsterhood thrust upon them. It can’t be said that the City fails to honor its heroes, whatever their failings. Case in point: the General Brant Monument—better known as Brant’s Tomb.

“Tomb” is perhaps something of a misnomer, as it implies a place of interment, of rest. The thing that was once war hero Hannibal T. Brant may be (strictly speaking) interred, but he definitely does not rest.

Brant spends periods in quiescence, so the solemnity of the monument is not disturbed for many visitors. Others are not so lucky. Brant rages within the burial vault, cursing those that imprisoned him and demanding release in a hoarse, but still commanding, voice. The doors shake with the force of his blows, but they hold—as they were made to do.

Even more unnerving are the times he begs or pleads, his voice quivering and broken with muffled sobs. There may a scratching sound, like nails dragged across stone. It can go on that way for hours. At times like these, some have been moved to cautiously approach and stare through the narrow gap in the vault doors—only recoil in horror at the glimpse of an angry yellow eye in a chalk white face, marred by spider-web cracks, staring back at them.

Wednesday, September 28, 2011

Warlord Wednesday: Spirit of the Wolf

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...

"Spirit of the Wolf"
Warlord (vol. 1) #68 (April 1983)
Written by Mike Grell (Sharon Grell); Penciled by Dan Jurgens; Inked by Mike deCarlo

Synopsis: Mariah finds Rostov brooding beside a small pond. Jennifer believes she has found a cure for his lycanthropy, but Rostov wonders if she has a “cure for love.” He kisses Mariah, but after a moment she pushes him a way: “there are too many memories…to much pain” between them now.

Rostov thinks back to how proud he was of her as a fencing student, and how he fell in love. They had a time of happiness, but then his curse manifested. He began to hunt—and kill.

He meant to Gitana, his gypsy grandmother, for help. She told him the story of the origin of his wolf’s blood, but had no cure. With this sad news, he began to push Mariah away. He feared the curse might hurt her, or that it might be passed on to their children.

Then Mariah disappeared in Peru. Rostov roamed the world, searching in vain for a cure for his curse. He chanced to meet Professor Lakely and learned from him about Skartaris—a land of eternal sun. Rostov saw his chance to cure himself and find Mariah. Of course, the wandering moon of Skartaris dashed those hopes.

Machiste appears and tells them Jennifer is ready to cast the spell to separate the wolf spirit from him. They return to the castle:


The spirit leaps from his chest, a wolf of shadow! Now, however, Rostov can control it. He’s free to live—and love…


Machiste has something to say about that...


Mariah stops the two from fighting. She will not be fought over—she wishes to choose the fight. Rostov must beat her.

The two square off, but Mariah quickly gets the upper hand with some unorthodox Skartarian moves:


Mariah wins, but when Rostov gets angry at her tactics, the wolf attacks.  Rostov quickly pulls it off her.  He looks to the sorceress for an explanation.

Jennifer tells him that he's free of the wolf, but he still must control it. Rostov realizes he isn’t yet free.

He bids Mariah goodbye and sets out with the wolf at his side.

Things to Notice:
  • Travis Morgan, the titular Warlord, only appears in one panel this whole issue.
  • This issue repeats (in an abbreviated form) the story we got last issue.
  • Mariah was only 15 when Rostov became her fencing instructor. 
Where It Comes From:
This issue continues the "doomed romance" theme from last issue, though without most of the gothic trappings.

Monday, September 26, 2011

Life and Death in the Dung Ages

If you like your fantasy of the dark, darkly humorous, and dirty variety exemplified by Warhammer fantasy, then I’ve got a couple of book recommendations for you. Jesse Bullington’s two (standalone) historical fantasy novels are just the sort of grubby, violent, and irreverent stories you’ve been looking for.

I’ve mentioned The Sad Tale of the Brothers Grossbart before. It’s probably the more humorous of the two and maybe the most violent—though that’s a close call. Bullington’s latest effort, The Enterprise of Death has a bit more sympathy for its protagonists perhaps but doesn’t lose the qualities that made Brothers Grossbart entertaining.

Set in 15th Century Europe, The Enterprise of Death concerns a necromancer’s apprentice on the run from her evil master, and the friends she makes along the way—which include real historical figures mercenary/artist Niklaus Manuel Deustch and drunken eccentric Paracelsus. There’s plenty of corpse-reviving, cannibalism, witch-hunters, prostitutes, and pox along the way.

Sometimes Bullington hews close to history: there’s a monstrous voice-mimicking hyena that comes right out of Pliny. Other times, he goes his own way, like with his interesting take on vampires.

Bullington’s gritty and ironic novels are a nice palate cleanser from typical secondary world fantasies with protagonists with heroic destinies going about saving the world—and they don’t involve a multiple volume commitment.

Thursday, September 22, 2011

Bring Out Your Undead


There certainly are a lot of different types of undead in D&D and games inspired by it, aren't there?  As Zak pointed out in his Alphabetical Monster Thing, the D&D way seems to have been find a synonym for the name of a monster you’ve got, and you’ve got a new monster (e.g. ghost, spectre, wraith, phantom, etc.)

So what do we do with all those? Fight them, sure--or ignore huge swathes of them, maybe. I wander though, if one assumes all those undead types exist, what does say about the metaphysics of the world that includes them? Are the names distinctions without a real difference (other than game mechanics), just variations among individuals, or do they represent some sort of like a power level hierarchy in some fighting anime?

Characters might not know (or care) about the answers to these questions, but they might impact the setting in some interesting ways they would be in a position to uncover.

Any thoughts on the use (or lack of use) of the multiplicity of undead?

Wednesday, September 21, 2011

Warlord Wednesday: The Mark

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...

"The Mark"
Warlord (vol. 1) #67 (March 1983)
Written by Mike Grell (Sharon Grell); Penciled by Dan Jurgens; Inked by Mike deCarlo

Synopsis: In Mungo Ironhand’s castle in Wizard World (the high magic past of Skartaris) Jennifer is trying to cure Rostov’s lycanthropy (but having no luck) while the rest of our heroes watch. Morgan and Mungo busy themselves drinking martinis.

Suddenly, Rostov (in wolfman form) bursts free from the magical energy that bound him and goes after Jennifer. Machiste and Morgan are unable to restrain him. Jennifer, unphased by the snarling manbeast right in front of her, casts a spell that somehow blocks the moon's power and returns Rostov to human form.

Jennifer decides that understanding the origins of his curse might help her cure it. She pulls shard of crystal from a small chest of Mungo’s. They can use it to look into his past.

Mikhail Ivanov Rostov, a Cossack, happens upon a gypsy camp where he sees a girl, Gitana, dancing. It’s love at first sight. The problem is Gitana is the woman of Ostrap, a man with a fondness for handle-bar moustaches and pink clothes.


So it’s a duel with sabers over a pit of snarling wolves. Mikhail makes quick work of his rival. He swoops up the swooning Gitana, carries her off to her wagon, and (in a bit of Comics Code approved raciness):


“The smell of blood mingled with the scent of perfume…And in that night they both knew love for the first time.”

There are trials ahead for the lovers. Mikhail is shot in the back by an angry gypsy. He’s near death, but Gitana performs a magical ritual to save his life. She must use the blood of a wolf to sustain him.

Mikhail recovers, and the two are wed. Soon Gitana is pregnant. When their twins are born, they discover that the magic she used to save him had a price:


Mikhail snatches up the bestial child and takes it out into the snow. He raises it above his head to throw if off a cliff, but he can’t go through with it. Holding the child close, he jumps himself.

Gitana is left with her one surviving infant—a girl. Rostov is the descendant of that girl and inherited (according to Jennifer) the “chromosome imbalance” leading to lycanthropy.

Things to Notice:
  • Mungo yet again shows he has some source of knowledge on modern earth for his "humorous" references.
  • The events in "the present" of Skartaris are really only a frame for the sort of gothic romance tale.
  • The panels in the story of Gitana and Mikhail often have a tattered parchment sort of border.
Where It Comes From:
This is issue is sort of a gothic romance.  In keeping with that feel, Mikhail Rostov seems to bear a resemblance to the werewolf Quentin Collins in the gothic soap Dark Shadows (1966-1971):


"Gitana" is a Spanish word meaning "female Gypsy." Gypsies are, of course, another gothic staple.

Monday, September 19, 2011

Museum of Dangerous Art

A façade of steel plates and heavy bolts with a thick, round door, at home on a vault or boiler room, isn't what one expects from an art gallery, but then the City's Museum of Dangerous Art (Open weekdays 10 a.m. to 6 p.m., Godsday noon to 6 p.; Admission 25 cents; free on Loonsday) isn't the usual sort of gallery.

The anonymous group of prominent collectors (rumored to have been the shadowy cabal called the Unknown), whose sponsorship made the museum possible, are presumed to have had two goals: one was to encourage the appreciation and study of thaumaturgical artworks, and the other was to imprison these works where they can do the least harm. The collection includes paintings, sculpture, illustration, handcrafts, and film; the only requirements are that a work has some aesthetic purpose--and that it’s potentially harmful.

All of the art exhibited is placed behind wards or otherwise neutralized so that viewing them is not dangerous.  Patrons are reminded not to touch the art.

Here's a small sampling of the art in the collection:

Still [sic] Life
Title only given on typed card attached to frame.
Media: Oil on canvas.  Artist: Unknown, but believed to be van Snood.
Desc.: A bowl of decayed fruit which returns to freshness as the painting drains life from a victim (causes energy drain per hour like a hit from a wight).

Old Hag Quilt
Media: Hand-stiched fabric. Artists: A witches coven in the western Smaragdines.
Desc.: Appliqués in black and white show the successive phases of the moon interspersed with a nightscape where a female figure appears then moves to the forefront of the image.  The last square reveals her face to be a skull.  The quilt causes nightmares in anyone who uses it.  After a fortnight, a hag crawls from beneath the quilt.

Abode of Demons
Media: Marble. Artist: Unknown.
Desc.: A statue of male figure whose open cloak revealed distorted, demonic faces.  It's unclear what the activating mechanism is, but for every hour of darkness (sunset to sunrise) the statue is activated, 1d4 shadows emerge from inside the cloak.

Other malign works exhibited include the Damnation Photo, the Recursive Horrror, Grasping Hands, and Summer Daisies and the dreaded Sunny Day in Crayon (Queenie, age 4).

Friday, September 16, 2011

The Cabinet of Curiosities

I mentionted back in April that Ann and Jeff VanderMeer had another collection in the works bearing the name of the learned (and fictious) Thackery T. Lambshead: The Thackery T. Lambshead Cabinet of Curiosities.  The volume is subtitled "Exhibits, Oddities, Images, and Stories from Top Authors & Artists," which means it's enough weirdness to fill a couple of d30 tables of the bizarre. 

The book's conceit is that Lambshead has died and a cabinet of "artifacts, curios, and wonders" was discovered in his estate.  Famous authors (abetted by artists) relate vignettes and short-stories about these items.  For examplle, Cherie Priest details "the clockroach," and China Mieville reveals the "Pulvadmonitor" (and what it has to do with the British Dental Assocation Museum).  Other contributors include Michael Moorcock, Ted Chiang, Alan Moore, Caitlin Kiernan, and Tad Williams.

Some of my favorites are the shorter entries in "A Brief Catalog of Items." The names alone are evocative in many cases: "Bullet Menagerie," "The Decanter of Everlasting Sadness," "Mellified Alien," and "The Night Quilt, American."

Plenty of inspiration to be had.  Check it out.

Wednesday, September 14, 2011

Warlord Wednesday: Wizardwar

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...

"Wizardwar"
Warlord (vol. 1) #66 (February 1983)
Written by Mike Grell (Sharon Grell); Penciled by Dan Jurgens; Inked by Mike deCarlo

Synopsis: Having stepped through the magic mirror, Morgan and Jennifer arrive just in time for Jennifer to stay Machiste’s hand and keep him from braining Rostov. She holds the combatants long enough for everyone to calm down so that introductions can be made. Mungo Ironhand is (unsurprisingly) particularly taken with Shakira.

Rostov and Mariah go off to have a private talk. Jennifer tells the others that they must prepare to fight the Evil One for the sake of the future. Mungo carries the Hellfire sword, but its gem is missing, so it’s without its anti-magic power. They’ll have to find some other way.

Meanwhile, Rostov tells Mariah how he came to the inner world to find her and hopefully to find a cure to his lycanthropy. So far, he has been unsuccessful in the second goal; Jennifer Morgan is his last hope. Mariah dashes his hopes of reconciling with her, as well. She’s in love with Machiste now.

When the two rejoin the group, Jennifer tells everyone that they must form an alliance with all the wizards of Wizard World. She has a plan to draw the Evil One from his lair so they can destroy his source of power—the Necronomicon. They plan to take all the remaining gold he so covets and place it beyond his reach, protected by a potent spell. Then he’ll have to come to them.

Sitting in his lair amid large (though not Uncle Scroogian) piles of gold and gloating to himself, the Evil One decides to scry what the other wizards are up to. He sees them hiding all their treasure in a step pyramid. He swoops in to steal it now that it’s in one place. He howls with rage when he finds he can't penetrate the pyramid and vows revenge.

Meanwhile, our heroes teleport into his liar. Jennifer uses magic to locate the Necronomicon, but the Evil One appears before they can grab it. Morgan’s response:


The Evil One isn’t even fazed. He entraps our heroes in bubbles of mystical energy. He demands they tell him how to open the pyramid--before he kills them. Mariah, begging for her life, agrees to tell him. The secret (she says) is hidden in the pommel of her sword:


Unfortunately, that trick doesn’t stop him either. He puts an unnecessarily convoluted spell on our heroes so that their brains will convince their bodies they’re dead, and thereby kill them.

As luck would have it, the Skartarian moon chooses that moment to rise over an opening in the top of the cave. Rostov turns werewolf and attacks. As a “mindless beast” he’s free from the Evil One’s spell. The Evil One blasts him, returning him to human form. The Evil One’s distraction, however, weakened his spell, allowing Jennifer to break them free.


It’s a battle of sorcery! Jennifer and the Evil One seem at a stalemate. Thinking fast, Morgan knocks over the podium holding the Necronomicon and yells to Mungo. Mungo uses his magic to guide the book into a pit of fire.

The book destroyed, the Evil One reverts to Craetur and lopes off. Before they can possibly give chase, the cave ceiling begins to collapse, suggesting the volcano is about to erupt.

As our heroes watch from a safe distance, Morgan asks why Jennifer didn’t destroy Craetur. Jennifer replies that the thing embodies evil, so it can never truly be destroyed.

Things to Notice:
  • Mungo again shows he has some source of knowledge on modern earth for his "humorous" references.
  • The Evil One isn't just a would-be conqueror, he's a greedy would-be conqueror.
  • At first Jennifer seems not to be a match for the Evil One, then later she is.  Perhaps he just got the drop on her the first time?
Where It Comes From:
This issue largely ties up a number of loose ends from previous Warlord stories.  Morgan encountered the unopened black pyramid in the modern era in issue #31.  Mariah, Machiste, and Mungo first encountered Craetur before he became the Evil One in his volcano lair in "Book of the Dead," a back-up story in issues #41-42.

The Evil One's visual appearance is that of a devil or perhaps the Devil.  His lair also fits the common conception of Hell.  And then there's his name!  Given that Wizard World is inhabited by centaurs, dwarves, and other creatures of mythology and folklore it's a bit surprising a link was never explicitly drawn between the Evil One and at least the popular conception of Satan.

Friday, September 9, 2011

Dangerous Fairies to Know And Love


Blackwood's Guide to Dangerous Fairies is a novel by Guillermo del Toro and Christopher Golden that serves as a prequel to the recent remake of Don't Be Afraid of the Dark.  What's most interesting (and most game-inspirational) about it is that Blackwood's tragic story is interspersed with an (un)natural history of malign fairies of the world, illustrated by Troy Nixey standing in the the fictional Mr. Blackwood.  Nixey's art reminds of Guy Davis or Duncan Fegredo--which means it really fits the material well, even if it doesn't exactly look like the work of a guy (Blackwood) who the movie tells us that some people thought was "better than Audobon."  Check these out:

Croque-Mitaine: Bogeyman en francais.

This is an Oakman.  It has a evil Swamp Thing sort of feel, I think.

When tooth fairies go bad--the toothbreakers.

Just flipping through the pictures ought to provide plenty of monster fodder for fantasy, urban fantasy, or horror games.

Thursday, September 8, 2011

Weird Days in Aldwood



Aldwood is the most isolated of the City’s districts—and not simply because of its location. Wooded, quiet Aldwood has been entirely overtaken by a fictional world.

Aldwood was a normal, suburban district until Midsummer’s Eve some thirty-four years ago. Perhaps not coincidentally, this was the night of the final Broad Boulevard performance of the musical adaptation of the popular children’s fantasy, The Magical Monarch of Mu. Aldwood residents reported hearing strange music that night, and laughter. By the next morning, the forest had grown thicker and wilder, and many trees had become animate—and opinionated. Stands of man-sized mushrooms had cropped up, and fanciful creatures were encountered with regularity.

Many of Aldwood’s residents chose to flee. Law enforcement was dispatched to investigate. They were naturally disinclined to negotiating the cession of the district with an animate, pumpkin-headed scarecrow, but attempts to reclaim Aldwood by force were repulsed by a cast-iron giant, smartly-uniformed elfin pikemen, and china doll marital artists.

The next two years saw intermittent skirmishes between the City and the invaders. Reconnaissance confirmed that many were identifiable characters from The Magical Monarch of Mu. Attempts to locate the author F. Marsh Loam for questioning proved ineffective, even with thaumaturgical aid. Ultimately, pragmatism prevailed, and a peace treaty was signed making Aldwood a reservation within the boundaries of the City.

Visiting Aldwood is allowed, though only through the checkpoints guarded by the diminutive and quaintly armored soldiers of the Monarch. Care should be taken to stay on designated roadways: The new Aldwood is somehow larger than the old, and it’s easy to become lost. Politely refusing offers of food or drink from the natives is generally advisable. Most everything in Aldwood is highly magical; “naturally” occurring soda fountains, gumdrop fruit, or moonshine distilled from genuine moonlight are novel treats, but they may also carry hidden risks.

Taking items or creatures beyond the boundaries of Aldwood is illegal, but collectors and thaumaturgic researchers are often willing to pay adventurers a handsome sum for specimens. Beyond run-ins with the authorities, expeditions carry a degree of risk. While most denizens of Aldwood are benign, some are not, and many are surprisingly resistant to harm.

Some scientists worry that the annexation of the earthly plane hasn’t ended with Aldwood, and that the bubble of fictional reality continues to grow.

Wednesday, September 7, 2011

Warlord Wednesday: Animated Interlude

My issue by issue review of DC's Warlord will return next week.  Today, take a look at these pics related an appearance by Travis Morgan and friends (and enemies) in the Justice League Unlimited cartoon:

A turn around of the Jennifer Morgan design for the episode by Zealand (Steve) Jones.

A cameo by Machiste, Mariah, and Shakira from the episode.

A rather barrel chested Warlord action figure.

Monday, September 5, 2011

Toward a Taxonomy of Magic


Discussion last week got me to thinking (tangentially) about different magic systems in media and how they might be categorizes. Maybe taking a closer look at these sorts of models might suggest variations for gaming systems? This analysis is in the formative stages, so bear with me here.

It seems to me that on one side we have ritual-based systems. Spells in these systems tend to be specific, discrete entities with distinct effects. Some sort of ritual (of varying levels of complexity) is involved in their production. Effects may be flashy and visual, but just as often there is no visible connection between caster and effect, other than the caster's ritual performance. Magical duels are games of "oneupmanship" with canny spell choice winning the day.  Various ritual magic systems in the real world are examples of this, as are many popular rpg systems. Card-based systems of various manga and anime (and the card games they support) would probably be a variant. Interestingly, this sort of system is otherwise not particularly common in media.


On the other end of the spectrum are energy-based systems. These portray magic as some force to be manipulated and wielded. Effects tend be very visible. There may be talk of spells or “cants” or “weaves,” but these tend to be portrayed more like maneuvers or techniques rather than strict formula. Magical duels are marked by a concern with the comparative "power levels" of the participant, not in the advantageousness or disadvantageousness of the spells they choose to employ.  Most comic book mages (outside of John Constantine) wield this kind of magic--and so does Green Lantern, for that matter. Many literary mages are off this type: The Aes Sedai in the Wheel of Time series, the Schoolmen in R. Scott Bakker’s Three Seas novels, and the Warren-tapping mages of Erikson’s Malazan Book of the Fallen series are all examples.

Of course, it’s a spectrum with many systems showing some elements of both. Also, what characters say about there system is often not completely congruent with how they appear to work; Doctor Strange mentions a lot of spells and rituals, but the appearance of this magic tends to be energy manipulation. Still, I haven’t been been able to think of one so far that does seem to fit. Obviously, there are other parameters to consider--external versus internal power source, for instances--but I think this divide is the most generalizable.