Wednesday, November 10, 2010

Warlord Wednesday: The Sword of the Sorcerer

Wednesday again.  Time to 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...

"Sword of the Sorcerer"
Warlord (vol. 1) #34 (June 1980)

Written and Pencilled by Mike Grell; Inked by Vince Colletta

Synopsis: The mayor of the dwarves declares Morgan a hero for his actions last issue. As such, he feels Morgan is worthy of treasure: a gleaming sword from the Age of Wizard Kings called “Hellfire.” Morgan notices an opening in the blade near its hilt. The mayor says that legend holds there was once a gemstone there, but it was shattered, then stolen, long ago. Recognition dawning, Morgan pulls out the pieces of the hellfire gem and fits it into the blade. The sword “seems to shimmer with new life.”

In the ancient past of the Age of Wizard Kings, Machiste, Mariah, and Mungo Ironhand ignore the posted warnings and enter the castle of Wralf the Wretched. They hope he can return Machiste and Mariah to the present of Skartaris.

Wralf appears before them and is unsympathetic to their plight. He tells them he can’t help them, but when challenged on this by Mariah, he amends that to say he won’t.

At that moment, energy leaps from the hellfire sword. Spacetime is split open, and Morgan is transported to the Age of Wizard Kings and in the middle of his friends’ encounter with Wralf.

Wralf doesn’t give the reunited companions time for pleasantries. He demands Morgan surrender the sword. When Morgan declines, Wralf presses opens up two trapdoors--one which Morgan falls through, and one that swallows the other three.

The trapdoor drops Morgan onto a slide. He manages to stop himself from a precipitous drop, by wedging his sword between the walls. He climbs up a distance, then goes looking for his friends.

Meanwhile, another slide has dropped his friends on to a pathway. Mungo casts a light spell and begins to lead them out of the darkness. Unfortunately, they encounter a furred monster with scythe-like hands.

Mungo’s response is to run, but Machiste grabs his cape and pulls him back. They need the light to fight by. Machiste and Mariah battle the monster--unaware they’re actually fighting Morgan disguised by Wralf’s magic!

Morgan tries to hold his friends off while not hurting them. Mungo realizes there’s magic at work. He casts a spell himself, which dispels Wralf’s illusion.

Mariah remarks that Wralf must have changed Morgan into a monster, but Mungo corrects her. The spell was on them; the hellfire sword makes its bearer immune to magic. Mungo adds that Morgan has the same sword Wralf wears.

The three explain to Morgan that only Wralf is able to return them to Skartaris. Obviously, he’s being uncooperative.

As if on cue, Wralf appears among them. He's is tired of toying with them, and wants the sword. Morgan replies he’ll have it over his dead body. Wralf replies “that can be arranged,” and pulls his sword. He also magicks a glass dome over the other three so they can’t interfere.

Morgan and Wralf fight, their twin swords giving off magical energy as they do. Finally, Morgan delivers a mighty blow right on the gem in Wralf’s sword--and splits it, knocking it from the blade! Morgan realizes (at last) that Wralf’s blade is the one he now wields, but in the past.

That sword now seems to move of its on accord, and thrusts into Wralf’s heart. Morgan is confused. 

With Wralf dead the other three are freed.  Mungo says he should have told Morgan about that characteristic of the sword before--once the hellfire sword is drawn it must always draw blood. This is the price one pays for the immunity to enchantment the blade confers.

Morgan’s eager to show Deimos that power, but with Wralf dead, how can they return to Skartaris? Mungo clarifies: the sword grants Morgan the power to return, it’s only Mariah and Machiste that can’t. If he sheathes the blade, it will return him whence he came.

Mariah and Machiste urge him to return. They say they’ll find a way back somehow--and until then, they have each other.

Morgan sheathes the sword, and bids his friends farewell, promising he’ll see them again.

Things to Notice:
  • There's a hook horror beneath Wralf's castle (sort of).
  • Mungo Ironhand is implied to be the ancestor of the dwarves of Skartaris.
Where It Comes From:
The title of this issue is the same as a 1976 Sword & Sorcery novel by Gardner Fox.  The whole sword "cursed to have to draw blood" is reminiscent of the folklore around the swords of Japanese swordsmith, Muramasa Sengo.

Again, the comedic elements, and some of the design elements, of The Age of the Wizard Kings seem reminiscent of Ralph Bakshi's 1977 animated feature, Wizards.

Tuesday, November 9, 2010

Even More Inspirational Nonfiction

Here are the latest acquisitions for my own nonfiction shelves, which you might find inspirational or isntructional in gaming, particularly world-building:

Intoxication in Mythology by Ernest L. Abel: This might be useful as you’re brainstorming for your submission for James Maliszewski’s Petty Gods. In encyclopedic fashion, Abel briefly describes deities, substances, locales, and myths from all over the world related to intoxicants. This is sort of broadly defined, so you’ll likely find some entries (like Orion’s story) you wouldn’t have thought of as “drug-related.” It’s an interesting read, which makes me think there should be more subject-focused mythology books like this.

Lost Cities & Ancient Mysteries of the Southwest by David Hatcher Childress: This is shouldn’t be confused with a rigorously scientific archaeological work, and the travelogue nature of it means some sifting is required to find the gold, but it covers just about every weird lost civilization legend of the American Southwest I’ve ever heard of. If you enjoyed my posts on Lost Cities of the Grand Canyon, then this will probably be a welcome edition to your library.

The Tarzan Novels of Edgar Rice Burroughs by David A. Ullery: This bills itself as an illustrated reader’s guide to ERB’s Tarzan series, and that’s exactly what it is--and as such it chock full of world-building goodness from a master who knew how to balance world detail and story. Included is an overview of the Mangani (ape) language, and others from the tales, a section on lost cities, civilizations, and peoples, and a biographical sketch of Tarzan. You don’t have to be a Tarzan fan to find this stuff inspirational. In fact, if you can’t find half a dozen adventure seeds or cool things to swipe for your setting, then you haven’t read it.

Monday, November 8, 2010

Adrift Amid the Random Isles


If your players find themselves, like Captain Bill Clanton and the two Javasuan maidens above, adrift in the South Seas, you might need to know that sort of island they ultimately wash up on. For just such an occasion, I present the Random Island Generator:

Island Type (d10):
01-02: Volcanic (extinct)
03-05: Volcanic (active)
06-07: Mountain top of a drowned continent
08-09: Coral atoll
  10:  Exotic (man-made, giant turtle, floating, etc.)

Island Size (these are all small in a general sense--that’s why they’re uncharted) (d6):
01: Very small (1-10 sq. mi.)
02-03: Small (11-49 sq. mi.)
04-05: Medium (50-200 sq. mi.)
06: Large (201-1000 sq. mi.)


Inhabitants (d6):
01: None
02-03: Animals
04-05: Intelligent Creatures (then see below)
06: Special

Intelligent Creatures (d12):
01-02: Crabmen
03: Lava Children (active volcanic only)
04-05: Sahuagin
06-08: Humanoid
08-10: Human
11-12: Exotic (tiny humans, giants, animal-headed, etc.)

Civilization (d100):
01-11: cannibal
12-15: peaceful
16-25: war-like women (50% man-hating, 50% man-hungry)
26-35: feuding tribes
36-45: Gender-split, feuding
46-55: Cargo cult
56-65: Lost colony, highly developed
66-75: Lost colony, devolved
76-80: Seeming utopia
81-91: Remnant of a great civilization
92-00: Other (monster-worshipping, alien, etc.)

Unique Monster (if desired) (d6):
01-03: Giant animal
04: Froghemoth
05: Living Statue(s)
06: Earth-bound god

Sunday, November 7, 2010

Tombstones in Their Eyes

Sit down in any small-town diner in the West of the New World, and like as not, you’ll hear stories of ghost towns. These are minor trail-stops that wasted away when the course of the railroad or the highway took civilization elsewhere; or mining towns that went from boom to bust when the mines dried up. Most of the time, the stories say they’re haunted. Sometimes, the stories are true.

It’s not a rare thing to encounter a ghost--most human habitations of any size have their share of them. What makes the real ghost towns of West unusual is that they’re not places of single hauntings, or even a group of restless spirits. In other places, a dilapidated tavern may be full of ghostly revellers and staff. Ill-fated hotels may have multiple patrons who never leave. But visitors to some of these towns have recounted tales of almost entire, if small, populations of ghosts.

This is a misperception, or perhaps it’s better termed a trick. There are no ghosts in these towns. The towns themselves are the ghost.

For reasons unknown to modern thaumaturgical sciences, the West was fertile ground for the development of deranged genius loci--spirits of place. Maybe these lonely places grow mad with isolation, or maybe they’re born bad--a final curse of the Native shamans driven from their ancestral lands. Whatever the case, the spirits of these towns, either in madness or as an attempt to ease their loneliness, populate their streets and structures with the semblances of people from their memory. Essentially, they put on a phantasmagorial puppet show.

Some ghost towns are homicidal in their madness and seek to lure in living humans, then kill them in fiendish ways. Others are simply lonely, and will attempt to beguile or otherwise convince humans into staying with them.  Whatever their desires, they sit quietly in the high desert, the lonely praire, or snow-bound mountainside, forlorn and waiting.

GHOST TOWN
No. Enc.: 1
HD: 12
AC: see below
Abilities: Ghost towns may be destroyed, or at least weakened to the point where they can no longer manifest significantly on the prime material plane, only by destruction of most of the structures making up the town--so traditional hit points don’t apply. Eidolons created by the town act as ghosts, but of lower hit die, as the total number of its manifestations can have no more than 12 hit dice, total. The ghost town may produce more phantasms than this, but the rest are simply illusions with no substance. None of these sub-ghosts automatically cause aging and fear, but they can display a horrifying countenance which will do so. Ghost towns may also use telekinesis as per the spell, but must wait 1d4 rounds to do so again.

Friday, November 5, 2010

Living Tattoos

Living tattoos are two-dimensional, intelligent entities--parasites perhaps--which manifest as body art. The origin of living tattoos is mysterious, but they first appeared in the Orient in the dim past. They prefer to keep their existence a secret, hiding among mundane tattoos.

These beings can be place on human skin by means of a summoning ritual, and a magical ink known to the sorcerers of the High Lords of Yian, and perhaps others. Once they have been placed, however, unless they are magically bound, they may wander and pass to others by physical skin-to-skin contact for several seconds, at least.

Living tattoos have no magical ability to coerce bearers, but their constant presence and whispering influence tend to eventually lead all but the strongest willed to fall under their thrall. For every week a person bears a living tattoo, there is an additional -1 to his or her save against doing as the tattoo suggests (wisdom bonus, if any, adds to the save). Living tattoos have goals of their own, but in general, urge bearers acts of violence or depraved pleasures.

The tattoos can not be physically injured except by means that destroys the skin of the bearer, though a remove curse can cause them to flee to another bearer in available and failing that, cast them from this plane, and certain spells are able to affect them directly.

There are rumored to be factions among the living tattoos. They work at intrigues through the proxy of their bearers to get the upper hand on the others of their kind. The ultimate stakes in these games remains mysterious.

Living Shadow
No. Enc.: 1
Hit Dice: 6
Save: F6
Morale: 12

Thursday, November 4, 2010

Gone to Texas


Which I have, on business--but the title as much refers to the phrase people in the 19th Century might find carved in the door--often in the abbreviation "G.T.T."--of the abandoned homes of friends or family.  "Gone to Texas" was used to describe folk who have found it expedient to leave their homes due to debt or other legal difficulties.   The phrase provides a title for the 1975 publication of Forrest Carter's novel, better know in its film adaptation--The Outlaw Josey Wales.

All this is by way of introduction of a little project I started a year or so ago which might be of interest to those playing (or planning) Western rpgs, or just those with an interest in the Western genre in film.  I present to you, the Western Film Timeline, which places the events described in various movies in a historical context.  It remains a work in progress, but covers events from 1836 (The Man from the Alamo) to 1917 (The Professionals).  Corrections are welcome.

Wednesday, November 3, 2010

Warlord Wednesday: Birds of Prey

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...

"Birds of Prey"
Warlord (vol. 1) #33 (May 1980)

Written and Pencilled by Mike Grell; Inked by Vince Colletta

Synopsis: Morgan and Shakira are flying along on the disc they stole from the titans. Morgan broaches a subject with Shakira that’s been bothering him: is she a woman who turns into a cat, or a cat turns into woman? And how does she do it, anyway? Shakira refuses to answer the first question, only replying “I have to have some secrets.” She suggests that maybe her ability is “magic.”

Morgan has little faith in magic. He shows Shakira the burned-out remnant of the Hellfire Stone. Magic can’t bring back his son, and it can’t make him forget he caused his son's death. He keeps the stone as a reminder of magic’s limits.

The conversation is interrupted by the attack of winged, bald men Shakira identifies as “hawkmen.” Morgan and Shakira hold their own against the attackers until the hawkmen lasso Shakira and bear her off into the sky. Watching her abduction, Morgan lets his guard down for an instant and is hit from behind, knocking him from the disc.

Morgan’s quick reflexes allow him to save himself by grabbing the control cable, but supporting his wait shorts the controls. Morgan finds himself dangling in midair, being dragged behind a runaway flier. He travels that way for short distance, until the flier gives out, and plunges to the ground.

Morgan lies unconscious in the forest, where he's found by a group of dwarves. They debate what to do with him, worried he might be allied to the hawkmen.  Eventually they decide to take him to their village and let their mayor decide what to do.

In their quaint, tree village, they bring Morgan before the mayor. Before he can pass judgement, Morgan awakens, which causes all the dwarves to run away in fear. Morgan coaxes them out of hiding by convincing them he’s not with the hawkmen--in fact, he’s their enemy. The dwarves are pleased by this, as the hawkmen raid their village and steal their women. The mayor pronounces Morgan a friend and offers him a drink:


The strong dwarvish liquor brings tears to Morgan’s eyes and almost makes him fall over. The mayor opines that “it takes some getting used to.”

The mayor tells Morgan the hawkmen are away on a raid to the South. That gives Morgan the idea to prepare a surprise for them on their return. The mayor says Morgan will have to do it alone--the dwarves are too small to stand up to them. Besides, they’ve got know way to reach the hawkmen’s aerie. He shows it to Morgan, high atop a giant tree. There’s no way to climb up!

Morgan asks if they’ve ever tried, though he knows the answer.  He tells the mayor all he needs from the village is 100 feet of rope and goat-skin full of their dwarvish firewater.

Morgan begins climbing the tree. He’s surprised to find guards swooping down at him. After a precarious battle with Morgan swinging around the giant tree trunk on his rope, the hawkmen are defeated. He resumes his climb with more urgency. He has to reach the top before the rest of the hawkmen return.

Upon reaching the aerie, Morgan makes a grisly discovery. Scattered about are human (or dwarven) bones. No sooner has he found the fate of the hawkmen’s captives, than he sees them returning with Shakira. Morgan quickly spreads the liquor around their nest, then hides.

As soon as the raiders carrying Shakira are within the nest, Morgan attacks. He cuts Shakira free, then throws down a torch, igniting the liquor. Morgan grabs Shakira’s hand and says their only way out is to jump into the lake below.

Shakira balks with a feline dislike of water. She turns into a cat to run away, but Morgan snatches her up. He jumps from the tower with her cursing him.

Morgan and Shakira climb from the lake and look up at the aerie, now engulfed in flame. The mayor thanks Morgan for his help, and asks if he got his cat back. Morgan replies, “Yes..."

Things to Notice:
  • Where are the hawkwomen?
  • Shakira talks while in cat form.
  • Dwarven females are taller and less comical looking than the dwarf males.
Where It Comes From:
The hawkmen are likely inspired (and named) for the hawkmen of Alex Raymond's Flash Gordon comic strip, and related media.

The dwarves Morgan encounters seem to have a Munchikin-esque character, mode of dress, and appearance, though they live in tree homes more like the Keebler elves.  It's possible that The Wizard of Oz was the whole impetus for the story, with the dwarves inspired by the Munchikins and the hawkmen standing in for the evil flying monkeys.