Wednesday, December 11, 2013

Warlord Wednesday: The Forgotten (part 2)

Here's another installment of my examination of  the adventures DC Comics' Travis Morgan--The Warlord.  The earlier installments can be found here...

"The Forgotten" (part 2)
Warlord (vol. 4) #8 (January 2010) Story & Art by Mike Grell

Synopsis: The beast-men attack. Morgan tries to scare them off with a shot fired into the air. That only cows them briefly. Morgan is forced to fight them with sword and pistol.

The scene cuts to Morgan and a group of warriors (some of whom look familiar: like members of the group he fought to save the woman) on a balcony overlooking the ruins of the city.

They enter a great hall, lined with alcoves containing statues that Morgan figures are gods. The warriors joke about the half-ruined statues, but one of them, Garn, gives a warning: Gods have power so long as a single person believes in them.

One of the men asks Morgan what he believes. The Warlord finally replies:


Morgan tells them that most people where he comes from believe in a god, but they have many names for him or her and they fight about who's right. One of the men suggests that men don't need a reason for war. As if to prove his point, another man suddenly takes an arrow in the throat. Brigands are attacking!

Morgan goes into a rage and starts killing. A peal of laughter feels the air. Morgan turns:


The woman or goddess pronounces him her champion. She tells him he has always served her, and she has always been at his side. Through Vietnam, through the slave rebellion he led, his defeat of Deimos. Every violent deed. She made him the Warlord.


As she presses her blood-stained lips to his, she promises that when he dies it will not be "feeble from the infirmities of age but blood-spattered in the glory of battle" with his name shouted in the hall of heroes.

Morgan hears his name being called--but it's Shakira shaking him awake. He asks what happened. She suggests maybe it was an ambush while she was off hunting. Morgan says, "no, it was only a kiss." Shakira thinks he's hallucinating.

She hands him his sword, saying he'll need it. Morgan agrees.

They mount Morgan's horse. He asks Shakira if she believes in the old gods. She says "no." Morgan responds:



Things to Notice:
  • It's left a bit unclear (at least to me) exactly how Morgan's men died.
Where it comes from: 
This issue is largely a retread of issue #14. There, the supernatural woman telling Morgan she had always been with him was explicitly Death, rather than a more nebulous goddess. Death is depict as a raven-haired beauty in Skartarian attire with some Indian accessories, whereas this goddess is white-haired and attired in a white tunic, but perhaps they're both different aspects of the same being.

Monday, December 9, 2013

Thorgal


Thorgal is another Franco-Belgian fantasy comic, but it does happen to have been translated into English by Cinebook--and it's well worth checking out. Created by Belgian writer Jean Van Hamme and Polish artist Grzegorz Rosiński in 1977, the series continues in periodic albums to this day.

The protagonist is Thorgal who was found as an infant in a small raft (resembling a miniature Mercury mission splashdown capsule a bit) by a group of Vikings. He's taken in and raised by their ruler, Leif Haraldson and given the name Thorgal Aegirsson, in reference to the two gods who perhaps brought him to the Vikings. The first English volume (Child of the Stars, not actually the originally beginning of the series, but the earliest chronologically) is a series of short stories as Thorgal comes of age. The most fantastic of these is Thorgal's quest to help a dwarf (Rosinski draws them like the common conception of gnomes) bring a "metal that doesn't exist" to the dwarfish king and save him from the serpent Nidhogg. This adventure ends in the birth of Aarica, Thorgal's soul-mate and daughter of his nemesis Gandalf the Mad. Young Thorgal later saves young Aarica from nixies, who have malicious led her to a mountain to die. This establishes the friendship between the two, which is important because the Northern folk otherwise reject Thorgal as an outsider.


Later volumes see Thorgal and Aarica marry (and eventually have kids) and leave the North. Their travels don't seem to bring them much but more danger. They tangle with 3 aged sorcerers who kidnap Aarica and set up an elaborate contest only meant to ensure their continued immortality. Later, Thorgal is falsely accused of a crime and carried off as a prisoner on the Black Galley to be punished by the tyrant of the city-state of Brek Zarith. Thorgal escapes of course, but then is told Aarica (and their unborn child) are dead. This ultimately leads to a journey back to the Second World (the realm of gods and fairies he had visited as a boy), and to a meeting with the capricious personifcation of Fate, before a descent into the Underworld.

That's all in the first 3 volumes!

Thorgal has a feel that reminds me a bit of older works like Prince Valiant as much as modern comics. This effect is probably enhanced by Rosinki's illustratorly style. Thorgal is not as violent as many American comics. Not that there's not a lot of action, but thinking seems to get him through scrapes as often as fighting. It provides an interesting mix of mythology, science fantasy, and adventure--and really great art.

Sunday, December 8, 2013

Map en français

Here's another comic book map, but this one is from a French comic Forest of Opal (Les Forêts d'Opale) written by Christophe Arleston and drawn by Philippe Pellet. It's a fantasy in a secondary world (Opal) with a number of nonhuman species. It has not, unfortunately, been official translated into English as far as I know, though scanlations exist.

The map's in French, too, but I don't think that will limit its use.

Thursday, December 5, 2013

Touring the Strange Stars


The great luxury star liners afford passengers the opportunity to see the civilized worlds in high style--and their are no more opulent ships in known space than those in our Galburac-class. These vessels provide accommodations and recreation for thousands of guests in a variety of different artificial environments.

An endless party awaits travelers, enlivened by stops at exotic resorts and a full array of the latest recreational cybernetics and chemicals.

But these festivities are only a small part of the recreational experiences our star liners offer...

When on safari in our hunting preserve habitats, make sure to follow the instructions of the djägga guides. They'll be sure to remind you that blushing shraik always travel in mating pairs!

Or for those looking for adventure of a more spiritual variety, an aero-sled ride through the canopy of the jungles of Dodona surrounds you in the songs (both auditory and psychic) of its contemplative trees.

Book your star liner cruise today!

Wednesday, December 4, 2013

Warlord Wednesday: The Forgotten

Here's another installment of my examination of  the adventures DC Comics' Travis Morgan--The Warlord.  The earlier installments can be found here...

"The Forgotten"
Warlord (vol. 4) #7 (December 2009) Story & Art by Mike Grell

Synopsis: A crow flies across the Skartarian landscape and arrives at the scene of a battle amid ancient ruins. The crow lands on the seemingly dead body of Travis Morgan--and finds out that Morgan isn't dead!

At that moment, a beautiful, white-haired woman in a white tunic comes running toward the ruins, chased by a group of warriors.


Morgan dispatches most of them, but the leader has dragged the woman to a precipice and is dragging her by the neck over it. Morgan shoots him. The man has one word for Morgan before he topples over the cliff:


Morgan saves the woman from falling. She asks him if he's now her "champion." He can't remember.

Morgan dreams of his past fights from his days as a gladiator to leading armies. He awakens, and finds the woman tending his wounds. He can't even remember his name at first, but the woman knows him: Travis Morgan, the Warlord. She briefly recounts his history. She knows a lot about him, but Morgan can't remember who she is, though she does seem familiar. When he asks, she replies:


She's not terribly offended he can't remember her. This is a place of lost things, after all.

She takes him on a tour of the ruins. She tells him they were built by people who came here fleeing a great cataclysm. For hundreds of centuries they built cities and temples to their old gods. But then, there was the Great War. When their followers died, the old gods faded from memory. The survivors degenerated to little more than beasts and the cities crumbled. Of the gods, only a few remain: the most powerful, the most terrible. Occasionally, something summons them back to walk the mortal world.

The woman asks Morgan if he believes in the gods. He doesn't. "What if," she asks, "they believe in you?"

Morgan doesn't have a chance to answer, because at that moment some of those degenerate beast-men attack!


Things to Notice:
  • This issue doesn't follow directly from last issue.  More to be revealed.
Where it comes from: 
Presumably, the ancient people who settled Skartaris that the woman talks about were the Atlanteans. The portrayal of their buildings and their statues have an Ancient Greece sort of feel. This is consistent with Grell's portrayal of them in his earliest accounts (like issue #27). Later portrayals (paticularly later creators) are not as consistent and make Atlantis more generic Sword & Sorcery looking.

Monday, December 2, 2013

More Weird West


Last year, I recommended Felix Gilman's The Half-Made World and the (free online) short-story "Lightbringers and Rainmakers" set in that same setting. The sequel The Rise of Ransom City brings together the characters in the two previous works to put an end to a disastrous war between the oppressive order of the Line and their steampunkian AI masters, and the violent chaos represented by the Gun and their outlaw agents to whom they granted superhuman abilities.

Rise of Ransom City purports to be the edited form of the autobiography of self-educated inventor Harry Ransom, and so it's first half is his early life and travels in the West. Some readers might become impatient before the dangling plot from The Half-Made World finally surfaces. Still, there's a lot of color and travelogue in the early chapters that might be of particular interest to gamers. We learn for instance that: "Ford was also haunted by a Spirit that resembled ball-lightning and darted up and down Main Street at dusk, causing strange moods in women" and "dope fiends littered the streets of Caldwell, basking like lizards in the summer heat."

We don't get as much insight into the inner workings of the Gun and the Line as we got in the in the first novel, but we get more details about how their viewed by the rest of humanity and how they interact. I wish Ransom had given us more tidbits on infamous agents of the Gun from The Captains of Crime: Their Glorious Lives and Their Ignominious Ends that he reads from at one point.

Sunday, December 1, 2013

Traveller: Vokun


Appearance and Biology: Vokun are virtually identical to baseline humans in outward appearance, except that their skin color is various shades of blue. Those superficial similarities belay a great deal of variance from baseline in their overall physiology: Vokun are extremely durable and heal rapidly, even able to regenerate lost limbs. Vokun store a great deal of fat as the age, to the degree that most elders become sessile. Vokun behavior is also much more under the influence of pheromone signals than other near humans.

History: The vokun species emerged from a hostile, predator-filled environment, where tribal groups competed fiercely for resources. Eventually, groups of allied elders were able to extend their pheromonal influence over progressively larger bands of youths until more stable societies were established.

The vokun eventually spread out into the stars and formed an interstellar empire. The freer they became from scarcity and conflict, the more indolent and pleasure-seeking the vokun grew. As a result the immobility that comes with age occurs much earlier for modern vokun than their ancestors; many are very obese by their thirties and on their way to immobility by their forties.

Vokun society is maintained through the use of mandatory chemical regimens for youth. These provide most of the benefits of exposure to elder pheromones, limiting their impulsivity and allowing better cooperation and subordinance to authority.

Psychology: Outside the influence of elders, young vokun find it somewhat difficult to restrain their antisocial impulses. They are emotional and violent and tend to think of only short-term gain. Elder vokun are still egoists, but they peruse their goals in a more measured way and plan better for the future. Indolence has infected all of vokun society, and they rely increasingly on subordinate species to do most of the work of maintaining their empire.

Stats: Vokun youth have Strength +1 and Endurance +2, but effectively Intelligence -1 due to impulsivity. Middle-aged (34+) vokun have Endurance +1, Social Standing +1, and Dexterity -2. Elder vokun have Endurance +1, Social Standing +2, and Dexterity -2 with an inability to move from one spot without help. All vokun heal extremely rapidly. They heal their Endurance DM for an hour of rest. If they remain active, they heal 1 point per hour. They are able to regenerate (as per the Psionic Power), recovering their Endurance DM in characteristic points for every day of rest. They can't regenerate if they remain active.

[Jumping on the G+ Traveller bandwagon here. These guys are from my Strange Stars setting, but could be plugged in anywhere.]