Showing posts with label john carter of mars. Show all posts
Showing posts with label john carter of mars. Show all posts

Wednesday, January 5, 2011

Blood Meridian and the Immortal Warrior






“Whatever exists.” He said. “Whatever in creation exists without my knowledge exists without my consent.” He looked about at the dark forest in which they were bivouacked. He nodded toward the specimens he’d collected. “These anonymous creatures may seem little or nothing in the world. Yet the smallest crumb can devour us. Any smallest thing beneath yon rock out of mens knowing. Only nature can enslave man and only when the existence of each last entity is routed out and made to stand naked before him will he be properly suzerain of the earth.” – Judge Holden

Judge Holden is like something from another world. A kind of mutant in the old, pre- civil war west. He is almost 7 feet tall, an albino, and is completely bald and hairless right down to the lack of eyelashes. Seemingly strong as an ape, he has been observed to lift a large anvil up over his head, and then toss it nearly ten feet on a bet. He has escaped near certain death by doing outlandish things like firing on his enemies point blank with a Howitzer under one arm and a lit cigar in the other hand. He is widely travelled and highly educated, maybe self so, and can converse with others in multiple languages (German, French, Italian, etc.) about such far ranging subjects as philosophy, paleontology, archaeology, linguistics, law, geology, and astrology. At night in the wilderness he will often spend his time collecting natural specimens of flora and fauna, keeping careful notes. To even those who know him, the Judge seems more than a little supernatural and fully out of place in most situations.

In Cormac Mccarthy’s 1985 book Blood Meridian, Judge Holden rides along with a group of border scalp hunters, fighting renegade Indians for a price. Apparently, the Judge met the current group he rides with as they were fleeing from superior numbers and low on ammo. Holden is sitting on a boulder in the middle of nowhere as if waiting for them, and in mere moments after their meeting, the Judge has gathered the proper local materials to show them how to create gunpower, with which they chase off their foes. Every man in that group of disparate men claim to have met the Judge at one time or another in the past, adding to his spooky mystique.

On top of everything else, Judge Holden seems supreme in his evil. Even among cutthroats, bushwackers, rapists, murderers, and thieves he stands out. When the group of outriders devolve into killing and scalping innocent villagers and pilgrims, the Judge takes no hesitation in slaughtering children when others flinch. An obvious pedophile, the Judge will keep a young captured boy or girl alive for a couple of days, before tiring of them and scalping them to add to the loot pile. He flatters children with sweets, and in communities the Judge arrives in a young girl or boy will invariably go missing or be found murdered.

In Blood Meridian the brutally biblical seems to meld into the blatant metaphysical. The colors and textures of the Southwest, much like those Carlos Castenada’s Don Juan experienced, take on an alien life of their own. But here it is more sinister. Every sunset seems like an open gateway to hell. When a lone tree in the prairie is struck by lightning at night, tarantulas, lizards, scorpions, and vinegaroons seem to gather around it in natural awe as if summoned by demons.

Judge Holden walks this landscape like some sort of ancient and devilish warrior of a bygone fantasy age. Like the good hearted immortal warrior John Carter of Mars, Judge Holden seems to come out of nowhere in the past and is not necessarily restrained by natural laws. Decades after the beginning of the novel, towards the brutal and controversial end of this visceral epic, Judge Holden seems completely unchanged and unaged in any way, his great strength and great appetite for evil undiminished.

I just finished this book, and one thing was on my mind at the end. What a great character Judge Holden would be to insert into a Boot Hill, Old West Cthulhu, or any weird west. The Judge could obviously appear in any age one wished, him being a supernatural entity and all (at least in my conclusion). A Roman citizen; a black knight in the Middle Ages; or even a futuristic setting. But I think to use him in the Old West would be best, to portray him as he appears in the book. And as I said, he appears to be the same in the 1850’s as he is in the 1870’s. I feel he could easily show up in the 1920’s, prancing to dark music arm in arm with Alister Crowley at an occult function.

If you haven’t read Blood Meridian: or the Evening Redness in the West, do so. But only if you can stand the brutality; inhumanity; and Cormac’s ruthless use of metaphors. I think that if you are a descriptive game master (or even not) you can up your game by making as study of this author’s colorful and flavorful (to the point of delirious overload) prose.

In true gamer fashion (and because this is a game blog) here is the basic Call of Cthulhu stats for The Judge as best I can make them on the spot. I may just use him if I ever get around to my Old West Cthulhu campaign. Hey, what if the Judge is yet another avatar of Nyarlothotep? Hmm…

Judge Holden
Occupation: Soldier/Warrior. Holden is an unapologetic lover of war and conflict.
Age: unknown. Appears generally to be in his late 30’s/Early 40’s.
Strength: 18
Dexterity: 15
Intelligence: 17
Education: 17
Constitution: 16
Power: 17
Charisma: 16
Size:18

*Note: as a supernatural/near supernatural being, Judge Holden is already “crazy,” and therefore immune to sanity affects.

Skills:
Anthropology, archeology, paleontology, geology: 60%
History, linguistics, chemistry, physics: 50%
Accounting, law, psychology, calligraphy, occult: 40%
Climb, jump, ride, sneak, drive carriage: 50%
Oratory, persuade:65%
Pistol: 70%
Rifle: 75%
Knife, club, brawling, grapple: 80%

*The Judge likes to dress in clean white clothing whenever possible, including a hat to cover his bald head in the sun. If he finds himself hatless in outdoors, he will first bargain, then kill, for one. Same for weapons if he is weaponless. Gaining a firearm, especially a pistol, will be a priority if he is unarmed.

Judge Holden prefers to be naked when camped out or in private, sometimes donning a light robe. When travelling he likes to carry his gear in a European Portmanteau instead of the more rugged leather satchels of his companions. If encountered “in lair,” he will probably be only wearing an open robe or coat and otherwise nude. In this circumstance he is likely to have: 40% a young but adult female (50% whore/50% against her will victim), 40% chance of a child under the age of 13 (60% female, 40% male). In addition, there is a 10% chance Holden will also have some form of unusual person (mentally disabled person, midget or dwarf, carnival freak, etc). All will be naked and possibly assisting Judge Holden in his abuse of his other “guest.” The Judge seems to also be capable of restraining and raping a strong, full grown man.
In this case he may only commit this act out of some kind of vengeance, although it is possible he has an attraction to certain grown men outside of revenge. His preference for evening “companions” is almost exclusively children of a pubescent age.

The Judge loves to use his oratory/persuasion skills to cause ruin of others. He once convinced a mob at a church revival that an otherwise steadfast preacher was a child and goat rapist. This is the type of thing he might do in a town for laughs. Once somebody becomes his enemy, the Judge will seek revenge on them relentlessly, even if he has to wait decades for the opportunity.

Wednesday, September 15, 2010

Barsoom gaming in my future?







Although I love the Mars books, the thought of putting some kind of Barsoom setting on my upcoming gaming wish list was pretty far down on the priority level. Other science fiction and fantasy genres are on my radar such as a Dune game of some kind, or maybe doing Star Wars saga (to make up for my negative experiences with a group of creeps last year).

Sure, back in the day I owned both the 70’s RPG (pretty much created to market the Heritage miniatures out at the time) and the SPI board game. I played and enjoyed them both, even getting friends unacquainted with the John Carter series of books to play. Actually, for some reason there were a lot of laughs there. In the RPG you had to roll on a table to impress a princess, and some of the classic flubs include things like “…you suggest to the princess that she and you go outside and study the underside of a bush until the air crackles…” and other such gems. And the random events in the board game were always worth a hoot – player’s airships constantly crashing to the planet surface forcing the unlucky chit to have to walk 3000 miles to Helium or the South Pole or whatever.

I Ebayed both those beat-up games several years ago during my great “Gaming Material Purge.” Well, I managed to get a very nice copy of the SPI board game on Ebay last week, and it is in great condition. The map and chits are almost mint, and the box has no smashing of any kind. But what was I to do with it? My regular players don’t want to do a board game if they can help it. And it was great for the ancient days, but in this modern world of great graphics this almost graphic free game sure doesn’t look that great. The chits just have numbers and letters, no images of dashing John Carter or his fortunate son Clitoras (or Catheter or whatever his name was).

The real saving grace as far as graphics was the map of Mars itself, and all the great little tactical areas like palace rooms and dungeons, airship decks, and dueling arenas. And the game play, though a bit difficult to learn at first, was always a good time. You flew from one location to another, often crashing your ship, and would eventually arrive at your tactical area where you usually had to fulfill a quest, i.e. fighting bad guys and saving a princess. You ran both a famous personage of Mars, and also ran the villain of one of the other players. The villain would have these misfortune cards he could play on his good guy, so you always had something to do in the game.

But in a way I regretted getting this item despite getting it for less than half the going price. None of my rpg players would play a long board game. Now I just had another item to sit around collecting dust.

That is, until my regular AD&D player Terry came by for a couple of hours of video gaming last night. For some reason I brought up John Carter, and she informed me she had read and loved the books. Wha? She did? I knew her for over 20 years, and had no idea she was a JC of M fan. Whoda thunk it?

I ran and got the game to show her, and she loved the great cover, and spent a few minutes gandering at the Barsoom guide that comes with the game (it’ll make a great resource for an RPG). So of course I asked her if she would be up for some kind of RPG game play on Mars, and she loved the idea.

So natch I am thinking about Barsoom gaming now. I would love to do a little campaign next year some time. I actually think the genre is a little light for long campaigning, but I think I would take a cue from the second volume of The League of Extraordinary Gentlemen, that depicted a Mars that not only had ER Burroughs flora and fauna and societies, but also that of many other literary Mars settings, such as Gulliver of Mars, and include creatures like the Hinter People and the Sorns from Out of the Silent Planet. I think there are a lot of ways to go with that.

So here I sit, with another genre campaign on my plate. Let’s see if at some point I follow through.

Thursday, July 22, 2010

Call of Cthulhu Fridays: The Sundered Veil



(above image is fan art for this story found online)

OK, with scheduling conflicts and so much going on right now, I won’t be running any of my game stuff for the group for a few weeks (I don’t do my main 1st edition campaign if anyone is missing, and the alternatives I do also depend on who is there). I’m going to let regular player Ben do his D&D next week for those of us available.

But without actually GM’ing, I lose a little inspiration for my blogging (so you have an idea what will happened if my group falls apart). So I thought that at least for Fridays I would keep myself inspired, and hopeful that I will get to do a CoC campaign for my group at some point, that I would do regular homage’s to stuff related to Lovecraft, which I have been reading a lot of stuff on lately.

OK, so recently I have been rereading the first two League of Extraordinary Gentlemen Graphic novels, and then some. In them, Allan Moore shows an even bigger love of the Wold-Newton stuff than Phillip Jose Farmer himself! It seems like almost all of literary fiction exists in the world he has set up. Forget the laughable Sean Connery film (shame it was one of his last) based on The League, I think Moore’s LEG is one of the greatest triumphs of modern comic/lit genres. The amount of stuff from fiction created since the dawn of man that he has included is just astounding. Entire books have been written to act as a guide to the people and places he references.

In the back of the Volume 2 series (the one where the Martians from War of the Worlds meet resistance from Captain Nemo and the rest of the league), there is a text story (with some artwork) that tells a tale about an astral team-up with Allan Quartemain, John Carter of Mars, Randolph Carter from Lovecraft’s dreamlands cycle, and the Time Traveler from H.G. Wells.

Wow, who could even imagine such a teaming? The weirdo/genius mind of Allan Moore, that’s who. To add to the level of geek cool, here Randolph Carter is a great nephew of John Carter, who of course views his future dreamer nephew as a bit of a wuss.

At the start of the story, Allan Quartermain visits an old mystic friend looking to partake of the Taduki drug from his adventures in King Solomon’s Mines and other places. Passing out and going into a metaphysical trance, Quartermain enters the astral realm. Here his disembodies spirits encounters two other such souls. One is John Carter, his spirit body in transition from earth to his soon to be new home on the Red Planet. Also in spiritual transition is Randolph Carter, the grandnephew of John. As the three wonder the purpose of their meeting, H.G. Wells unnamed Time Traveler and his wondrous machine shows up. The Time Traveler tells them that fate has brought them to him, and they are to help him defeat forces of the Cthulhu Mythos. Awesome.

The quartet is soon attacked from nowhere by motley, primitive beasts that the Time Traveler curiously describes as being known both as Morlocks and Mi-Go. Escaping on the time machine, the group travels to the material world of the far future. It is the sphinx from the Eloi time, but even further into the future than that, when that once lush area is now a desert in a dying earth. Apparently the Time Traveler has made this lasting far flung structure his home base in the battle against the Old Ones. After explaining the problem of ancient Godlike creatures invading the mortal realm, both the Carters realize that they are not bound to any realm and are actually forms destined to other places, so they fade away. John goes to Mars to win Dejah Thoris and begins his adventurers there, and Randolph heads off for his adventures to Unknown Kadath.

Things go from bad to worse when Quartermain is possessed by Ithaqua the Windwalker, and returns to the mortal realm. The Time Traveler is left to his further adventures in the time stream, and Quartermain manages to become free of his possession in the earthly realm. Broken by the loss of his Taduki drug, Quartermain heads off to the Middle East to become an opium addict for awhile before he joins the League.

This team up is amazing, really. To me as a fan of all of them; Lovecraft, HG Wells, and Edgar Rice, this really blew me away. If this sounds good to you, I recommend you get your hands on either the comic issues, or better yet the graphic novels. The story is several pages long in small print, so you for sure get a lot of meat for such a short adventure.

Oh, for extra awesome, the comic book portion of the book begins on Mars, where John Carter, Gulliver of Mars, and other literary Mars figures and creatures gather to fight off the Mollusks from War of the Worlds. Too much cool, man!

Wednesday, April 7, 2010

John Carter of Mars and the League of Extraordinary Gentlemen



There is quite a bit of John Carter of Mars fandom going on around the blogs, but I haven’t seen this little bit of a gem talked about.

I was rummaging through some of my comics last night, and came across volume 2 of Alan Moore’s League of Extraordinary Gentlemen, and was reminded that John Carter shows up in the opening pages of the story. It is way cool. As shown in the pages above, the Green Martians are present, but most interesting is the appearance of characters from other fiction about Mars. Edwin Lester Arnold’s Lieutenant Gulliver of Mars makes an appearance. First written in 1905, Arnold’s Gulliver had many things in common with John Carter (both were soldiers, and both were transported to Mars from Earth by magic/super-science), and began the Sword and Planet genre.

Both John Carter and Gulliver, aware of each other’s existence on the planet and obviously having met before, come together to face the Martians of H.G. Wells War of the Worlds. Not truly Martian natives, but invaders from some other planet who came to attack mars after scrying info about the Humans on Mars with The Crystal egg from the book of that name by Wells, the Wells Martians are losing their war against Carter, Gulliver, and the natives (which even includes the Sorns from C.S. Lewis’ Out of the Silent Planet). With Carter and his armies closing in, the invaders are driven off of Mars, and off they go to Earth to struggle against the League of Extraordinary Gentlemen.

This has to be the most interesting John Carter appearance outside of his own books (He had some team-ups with Tarzan in a Marvel Comics mini-series in the 90’s that were pretty cool), and it places him firmly in the Wold Newton family tree as created by Phillip Jose Farmer. If you are unfamiliar with Wold Newton, it basically is a theory that all pulp heroes are related in some way, and at the very least exist in the same shared universe.

Carter’s appearance is fairly brief, but if you are a fan of Barsoom you should try and pick up this nifty little item (get the graphic novel compilation and save a few bucks).

Tuesday, May 12, 2009

MY “APPENDEX N” (hold the applause)


MY “APPENDEX N”

OK, the rage this last week was listing books that inspired your D&D ( or other gaming), so here is mine in a nutshell.

Comic Books – probably the most influential media in terms of my love of gaming, and not just my long-running Champions games from the 90’s. I have always tried to inject the drama and descriptiveness of comics into my games, D&D or otherwise. I think it is one of my greatest points as a GM. Without going too much overboard, my humanoid villains often came off a lot like Marvel Comics villains. I do try to go light on the corny dialogue, however. Offbeat, genre-slapping comics like Watchmen, Dark Knight returns, and Marshal Law also taught me to turn clichés and expectations on their ear a bit in game terms.

The Hobbit/LOTR – Natch. Nuff Said. Oh man, my mind is still on comics. Tolkien was my greatest gaming influence in the earliest days, just as it was for D&D in general.

Conan – I was in my early teens when I started devouring the first several Conan paperbacks. REH’s mood, passion, and swift and blinding violence transported me to that dark prehistoric place where Conan tread in his sandaled feet. Marvel’s Conan comics, especially Red Sonja, helped color my world as well.

Tarzan/John Carter of Mars – My dad read me the first Tarzan book when I was a kid. Years later I would jump on the rest and be transported to those awesome jungle places. And the sweeping adventure of JC of Mars really set my gaming blood on fire. I so wanted to have dashing sword fights like those in my games. Edgar Rice B. has such a terrific sense of adventure, and such a great sense of love and honor.

H.P. Lovecraft – Ok, I didn’t read HP before I got into D&D, but when I started in the early 80’s, it lead me to one of my favorite D&D alternatives: Call of Cthulhu. It was hard to talk my D&D players into trying it when I went for a full campaign in the early 90’s, but they soon fell in love with it, even the girls. It was always a great break from D&D.

Lankhmar – of course of course of course. The big guy and the little guy and their crazy city came in second only to Tolkien for my game inspirations. I could not get the most out of Judges Guild products like City State of the Invincible Overlord or Hargraves’ Arduin until I got into Leiber's great (and ahead of their time) books. This was one of those rare series that let you know how limitless the possibilities were in a fantasy world, as opposed to how limited. Somehow, the world of Fritz seems an amalgam of all the reading material I have listed above.