Monday, August 31, 2020

An Exciting New Family Boardgame!

I've talked about the Escape from New York boardgame before, but I was reminded of it recently while perusing an issue of Ares magazine. The issue included the advertisement above, which is actually quite striking. Nevertheless, I reiterate here what I did in my original retrospective: why was this marketed as a family boardgame? 

Escape from New York, while quite tame by today's standards, the film was rated R, which means that, in principle, no one under the age of 17 should have seen it (and it wouldn't be released on VHS until 1984, three years after the game was published). Granted, there's no reason you need to see the movie to enjoy the game, but would anyone who hadn't seen it take much interest in it? Then again, TSR was just coming into the height of its power and influence, so a movie or TV tie-in was probably inevitable. Compared to the alternatives, Escape from New York doesn't look so bad.

The Coming of Red Sonja

In today's Pulp Fantasy Library entry, I mentioned that Robert E. Howard's "The Shadow of the Vulture" served as the inspiration for Red Sonja, who was based on the character of Red Sonya of Rogatino. Whereas Sonya was a character of the 16th century, Sonja was a re-imagined by Roy Thomas and Barry Windsor-Smith as a woman of the Hyborian Age. She made her debut in the pages of issue #23 (February 1973) of Conan the Barbarian, before appearing a second time in issue #24 the following month.

Issue #23 very loosely adapts "The Shadow of the Vulture," changing not only its setting but also several details of the plot. Conan takes the place of Gottfried von Kalmbach in the narrative, while Prince Yezdigerd takes the place of Suleyman. Red Sonja fairly closely approximates Red Sonya, though, as we shall see, her motivations are not identical. On the other hand the titular Vulture, is quite similar to his counterpart in the original Howard yarn, right down to his winged armor and description as "the most noted slayer in a nation of slayers."

In the telling of Roy Thomas, Yezdigerd bears a grudge against Conan for having scarred his face. He now seeks revenge on him, with the help of his agent, Oglu, whose name is unchanged from the original story.
Oglu tracks Conan down to a rural village, just as his namesake had done to Gottfried, except that Conan is in the company of a young woman, because of course he is. Awakened by the attack, Conan escapes to the city of Makkalet, which is being besieged by Turanian forces. The Cimmerian only makes it to the city's gates thanks to the intervention of a mysterious red-headed woman.
The woman eventually introduces herself as Red Sonja and Conan is shown several times pronouncing her name aloud as "Son-ya" as if to stress to the comic's readers how the "j" in the name is to be pronounced. Silly as this was, it probably was necessary; I remember well how many people I knew who insisted the character's name was pronounced "Son-ja," with the "j" sounding like the one in my own name. 

Conan tries to thank Sonja, but she brushes off his gratitude, claiming, as a mercenary in the employ of the king of Pah-Dishan, she "merely did what [she is] paid well to do." Though attracted to her because her skill with a sword and her ability to drink "the strongest man under the table," he concludes that "she's all men's delight – and no man's love" and heads off alone. Of course, that's not the last we see of Red Sonja, as she returns later to save Conan a second time, just as Sonya of Rogatino did for Gottfried von Kalmbach. The adaptation ends in a similar fashion too.

As a Conan story, "The Shadow of the Vulture" works well enough. The character of Red Sonja differs from her 16th century counterpart in having no motivation for her involvement in the battle against the Turanians – Hyborian Age stand-ins for the Turks – except money. There is no personal motive, as there is in Howard's original story. 

Equally noteworthy, I think, is that Sonja dresses somewhat reasonably. Though she has bare legs, she does wear a full chain shirt rather than the bikini normally associated with her character. The bikini wouldn't make an appearance until August 1974, when Red Sonja returned in the pages of Savage Sword of Conan drawn by John Buscema. The story behind the change in her attire is an interesting one in its own right, resulting from the confluence of the growing popularity of fantasy, the emergence of a powerful and influential fan culture, and changes in what was deemed acceptable for portrayal in comics. Perhaps I'll talk about these in a future post. For now, what's important is that Red Sonja did not become the character we all know today overnight; there were several steps in her evolution from Red Sonya of Rogatino to the She-Devil with a Sword.

Horses of Different Colors

I've been re-reading A Princess of Mars lately and it's occasioned quite a few thoughts, starting with the fact that Barsoom is a wholly alien world. With the possible exception of Martians of all colors but green, there are no native life forms identical with those of John Carter's Earth (or Jasoom, as the Martians would say). Instead, Burroughs created an entire menagerie of unique Martian animals, some of which played significant roles in his stories. 
A good example are the thoats, which are used as steeds, beasts of burden, and even food. Possessing eight legs and a large mouth, thoats have been domesticated by both Red and Green Martians.

I can't be certain that this is the first example of a substitute for horses in fiction, but, if not, it's certainly a very early one indeed and one that likely had an influence on later writers. Jack Vance, for example, included leap-horses in the Tschai stories and the oasts in The Dying Earth. Straying farther afield, J.R.R. Tolkien described the goblins of The Hobbit as using massive wolves as mounts, while Moorcock introduces his readers to the Kamarg Flamingos in his chronicles of Dorian Hawkmoon (which always made me think of the flying ostrich-like mounts from 1982's Joust video game). Of course, the flamingos are flying rather than land mounts and fantasy isn't exactly lacking in examples of those, with dragons regularly being employed in that fashion.
Given these precedents, it's interesting that, by and large, Dungeons & Dragons has made comparatively little use of horse substitutes. The Dark Sun setting, which owes a lot to Barsoom in its general look, has no horses, only a variety of giant insects and reptiles. There's also the memorable Dave Sutherland piece from the Holmes Basic Rules depicting a lizard man riding a giant lizard. Outside of D&D, the Five Great Tribes of Prax in RuneQuest's Glorantha use unusual (but still terrestrial) riding animals, while Skyrealms of Jorune has sightless thombos and flying talmarons. 

Of course, this isn't really about horses, or at least only about horses. Rather, it's about the downside of Gygaxian Naturalism – the reining in of the imagination. D&D, at least D&D descended from AD&D (which, I would argue, is most D&D, including the current edition of the game), puts a limit on the fantastic. Certainly, Dungeons & Dragons has magic and monsters and even other planes of existence, among many other wondrous elements, but these are additions to the real world rather than replacements for them. The World of Greyhawk or even the Forgotten Realms, two D&D settings of which I am very fond, are not so different from a past age of Earth that they're unrecognizable. Unlike, say, Barsoom (or Tékumel), there's little need to immerse oneself in the setting in order understand it.

There's nothing wrong with this approach, of course, but it's a limited – and limiting – one that doesn't take full advantage of the freedom that fantasy affords us.

Pulp Fantasy Library: The Shadow of the Vulture

No doubt you've heard of Red Sonja, the chainmail bikini-clad heroine created by Roy Thomas and Barry Windsor-Smith for Marvel Comics in 1973. For nearly a half-century, she's been an icon of sword-and-sorcery literature and the world's most prominent poster girl for unreasonable armor. She first appeared in issue #23 of Conan the Barbarian (February 1973), which adapted a story by Robert E, Howard entitled "The Shadow of the Vulture." But did you know that the original story neither featured Conan nor took place in the Hyborian Age but was rather a historical yarn set in Austria in the 16th century?

The short story appeared in the January 1934 issue of The Magic Carpet Magazine. The Magic Carpet was the very short-lived successor to Oriental Stories, a companion magazine to the much more well known and successful Weird Tales. Farnsworth Wright was editor of both magazines, which no doubt explains the presence of so many Weird Tales stalwarts in its pages (e.g. Robert E. Howard, Otis Adelbert Kline, Clark Ashton Smith). The January 1934, as it turns out, was the final issue of the pulp and it is now largely forgotten but for the handful of memorable stories published in its pages.

By my lights, "The Shadow of the Vulture" is among those memorable stories. The story starts sometime after the Battle of Mohács (which Howard spells Mohacz), as the Ottoman sultan, Suleyman, is preparing to release a collection of Austrian envoys "pallid from months of imprisonment." As he is doing so, he recognizes one of the envoys, but does not immediately remember where, and so lets him return to his homeland. Later, as he is talking with his grand vizier, Ibrahim, he recalls that the Austrian, named Gottfried von Kalmbach, had wounded him at the aforementioned battle. "I could not mistake those blue eyes," he explains. For the crime of having "with impunity spill[ed] [Suleyman's blood] on the ground for the dogs to lap up," the sultan demands Gottfried's head. 

Eager to gain Suleyman's favor, Ibrahim enlists the aid of a Tatar named Yaruk Khan to stop Gottfried from leaving Turkey; when that fails, he turns to his agent Mikhal Oglu.

The Grand Vizier brooded on his silken cushions until the shadow of a pair of vulture wings fell across the marble-tiled floor, and the lean figure he had summoned bowed before him. The man whose very name was a shuddering watchword of horror to all western Asia was soft-spoken and moved with the mincing ease of a cat, but the stark evil of his soul showed in his dark countenance, gleamed in his narrow slit eyes. He was the chief of the Akinji, those wild riders whose raids spread fear and desolation throughout all lands beyond the Grand Turk's borders He stood in full armor, a jeweled helmet on his narrow head, the wide vulture wings made fast to the shoulders of his gilded chain-mail hauberk. Those wings spread wide in the wind when he rode, and under their pinions lay the shadows of death and destruction. It was Suleyman's scimitar-tip, the most noted slayer of a nation of slayers, who stood before the Grand Vizier.

I suspect that Oglu's unique armor is inspired by that of the famed Polish winged hussars, which are contemporary with the time period of the story.

Oglu and his men, after some time, track Gottfried von Kalmbach to a village along the Danube but he manages to escape their clutches, riding to Vienna. When he arrives there, the city is already preparing for a siege by Ottoman forces led by Suleyman himself. Gottfried joins the Viennese in fighting the Turks and, while doing so, finds himself under the guns of advancing Janissaries. Deciding to make a break for a nearby cannon, he turns, only to be greeted by a strange sight.

It was a woman, dressed as von Kalmbacj had not seen even the dandies of France dressed. She was tall, splendidly shaped, but lithe. From under a steel cap escaped rebellious tresses that rippled red gold in the sun over her compact shoulders. High boots of Cordovan leather came to her mid-thighs, which were cased in baggy breeches. She wore a shirt of fine Turkish mesh-mail tucked into her breeches. Her supple waist was confined by a flowing sash of green silk, into which were thrust a brace of pistols and a dagger, and from which depended a long Hungarian saber. Over all was a carelessly thrown scarlet cloak.

This surprising figure was bending over the cannon, sighting it, in a manner betokening more than a passing familiarity, at a group of Tirks who were wheeling a carriage-gun just within range.

"Eh, Red Sonya!" shouted a man-at-arms, waving his pike. "Give 'em hell, my lass!"

This woman, who hails from Ruthenia, saves Gottfried's life for the first time (the second will occur later in the story). We learn that she bears a grudge against not just the Turks generally but against her sister, Roxelana, who has become Suleyman's chief consort. Over the course of the story, we learn more about Sonya and watch her prowess in battle on numerous occasions. Though Gottfried von Kalmbach is ostensibly the main character of this tale, it is Red Sonya of Rogatino who is by far its most memorable character.

"The Shadow of the Vulture" is, I think, a good example of Howard's historical fiction. He tells an engaging story that takes place against real historical events, in this case the 1529 Siege of Vienna, populated by a mix of fictional (Gottfried and Sonya) and real characters (such as Suleyman and Roxelana). It's told in a fast moving "blood and thunder" style that I found delightful, but it is likely not to everyone's taste. If nothing else, as the literary origin of one of the most enduring female characters of sword-and-sorcery literature, it's well worth looking at.  

Saturday, August 29, 2020

All Hail the Emperor!



Happy birthday to Marc W. Miller, creator of the Traveller science fiction roleplaying game, born this day in 1947 (–2574). 


Friday, August 28, 2020

Interview: Steve Crompton

For long-time fans of Flying Buffalo gaming products, such as Tunnels & Trolls and Grimtooth's Traps, Steve Crompton needs no introduction. For the benefit of them and others not yet familiar with his decades of work in the RPG world, I present the following interview, to which Mr Crompton very kindly agreed. 

Steve Crompton at the GAMA Expo, March 2020

1. How did you first become involved in the hobby of roleplaying?

I ran into Rick [Loomis] though church while I was still a teenager and he gave me and my sister a couple of solo adventures to play. So I learned to RPG via the solo adventures back in 1979. Before that, I’m not sure I’d really even heard of D&D, let alone T&T.

2. After being given those solo adventures, did you then start to participate in a group? What games did you play?

I think the very first time I ever played an RPG, it was with Rick Loomis and he ran Buffalo Castle as a solo. I don’t think I had gotten though Buffalo Castle without dying, so it was fun to have it run by its creator. It was probably in 1979 or '80. Once I was I working in the store, I would often join in a game if things were slow. The first time I played with Ken St. Andre, it was in Gristlegrim Dungeon and I died in about 15 minutes. I also played in adventures run by Bear Peters, Mike Stackpole and Larry DiTillio, so I’ve been very lucky to have been able to be in adventures run by some of the greats of T&T history! I think most of them killed me at some point! I did have a regular RPG group when we were running our Lejentia Campaign back in the late 80’s and early 90’s

3. How did you come to be employed by Flying Buffalo?

Rick knew I wanted to be a graphic artist and was taking commercial art courses via a high school “working trades” program. (So I think that was a factor for him picking me)  He needed someone to work the Flying Buffalo store and I was polite and a good talker, so he offered me the job as a store clerk which I accepted. Back then, eventually best selling author Michael Stackpole was my store manager!

4. While at Flying Buffalo, you worked on a wide variety of projects, but I suspect you're best known for the illustrations in Grimtooth's Traps, which have a very distinctive style. Did you receive a lot of direction on how to illustrate these books or were they largely of your own invention? What about Grimtooth himself: did you create his appearance or were you given instructions beforehand?

I was working in the store in late 1980 when Liz Danforth (who was Flying Buffalo’s art director at the time) came to me and said that they were developing this book of traps they were going to publish. She knew I had taken drafting classes, so she thought I would be a good match for drawing out the traps they came up with. 

At the time, Grimtooth wasn’t really in the picture, but at some point, either Liz, or perhaps it was Paul O’Connor (Grimtooth's Traps editor) came up with the idea to use Grimtooth as the narrator. Grimtooth was a character that Liz created as a sort of sardonic “mascot” for our Sorcerer’s Apprentice magazine. So, she had already drawn him, and that was my guide for any Grimtooth illustrations I did going forward. My take was more influenced by the thousands of comic books I had read. In the original first edition of Grimtooth’s Traps, I think there are maybe two or three illustrations of him in the whole book, but he was its voice. In later re-printings (once we realized how popular he was with the fans), I added him in to more illustrations and elsewhere in the book. 

For the trap illustrations, I wasn’t really given any specific instructions other than to make the trap match is description. As we went along, though, the text was sometimes changed to match what I had drawn, as I would sometimes add a “twist” to the trap or its location. 

5. Are there any illustrations you did for Flying Buffalo that you're particularly proud of, even after all these years?  

My personal favorite is of Grimtooth’s Airship flying through a storm – that’s a great one. I have a cute illo of Grimtina on a BMX bicycle, but she also has a big gun and an attitude. I also had a lot of fun drawing the Grimtooth comic pages in the Traps Too reprint and Traps Lite

6. Aside from Flying Buffalo, you also did work for GDW and FGU, in each case for science fiction roleplaying games. Do you enjoy sci-fi illustration as much as fantasy?

Certainly I liked the variety of doing different things and trying to take on different styles and approaches to my work to match the genre and tone of a given project. I tended to make those illustrations far less cartoony and more technical in their look. I used a lot of Zipatone screens in the sci-fi art that I rarely used in the fantasy pieces, for example. I tried to give the sci-fi art a sort of futuristic “noir” look.

7. You've produced a lot of artwork outside the RPG industry, primarily in the field of comics. How did you become involved in comics illustration/writing?

Really I was a comic book fan long before role-playing games even existed, so doing comics was in my blood from about the age of 5. I think a lot of my art for Nuclear War and Grimtooth’s Traps really reflect my comic book upbringing. I regularly went to San Diego Comic Con starting in 1988, and it was there I met the publisher of Revolutionary Comics, Todd Loren. He gave me my first break into the comics field and I ended up doing numerous comics for him, Rip Off Press, Kitchen Sink, Mu Press, and many others. My main claim to comic fame is Demi the Demoness. She’s appeared in over 40 comics and I wrote her into my City of the Gods novel and some game books I’ve done.  Ken St. Andre is actually working on a City of the Gods T&T solo adventure and I’m sure Demi will have an appearance there as well. 

8. Do you still have the chance to play RPGs?

Not as often as I like. Sometimes Bear Peters or Ken St. Andre will run something and I’ll join in.  Mostly I play the T&T Phone app, which has 30 solos in it on my phone. I read a lot of gaming books all the time as I am usually editing or even writing parts of them.  So my main RPG exposure nowadays is “on-the-job” so to speak. 

9. You're now the managing director of Flying Buffalo. What does that job entail?

When I first took on that role, we had to do a complete inventory of all our products that we had in stock. This was not something that has been done in many years so it was a big task. My next big task was completing several Kickstarters that had been started while Rick Loomis was alive. That included part of the Nuclear War Kickstarter, the Mercenaries, Spies & Private Eyes Kickstarter and the Elven Lords Kickstarter. We’ve completed two of those and will soon be mailing out the full-color version of Elven Lords to the backer and that will end that one as well.  

My ongoing mission is to promote Flying Buffalo however I can and help let the world and our fans know that the Buffalo is still flying and will continue to do so. In fact, since December we have either printed or released on DriveThruRPG 14 new or reprinted RPG solos, GM adventures, and other books. Seven of them are brand new, and seven of them are enhanced reprints of items that were previously out of print and unavailable on DriveThru. I also do customer service to take care of problems that distributors or customers have with orders or with trying to order things from us. I also have duties related to helping with Rick’s estate settlement and dealing with the Loomis family, various rights holders and other RPG industry friends of Rick who are helping and advising us in various ways. And I work with freelancing and licensees who want to  print T&T books in Spanish, Japanese or German for example. So that’s my job in a nutshell. Its challenging and I love every minute of it. I consider it to be a great honor to be able to help keep Rick’s dream alive and continue to help bring in orders and new products to keep Flying Buffalo a going concern!

Mörk Borg and I

I played my first session of Mörk Borg this week and enjoyed myself greatly. I played Prince Hirmot, of the southern empire of Südglans, now unfortunately sunken beneath the sea. Hirmot awakened to discover himself trapped inside a pitch black catacomb after having been kidnapped by persons unknown. He was bereft of his possession and, more importantly, his companion, Albrecht, who, as he kept explaining to anyone he met, "had been with me since boyhood – my one true friend." Albrecht is a human skull and not of the talking variety, at least so far as anyone else knows. Nevertheless, Hirmot was quite distressed to find Albrecht missing. 

I generated Hirmot using SCVMBIRTHER, an online tool for just this purpose. Consequently, I went into the session (refereed by Necropraxis) without much sense of Hirmot's personality beyond what the random generator provided. The notion that he is, or rather was, a prince owed to a combination of the fact that he belonged to the optional class of Wretched Royalty and that, when he first awoke, he discovered another person was in the same chamber, one who contemptuously addressed him as "princeling." The other person turned out to be a Heretical Priest of a goddess whom he called Thel-Emas.

The pair then formed an alliance to escape from the catacombs, exploring it and looking for a way out. Along the way, we found a pot from which emanated a small voice claiming to be "the genius of the pit" and vowing to help us if Hirmot let him out of the pot by means of an invocation involving a small amount of blood. Hirmot complied, but soon discovered that the genius that emerged – a strange being with a variable appearance – was not nearly as powerful as he had implied. The genius alleged that his weakness was due to his regalia having been taken from him. If Hirmot helped him find the regalia, his full powers would be awakened and he could be of greater help.

After wandering the catacombs for some time and encountering some strange sights, as well as a brief combat with some blindfolded priestesses, Hirmot and the priest recovered their lost possessions – including Albrecht. More poking around led them to the surface, where our first session ended. It was at that point that the referee determined which Misery will next befall the world: "And the earth shall shake and be riven. And from the cracks shall rise a poisonous mist, and in ten days it will shroud the world." Play will resume next week with additional players (several had to cancel at the last minute, unfortunately).

An outsider reading this will no doubt wonder what the big deal is and why it was that Mörk Borg so captured my imagination, since little or nothing that I described above couldn't have happened in any fantasy roleplaying game. That's absolutely true and somewhat beside the point. The truth is that what so impressed me about Mörk Borg is that it's clearly the product of a particular vision, unconcerned with pleasing anyone but the creators themselves. While beautiful and well made, Mörk Borg isn't slick or polished in a way calculated to appeal to the largest number of gamers. Instead, it's a work of palpable passion and fury and that comes through on every page. I found this infectious and inspiring and that is why I love this game.  

Thursday, August 27, 2020

Weird Maps II

I talked the other day about weird maps, focusing primarily on literary examples of them. Today, I want to draw attention to the maps of Trollworld, the setting of Ken St. Andre's Tunnels & Trolls.

This is the continent of Ralph (or Rrr'lff, as it is known in some later sources). As you can see, it's shaped like a dragon, just like the one depicted in the Chart of Weirdworld. If anything, though Ralph is even more fantastical, since it looks like the entire body of a dragon rather than just its head. Ralph is home to Khazan, perhaps the best known city of Trollworld.
Zorr is the eagle-shaped continent of Trollworld. It's also the land of the letter "z," as nearly all of its locations include that letter somewhere in their names. If I recall correctly – and my knowledge of T&T lore is limited – Trollish names tend to include lots of z's in them. Of course, that's a minor detail in my estimation compared to the appearance of the continent itself. Trollworld isn't a natural place; there is nary a concern for plate tectonics, geology, or anything remotely scientific. Instead, I suspect that Zorr, like Ralph, looks that way, because someone thought it was cool – and that's a perfectly valid reason in a fantasy roleplaying game setting! 

Allow me to lay my cards on the table: in my own efforts to create fantasy settings, I have tended toward the Middle-earth/Hyboria model when it comes to map making. I don't outright eschew magical weirdness and whimsy but neither do I embrace it the way that Trollworld clearly does. Is that a mistake? No, I don't think it is – not all fantasy settings are the same and there is room for a variety of different approaches. At the same time, I can't help but look at maps like that of Weirdworld or Trollworld and wonder. Isn't that what maps of fantasy worlds should make us do?

House of Worms

Since March 2015, I've been refereeing a weekly Empire of the Petal Throne campaign using the original 1975 rules.The campaign, which I call House of Worms, after the Sárku-worshiping clan to which all the characters belong, began with six players. Their characters are depicted above, as illustrated by the incomparable Zhu Bajiee. At the start of the campaign, the characters were the following:
  • Aíthfo hiZnáyu (top middle): An adventurer who's the lone member of the group not to worship Sárku or Durritlámish, instead being devoted to Ksárul. Aíthfo is the group's tactician, commanding a group of Pecháni mercenaries with great skill. He has dreams of being a sea captain and travelling the length and breadth of Tékumel in search of “cash and prizes,” in the memorable words of his player.
  • Znayáshu hiNokór (bottom left): A lay priest of Durritlámish with an interest in astrology. He makes a living creating horoscopes when not involved in some scheme of his clan-mates. His fiancée, Tu'ásha hiNarkóda, of the Mourning Rock clan of Thráya, died before the two could wed – but that hasn't stopped Znayáshu, who had her corpse carefully preserved and now plans to have her reanimated as a Shédra, so that she can serve the Lord of Worms forever.
  • Ssúri hiNokór (second from the bottom left): A ritual priestess of Durritlámish with a keen knowledge of dance and acrobatics, some of which she uses to her advantage even outside the temple. Sharp-tongued and no-nonsense, Ssúri often acts as the public face of this group of characters.
  • Keléno hiNokór (bottom middle): A 5th Circle scholar priest of Sárku who prefers to keep his nose in books when he is able (which, sadly, isn't as often as he'd like). He recently developed an interest in demonology, after successfully – and unintentionally – summoning dread Srükárum to fight against an army of Ssú in the Dry Bay of Ssu'úm. Keléno is married to Hmásu hiTéshku, a priestess of Belkhánu, with whom he shares many interests.
  • Grujúng hiZnáyu (second from bottom right): An older, ex-legionnaire (formerly of the 6th Imperial Medium Infantry) who finds life in Sokátis dull and so travels around with his clan-mates in search of excitement. He dreams of gaining a commission in the famous First Legion, which is currently posted to Sokátis as a result of the machinations of Imperial politics.
  • Jangáiva hiTlélsu (bottom right): A temple guard of Sárku, Jangáiva has lately fallen under the patronage of an officer of the Omnipotent Azure Legion, who is testing her for possible formal induction into that august force. While in Yán Kór, she obtained a demonic hammer that calls itself “Little Sister” and revels in destruction. Jangáiva does her best to keep the weapon under control.
In the years since, the roster of characters has changed several times, though Aíthfo, Znayáshu, Keléno, and Grujúng have remained stalwarts. Currently, there are eight regular players in the campaign and, after five and a half years of regular play, their characters are far from their starting point in the eastern Tsolyáni city of Sokátis. Presently, they are exploring the Achgé Peninsula of the mysterious Southern Continent, where they were dispatched at the behest of the imperial prince Mridóbu.

The Tsolyáni maintain a colony there on the northeastern coast called Linyaró, to which Aíthfo has been appointed governor, with the other characters occupying various positions in the colonial administration. Over the past three years of real time (and just over a year of game time), the characters have explored the peninsula, interacted with the local Naqsái peoples (who have several large city-states scattered across the interior), dealt with coastal pirates, investigated evidence of Engsvanyáli antiquities, probed into a Pariah God cult, and fended off an invasion by the non-human Hokún, among many other things! 

House of Worms has been a delightful campaign, one of the best of my decades of roleplaying. I've been very lucky to have had such devoted players and I doubt the campaign, which is now nearing its 200th session, would have lasted this long without them. I will begin chronicling the events of each week's session soon, both as a record of what's happening and as evidence that Tékumel is not nearly as inaccessible and weird a setting as many people believe it to be. As a referee, it's been a blast and a source of great inspiration for me, as the twelve-and-counting issues of The Excellent Travelling Volume, can attest. I hope these write-ups will be of interest to others.
The Achgé Peninsula in all its hexcrawl glory!

Orcish ODDities

!
Volume II of original Dungeons & Dragons states that orcs make their lairs either in cave complexes or above ground villages. If they dwell in a village, there's a 25% chance per 100 orcs of a 7th-9th level fighting man being among them, as well as a 10% chance per 100 orcs of an 11th level magic-user. If they dwell in caves, there's a 10% chance per 100 orcs of there being a dragon present, as well as 10% chance per 100 orcs of 1-4 trolls. Both types of settlements have a chance of 1-6 ogres being among them. These powerful creatures are called "leader/protector types" in the text of Monsters & Treasures, which is a delightfully vague yet suggestive. 

Meanwhile, AD&D's Monster Manual makes a passing reference to orcs needing "a strong leader (such as a wizard, evil priest, evil lord) with sufficient force behind him" to control them, but that's it. Gone are the references to non-orcish "leader/protector types," with more verbiage expended on telling us what percentage of orcs wield polearms (20%, in case you're wondering). There are also references to females and young living in orcish settlements as well, something completely absent and not even hinted at in OD&D.

Now, it may seem to some that I'm bashing AD&D here. If I am, it's not because Gygax's description of orcs in the Monster Manual is many times longer and more specific than the one in OD&D. Rather, it's because, in OD&D, orcs are clearly monsters, while in AD&D they've graduated to being "humanoids." OD&D orcs are the kinds of nasty brutes you'd find cowed into service by an evil magician or dark knight or even a dragon, while AD&D orcs are a parallel human race, albeit an irredeemably evil one. That is, AD&D orcs have an existence apart from whom they serve, which makes it far easier to believe they have a unique society and culture of their own. OD&D, it seems to me, suggests that a race of ready-made minions akin to Maleficent's twisted goons from Disney's Sleeping Beauty. 
These days, I find myself preferring monstrous monsters over more nuanced and naturalistic humanoids, so OD&D rings my bell far better than does AD&D. That's purely a matter of preference, mind you, and, of course, one can easily ignore the Monster Manual's description of orcs in favor of one's own. I'm increasingly of the opinion, though, that AD&D has its own distinctive feel, one derived from actual play in the Lake Geneva campaign, whereas OD&D, in the LBBs anyway, has a much more nebulous feel. AD&D is Gary Gygax's D&D and it's that's awesome. But I want to play my D&D and I find it much, much easier to do so with OD&D, whose monster descriptions are so sparse as to demand that each referee fill in the blanks for his own campaign. That's as it should be.