Friday, March 21, 2025

Greyhawk So Far


I've got more posts to come, but I figured it was a good time to put all the posts I've written so far together in one place:

The project idea (though it's perhaps become a bit less Medieval over time than I initially intended. It's still a large part, but not the sole focus).

The Bone March

The Horned Society

The Iron League

Ket

The Holy See of Medegia

The Pale

Rel Astra

The Duchy of Tenh

The Aerdian Church of Law

And some real-world images for terrain inspiration.

Wednesday, March 19, 2025

Wednesday Comics: DC, June 1984 (week 3)

Join me as I read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at comics that were published on March 22, 1984.


Warlord #81: I discussed the main story here. In the Barren Earth backup by Cohn and Randall, Jinal and her companions rely on the city that serves as D'roz's embassy, and everyone gets to do a bit of relaxing. Jin and Renna visit a bathhouse but wind up getting into a fight (a scene that seems right up Randall's preferred illustration alley) and have to be rescued by Yisrah and his magician tricks.


Batman and the Outsiders #11: Barr and Aparo shine a bit of a spotlight on Katana as a ninja-type guy breaks into her apartment and after a fight, steals her sword. Katana leaves for Japan without telling any of the others where she's going, but after Halo let's them known she's gone, they manage to follow her there. She reluctantly reveals that she has come to retrieve her sword, which contains the soul of her slain husband.

Meanwhile, the guy who stole the sword has taken to the blade to Noguri, the head of a ninja clan, who uses a ritual to extract the souls a group of warriors killed by the sword, including Katana's husband, and bind them to his service to seek revenge on Katana.


Green Lantern #177: This issue is mostly a reprint of a story by Wein and Cockrum from issue 128 where Hector Hammond is siphoning off Jordan's ring energy to use against him. We just got a new framing sequence by Wein and Patton/Smith where a question from a reporter prompts Jordan to recall that earlier adventure. What's interesting is the story was also presented as a flashback when it was first published.

There's a Tales of the Green Lantern Corps backup by Wein and Kane that was reprinted in that Best of DC #61 I've mentioned before. It's the tale of Kwo's last day as a Green Lantern before retirement. The story works I think because it is somewhat understated.  Kwo does a number of heroic things, but he doesn't "face his greatest challenge" or die a heroic death. Instead, he turns in his ring thinking about a kid's kite he rescued.


Infinity, Inc. #3: The Thomases and Ordway/Machlan show us what Star-Spangled Kid, Huntress, and Power Girl were up to while the rest of their developing team were in the past for a few pages. Then when the others return from 1942, they all go to set up shop at Stellar Studios, an abandoned movie company owned by the Star-Spangled Kid. Turns out Solomon Grundy is making the movie lot his home. Meanwhile, several JSA members have been lured into a trap and drowned in a underground river by an evil Superman.


Saga of Swamp Thing #25: Given the title's Vertigo future and the direction of Pasko's run before his, it's interesting that Moore ties his Swamp Thing as much to the DC Universe as he does. With had the Floronic Man the last arc, and as this one gets started with see Jason Blood arrive in Houma, apparently after the demon Kamara, last seen in The Demon #4 (1972). Abbie intersects with Blood's hunt as she has just taken a job at a children's psychiatric facility where one of the patient's is being menaced by the demon of fear. This issue is all build up, but it's an interesting build up.


New Talent Showcase #6: This issue sees the end of the Feral Man (Ringgenberg and Carlson) and Ekko (Margopoulos and Lightle) stories. Ekko is the most accomplished and interesting of the issue due mostly to Lightle's art. The story veers to melodrama with Simon's evening being spoiled by the arrival of his date's estranged husband. Then it's some swift, superhero action as he suits up as Ekko to confront the villainous Hit Team, resolving the conflict surprisingly quick. After nearly killing the elderly Crimeking, Ekko decides to stick to medicine and give up the superhero gig. But will it last? So far as this title goes, it does.

Feral Man also makes an abrupt end, but with an even weirder turn. The boss at the CIA reveals Feral Man must work for him or else they'll detonate the bomb they implanted in his head. Also, he's got to bring in the woman, Ruby, who's been helping him. Feral Man surprisingly agrees. Surprisingly, once Ruby is in CIA's hands, she's offered a job to. Our heroes go to work for the government they've been trying to escape. I'm sure they had some wild adventures, but we're destined not to see them.

There's another installment of Dragonknights, where the Dark Lord escapes his exile and inhabits the body of the awesomely named Lord Thrash, his right-hand goon. The heroic kids manage to free the Dragonknights, too, but then they refuse to fight for Earth!

The last story is a sort of retro comedy one-pager by Stephanie DeStefano, "The (Mini) Misadventures of Nick O. Tyme"


Sgt. Rock #389: This one is an example of another Kanigher go-to writing tactic: really hammering home a theme or motif. The named members of Easy keep getting injured and left behind and they keep giving Rock some keepsake, good-luck charm to be returned to them when he sees them again. Rock almost loses all the items in a German ambush, but Worry Wart saves the day. Rock gets to return all the items at the hospital.

The backup story is about a q-ship in a life or death (mostly death) struggle with a U-boat. It makes some gesture to war as the equalizer in the last two panels which the rest of the story didn't really build up to. It was written and lettered by "The Kubies" which was a group of students in the Joe Kubert School.


Supergirl #20: Kupperberg and Infantino/Oksner celebrate an anniversary for Supergirl. First though, she experiences times where her powers and strength fail, and of course, that means the Parasite who just tangled with Superman last month. She manages to get out of a deathtrap with her special, Kryptonian metal comb and defeat Parasite, who she learns is just a clone. Later, Superman escorts her to a surprise gathering celebrating the anniversary of her arrival on Earth. The Justice League of America and Teen Titans turn up, and a statue of Supergirl is erected over the spot where she landed on Earth in her rocket (at 12:17pm). Thanks to Thanagarian technology, the statue floats in a fixed spot above the ground.


Thriller #7: Fleming and von Eeden seem between story arcs, so not a lot happens this issue. Our heroes get together for an Italian meal from Mama Salvotini and Edward Thriller invites both the Kane Creole clones over. Dan gets some background on the mysterious Quo, who got so spiritual advanced he became a concept of balance of good and evil and finds out that the guy was once the husband of White Satin. The background on Quo reminded me of some later pre-Vertigo and early Vertigo stuff.

Monday, March 17, 2025

24 Hours in Ancient China


I've recently been listening to the audiobook of 24 Hours in Ancient China: A Day in the Life of the People Who Lived There by Yijie Zhuang, part of the 24 Hours in Ancient History series that includes volumes of Rome, Athens, and Egypt by various authors. The conceit of the series is that in a succession of vignettes about various characters over a 24-hour period, something of the daily life of the time and place is revealed. 

In this volume, the time and place is 17 CE, the fourth year of the reign of the usurper Wang Mang, which the book refers to as the Western Han dynasty, but Wikipedia frames as the brief Xin dynasty. In the space of 24 hrs we meet craftsmen and criminals, labors and scholars. Each vignette drops us into mundane drama of regular life--often which ends unresolved because the purpose of the series is instructive. Still, it's a conceit that delivers the information in a more entertaining way than a textbook approach would have.

Of particular interest to gamers might be the nocturnal larceny of the gang of tomb robbers led by a self-styled knight errant (youxia), the trials of the minor official maintaining a small, frontier fort in a time of increased Hun raids, the criminals being marched to a work camp, or former Imperial concubine exiled to superintend her Emperor's mausoleum.

It's a fascinating read. If the other volumes in the series are as good as this one, then I look forward to checking them out as well.

Friday, March 14, 2025

[Greyhawk] The Bone March

Art by Keith Parkinson

The barbarians swept out of the hills in a ravening horde, without warning, and stormed Venarium with such fury none could stand before them. Men, women, and children were butchered. Venarium was reduced to a mass of charred ruins, as it is to this day. The Aquilonians were driven back across the marches and have never since tried to colonize the Cimmerian country. 
- Robert E, Howard, "Beyond the Black River"

The Bone March comes by its ill-omened name due to the number of bodies fallen and carelessly interred in its plains and forested hills. The Aerdi added it to their kingdom but paid dearly to wrest it from the Fruztii. The new margravate was awarded to the hero knight Caldni Vir, who led the charge that broke the siege of Spinecastle. For over 400 years, the Aerdi presence grew in the region, and the Overkingdom's greater concerns were elsewhere.

The so-called humanoid presence in the Raker Mountains had long been known. They had been pushed there by conflict with the Flan and Frustii. The Flan in particular made a regular practice of harrying them so that their numbers didn't grow too large. Many a Tenha youth found first glory in a raid on an orcish settlement.

After an increase in assaults against Aerdian villages and sorties against outposts, orcs and their allies launched a full-scale invasion in 561 CY. By 563, Aerdian Bone March had fallen, and the Markgraf Clement was slain.

An account by a priest of the Church of Law at Spinecastle who escaped alive is recorded in the annals of the Aerdi Chronicle: "The inhumans came forth into the March in terrible numbers, inflamed with fury. This followed long months where raiders attacked with most savage frenzy manors and villages of the hinterlands, and the horde exulted in fire, pillage, and slaughter. They were utterly cruel in inflicting torture, greedy in plundering, most insolent in abuse, even unto the sacred Houses of Holy Law."

Reports such as these fed the popular idea of the orc as a unique threat to the Overkingdom and the Realms of Law in general. In fact, humans were able to interact with orcs peaceful to a greater degree than other humanoid species due to their greater intelligence and relative lack of desire to use humans as a food source. Though their day-to-day existence was precarious, humans did remain within the March, and some less scrupulous and more daring individuals even prospered as intermediaries between human and humanoid societies.

It is true that orcs often tend to reserve a particular disdain for the clergy of Law who they seem to view as witches and agents of oppression. Native orcish religion is dualistic with two "houses" or "tribes" of deities, one of which is fiery, aggressive, or volatile and another that is serene, defensive or stable. Deities have been known to move from one group to the other and some deities are difficult to qualify. Human scholars have historically struggled with translating this distinction and have tended to default to their own dichotomies of "law and chaos" or "good and evil." Protracted conflict with humans over their time in the Flanaess has led orcs to turn to the fiery gods and promoted the importance of the Gruumsh cult.

Wednesday, March 12, 2025

Wednesday Comics: DC, June 1984 (week 2)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm reviewing the comics released on the week of March 15, 1984. 


Tales of the Teen Titans #43: I think this may have been the third Teen Titans issue I read, though I bought it as a back issue later, not when it was new. Still, it was my first exposure to the whole "Judas Contract" story of which it is part two. My assessment now is the same as then: Wolfman and Perez deliver a very fine comic.

Dick is attacked by the Terminator and barely escapes. When his teammates don't respond to his summons, he goes investigating and determines they were all ambushed and taken by Terminator. He can't figure out how the villain determined all the Titans' secret identities or how he defeated Raven and Terra until the mysterious woman and young man from last issue show up to reveal that the woman is the Terminator's ex-wife, and that Terra was an infiltrator for this very purpose. Meanwhile, Terminator delivers the other captured Titans to H.I.V.E.


New Gods #1: This month, a Baxter paper format limited series reprinting Kirby's New Gods begins. I think I had read a back issue of Forever People before this, but Darkseid's appearance on the Super Friends was still 6 months away. I don't think I read this issue until months later, after the Super Powers limited series and the cartoon. Anyway, this issue reprints stories from New Gods #1 and #2 from 1971. In keeping with my reprint title policy, I didn't reread them here, but I felt it was important to note the series.


Batman #372: This story gets reprinted in Best of DC #62 ("Year's Best Batman Stories"), and I can see why given that Moench and Newton/Alcala deliver a well-crafted story that is somewhat unusual. My complaint would be it isn't much of a Batman story. It's more like a prestige drama about professional boxing, with the concern with race and didacticism on the topic that goes with that, that happens to include Batman. The primary characters here are Greene, the black current heavyweight champ, and Dunfey, a young white upstart challenger.  We see the events that led up to their fight, including inner workings of training and how fights are arranged. Dunfey is unaware Dr. Fang is threatening Greene's family to get him to take a dive. Both are unaware that a mentally ill fan has come to the match to kill the celebrity referee, a retired boxer who he idolizes. Batman is at the match to stop the killer but is unaware of Fang's involvement.

Like I say, it's an unusual story. It reminds me a bit of what Eisner did with the Spirit where the hero was not always the main character of a particular story, but now that I think about it, Moench did this sort of thing some in Moon Knight, too. 


Arak Son of Thunder #34: Against Satyricus' better judgement, Arak agrees to escort the alchemist's two daughters to Baghdad. It turns out one of them isn't a daughter but instead Alsind, Prince of Arabia. On the way to the boys mother, they see a shooting star then camp near the supposed location of Abel's tomb and encounter a ghul that appears in a woman's guise. Arak defeats it with his iron-headed axe, but it pronounces his doom, warning of an encounter with the Serpent to come.

There's a backup with art by Forton/Maygar that tells a story of Arak's youth. To prove his courage to older boys that are picking on him, Arak goes to the cave of Yaogah, a bear spirit, intending to kill the bear and bring its paw back as proof of his deed. However, the bear spirit beats him but spares his life as it senses who he is. Arak returns to the village having learned the lesson that he need not prove his courage to anyone but himself.


Flash #334: Bates and Infantino/McLaughlin continue to pour the misery on Barry. His defense attorney in his manslaughter trial says she hates the Flash but won't tell him why and neither will her partner, his college friend. The Pied Piper mind controls the mayor to get him to refuse funding the rebuilding of the Flash Museum, leading to the Flash to angrily confront him on TV. Then Flash gets manipulated by the Piper to destroy a newscaster's desk during a live broadcast making him look dangerously unstable.  The fuse keeps burning slow on this one.


G.I. Combat #266: After downplaying WWII last issue, Kanigher brings it back this issue with two Haunted Tank stories. The first one is a story that takes play back before Arch's death and sees the crew fretting over the morality of having to transport a sniper with a mission to assassinate Rommel. Stuart ultimate fights with him and has to kill him, so it winds up being lucky the guy was a double agent, trying to kill Rommel for Hitler who felt threatened by the Desert Fox's popularity. 

The second story follows on the heels of their last (chronological) appearance and has Sgt. Craig in charge as Stuart is recovering and is mostly about the dynamics between him and his son. There's a story about a U.S. pilot that is forced to use his plane as an air-to-air missile to defeat a new, German jet, and Kana finishes up what he was doing in the past and gets back to the present to save the day.


Omega Men #15: Klein and Smith/Tanghal finish up their story with Primus and the Omega Men trying to break the energy shield around Euphorix using bombardment with meteors. Some of the Omega Men are troubled by this plan but haven't yet challenged Primus. The conflict is being prolonged by Alonzo keeping Primus from talking with Kalista through deception. When his treachery is revealed, the two come to terms--but too late to stop the shield from being broken. In fact, only the intervention of Auron, who senses the shield contained energy from X'Hal, saves Euphorix from a meteor impact. The planet's people are understandably unhappy with the Omega Men and drive them away but not before Primus gets to reunite with Kalista. Despite Primus' apologies and protestations of love, Kalista is furious that he endangered so many lives. He leaves the palace, and Kalista runs after him to say she loves him too, but it is too late.

The letter column tells us we are due for one more fill-in issue (by Cavalieri) before new, regular writer Doug Moench arrives.


Star Trek #5: Barr and Sutton/Amendola follow-up the first arc with a done-in-one story. This one is a typical Prime Directive story, where a captain Kirk knows has crashed on an alien planet and altered the culture to his own benefit. Kirk has to do some Prime Directive violating things himself to correct the situation. The only variance from the TOS formula is that the wayward friend of Kirk's is redeemed and leaves the planet with the Enterprise. In its very standard storytelling, this one isn't particularly memorable, but when measured against previous ST comic series that typically failed to feel like Trek, I still think it's a success.


Superman #396: While Superman is serving as a consultant on a Superman movie, an alien called Intellex the Brain Bandit shows up and tries to make Superman's brain part of his collection. Luckily, a masked hero calling himself the Mysterious Masquerader shows up to help Superman out. This is a very Silver Age-y sort of tale with Intellex as a Silver Age Brainiac-esque villain and the mystery of the Masquerader's identity apparent form the start, but Cavalieri clearly has tongue in cheek with his all as his apparent in some of the dialogue between Intellex and his robot assistant. They're almost a proto-Magna Khan and L-Ron.


Vigilante #7: Cool Andru/DeCarlo cover here. Wolfman and Patton/Marcos continue the story from last issue with Adrian telling J.J. and Terry the rest of his story of the mysterious woman he met last issue took him to a place where he met three others who trained him and taught him to recover from harm at an almost supernatural rate. The whole thing seems very dream-like and feels like it was perhaps inspired by the origin of the Mark Shaw Manhunter from 1st Issue Special #5, but without all the backstory of the Manhunters. In fact, the weakness here to me is, despite the uncanniness of how he comes to be trained by them, the four seem pretty regular people, no distinct costumes or rituals, really.

While all this is going on, Cannon and Sabre escape the hospital, nearly killing Captain Hall in the process, and the Controller unveils his plan to the mob bosses.

Monday, March 10, 2025

[Greyhawk] The Duchy of Tenh


Tenh (the nh diagraph is pronounced as a voiced palatal nasal like the Spanish ñ) as the heir to the proud culture of the Flannae. Its people have managed to only partial assimilate to the culture of the Oeridians even though their ruler was forced to accept the suzerainty of the Overking. 

The Tenha culture is not feudal in nature but structured around matrilineal clans. In the past, there was no organization higher than local chiefs (almost always male) who were selected by clan matriarchs, but pressure from invaders led to a more centralized structure and a Great Chief or King rose and forced all the local chiefs to swear fealty to him. The Clan Mothers still play an important role, but it is more ceremonial than in the past. The king is not appointed, but rather the title is inherited by the male child of his choosing of one his sisters, and that heir has the position of tanist conferred upon them while the king still lives.

The Tenha were nominally converted to the Church of Law, though Aerdian missionaries wisely incorporated the native Flan deity, Allitur in a prominent role. The missionaries were less successful in casting solar deity Pelor as a servant of Pholtus. Pholtan iconography, in fact, has been appropriated by the Tenha to represent their Sun God, and the festival at midsummer in his honor is still observed.

Druids are still a feature of Tenha society though they have mostly abandoned priestly duties and serve mainly as healers, diviners, and carriers of oral tradition. Druids in the modern Duchy are predominantly women.

The Oeridian term knight is used to refer to Tenha warriors who are part of a warrior society. Each society observes its own secret rituals and has special taboos. Most warrior societies are male only, though there is a group of unicorn riders which exclusively admits women. Their mounts are not the horned horses of popular imagination but rather a species of goat-antelope.

Imagine she's on a unicorn

Friday, March 7, 2025

[Greyhawk] Theocracy of the Pale


The area known as the Pale, as the name would suggest, once served as the border of Aerdy with the holdings of the Flan and the humanoid tribes. As the Great Kingdom declined, a Pholtan sect, the Followers of the Blinding Light, migrated to the region in a bid for self-governance and the freedom to practice their religion without suppression by the Aerdian Church of Law.

The settlements they established grew into the Theocracy of the Pale. The society of the Theocracy is still arranged along the lines of the original Blinding Light religious communities. The people are divided into the Elect, who have taken vows, and the Believers, who are the laity. The Elect are called to separate themselves from Chaotic world and so do not eat meat, abstain from alcohol, and remain celibate, among other restrictions. It is the Believers' duty to grow and prepare food and to bear children to grow their community, and the Elect pray for them so that they may be cleansed of these necessary sins of worldliness.

In the name of the defense of their country and faith, a third group has emerged. The warrior monks of the Sword of Radiance are counted among the Elect but are allowed to partake of meat if necessary to sustain their fighting strength, and most importantly, to commit acts of violence in Pholtus' name. 

The Sword defends and expands the borders of the Pale into the lands of the heathen Flan and nonhumans. It can also be turned inward, acting to enforce the will of Pholtus as revealed by the Theocrat and to root out blasphemy and wickedness, particularly as accompanies the practice of magic.

Inspired by the Runequest style cult format, here's more information on the Church of the Blinding Light: