Wednesday, December 15, 2021

Wednesday Comics: DC, March 1981 (wk 1 pt 2)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around December 11, 1980.



Justice League of America #188: Perhaps editorial--or maybe even Conway, himself--realized the Super-Friends level story of duplicated powers and JLA members turned into working stiffs was weak sauce for a two-parter. So it winds up a one-and-a-half parter with the cover this issue being taken by a Conway/Buckler joint about about malfunctioning killer-satellite that attacks the JLA's satellite, trapping the Leaguers not in the other story there. It's an interesting "race against time" problem-solving tale, superior to the other story. It weirdly tries to be a Hanukkah story too, with the Atom learning the meaning of the holiday and ends with him telling the other League members about it.

The first story sees the JLA coming to join Flash (who has evaded transformation into a normie himself) to defeat the counterfeit, jewel-thief League. Zatana, transformed into an old woman, doesn't make it back on her own, but the Flash goes to rescue her. Those two seen to decide to nip their romance in the bud and just be friends.


New Teen Titans #5: So much keeps happening in these issues, but not a lot of importance yet. The Titans abandoned Raven last issue after learning how she manipulated them--particularly Kid Flash, but when she's captured by Trigon, they come to her rescue. They defeat a minion of of Trigon's with teamwork, but then the main man show's up and they all go to Azarath. There the Titans are unable to defeat him and the pacifists of Azarath won't help, so Raven agrees to join Trigon to save everyone.


Secrets of Haunted House #34: In the first story, Destiny just kind of toys with an unpleasant blonde model who wants desperately to one up her brunette rival. Destiny seems to be granting her wishes, but whatever the she gets her rival receives double. She keeps trying to think of something good that either can't be doubled or will be bad when doubled, but she keeps being frustrated. On the last go-round, she asks for a handsome lover six feet tall, but then her rival gets two identical lovers meeting that description--except all three guys turn out to be vampires. Ms. Charlie Seegar and E Cruz were responsible for this nonsense. The next story by Wessler and Ken Barr isn't much better. It involves occupying Nazi forces suffering all sorts of calamities, and the source turns out to be--a group of Maquis dwarfs hiding underground, and I don't mean dwarfs of the fairytale kind.

The Mister E story by Rozakis and Speigle doesn't really redeem this issue, but it does have a kind of amusing ending, where Mister E uses acid to dissolve the stitching between parts in a Frankenstein's monster, causing it to fall apart.


Secrets of the Legion of Super-Heroes #3: After last issue's reveal that a Legionnaire may be Brande's kid (though it's not revealed how that know this), Brande's assistant and the doctors explain that Brande has a rare blood type, but he needs a transfusion to survive Yorssian Fever. They review the histories of the remaining Legionnaires, even the dead ones and the Subs! Then they get to the reservists like Jimmy Olsen and Lana Lang. It seems like just taking blood samples would be better than reviewing origin stories, but what do I know about the holistic nature of 30th Century medicine, right? Saturn Girl manages to telepathic pick up from Brande's unconscious brain that he once had powers. They realize they have made a mistake excluding nonhuman species and humanoid races that inherit powers.  In the end they figure it out: Chameleon Boy, of course. Brande is saved.


Superman #357: This story opens with both Superman and Vartox effectively prisoners on Tynola. Superman literally so, as he's gone "undercover" as a interplanetary criminal and has been imprison in a smallish sphere, which really is cruel and unusual punishment. Still, he's able to use his super-senses to suss out that the Tynolans derive their reality manipulating "chant" powers from Noxumbra, a space-traveling, god-monster. They plan to feed Vartox to Noxumbra in exchange for his continued blessing. They mostly seem to use their power to magic up things for Vartox to fight, so it all seems a bit circular to me, but anyway! Superman breaks out and gives Noxumbra indigestion by substituting himself for the hyper-power Noxumbra usual feeds on. With the god-monster, gone Vartox still agrees to stay and help the Tynolans and Superman goes home. There is some cleverness here in how Vartox and Superman use their super-powers to avoid their plotting being detected by the advanced Tynolans, but overall it's a better idea than execution.

The backup story is another "Superman of 2021" yarn. He fights a forgettable villain and gets a date with his boss.


Superman Family #206: Superman Family was just not what I needed this week. It feels like a step-down from last time--and that was not a comic I was dying to read. The okay stuff include the Harris/Mortimer Supergirl tale which i think has more scenes of Supergirl in lingerie than I've ever seen in a comic. It really has a romance comic feel at the beginning, which is not wholly out of place because it's about a lookalike (Lesla-Lar) trying to steal Kara's life--literally. The non-romance angle is that it revolves around her parents, not a beau. The "Mr. and Mrs. Superman" story guest stars Harlequin (the Earth-2 character) and briefly Green Lantern (Earth-2), but it's better than the rock-bottom silliness of "The Private Life of Clark Kent" bit by Rozakis and Calnan. 

The Lois Lane story is sort of a coda to the multi-part arc that ended last issue. Lois gets her memories back finally in the Fortress of Solitude, then goes off to say good-bye to the guy she fell for while amnestic. Superman is cool with all that, but I guess he would be, because he's Superman. The final story has Jimmy Olsen chased by yokels on the payroll of chemical polluters in the Poconos.



Weird War Tales #97: The Creature Commandos are back! This time, the story is a bit better, and the characters are less universal monster knockoffs. DeMatteis (credited as creator here as well as writer), focuses the dramatic core of this story on Lt. Shrieve and what appears to be a burgeoning attraction between him and a scientist, Dr. Frederique, the Commandos have rescued from the Germans. The Doctor argues against Shrieve's reduction of the Germans to simply faceless "Nazi Pigs" to be killed. Unfortunately, she isn't the scientist but a German spy. Though she leads the Commandos into an ambush, she warns them at the last minute, getting shot in the process. The Commandos prevail, but the fake Frederique dies after confessing her duplicity and her remorse to Shrieve. The Commandos ask about burying her, but Shrieve replies there's no need as she's just another Nazi Pig, but his face as he turns away from his men betrays his true feelings.

The second story by Rozakis and Spiegle is a mini-epic with a U.S. agent discovering a Nazi experiment in mind control via something like astral projection. They have already taken over Stalin. The agent infiltrates the Kremlin and frees Stalin with some judiciously applied electricity from a broken lamp. Back in London, he discovers that the Nazi scientist Kreuger has now gotten to Churchill. The agent steals an RAF plane and drops strips of tinfoil (used to block radar) over Parliament when Churchill is there, blocking the signal and freeing the Prime Minister. In the U.S., they recreate the German device with the agent as the guinea pig. It kills him--but his mental projection is freed to protect FDR from Nazi control. The thoughtforms of Kreuger and the agent do battle in the sky, until a lightning bolt destroys the Nazi. The agent goes into the scientist's body long enough to sabotage the German device.


Wonder Woman #277: If you've ever wanted to see a group of Kobra agents shake themselves until they explode in a pile of goo when compelled to tell the truth by Wonder Woman's magic lasso, well Conway and Delbo made this issue for you! Wonder Woman is on the trail of Kobra who has the Cobalt 93 bomb and is holding the world's oil fields for ransom. She consults an old voodoo practitioner for some reason and gets to hear the Kobra cults origin and that of King Kobra (though minus Jason Burr). She heads off to Delhi and winds up falling into Kobra's hands.

The Levitz and Staton Huntress backup has Helena worrying over the fact that her DA sort of boyfriend has figured out her secret identity. Lucky for her she lives next to a woman being blackmailed by her estranged husband, which allows her to distract herself with a little easy crimefighting.

Monday, December 13, 2021

A Stop in the Planar Tour


I've done enough posts in this series on the Outer Planes that I thought it was time to stop and collate them so folks could catch up.

Sunday, December 12, 2021

Showdown with the Cyan Sorceress

 


A week ago, our Land of Azurth 5e game continued a week ago with the party coming to what they had initially take to be a hill at the center of the forest of stone shapes, but was actually a circle of close standing forms. There was one stone toppled over to form a platform over a deep abyss chasm beyond where floated the Singing Monolith. On this platform, the Cyan Sorceress had made her camp. 

She tried to shoo the party away, but when they weren't having it, she threw a trinket into their midst that suddenly cause gravity to intensify, slamming them to the ground. Obviously, the time for palaver had passed!

The Cyan Sorceress had powerful magic and several strange devices at her disposal, but in the end their was only one of her against the entire party. With Dagmar's healing keeping Erekose and Waylon able to attack, the Sorceress was subdued. Belatedly some of the weird cyber-zombies attacked, but they were easily dispatched.

With a spell to compel her truth-telling, the party got down to questioning the Sorceress. They found out she and the other Chromic Witches were agents of Queen Desira of Virid, but they had become concerned that the Wizard of Azurth was exerting a strange influence over her, and struck out on their own to find magics to potentially counter his. Somewhere along the way, she fell under the influence of a Shadow. Who or what the Shadow was, she had difficulty describing she seemed to indicate that somehow it was displayed in time and possible world. It was somehow related to the book which was sometimes the Wondrous Wizard of Azurth and sometimes the Marvelous Monarch of Mu. The Shadow wished to use the book to remake the world, or perhaps had done so already. Somehow the revival of these action devices were going to help the Shadow do this. When the Cyan Sorceress was defeated, the Shadow seemed to have lost its influence.

The party was unable to stop the Monolith's emergence, meaning an increased revival of the ancient trinkets and related artifacts, but since the Sorceress was unable to complete the ritual it had been a less significant event than it might have been. The group emerged on to the surface of the Crooked Hills, more informed than before, but perhaps no more enlightened.

Friday, December 10, 2021

The Call of the Wild


The Beastlands is the plane of idealized nature. The prevailing theory is that it was formed by the will of the Titans, the proto-gods born of chaos, blamed for the creation of material world, as a conceptual model of the Material Plane, though this is perhaps an anthropomorphic misapprehension, attributing as it does rational, fathomable motives to alien their minds.

It's location (if a conceptual realm can truly be said to have location) between Arborea and Elysium has been ascribed to mere sympathetic aggregation (owing to all three evoking the natural world), though some have argued equally persuasively that it partakes of both the harmony of Elysium and the carnal nature of Arborea. 

The Beastlands is primeval wilderness, unspoiled by the action of thinking creatures. Its inhabitants are are animals--or rather the iconic spirits of all wildlife, fierce and beautiful. These animals may speak if they wish to do so, but it is wrong to imbue them with human characteristics beyond this or processes of thought. At all times they are wild beasts, and are not given to acting outside their natural roles.

Travelers who spend time in the Beastlands will feel the call of the beast within. Lycanthropes are empowered by the realm, and other humans may be susceptible to being transformed into animalistic forms the longer they stay. The partaking of certain foodstuffs within the Beastlands hastens this transformation, and varieties of Bestland fungi are sought for ritual use on the Material Plane for their potent connection to this realm.

Wednesday, December 8, 2021

Wednesday Comics: DC, March 1981 (wk 1 pt 1)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands on the week of  December 11, 1980. 



Batman #333: Wolfman and Novick/McLaughlin cast Batman and Talia in an international spy thriller. They are first in the Swiss Alps checking out secret bank accounts and getting chased on skiis by guys with lasers, then they're flying to Nepal, and finally sneaking into Hong Kong through the marsh, all in an attempt to find out who was behind Falstaff. Talia really gives the reader some basic info on the then-current status of Hong Kong, which has the effect of making Bruce look terribly uneducated. Leaving Hong Kong, Bruce is drugged and captured.

In the backup, Robin and Catwoman are doing their own globetrotting investigating the same issue. They wind up in Shanghai and meet up with King Faraday, who Catwoman does not like. Then they're double-crossed by Chin Ho, terribly stereotypical Chinese criminal and former associate of Catwoman's. The story ends with our heroes about to be injected with cocaine against their will.


DC Comics Presents #31: Conway delivers a slight story, but it's got Garcia-Lopez art so it isn't all bad. Robin and Superman independently stumble upon a circus where someone is mind controlling the performers. Turns out it's one of the clowns, and he isn't doing it for crime or world domination or the like. He just wants to be in charge of the circus!

The "Whatever Happened to..." backup is about the Golden Age Robotman by Rozakis and Saviuk. Of these stories so far, it actually tells what happened to Robotman (he was in a cave in and wound up in suspended animation) and provides an end to his story (he gets a new-ish human body), so I call it a success.



Flash #295: Though Flash has never been a favorite character of mine (I have probably read more issues of Flash in this series than I have at any other point in my life!), I would describe this run by Burkett/Heck as solid, late Bronze Age material. It isn't a series that is particularly remembered, but it's a lot more consistent, I think, than say Conway's work of this period--maybe even Wolfman's outside of Teen Titans. But nobody is writing articles praising it in 2021. This issue--the wrap-up of the plot by Gorilla Grodd to make everyone forget him--pretty much continues in that vein, except that I feel it has a bit flatter resolution than some other stories. Grodd's plan is to get Solovar and the Flash to kill each other, and he does this by mind controlling them and causing them to act out an interaction where he plays the other and betrays them in the semblance of a dream. Now, he doesn't mind control them to think this happens or actual just dream it, they act it out. And he doesn't mind control them to think he's the other one, he actually disguises himself to look like them. That all just seems silly to me, given Grodd's power set. Anyway, it's this having to act it out that clues the Flash into the fact this isn't an actual dream (he dreams in super-speed) and allows him to warn Solovar so they can thwart Grodd.

The Firestorm back-up has Stein calling in Ronnie so they can save a scientist in an experimental bathyscape form a ship captain bent on killing him for some reason. An accident turns the scientist into Typhoon with blue skin and really long orange sideburns. To be continued!


Ghosts #98: Ghosts continues to haunt me with stories free of any horror or even atmosphere for the most part. The Dr. Thirteen/Spectre cover story by Kupperberg and Adams/Blaisdell is the best of the bunch. Thirteen is still out to prove the Spectre is a fake, but gets distracted by a return to his ancestral home to help an investigative reporter get the goods on his father's former partner, Sontag. Seems the guy has sold shoddy construction materials, leading to 30 deaths. It turns out that not only is Sontag guilty, but he murdered Thirteen's father as well. The Spectre shows up and has Sontag kill himself. Thirteen still vows to get that vengeful spirit, and he notices that police Lt. Corrigan and the Spectre always show up at the same places. Something interesting about Thirteen's dad: he was a diehard rationalist too, and got his assistant to fake a haunting after his death, so his son was disprove it and learn a lesson about being skeptical of the supernatural. Parenting 101, right there.

The Ayers/Giella art on the story by Wessler is rough, and the story itself is a confusing tale about a guy's ghost haunting his hotel, but then returning to his body to animate it so he doesn't know he's driving his own customers away. Or dead. The second story by Wessler and the Redondo Studio is kind of amusing as a money-grubbing, abusive orphanage operator gets smacked around by the ghosts of the parents of a young girl she won't let get adopted because she wants to milk the girl's inheritance. "Spirit, Don't Save Me!" by Kashdan and Mandrake has a chemist killing his partner, but then getting so badly burned by chemicals he wants to die, but his partner's ghost gets him medical attention to keep him alive and prolong his agony.


G.I. Combat #227: Three Haunted Tank yarns, as usual, all by Kanigher, Ayers and Glanzman (who trade off penciling and inking). The first one at least has novelty going for it, in that it's told from the point of view of the tank. Not the ghost of a Civil War general haunting the tank, but the tank itself. This highlights one interesting thing about the Haunted Tank, that I didn't expect before I embarked on this project, which is it isn't always the same tank. In fact, it might be multiple tanks in one story. Okay, perhaps it's not that interesting. Anyway, we've also got "The Bleeding Target" wherein one of the tank crew realizes the tanks he's blowing up actually have living people on the inside, and the best of the three, "The 13th Kill," where the Haunted Tank helps take out an installation protecting a u-boat pen, and manages to out smart a German tank commander "ace."

The O.S.S. story has always-interesting Grandenetti art. In it, an agent poses as a dead parachutist (thanks to a drug) to fool the Germans into thinking they've gotten secret intel on Allied plans, but it's all a ruse to plant disinformation. Kashdan and Borillo give us the obligatory Korean War story, with a soldier shooting in Morse Code to give the U.S. forces the enemy's position. Finally, a Marine tricks his buddy with kids in to letting him be the one to take the suicide mission in the perfunctory "Helping Hand."


Jonah Hex #46: This Fleisher/Ayers and DeZuniga story may be the highlight this week. Hex and his new bride are trying to find a town where they can buy land and settle down, but face prejudice at every turn as a mixed race couple. Taunted by bigoted goons in one town, Hex has had enough--but his bride reminds him of his vow to forsake violence. The bigots don't give up so easy though and follow the Hexes as they leave town. When a broken wagon axle leaves Hex unable to walk with an injured back, and Mei Ling rides into town for help, the goons come after him. Hex injured and with jammed pistols, uses his knife, a convenient rattlesnake, a field fire, and final concealed rotten boards in a barn to dispatch his foes in a kind of rural Die Hard. It all ends happily with the doctor Mei Ling found agreeing to sell them some land.

The Scalphunter backup by Conway and Ayers sees Ke-Woh-No-Tay go through some torturous rituals to join the Mandan tribe. He completes them, though, and there's a girl there he's interested in, but trouble rears it's head as the tribe has captured an old trader, a friend of his father's.

Monday, December 6, 2021

The Magic Comes Back


Matthew Hughes's Henghis Hapthorn stories (and related stories of The Spray) take place in Earth's Penultimate Age, an era where science is beginning to wain and magic returning. Implicitly, this seems to be the age before Vance's Dying Earth, an era, of course, dominated by magic. This isn't the only setting with the pretense of returning magic: it shows up in place as diverse as Shadowrun and the 80s cartoon and toyline Visionaries.

I think this would be an interesting direction to take a science fiction setting in. You could use your favorite: Star Frontiers--or Strange Stars. The easiest thing to do would be to play post the change and just use those species and setting elements (minus the technology) in a fantasy setting. You could also play during the transition from tech to magic, which I could see having some interesting possibilities. Maybe have an era where spells and the like are beginning to appear but spaceships and other high tech stuff are still operational.

Sunday, December 5, 2021

Elysian Fields Forever


The existence of Elysium is seen by many a planar theoretician as proof of a mulitversal law of equipose. The existence of Hades by this way of thinking requires an Elysium--or vice versa--for the sake of balance. While Hades leeches everything of meaning and embodies a sense of hopeless, Elysium is pervaded by a sense of contentment and quiet joy, absent from considerations of the past or future of the cosmos. It is the middle ground between the transcendence of self of the Holy Mountain and the pursuit of absolute freedom and sensate pleasure of Arborea.

The theriocephalic guardinals may appear fierce on other planes but in Elysium they are more gentle of mein. They are mostly content to observe, only occasionally engaging visitors in conversation. In general, there is less conversation in Elysium than elsewhere; people are content merely to be

To the sages and seekers of the Holy Mountain, the tranquil meadows and forests of Elysium are actually another trial. If one can forsake personal contentment in the name of restoring the Godhead and Unity, then one may be worthy to see the summit of the Mountain, though of course, this may take life times.

The waters of the streams and limpid pools of Elysium are veritable liquid balms to the soul. Small vials go for high prices on material worlds where they are employed as nostrums and curatives. In the lower planes, such liquid is even more potent, though its mere possession may cause something akin to an immune response from reality itself and bring unwanted attention upon the possessor.

Acquiring waters for resale isn't as easy as it might appear. Elysium resists. Not in any violent way, but its nature contrives to lull visitors into its calm and contentment. Previous goals may come to seem less worthwhile or completely useless.

Friday, December 3, 2021

Spacehunters Reprise

With Cowboy Bebop in live action on Netflix and a new season of The Expanse on the way, I was thinking about this post, originally from February of 2017.

Luis Royo
There was this short-lived GURPS campaign I ran perhaps decade ago: A "hard" science fiction thing using a lot of stuff from Transhuman Space put giving it more of a Cowboy Bebop spin: a little bit cyberpunk, a little bit 70s action film.

Howard Chaykin
If I ever ran a similar game again, besides using a system other than GURPS, I think I would draw more visually from '80s and 80's sci-fi, borrowing some elements from things like American Flagg! and 80s cyperpunk rpgs. The players' would still be ne'er-do-well, planet-hopping bounty hunters/troubleshooters within the solar system, but with it would have a different veneer.

Janet Aulisio

Thursday, December 2, 2021

The Gray Wasteland


While the existence of some planes are comprehensible based on the desires or allegiances of the beings living there, Hades, the Gray Wastes, presents a problem for planar philosophers. There are many theories, but most are some variant of the idea that the suffering of souls within the cosmos seeped into a reservoir or found its level. The existence of despair, in other words, created Hades. It is perhaps no accident that it exists in some metaphysical sense equidistance between the oppression of Hell and the malignant egotism of the Abyss.

The beings that willfully reside in the Gloom, both exploit and partake of despair. The devils hold the yugoloth were once a cadre of Hell, but deployment on the frontlines of the war with Chaos led to trauma. Their methods became first unsound and then alien. Devils will work with them to achieve goals, but hold them in disdain. 

Their primary value to Hell's high command is the process they have developed for extracting the essence of despair from souls of beings consigned to Hades. Over time, souls cease to fight against the pull of despair and are cover in gray dust or ash, like the victims of a volcanic disruption. Eventually their substance is wholly petrified to that of Hades, but before that point, there is a time where their souls are still somewhat fluid, yet tainted. The yugoloths tap the corpse and remove the fluid. It can be used to form the basis of an elixir that robs souls of their free will. The prospect of absolutely obedient masses greatly excites diabolic strategists, and they wish to study the substance to see if it can be produced elsewhere.

Wednesday, December 1, 2021

Wednesday Comics: DC, February 1981 (wk 2 pt 2)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around November 25, 1980. 


Legion of Super-Heroes #272: Conway was doing better for a bit, but this issue ruins that streak. It doesn't help that Ditko is on art. We get the origin of Blok, which is really dumb because his hatred of the Legion (strong enough to become a Super-Assassin) stems from a childhood misunderstanding of their evacuation of his homeworld. No one has since explained to him what really happened. He hasn't bothered to read about it anywhere. Nothing for it but to plan to kill the Legion. There's supposed to be a Dial H for Hero preview, too, but my digital copy didn't have it.


Mystery in Space #116: This one wasn't very good, either, despite an intriguing cover. The DeMatteis/Craig lead is probably the best of the bunch, with a race of robots capturing a disguised human who has come to enlist the robot's help against a mysterious alien invasion force. The robots, previously subjugated by humanity, are in no mood to help. It's revealed the robots were actually built from humans considered "inferior." Then in a twist, the disguised human reveals himself to actually be a robot--one of the invaders looking to ferret out hidden biologic life! The next story by Barr and Delbo is so dumb, I can't even bring myself to write about it in detail. Suffice to say,  it includes a alien race of living skeletons stealing an earth spaceship, crashing on a primitive alien world, and getting worshipped as a god, then sacrificed, thwarting an invasion of Earth. Dammit! I wrote too much. The next story by Wolfman and Smith is shaggy dog yarn about a mission to another world flummoxed by aliens giving them the silent treatment so they'll go away. 

Mishkin/Cohn and von Eeden/Celardo delivery a complicated time travel mystery, but by this point I'm skimming so I couldn't make sense of it. The last story by Drake and Ditko is like the sort of thing that would be published in an Atlas era Marvel sci-fi/suspense comic and involves a scientist making his house a rocket to escape a dictator.


New Adventures of Superboy #14: Luthor is in reform school but still manages to make a "power distorter" device he tries out on Superboy when he visits the school to give a talk to the inmates. With his powers going haywire, Superboy does things like set the fridge on fire with his heat vision and turn an armed car as transparent as Wonder Woman's jet with his x-ray vision. The funny thing is, Luthor had already thrown his distorter out in disgust because when he didn't work instantly, he thought it was flawed. Luthor breaks out to get it back, and he's bushwhacked by Pa Kent and son who take the device from him.

The backup has Superbaby (i.e. Superman as a toddler) teaming up with Zatara. It's goofy and mildly fun, in exactly the way you would expect.


Sgt. Rock #349: Easy gets a new soldier, which over course means he's going to die heroically this issue. And a good thing for him, too, because Kanigher gives him an singular trait that would have made his fellow G.I.'s kill him eventually: he's a ventriloquist who's always "on" and uses his dummy to insult his fellow troops and officers. Maybe I'm reading this all wrong, though! Could this really be the secret origin of Scarface, the dummy of the Ventriloquist in various Batman comics?

Bill Kelley (and no artist credited) gives a story of a Nazi-collaborating French singer who gets sent to a concentration camp anyway after his son and a Jewish fiancée escape Paris. Duursema does the art on a story of "game recognizing game" in the Korean War, where a U.S. bugler plays taps for a dying North Korean bugler. The last story is a "Men of Easy Co." feature where he learn that Bulldozer is really strong and doesn't care much about medals.


Super Friends #41: Rozakis is guest writer with Fradon still on pencils for a clash with the Toyman. The Wonder Twins are so often central to these Super Friends stories, it makes me wonder if that was editorial mandate. Anyway, they get fooled by a false Toyman, but then redeem themselves. 

The backup features the return of the Israeli hero Seraph courtesy of Bob Oksner. Seraph has to defeat a group of crooks or terrorists looking to steal the technology behind a new desalinization plant.


Unexpected #207: Barr and Sparling/Patterson bring us a continuation of the Johnny Peril story about the star gem amulet. A mob boss, Dan Blodgett, who already has one such talisman is eager to get a hold of the one Peril has too. He sends his fiancée to lure Peril from his office, but instead she tries to enlist his help.  Thugs show up to take the detective to their boss. Blodgett demands Peril give him the amulet and reveals the powers the star gem has given him in an attempt to get his way.  Before he can kill Johnny, the fiancée pulls the amulet away, causes Blodgett to change from a bloated slob back to his normal, nonpowered self. Still, the true master of the amulets plans on stopping Peril from interfering with his plans. One weird thing about this story is that twice Peril and a police lieutenant have a moment where we are told "their eyes meet, and a seeming eternity passes" like there's something going on between the two of them.

The rest of the stories here are pretty rough. Seeger and Nicholas/Trapani present a yarn where a money-grubbing charmer realizes the rich girl he's been wooing really does have a father with magical powers when a winged bear kidnaps her. The guy does what anyone would do: he decides to follow them to Iceland so he can learn magic, too, and get rich. Unfortunately, the harsh winter led to the father burn his magic books to stay warm; he's trapped in wing bear form, so instead of magical knowledge the guy gets eaten. The Kashdan/Infante "Timewarp" tale sees a stranger hung for the murder of a girl, but then it's revealed the true murderers were shape-shifting aliens who framed one of their own who was threatening to reveal their presence to Earth. The last story is again by Kasdan but has nice Grandenetti art. When a skull begins appearing to members of a family before their deaths, they all believe it is the result of a curse by one of their own, but in reality it's a hoax perpetrated by a living family member, who gets a supernatural comeuppance in the end.


Unknown Soldier #248: Haney and Ayers/Talaoc reveal a bit (possibly) of the Soldier's origin. SS officer von Stauffen has trained a deadly female agent named Helga for the express purpose of finding some weakness in the Soldier's past and killing him. In the U.S. she gains access to secret files that reveal the Soldier is the second son of a family with a long, proud military history. His father wants the older son in military service, and the second carrying on the family name, but both sons wind up in service in the Philippines. A grenade kills the older son and disfigures the younger, who goes on to train to be the Unknown Soldier. Helga takes the Soldier's father hostage and demands the Soldier show up. When he does she apparently shoots and kills him. Of course, the story is continued, though.

The backup story is more of Burkett and Ayers "Tales of the Ruptured Duck." I just don't care about this. I have a hard time believing anyone did. "The Duck" winds up saving the guy that fell out of the plane and was captured. Does that surprise anyone? Enough already! 


Warlord #42:  Read more about it here.  We also get the return of OMAC with writers Mishkin and Cohn and art by LaRocque/Coletta. OMAC has made an alliance with IC&C against Verner Bros., but the war isn't going well. Things get worse when OMAC is attacked by Vanquisher, a superhero working for Verners, the two are transported to have their battle in front of rolling cameras. The next issue promises "Vanquisher the Movie."

Monday, November 29, 2021

Dark Sun: Daggers in the Night


The party's caravan arrived at the Silver Springs Oasis. Eowen and Egon went to try to deliver a message given to them by the elf Iseela back in Dur-Taruk for  Toramundi, Chieftain of the Silver Hand Tribe that controls the carvanserai. With the mention of Iseela's name they are taken through confusing back alleys and underground passages until they are are ushered into a room where the chief sits cross-legged on the floor with a shaman.

Toramundi accepts the coded message. Egon asks him for help with information on Golothlay Canyon. He laughs and tells them he doesn't believe that the House Madar treasure exists, and he thinks they are on a fool's errand which can only lead to their deaths. Any other information will cost them.

Egon and Eowen pay his price in silver and obtain a map which will allow them to skirt some of the known dangers on the way to the canyon. Their employer, Urum ath Wo, is pleased because he has been unable to find a guide. He bids them bed down near the animals and heads off for better accommodations.


That night, while Eowen is on watch, she discovers two masked elves attacking some of the merchants in the party in their sleep. She sounds an alarm, and Egon and Keeb-Raa join the fight. They kill one assassin, but the other runs away. Eowen gives chase, but looses him in the twisting passages of the ancient structure.

Keeb-Raa manages to use his healing magics to stabilize the wounded merchant.

Friday, November 26, 2021

The Arborean Experience


One of the paradoxes of Chaos is that, whatever the pronouncements of it's Powers and Lords, it is defined by ideas they were only possible when a lack of Unity was manifest in the multiverse. Philosophers have noted that as with Mechanus, the Plane of Law Absolute, there are core paradigms or truths without which the planes of Chaos could not exist. It is the centrality of those truths that separates the border regions of Chaos from the more encompassing Chaos of Limbo.

Arborea is a plane built upon the ideal of sensate experience. Its inhabitants reject any notion that formlessness or nonbeing is equivalent with being, and they reject the shackles on experiences and individual freedom regarding them that Law would forge.

Arborea typically appears as a vast, archetypal forest. Within there are glades or small manors where in the revels take place. These are sometimes open to the view of passersby, sometimes not, and they may be larger internally than they appear; effectively they are subrealms of the plane. Dramas of love, intrigue, daring, and violence, play out within these alcoves, but only among the likeminded who have chosen those experiences. The games are impermanent; diversions lead to no lasting harm, and may be replayed again and again, or abandoned and others taken up instead.

The only crime in Arborea is coercion or the abrogation of choice (unless a participant's choice was to have limited abridgement of choice). Violators of this rule who don't heed a warning are given over to the caprice of the eldarin, who devise a lesson of some sort--which like all the pleasures of Arborea, is not permanent. Habitual violators are barred from the plane.

The Devils are angered by the very existence of Arborea. Its uncoupling of actions from consequences, and the general frivolity and indolence of its inhabitants, make it an frequently cited example of what the cosmos would be like if Chaos got it's way.

Wednesday, November 24, 2021

Wednesday Comics: 2021 Holiday Gift Guide

 The DC 80s review will take this week off, so I can make some suggestions for holiday gift-giving in the comics arena:

Monsters by Barry Windsor-Smith: Windsor-Smith turned a rejected Hulk story idea into a magnum opus about trauma and the horrors of war that just can't seem to stay in the past. It can be tough going given the subject matter, but it's well-worth the effort.

Head Lopper by Andrew MacLean: Follow the adventures of the Norgal, a mighty warrior and the eponymous Head Lopper, as he and his companions take on evil wizards and monsters. Four volumes of this Sword & Sorcery series are available now.

DC Through The 80s: The End of Eras: This is one of two volumes presenting a survey of DC in the early to mid-80s. This one focuses on the era as a time of change. The Moore/Swan "Whatever Happened to the Man of Tomorrow?" is here as well as his "Twilight of the Superheroes" pitch, but there's also a grab-bag of other genres--horror, Western, fantasy, and science fiction--that were destined to die away as superheroes solidified their hold at the Big Two.

Marvel Classic Black Light Posters Portfolio: This is a massive (actually poster size) collection of many of Marvel's 70s black light posters, all suitable for framing. It's pricey, true, but a great gift for any Bronze Age Marvel fan.

Monday, November 22, 2021

Cowboy Bebop and the Faithful Adaptation


I've watched one episode of Netflix's Cowboy Bebop. so I could be wrong, but I think I already see how this is going to be. I don't think it's awful, but there are definitely things I'm not fond out.

Watching it brought to mind Rodriguez's first Sin City film. That film is a pretty faithful adaptation of the comic, down to the composition of shots, but my reaction on first viewing was very different from my reaction to the comic. It felt silly; I was vaguely embarrassed by it. It's not that I missed that Sin City the comic is over-the-top in some ways, and part of that over-the-topness is Miller's dialogue and narration. But when I read it, I get to decide how the characters deliver the lines, and the almost superhero comic level action scenes are just Millerisms to be translated to real world terms. (Much in the same way I know when reading a comic that characters don't have time for long discussion while they trade a couple of lightning quick blows. It's mere convention of the form, not something to be taken literally.) But on the screen their were actors not selling the clunky lines they were saying and all the action was taken all too literally.

Cowboy Bebop came from a cartoon not a comic so it's closer to film, but it's also the product of another culture (and honestly, another era) so maybe that all washes out. The show gets the details right in cosplay sort of way, but it doesn't feel the same. Gone is grubby future and much of the range in tone. The action is similar in prosaic description but what seemed dynamic in the anime feels fairly flat here. It may be less wacky than the cartoon, but then my tolerance for wacky is much less in live action.

Perhaps the biggest disappoint is some of the choices they made. The first episodes of the anime and the live action show have the same basic plot, but are otherwise fairly different. The anime opens with Spike's dream (enigmatic at that point) then goes into spare scenes of the solitary, early morning rituals of Spike and Jet, accompanied by blues harmonica. There is a lonesome feel to this sequence, and there is nothing like it in the live action show, which instead opens with quipy action. The cartoon returns to a bit of this somberness later with Spike's discussion with Katerina. This is also quite different in the live action episode. The show perhaps gets Bebop's silliness right, but misses the anime's mix of tones, except as absolutely requisite to the plot, and then it can't quite land it.


There's also the indication that we will be seeing hints of the Vicious-Spike conflict every single episode. This is no doubt to make a "season arc" fit for a modern streaming show. Cowboy Bebop the anime was structured like old school tv, with "stories of the week." Over-exposing Spike's arc robs it of any sense of slow reveal or discovery and has the potential to make everything else feel secondary.

Anyway, I'll keep watching. The wife likes it, and I've still got the animated series to watch when I want.

Sunday, November 21, 2021

Every Devil is a Cop


"So sooner or later, everybody's working for the Man."
- Go (1998)

Hell was born when border Archons of the Machine became convinced that It's algorithms would never conquer Chaos. Stronger measures were needed. These warriors cut a path into Chaos and fixed it with iron, stone and fire, and created Hell.

Though Hell's propaganda won't admit it (devil's have been rendered back to Lermure-hood for saying it), the War on Chaos has not gone well over the aeons. The Infernal Marches once safely reached to the Black Iron Prison of Carceri. Chaos not only has refused to be subdued, but it has been able to turn formerly loyal soldiers. Does anyone in Hell's hierarchy trust the Yugoloths or Gehreleths? No, they've both been compromised and will be the next targets as soon as the demon threat is ended.

If there's one bright spot it's the Material Plane. Diabolic agents have been able to turn an unexpected action by Chaos into a key recruiting tool. The soul-stuff of material beings may be relatively modest in absolute magnitude, but every transgressor that can be brought over and gotten under contract is added to the Infernal warchest.

Minor devils and trusted agents work to uncover (one might even say tempt) wayward, souls all in the name of recruiting--coercing--them as assets. Let the priggish supplicants of the Mountain fret about "right." There is no right in a fallen cosmos, outside the Law. And right now, the Law needs strength more than mercy.

And the fires of Hell are not eternal for those see their error. With toil and penance the most Chaos-ridden soul can become a devil, a stalwart soldier in the armies of a new order for the all things. Is that not mercy? 

Not all beings turned by infernal influence are small. Big fish are particularly prized, those with influence over other souls. Even Gods and their cults have been suborned to the diabolic agenda. Of course, there are also devils posing as gods to the unsuspecting people of material worlds.

Wednesday, November 17, 2021

Wednesday Comics: DC, February 1981 (wk 2 pt 1)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around November 25, 1980.



Action Comics #516: I like the cover on this one. Wolfman's Vandal Savage story continues with Superman out for vengeance against the immortal. Luthor quickly spills it that Savage is traveling through time. He even gives Supes a device to detect where Savage is. Everywhere Superman pursues the dictator, though, something goes awry and their is a big explosion. Olsen and White smell a rat. They get Luthor to tell them more, which includes the origin of Vandal Savage and that Superman's actions in the past now are actually what brings Savage to power. It seems their are time-changing bombs Superman is inadvertently setting off. Luthor sends Olsen back in time to stop all this--which is just another part of his master plan. He's going to see to it that Savage, Superman, and Olsen die in one big explosion, leaving him to be ruler of the world. Back in the Age of Dinosaurs Savage gloats he's about to be struck by a fireball from space like the one that made him immortal, and then his victory will be complete. Superman has finally caught on and doesn't destroy the fireball. Savage's victory is foiled (and Luthor's too). Jimmy and Superman return to a restore timeline where Lois is still alive. 

The Atom backup story by Rozakis and Saviuk is pretty forgettable. Chronos is committing crimes but being really good about not leaving clues. Perhaps too good. Chronos does not come off as particularly impressive either in the story or in Saviuk's depiction of him.



Brave & the Bold #171: Conway and Garcia-Lopez bring us a really off-beat crossover, which well, only happens in Batman's mind, I guess? Bruce Wayne wins an auction for a jewel box once owned by Martha Jennings, the "Florence Nightingale of the Civil War." While Bruce is admiring his $10,000 box he confides in Alfred he had a crush on Jennings when he was a schoolboy, which really tells us that Bruce was a nerdy kid. (Or maybe not, as Garcia-Lopez depicts her as pretty attractive, but I digress.) He finds a secret compartment with a note with the bat symbol on it! As one does in these situations, he goes to see an old professor from college who has a "time hypnosis" technique. Under hypnosis, Bruce goes back in time to see what's up. There, he meets Jennings and Scalphunter, and the two heroes help Jennings get supplies through Confederate lines. Bruce really spends a lot of time wondering what makes that enigmatic Scalphunter tick. But did he ever really meet Scalphunter? And what is time hypnosis? Conway is following in Haney's time-honored "just go with it" writing style.

Nemesis is back in the backup by Burkett and Spiegle. This time there's casino action, and Nemesis actually gets shot, which is a big deal in a way that I suppose is realistic but seems odd for comic book action heroes.


Detective Comics #499: Conway and Newton/Adkins open with Blockbuster contemplating killing Batman, who lies unconscious in a mine in West Virginia, but the corrupt union leader's goons set off in explosion to cause a collapse before Blockbuster can act. In the aftermath, with Batman struggling to help the the crusading reformer, Macon, the giant has befriend, Blockbuster decides to ally with him for now. They all manage to escape the cave, then Batman and Blockbuster go after the badguys who have kidnapped Macon's daughter. In the end, justice is done, and Batman decides to let Blockbuster stay "dead" and remain here.

In the backup, we reach the end of the "Barbara Gordon, Murderer" storyline. Batgirl has to escape from a watery death-trap and rescue Doreen the secretary who helped frame her--all before Barbara is found in contempt for not showing up to her own hearing. In the end, Batgirl gets there in time to reveal the true murderer. The wrap up seems a little bit to quick for how long this drug out--and maybe it is. It seems like from previous issues there was a conspiracy against Barbara (though I'd have to look back).


Green Lantern #137: The Wolfman/Staton tale of GL visiting the future continues. I apparently missed a plot point last issue by not carefully reading one panel: Jordan was drawn to one point in the future but instead wound up in a different point (apparently 1000 years earlier, or something) where he Space Ranger. So the Gordanians attack Earth twice. Anyway, the story opens with GL and Space Ranger in the hands of the enemy who are getting ready to throw cables around the Earth and drag it to Vega so the Citadel can auction it off. Space Ranger breaks them free, but Jordan is still without his memory, so he doesn't know how to use his ring and is useless in the fight. Space Ranger's girlfriend, Myra Mason, shows up to lend a hand, but once she is injured the battle turns against them. At that moment, GL is yanked back to the 58th Century. Apparently he's met these people before as Iona is in love with him from meeting previously (that would be in Green Lantern #51, but the issue has no footnotes anywhere to tell you that). They manage to restore his memory, and GL defeats the Gordanians in this time, then wipes Iona's memory of him so she'll stop pining. He jumps back to help Space Ranger before returning to his on time.

The backup is another Adam Strange story by Laurie Sutton, joined now by Infantino on art. It's an improvement. This is mostly an Alanna solo story, though Adam shows up at the end (courtesy of the zeta beam) to rescue her from bird-riding tribesmen with blowguns. It turns out Sardoth had sent her somewhere to distract her until he and Adam could complete a surprise (big goof on that one, Dad. You almost killed her!) Anyway, a double zeta beam is ready to take her with Adam for a trip to Earth.


House of Mystery #289: "Brother Bob's Home for Wayward Boys and Girls" by DeMatteis and Rubeny is the opener. It's starts off with the familiar sort of sanctimonious disciplinarian who runs up against a new resident, Joshua, who seems able to thwart him and inspire the other kids to petty rebellion. Bob is convinced Joshua is Satan, but in the end Joshua reveals he works for the other Guy--whose vengeance is also terrible! Kashdan and Zamore follow with an odd tale (told in a different style, it could almost be a Ligotti yarn) of two thieves wanting to steal a treasure from cultists in a cave. In order to win it, they impersonate Kronus, the god of the cult, and Braxus he's opponent in myth. The Kronus imitator kills his companion, seemingly possessed by an unnatural rage. He ascends the throne to claim his treasure, but finds the cult won't let him leave, and if he removes his costume, they'll kill him. He hears the dark laughter of Kronus ringing in his years. DeMatteis returns with Amongo for a story of a reclusive "hippie" musician trying to make a comeback, but when taunted by the crowd looking for something newer (they're all over the place wanting Alice (Cooper), disco, and the Village People--harder not to see DeMatteis making some comment on post-60s music), he lets his vampiric hunger take over and kills them. He flies off into the dawn as a bat and dies, leaving the crowd awed by the theatrics and the promoter wanting to repeat the show tomorrow night.

Monday, November 15, 2021

Everyone Comes to Sigil


I've said before that Sigil is perhaps the most interesting thing about Planescape, and it doesn't really rely on the Great Wheel for the things about it that are interesting. For most people, who seem the dislike the Great Wheel, that may be a design feature. I happen to like the Great Wheel (As a concept. I can't say I'm particularly excited by a lot of the execution. On the other hand, I also feel like a lot of the "what do you do with this?" response to it shows a willful lack of creativity. That's perhaps a topic for another post.) so I think a setting meant to make the classic planes of D&D a setting, but instead makes a setting that can mostly ignore them, has some flaws in execution.

We are told gods can't enter Sigil. This is very convenient, because it provides a base of operations very much like the Prime Material Plane (where gods can go, but don't much) for the PCs to run around in. It also raises a lot of metaphysical questions, which sure, might have interesting answers, but I feel like it would be just as interesting--maybe more--not to keep the gods out. Sigil is the center of a plane surrounded by all these hostile forces. It's a Neutral Zone, a DMZ, a Free City with no allegiance to any of those eternally warring philosophies. 


It would be a good place for the gods to come together to make treaties and talk, but also maybe a good place for them to vacation and let their hair down. What happens in Sigil, stays in Sigil. I'm thinking it should be a bit like the bathhouse in Spirited Away, a bit like Cold War Berlin, Throne from Kill Six Billion Demons, and Yu-Shan from Exalted. (Yu-Shan being the capital of Heaven has more bureaucracy than Sigil would have, certainly, but I mean in terms of a place crawling with spiritual powes minor and major.)

I think this would make Sigil more colorful perhaps, as part of the thing the PCs must navigate is avoiding offending visiting dignitaries. Of course, they have more room to be daring and burn the gods in some scheme or confidence game in Sigil, as the gods are constrained in what they can do within the city. Even still, it would be a risky play, but perhaps a tempting one. It would also supply a ready supply of quest-givers or dubious patrons.

Sunday, November 14, 2021

The Petrified Polyhedron Forest

 


Our Land of Azurth 5e session last Sunday saw the party continuing their exploration of the strange, underground tunnels as they searched for the Cyan Sorceress. They had no luck in that regard, but they encountered a number of weird things. Waylon took a bracer off an alien skeleton that allowed the wearer to reach into a pocket dimension. They discovered a room where the walls were covered in green filaments, though they couldn't discern its purpose. Then there was the room where the emanations of a crystal seemed to have frozen a number of people (both aliens and recognizable folk) in time. 

The group freed a couple of the humans, who were priests of the oracular temple above and had been frozen for hundreds of years. The party hoped the priests might be able to shed some light on everything that was going on, but no such luck. They pointed the confused priests in the direction of the surface and went on.

The last room they came to had a column of light that they figured out acted as some sort of teleportation beam. They all used it and came out in a vast, underground cavern, full of a petrified forest of sorts--or perhaps a garden of standing stones might be more accurate. Except the stones are all "natural" and in various geometric shapes. They come in sizes from merely imposing to positively gigantic. And the party discovered that some of them move.

In fact, the party figured out how to nudge who of these rolling stones in a forward (deeper into the forest) direction, and they followed in its wake to the central hill.

Thursday, November 11, 2021

Talislanta: Werewood


My work on a Talislanta adaptation for the Dying Earth rpg, made me think it was worth reviving my dormant series of posts from 2020 touring Talislanta through editions. Still, in the Western Lands, we come to Werewood. 

"Look yonder to Were Wood and its darkling oaks!"
- Jack Vance, Rhialto the Marvellous

The Chronicles tells us that Werewood is a "dark and tangled forest region" north of Zandu. It's described in forbidding terms. Enforcing this impression, Tamerlin tells us of its most baleful inhabitants: the Werebeast, which combine the "worst attributes of men, apes, and tundra beasts" (the Naturalists Guide says "Ur, beastman, and lycanthromorph") and the Banes. Banes are vampiric creatures with the power to mimic voices of any sort. They were inspired by Vance's deodands with their skin as "black as polished obsidian" and their large fangs and eyes that "glow like embers." Then there are the mandragores, plant things that stand immobile during the day, but move around at night to hunt prey.

Not everything in Werewood is deadly, however. There are the Weirdlings or Wish-Gnomes, who according to legend must give over their underground treasure if caught or grant their captor a wish. There are also the Dhuna, the human inhabitants of the forest. The Dhuna were persecuted for witchcraft in ages past and were forced to flee into the forest. They are still believed to have magical powers, particularly the women who can "capture a man's heart with but a single kiss." The Handbook adds, under the Dhuna Witchwoman/Warlock archetype listing, that they are "strange and mysterious by nature" and are "believed to engage in sacrificial rituals."

A Naturalist's Guide expands a little on the lore of the creatures. In fashion reminiscent of Dying Earth monsters, it says banes are thought to be a bizarre hybrid of "darkling, night demon, the extinct babbling howler, and perhaps even Ariane." Their fangs, claws, and ocular organs are sought by alchemists and thaumaturges. The mandragore are valuable because they speak the secret language of plants and trees.

The second edition expands a bit more upon the region. It adds locations with the forest, including the Valley of Forgetfulness, where a mist from the river steals memory, and the creatures known as gnorls, who get player character archetypes. The gnorls are an underground dwelling race, who practice a divination art called "rhabdomancy" (rhabdos rod, wand). They are speculated to be related to the Weirdlings.


This is pretty much the Werewood of later editions. The Dhuna get a bit more fleshed out: we are told they are persecuted for their "pagan beliefs" (presumably meaning non-Orthodoxist), and that they live in "close-knit clans or covens." They also have "liberal views toward matrimony," but the descriptions suggest more that they practice polygamy.

Werewood is the sort of dark, fairy wood of Talislanta. It has elements that recall Tolkien's Mirkwood, and Vance's Tantrevalles in his Lyonesse trilogy, but those resemblances may just be that they are drawing from the same inspirations. The Dhuna are sort of compositions of various witch tropes, including maybe some neo-pagan witches flavor. They're a good counterpoint to the Rennfaire types of Silvanus.

Given the potential fairytale scariness of Werewood, I feel like the Dhuna as insular, isolated people either fighting against (or sometimes embracing) that darkness ought to be played up. It seems like protecting their covens against banes, werebeasts, and mandragores ought to be a bigger concern than Orthodoxist oppression. The canon is somewhat inconsistent regarding the eldritch danger of the forest. The proliferation of inhabitants has added to that, but I'm in favor of gaining a bit of that back.

Jack Shear has some interesting thoughts on Talislanta and the Gothic that would be interesting here.