Wednesday, January 19, 2022

Wednesday Comics: DC, April 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 January 22, 1981.


Action Comics #518: I feel like it's been a while since we had a "good" issue of this title (and I'm trying to judge by the standards of the era), and Conway and Swan fail to deliver one here. A big claw comes out of the sky and steals a dam. Superman is contacted by an alien prince, Karmault, who explains that his people's telekinetic powers have been waning, so they need technical know-how they never needed before. Karmault states he merely wishes to meet with scientist and acquire knowledge, but his brother Farlung stole the bridge and plans to keep taking stuff. When Superman confronts Farlung, it turns out Karmault has played them both, setting Farlung up to steal stuff as a distraction while Karmault siphons the knowledge of Earth scientists. Superman sets them both straight. 

The Aquaman backup continues the DeMatteis/Heck storyline. We learn that Ocean-Master was working with the (maybe?) Greek gods, Amphirite and Poseidon. Meanwhile, Aquaman is trying to puzzle out how Orm got his hands on advanced Atlantean tech when Poseidon shows up. Poseidon proves to be Aquaman's superior in commanding fish, and Aquaman is pummeled to unconsciousness by their onslaught. Poseidon saves him from being killed, though, explaining to Cal that he is Aquaman's father.


Adventure Comics #480: More stories of heroes (and villains) submitted by the readers in Dial "H" for Hero. Chris and Vicki become Mr. Mystical and Molecular Maiden to help out the alien Sphinx in the first story and become Star Flare and Hypno Girl to take on the pirate Thunder Axe in the second. In the third story, it takes two sets of heroes, Solar Flare and Midnight Wisp and Strato-Girl and the Wrangler, to stop the Battering Ram at the circus. All of these are written by Wolfman with art by Infantino. Wolfman's writing is notable for the vicious retorts Vicki gives an annoying classmate. The character submission form is printed in the back of this issue, and it's surprising blatant marketing research.


Brave & the Bold #173: Conway and Aparo team the Dark Knight with a Guardian of the Universe and Green Lantern. The Guardian shows up in Gotham and tells Batman that there is an imposter within the Guardians. He follows Batman through some routine crimefighting before Batman agrees to go with him to find Hal Jordan. Jordan doesn't remember that he's a Green Lantern. It turns out the culprit and imposter is Sinestro. The three take off to Maltus to try to find a way to stop him. This is an unusually cosmic Brave & the Bold. I miss this Bronze Age Batman that would deal with this sort of stuff without being all grumpy about it and acting like it was a waste of his time when he could be stopping street crime in Gotham.

The Nemesis backup by Burkett and Spiegle has the vigilante in England, on the trail of a chess grandmaster, Noel Chesteron, who's on The Council. For some reason, Chesterton is trying to kidnap Sir Robert Greene, a Knight of the Garter. Utlimately, Nemesis fails and finds himself facing an officer of Scotland Yard who thinks he was in with the kidnappers.


Green Lantern #139: Green Lantern has been split into a good and evil parts by Eclipso. The villain leaves evil GL to take care of the good one. The evil lantern has red power, so Green Lantern figures he's vulnerable to purple and uses that to defeat him. Green Lantern manages to fight his way into Eclipso's "murder moon" where the villain plans to use solar power to free himself from Gordon once and for all and achieve greater power. GL has messed with his computer though, and Gordon asserts control again. Meanwhile, someone is forcing Carol Ferris to plant bombs at Ferris Aircraft.

In the Adam Strange backup by Laurie Sutton and Rodriquez, Strange is returned to Rann by the zeta-beam, but separated from Alanna. Searching for her, Strange encounters a queen of the Mer-People. The mer-folk need help dealing with a warlike machine, which Strange surmises is some sort of ancient weapon of war. Tracing it back to it's origin, the two explore an old military installation and encounter a robot who seems to be protecting it. This sort of planetary romance stuff is exactly what Adam Strange should be doing.


House of Mystery #291: Two vampire stories this month. DeMatteis and Sutton continue Andrew Bennett's adventures in I...Vampire. Bennett is trying to take down Emil Veldt, a vampire using heroin-addicted labor to unload his shipments of illicit drugs. It turns out Veldt is also a heroin addict, as he has been feeding his workers. Heedlessly running into the sunlight to get his fix, he's killed. DeMatteis and Ayers present another vampire story about a vampire on a derelict sailing ship getting on to a new vessel to feed. One sailor opposes and ultimately kills him, but is turned into a vampire himself, and the cycle begins anew. 

The authors of the last two stories need to be reminded this is a horror title. Barr and Tanghal/DeMulder present a "humorous" short about an unscrupulous lawyer looking to swindle Cain out of the oil rights to the land under the House of Mystery. Cain transports the guy to the age of dinosaurs so he can get the fossil fuels while they're fresh. The last story by Gill and Zamora tells the tale of an author who throws away his dedication to the noble and decent in life to write tales of depravity and immorality--and gets successful doing it. Then, he commits suicide when he feels like he's gone to far, and his previous wholesome work gets respect after his death. 


Unknown Soldier #250: This is a special issue with the sort of craziness only Bob Haney could bring to it. The Unknown Soldier appears to have turned traitor! He and Hitler are inseparable in their bromance and every step of the way an all-star group of U.S. troops and allies are out to kill the turncoat. We get assassination attempts by Mademoiselle Marie, the Haunted Tank crew, the Losers, and finally Sgt. Rock and Easy Company. I guess Haney ran out of pages so he couldn't include the Viking Commando? Maybe he wanted to keep it "realistic?" Of course, it's all very silly, but Haney makes it work. It turns out, naturally, that the Soldier is only pretending to join the Nazis so he can get his hands on their frightening new bioweapon and destroy it. 

Sunday, January 16, 2022

The Retro Expanse


The Expanse
had its finale on Amazon Prime this week. Its rocket-propelled space battles, intrasolar system conflict, and relative paucity of AI, cyber-, or bio- tech got me thinking about science fiction of the Golden Age and the pulps. I think you could fairly easily transplant much of the conflict and setting of the series to a setting with gleaming-hulled rockets, habitable planets beyond Earth, and 50s haircuts. That last one is optional.

There are different approaches to take, of course. You could go full Captain Future with every celestial body in the system with enough gravity to be spheroid having native human life, or something more like the work of Stanley Weinbaum where the other worlds are not so hospitable to humans and the life there is alien. I think a Weinbaum approach would fit well with the protomolecule and ring gate stuff, but that material is less interesting to me that the human-colonized solar system conflict. My approach would be something along the lines of Asimov's Lucky Starr juveniles or some 50s work of Poul Anderson:  a view of the planets that proved to inaccurate, but was plausible (if optimistic) at the time the stories were written.

So the settled inner worlds would include Earth, Mars, and Venus. Venus would be a water world, perhaps with artificial islands or undersea cities. Mercury would likely research stations or the like, controlled by the UN on Earth. Unlike in The Expanse, Mars and Venus would likely have native life, though probably not intelligent life.

The Belt would be much like in the show, though in keeping with pulp conventions, pirates would be more common. The Outer moons might be a bit more hospitable (perhaps a lot more depending on how pulp you want to get) so the Outers as a whole group might be a bit better off than in The Expanse.

What does this add? Well, it certainly adds a new aesthetic. And of course, since this becomes alternate history, so you've got the potential for it to go in a very different direction from similar core conceits and concepts.

Thursday, January 13, 2022

The Sixth and Seventh Cities of Heaven

Art by Luca Nemolato

Hidden in the crags of the windswept heights of the Holy Mountain, the tenacious Pilgrim may glimpse, no doubt with some relief, the gleaming, orichalcum gates of the Sixth City. While they will find respite from the wind and cold, the Sixth City is not as hospitable as some of the cities through which they have passed before. The Sixth City, though grand, is a necropolis. It's buildings are mostly the ornate tombs of all the sleeping monarchs of the Material Plane's hopes, those noble figures that will return to the world when the need is greatest. Their bodies, perhaps has much dream as flesh, now reside in these tombs, always with a guardian of some sort, whether it be mighty warrior, dutiful pet, or merely a humble witness.

There is a palace in the center of the city. The souls of the awaited heroes sit in unending council at a great table within the palace's hall. Unworthy visitors who somehow arrived at the palace gates will be denied entry, and if they protest overmuch, may be thrown from the Mountain by frightening and terrible deva. Those who are worthy are given a seat at the table. They will be counselled to return to the world and focus on the performance of noble deeds. What is another lifetime of service to a selfless soul? But what would it mean to the suffering world? For those who remain steadfast in their goal, the monarchs will answer three questions put to them, but for every question they demand a dangerous service on the Prime Material Plane that will take a year and a day. Each service requires climbing the Mountain to the Sixth City again. 

Where the path to the summit runs from the Sixth City no one who has not reached it can say with certainty. It is conjectured to be one of the secrets of the monarchs.

The Seventh City is known only by rumor. If those rumors are to be believed it scarcely merits the name city; it is a monastery. Quiet and shrouded in clouds, the monastery is the home of those ascetics who could have joined the Unity, but tarried to guide the travelers that would come after. They dress in black robes, because they mourn the suffering of the worlds. They bid any pilgrim to sit and mediate with them. In these devotions, the Mountain is said to sound the true depths of the Pilgrim's conviction. After seven days, the Pilgrims who the Mountain has accepted are taken by the monks to the gates where the four archons stand guard, there to begin the final unknown steps of their journey.

Wednesday, January 12, 2022

Wednesday Comics: DC, April 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 January 8, 1981.


Justice League of America #189: Conway and Buckler bring us that JLA standby: an invasion by Starro. Conway does a good job of having the invasion slow-build with sort of a prologue before the first attack on JLA members. Conway keeps the JLA split in good team-story writing fashion so that some of the members can fall to Starro to heighten the tension. All and all, several things about Conway's approach here (and perhaps Buckler's art) make this feel like it could have easily been an Avengers story.


New Teen Titans #6: Never having read these early issues, my impression of Trigon from other media and later sources was that he is sort of a demonic entity. There's an element of that here in Raven's origin, but mostly Wolfman and Perez portray like an alien dictator, like a Darkseid or Thanos. And boy is he bad! He disintegrates a little girl who called him a monster after Raven saved her once from his energy attack that scarred her. In the end, though, the Titans' defeat of him feels all too easy after all the build-up, even though they are only able to accomplish it with the help of Raven's mother. I think it's a mistake to have a villain go down in 25 pages, after you've built up their power and menace over at least 3 issues. Still, as a single issue, it may be the best of this series since the first to me. 


Secrets of Haunted House #35: The Rozakis/Speigle Mister E story, "The Lair of Lady Frankenstein" follows up where the last story left off. An undertaker is under suspicion because the finger-prints of bodies he was supposed to have buried wound up at a crime scene. He calls Mister E for help, but he has his own suspicions that his assistant and hearse-driver is involved some how. He goes along on a run to watch him, and sure enough at a rigged traffic light, the coffin is stolen out of the back of the hearse. The body snatchers are Cecile, the titular lady (though she isn't called Frankenstein in the story), and her assistant. She's been assembling new men from dead ones and using them to murder people, but the jig is up, because Mister E is in this coffin. They think they defeat him and seal him back in a coffin, but someone he's down the street having called the police on them.

Haney and Carrillo present an odd story about a guy who "combines scientific method with mastery of the occult" and his hapless assistant, Matt. One day, the scientist pops out for sometime and a green imp with tentacle arms goes out of his experiment. Matt's got to chase it down and try to stuff it back in the hole it came from. Matt doesn't let the scientist know about it when he returns though. Later, the scientist goes missing and Matt gets blamed for his murder, so Matt goes on the lame. After 10 years, he discovers his mentor still alive on a deserted island in the Bermuda Triangle. The imp creature is there, too, only now it's bigger than a man. The scientist explains it's a kili, and it's one of a group of demons lurking within the earth that would destroy humankind if freed. He and Matt split up to scour the island and destroy the monsters. Matt shoots one that turns into the devilish Darkwing, Lord of the Kili. He brags about his cult and followers before disappearing. Their job seemingly done, Matt and the scientist head back to the mainland--Matt doesn't see the tattoo matching Darkwing's on the scientist's chest.

The final story is typical "outside misunderstanding things" bit by Drake and Williams where aliens mistake a homeless woman is mistaken for the queen of the Earth.



Superman #358: The Bates/Swan main story has the feel of something that could be modern if approached a little differently. An immensely powerful being, Cron,  shows up and starts setting up devices to transform the Earth into his idea of natural perfection. He is in conflict with a female being of power who has different ideas about planetary biosphere's than him. Superman ultimately defeats him by bluffing him with the destruction of the Earth if Cron doesn't relent. The backup by Rozakis and Denys Cowan doesn't really do anything memorable except have Bruce Wayne be Superman. I think there's something with terrorists, I don't know.


World's Finest Comics #267: Burkett and Tanghal/Smith send Superman and Batman to track down the person responsible for a string of rare coin thefts. These mystical artifacts from Atlantis are being stolen by Dr. Zodiac to give him zodiac sign based powers. This isn't the first appearance or the last for this forgettable villain that didn't even make the Who's Who, but certainly it shows why he isn't considered very important. The Green Arrow story has the Emerald Archer leaning hard enough on organized crime that they kidnap the daughter of a Japanese restaurant owner to force him to do something about it. He's a master of the katana, so it isn't as unreasonable as it might sound. Ultimately, the two team up and turn the tables on the mobsters.

Conway continues the Red Tornado story plotted by DeMatteis, drawn by Giella and Delbo. T.O. Morrow in his android creation's body is making time with Tornado's girl, but she begins to be concerned by the Tornado's shouldn't change to more arrogance and anger. Tornado show's up in Morrow's body, and after a fight, manages to regain his android form. Hawkman hasn't gotten any more interesting, with the Thanagarian hero fighting Lord Insectus. Hawkman gets to use his bird-summoning power to defeat the insect men, but the venom from a spider bite a few issues ago might kill him unless Hawkgirl can get him back to Thanagar--the planet that exiled them.

The Captain Marvel story by Bridwell and Newton retells Captain Marvel Jr.'s origin. It reveals he had a brother, Kit, so Bridwell seems to be gearing up for the revelation that Kid Eternity is Captain Marvel Jr.'s brother.


Weird War Tales #98: No Creature Commandos, and this issue is poorer for it! The first story has a Nazi colonel in the Egyptian desert using a magic talisman to command ancient Egyptian statues. A couple of British spies manage to steal the talisman, and are forced to bring the Sphinx to life to make good their escape. The talisman and the Colonel get squashed under a Sphinx paw. The next story by Kanigher and Duursema/Mahlstedt, has Julius Caesar getting an actor to be his stand-in for a trip to the Senate on the Ides of March. When the actor is assassinated, his wife attacks Caesar and knifes him on cliff overlooking the Tiber. In the last story by Kashdan and Tanghal/Colletta, a Union officer in the Civil War eager to prove his worth by stopping a plague, despite having been expelled from medical. He steals some ceremonial garb (and a ceremony) from a Native American Medicine Man. He is able to cure some soldiers, but the plague spirits he takes into his own body kill him.


Wonder Woman #278: In New Delhi, Wonder Woman has fallen into the hands of the Kobra Cult. She manages to turn the poisonous snakes from the pit they've thrown her in back on Kobra, only to find he's an imposter. She jumps out of the pit to attack the real Kobra, but a giant mechanical snake intercedes. By the time she's done with that, Kobra and his minions have gotten away. She does find a map pointing her to Egypt, though. Tracking the signal from the Cobalt 93 isotope, Steve Trevor comes to the same conclusion and heads of on his on the tackle a terrorist organization with a nuke. I can't believe his superiors okayed that plan, but all right. In Egypt they discover a Kobra temple beneath the pyramid of Cheops. Wonder Woman tangles with Kobra and crew, while Trevor sneaks into the missile to disarm it. Our heroes prevail, but the pyramid gets blown to breaks! 

In the Levitz/Staton Huntress backup. The Huntress has a heart-to-heart with Harry, her D.A. boyfriend who has guessed her secret identity. He doesn't want to continue a relationship with a superheroine. Then, there's a prison riot on Gull Island, the secluded spot they chose for their meeting. Lionmane, who looks like a beefier Sabretooth, has lead the break. The Huntress for some reason has a grudge against Lionmane and plans to take him down.

Monday, January 10, 2022

Different Dark Suns 2

Back in 2014, I did a post on "Different Dark Suns." There I kept the dying earth desert as the essential element but changed other things about Athasian culture. But what if we just ditched the desert?


Green Hell, Dark Sun
Athas is dying, but not because it's drying up, but because it's been choked out by a dreadful fecundity. Torrid jungles have swallowed most of the former civilization. The roads between city states must be cut anew every few weeks. Metal armor and weapons quickly corrode and rust away. The jungle is not just alive, but hungry. With the dimmer sunlight, plants have been forced to become predatory. Athas more as some versions of Pulp Venus, Weinbaum's "Parasite Planet" being particular useful, perhaps.


Frozen Beneath A Dark Sun
The sun isn't just dark, but dim, and Athas is frozen in its final Ice Age. There are deserts, true, but deserts of trackless white. The sorcerer-kings' main drawn would be their ability to create magical warmth in the cities to keep people alive. We'd have to forego that Brom barbaric costuming...Well, maybe not if we believe Joe Jusko:

Sunday, January 9, 2022

The Fourth and Fifth Cities of Heaven


The path up the Holy Mountain out of the Green City is less frequently trod and thus harder going. None but the most dedicated servants of the Mountain would come the way of the Pilgrim; other visitors typically arrive by magical gates or portals and receive a less welcoming reception from the devas.

The Fourth City of Heaven is Golden and effulgent. Here resides the spirits of many sages and philosophers who inhabit libraries full of everything that is known, though the finding of information within their vast repositories is a task that staggers most mortal endeavors. The city's rulers are a triumvirate of 3 masked judges, though some say they are but one ruler with three forms called Forethought, Awareness, and Reflection. They question each pilgrim regarding their reasons for making the journey, and point out ways they might serve the cause of Noble Law in the Material World. Some Pilgrims are sent back to the Material Plane with specific tasks, others they will bid stay in the city under the tutelage of the learned souls residing there. A few they will direct to the secret exit and the trail leading upwards.

The Fifth City has walls of iron and spires sharp as swords. It is a city under siege. It sits upon a crag overlooking a wide valley where demonic forces are encamped. These forces frequent assail the city's walls, but are forever driven back by the warrior deva. Pilgrims must pass through the demon's lines to gain entrance to the city. Once within, their bravery will be commended. The general archons will advise them of places in the world where their fortitude might be used in the cause of Noble Law. They also offer them a chance to join the city's defenders, for it is their grim judgement that should the Iron City fall so goes the Mountain, and no Pilgrim will see the summit again. Many warriors have stayed and fought; others have returned to the Material Plane armed in heavenly panoply and done great deeds. These do not reach the summit of the Mountain in this incarnation. 

Both of these cities become the stopping places of good and lawful souls. It is said that only a steadfast and resolute few continue upward. Beyong the fifth city, they must climb.

Friday, January 7, 2022

DC, April 1981 (wk 1 pt 1)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! I'm a couple of days later than my usual Wednesday post, but I'm looking at the comics at newsstands on the week of  January 8, 1981. 



Batman #334: All our heroes finally meet the villainous mastermind and it's Ra's Al Ghul, surprising no one. Batman glimpses the Greek-robed followers of Al Ghul living in some sort of garden, while people who displease him toil in some hellish mine. Robin, Catwoman, and King Faraday, are placed there, but manage to make a break for it. Talia does a heel turn to keep herself young and our heroes are recaptured. Al Ghul gives Batman an ultimatum: join up and get immortality, or don't and all the heroes die.

There are two backups here. There's a Commissioner Gordon one-pager by Rozakis and Staton where Gordon gets so show off his deductive reasoning chops. Then, there's "Tales of Gotham" by Barr and Spiegle starring Jason Bard. Bard's hired by a woman to find out who burned down her house. It winds up being her ex-husband, looking to collect insurance money.


DC Comics Presents #32: "The Super-Prisoners of Love." Mischievous Cupid makes Wonder Woman and Superman fall for each other. Their response is to try to keep their distance--Superman knocks a hole through the JLA satellite after accidentally touching Diana's hand! But when Wonder Woman sees Superman kissing Lois she flips out and starts a fight. Finally, they go to confront Cupid, but they have to go on a quest and fight a Minotaur before they can acquire the blue lotus that will counteract the charm. Conway and Schaffenberger are responsible for this silliness.

The "Whatever Happened to Back-Up" is sort of interesting because it's about Mark Merlin and Prince Ra-Man, a character I saw die in Crisis, but otherwise knew nothing about. This story has Elsa, Merlin's love interest and secretary, discovering that Ra-Man is actually Merlin's spirit reincarnated in the body of an ancient wizard (it's complicated). This has the marks of a retcon to link the two characters from House of Mystery, but turns out this is pretty much the story presented in the 60s.


Flash #296: Infantino replaces Heck, and I can't say his art in this period is my favorite, but he does have history with the Flash. This is a team-up between the Flash and Elongated Man (who Infantino draws so twisted and curled at times, you'd think he was made of vapor instead of just being stretchy). Sue Dibney enlists the Flash's help in finding her husband who disappeared on a case. He soon runs afowl of sideshow performers turned thieves who manage to hynotize him and get away. The Flash then checks out a traveling circus and discovers Elongated Man in the side show, also hypnotized. With the thieves caught, it turns out that the circus performers were stealing to do good: they were getting interferon to treat a fellow performer suffering from neurofibromatosis (no doubt inspired Lynch's film The Elephant Man, which had just hit theaters the October before this issue's release). It turns out the young man has the right genes for gingold extract (the stuff that gives Elongated Man his power) to be part of a serum to cure him.

The Firestorm backup has Starlin and Wiacek on art, but that doesn't help the feeling that this conflict in the ship is being dragged out, as the Human Typhoon attacks Sydney. Firestorm ultimately defeats him with a giant fan.


Ghosts #99: Our first story by Post and McWilliams is about a wealthy young couple on a private island off New York in 1800 who are beset by not one, but two, anachronistic pirate ships, with each captain killing a member of the couple. This being Ghosts, I don't have to tell you that their spirits avenge themselves on the pirate vessels. The second story by Kashdan and Carrillo has a clever twist. When a gladiator in ancient Pompeii is poisoned by a rival during a fight, he summons a wizard to his death bed and has his spirit set free to wreck vengeance. Unfortunately, Vesuvius erupts before he can get back to his body, threatening to doom him to haunting the ruins of Pompeii forever. This story is continued to next issue. 

The final story, by Kupperberg and Adams/DeZuniga seems to be the last episode in the Dr. Thirteen/Spectre crossover. Thirteen has figured out there's a connection between Corrigan and the Spectre, so he puts him under surveillance, hoping to reveal the Spectre as a murderous hoax. Instead, the Spectre shows him trippy other realms and basically says "don't blame me for the killing, my boss makes he do it." He also conjures up Thirteen's father who says "All that not believing in the supernatural? Boy, was I wrong!" Thirteen is shaken, but by the time he wakes up, he rededicates himself to exposing supernatural fraudsters, seemingly in denial.


G.I. Combat #228: Only two Haunted Tank tales this month. Maybe Kanigher needed a break? The first story with Glanzman and Ayers has a bit of an unusual structure. It starts with the tank crew apparently dead and an injured Jeb being captured by the Germans. It turns out they're just concussed, and Jeb escapes from Rommel and the Germans by stealing a jeep. After his crew nearly kills him by mistake, he leads them back through a tunnel into the German fortress and they take the enemy by surprise. Jeb declines to chase the escaping Rommel, reciprocating the mercy the German general had shown him. The second story has the tank taking on a crewman with ESP. And they specifically say his army file says he has "ESP powers!" Anyway, the story ends with the psychic making a wrong prediction, which is an unusual resolution for this sort of story which would typically end with a "he was right but he thinks he was wrong because he was right in a unusual/nonliteral way."

The O.S.S. story by Kanigher and Cruz starts with an allied agent in a German uniform killing Control, but of course, it's revealed that Control was captured by the Germans and they sent back a ringer.  The next story is a "Women At War" story by Laurie and Henson about a female parachute packer who gets to take a flight and winds up in a warzone where she also gets to machine gun Germans. I feel like this is the second story about parachute packers getting into a combat, but I'm not going to look back to see. The last story is by Drake and MacKenzie and relates events around the capture of Ravensburg (which doesn't jibe with what Wikipedia says about it, but hey, it's a comic not a history book) and a birthday during wartime.


Jonah Hex #47: Hex and Mei Ling just can't seem to get to settle into domestic bliss. Some men start shooting at their homestead, but Hex deals with them with a few sticks of dynamite. Mei Ling, as usual, isn't happy about the killing. A wealthy man (presumably Quentin Turnbull, though the issue never says and his face is always in shadow) takes the news of his latest assassins' deaths in stride, and in steady plans to kidnap Mei Ling to get at Hex. His next group of thugs do just that and commandeer a train to escape. Hex uses some tricks Fleisher borrowed from Once Upon A Time in the West to take down the men on the train and rescue Mei Ling.

In the Conway, Ayers/Villamonte Scalphunter backup, Ke-Woh-No-Tay must choose between loyalty to the Mandans that have taken him in or to the white trader who was kind to him and a friend of his father's. Rather than let the Mandan warriors torture the man, Ke-Woh-No-Tay kills him with a thrown knife. He flees the village pursued by the warrior he had saved from the stampede at the start of this story. They end up fighting to the death at the same cliff edge. Brian Savage is victorious, but again he's a man alone.

Sunday, January 2, 2022

The Second and Third Cities of Heaven


Pilgrims following the path up and out of the Silver City will in time come to the Yellow City, which is the second of the Heavenly Cities. Canals of quicksilver, like liquid mirrors, run between its citrine-colored monuments. The canals are lined with statues of honored visitors or residents of the city: mighty heroes, learned sages, and wise rulers. Indeed, everyone arriving in the city is honored by a procession and a recitation of their deeds with fanfare. They may well be approached and asked to become part of the municipal government in some way commensurate with their skills. There are no shortage of folk in the city looking to recruit heroes for quests, warriors for noble crusaders, or mighty wizards for some task requiring their skills. The city plays upon vanity and ambition. Those who fail its trial may well become famous or powerful on the Material Plane, and will certainly be lauded in the City, but they will get no closer to the summit of the Mountain.

Those who successfully pass this trial and continued their way up the mountain will come to a city of green stone, malachite and turquoise, with domes of burnished copper. This Green City, the third of the Heavenly cities, is known for its beautiful gardens and its baths whose spring waters have rejuvenating properties. Some visitors have likened this city to Arborea, but the real allure of the third city is not sensual pleasures but the chance to reacquaint oneself with lost, forgotten, or neglected loves. Spirits of departed love ones will join visitors in the city, and those pining for lost love may find it anew. Estranged family members or comrades can be reconciled. Lost personal treasures are found. Even old or neglected hobbies can be indulged in the social clubs and shops of the city. Finding fulfillment in these worldly attachments, a great many will never again embark on the pilgrim's path up the Mountain.

The first three cities and their trials are most often more than enough to distract or dissuade the undedicated or cynical visitor, but more trials follow for the truly fervent and disciplined.

Thursday, December 30, 2021

The Holy Mountain and the Silver City


The Heavenly Mountain, rises majestically and alone from a tranquil sea, which itself is separated from the astral only by a thick, silvery mist. The deva of the Mountain, and possibly the Mountain itself, like others of the Wheel, are dedicated to the great work restoring oneness to the divided multiverse. The Mountain is the Path by which Unity may achieved by the abnegation of ego, one soul at a time.

The path isn't easy. Few are those that start upon it, and fewer still those that reach it. Only rumors return regarding the final trial: the pilgrim must gain admittance from the four Heavenly Archons, and then cross a bridge as narrow as the edge of a blade, beneath which yawns a chasm that extends to The Abyss. What lies beyond is even more uncertain and variegated in the telling.

The beginnings of the path in the first of the Seven Cities of Heaven is more certain. Many visits have crossed the Astral into the pearl-bright sea that laps against the white sand beach and the marble quays. Beyond, the Silver City climbs onto the foot of the mountain beneath a night that seems more like a velvet drapery decorated with bright jewels than the cold void.

The Silver City is a very hospitable place. Its pedestrian thoroughfares and atria are garlanded with paper lanterns and strings of glowing orbs with firefly light, are full of soirées. It's central garden is decorated with alabaster sculptures of heavenly bodies and magical symbols, inlaid with moonstone. It is here the ruler of the city, a silver sphinx, holds court. The wine shops and cafes are open all night, indeed there is never anything but night in the Silver City. Many a visitor intends to leave in the morning, to continue their ascent at first light of dawn. Few ever do. This is the Trial of the Silver City: it tests Resolve.

Only the stalwart few take the path out of the Silver City and continue their trek up the Mountain.

Wednesday, December 29, 2021

Wednesday Comics: DC, March 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 December 23, 1980. 


Legion of Super-Heroes #273: Conway improves on his performance from last issue with a callback to a plotline started by Levtiz and Starlin in issue 239 where it appears Brainiac 5 murdered Ultra Boy's ex-girlfriend and framed Ultra Boy for it. It was all put down to "temporary insanity," and he got better, but the Federation's new President (Colossal Boy's mom) is having none of that. Brainy is out, or the Legion is done! The Legionnaires do a thorough investigation and discover it was Pulsar Stargrave that did the deed and drove Brainy insane. The issue ends with a showdown between Brainiac 5 and Stargrave that is pretty well done.


Mystery in Space #117: This is better than last issue. DeMatteis and Infantino open it with a sort of trippy space opera yarn of a space general willing to stop at nothing to resurrect the gentle, poet lover of her youth, only to find he doesn't recognize the woman she has become. Watson and Netwon paint a quick portrait of a dedicated DJ, still broadcasting in the post-apocalypse for an audience of one--himself. This one is interesting mainly for the real world songs it references, showing perhaps what the writer was listening to at the time. Bruce Jones with Veitch and Yeates have a ne'er-do-well murder an alien and steal his ship, but he discovers that sometimes dreams are the stuff spaceships are made of. 

The final story gets the cover. Barr and Tuska tell the somewhat obvious if kind of gruesome tale of a cold, misanthropic, robot pilot learning humanity after he's partially grafted to part of a gravely injured family man to keep both of them alive.


New Adventures of Superboy #15: The name story by Bates and Schaffenberger involves a wealthy, childless couple coming to Smallville to try to convince Superboy to be their son. It's the sort of forgettable Silver Age pastiches this title sometimes lapses into. The backup is mildly interesting in that it posits a meeting between a time traveling Superboy and a young Clark Kent of the 1930s. This story both re-establishing that this title takes place in the 1960s. It's unclear if this is a visit to Earth-2 or some other timeline yet, but there is suppose to be a part two.


Sgt. Rock #350: The main Sgt. Rock story by Kanigher and Redondo is a Christmas-themed tale of a new recruit in Easy so eager to get home by Christmas that he deserts. Rock, not wanting the kid to face a firing squad, tracks him down to a farm house where he's sharing Christmas with an Italian family. Rock brings him back and the kid learns they have to fight the war until they're done. The next story with art by DeMulder romanticizes the Confederacy, so moving on we find a story with no artist credited that relates the life and death of the Cheyenne chief, Roman Nose. Last up is another "Men of Easy" feature with art by Duursema that gives Bulldozer's perspective on Rock.


Super Friends #42: Bridwell and Tanghal present the story of a villain with a dangerous green thumb terrorizing Gotham. The Super-Friends get some help from Green Fury, the Brazilian superheroine who can shoot green flame out her nose and will eventually join the JLA as Fire. The Wonder Twins backup by the same creative team is Christmas themed. It has Jayna taking the form of a Krytonian deer, which of course can fly under a yellow sun to help Santa.


Unexpected #208: The stories in this issue are all weird, and not in the "Weird Tales" sort of way. The Barr/Sparling Jonny Peril story has him still tracking those mysterious star amulets. He's in the midwest at an almost deserted factory town, where he's set up by zombies or something and saved by a local woman. She explains that few of the townsfolk are left and no one knows what the factory does, but doesn't comment on the zombie guys. She takes Peril to the factory and is promptly captured by the zombies who serve the mysterious guy in the cloak (who somehow is able to watch Jonny on camera all the time and always has his hand in front of his face so we don't see his identity). Jonny chooses to make a move to save himself from being capture rather than to save the girl. He manages to set off some explosions and escape. He passes the woman who appears to be melting but either is revealed as one of the zombies or turning into one. She was part of the Master's plan to capture Jonny and she says he saw through her ruse, but there is no real indication that he did. It reads like he was just unconcerned for her safety. Anyway, now Peril is on the run in the woods.

The next story by Elliott Maggin and Murphy Anderson has a city in grip of weird, motiveless crimes by previously respectable citizens and the stressed police commissioner who goes into the place of business of an occultist that looks more like Aunt Bea than anything else, and getting so freaked out he leaves without his soul. Which is apparently what happened to the other former upstanding citizens. The story really doesn't make it clear whether this is by the woman's design or all just bumbling accident. The last story by Wessler and Sesarego opens with a guy carrying a woman away from rampaging giant beetles--a rampage each blames on the other. In the flashback, we see a UFO land, then the guy talking to beetles. When they complain about people stepping on them, he makes them giant so they can defend themselves. The woman, meanwhile, has the guy thrown off her land. She even has the area sprayed with special gas. The guy leads the beetles in attack, but saves the woman when they demolish her house. It's revealed in the end that their an alien couple who's just been having a spat.


Unknown Soldier #249: The story picks up from last issue with the Nazi agent Helga gloating about killing the Unknown Soldier and about to kill the man she believes to be his father. The old guy fights back, and defeats her. As she lays dying, he reveals he's the Unknown Soldier in disguise and gives his true origin--which really, isn't that different from the planted story she found out, other than it starts before the U.S. official entered the war and involves possible supernatural intervention. It's not clear why Haney thought that was better than what he gave last issue or why he didn't make it more different. 

The backup is a story of Mlle. Marie, mini-skirted, bereted, brunette Red Sonja of the Maquis (spelled Maqui throughout this story) by Kanigher and Ayers. Marie is caught in an explosion and has a face bandaged exactly like the Unknown Soldier during most of this issue, only in a sexist turn, she doesn't take potentially being disfigured near as well nor do the people around her (to be fair, she does take it better than most people would in real life). In the end, though her face heals completely with not even any scar. Whew!


Warlord #43:  Read more about it here.  The backup is more OMAC. He defeats the Vanguisher and confronts the Verner Brothers who look like clones of balding fat guys in early 19th Century coats and cravats. 

Friday, December 24, 2021

Star Trek Endeavour: Uzaveh the Infinite

Back from a hiatus for a couple more episodes, a campaign in Star Trek Adventures... 


Episode 6: "Uzaveh the Infinite"

Player Characters: 
The Crew of the USS Endeavour, NCC-1895, Constitution Class Starship (refit):
Andrea as Lt. Ona Greer, Engineer 
Bob as Capt. Robert Locke
Gina as Cmdr. Isabella Hale, Helm Chief
Jim as Lt. Ross Gordon, Science Officer
Tug as Dr. Azala Vex, Trill Chief Medical Officer

Supporting Cast:
Julie Cobb as Lt. Perez, Security Officer
Michael Zaslow as Lt. Nesmith, Geologist

Synopsis: Endeavour is surveying the 13th moon o Parjali II as a potential cite for an outpost when they discover a humanoid life sign that shouldn't be there. Investigating, they find a robed figure who appears to be a Rhaandarite and a small hut. The being declares himsef Uzaveh, once worshipped as a god by the primitive Rhaandarites, whose evolution he takes credit for. He offers to further "improve" the Endeavour's crew. Locke and his senior officers are suspicious. Locke particularly recalls what led to the Eugenics Wars, but Perez and Nesmith take Uzaveh up on his offer, and Perez is given superhuman strength, while Nesmith is freed from the need to take medication for a genetic condition.

But the crew is unable to contact their ship and they believe Uzaveh is responsible. Eventually, they confront him, and he reveals his true purpose: he needs to evolve them to transfer his consciousness to a suitable body, and he is wearing out the Rhaandarite he is in. A battle ensues with the enhanced crew under Uzaveh's control. A phaser blast eventually disrupts his energies, causing his body to rapidly decay. The crew who were controlled were freed, and their biologies gradually return to normal.

Commentary: This was a mission brief from Mission Briefs 1: Growing Pains, by Michael Dismuke. It was set during the Enterprise era, but easy enough to adapt to a later one. In the original, Uzaveh had an Andorian body.

Jim joined this game for the first time playing Lt. Gordon:

Thursday, December 23, 2021

Where the Chaos Thing Fell


When the hordes of the Abyss surged toward the very borders of Hell, one of the mightest of that host was only brought down on the plains of Gehenna. Where the great worm fell, it created a gigantic crater, contributing to the broken nature of the plane to this day. It's in this crater that the corpse of the creature remains.

The shadow of its bulk is tangible, like a black, velvet fungus, it moves over time as if chased by a sun that Gehenna does not have. It is not good to touch the shadow, as it will grow on anything until it consumes it. The Ultroloths sacrificed any number of souls and simulacra in their experiments trying to find a way to bend it to their purposes but to no avail.

They found no use for the shadow, but the same can not be said for the carcass. The Yugoloth consider it a goldmine. The crater is held in the highest security; not even their diabolic allies and clients are allowed to visit their mining and rendering facilities. The dissolution of an abyssal monstrosity is not like the decay of some corpse on the Prime Material Plane. Freed of the monster's alien, but dominating sense of self, its flesh slowly sloughs free and becomes all sorts of smaller grotesqueries. The Ultroloth sorcerer-scientists have been ingenious in the applications they have found for these creatures, including using them as a substrate for the generation of new, lesser Yugoloth. The things also found their way into weapons and material for armor. 

The plague caused in Hell by an attempt to use the creatures' ichor as an enhancement for soldiers was, at best, a minor setback.

Wednesday, December 22, 2021

Wednesday Comics: DC, March 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 December 23, 1980.



Action Comics #517: Conway and Swan/Hunt give us a topical Christmas story (in contrast to the Green Lantern story that states its "1981," ignoring when the comic was actually published). Superman has to leave a Planet office party to help an alien get back a quasi-religious artifact given to his race by a messiah type, which has supposedly been stolen by another species. It turns out the first alien's race had actually stolen it back from the others and are now planning to launch a war of retaliation. Superman has to stop a war between these two factions with long religious enmity--and get back to Earth in time to kiss Lois under the mistletoe.

The Aquaman backup by DeMatteis and Heck reveals that the villain behind the bogus Black Manta (and maybe the Poseidon, too) is Ocean-Master. Aquaman fights with him on a rooftop in a pretty atypical move for these aqua-characters, but Ocean-Master escapes.



Adventure Comics #479: Adventure is back, and it's been turned over completely to Dial H for Hero. This is a reboot of a strip from the late '60s. The conceit of this one is that teens Chris and Vicki discover "dials" (resembling rotary phone dials if you kids remember those), which allow them to transform into a new superhero identity every time they dial H-E-R-O. These stories are by Wolfman and Infantino, but the superhero/villain designs are reader submissions and are credited in the stories. None of the stories are at all memorable, and I refuse to look them up as I have a super-sized issue of Detective to discuss below, but I do recall one of the characters this issue (the villain, Silver Fog), was created by Harlan Ellison, age 46, of Sherman Oaks, CA.



Brave & the Bold #172: Conway and Infantino/Mitchell bring Conway's Firestorm over for a visit. Jason Bard, detective from well, Detective Comics, is here too, and his presence reveals either Infantino or Mitchell or both can't draw a fedora that doesn't look like a travesty. Anyway, Stein and Raymond are having blackouts, and Batman does what any concerned teammate would do, he spies on Firestorm. He discovers that the Nuclear Man is under the control of a sentient nuclear reactor, somehow brought to that state by the accident that created Firestorm. It's now out for world conquest or something. Firestorm's power holds the key to its defeat, though, in a battle of fusion versus fission. Firestorm's able to absorb the probably-lethal dose of radiation Batman took, too.

Nemesis is back in the backup by Burkett and Spiegle. I like Spiegle's art, but I find these just don't hold my interest. This lowkey organized crime fighting is sort of bland. Maybe it would be more appealing not sandwiched at the end of a unremarkable superhero yarn, I don't know.



Detective Comics #500: This is an anniversary issues with a number of creators and at least one story that has gone on to be reprinted elsewhere. Brennert's and Giordano's "To Kill A Legend" is that one. The Phantom Stranger offers Batman (and Robin) a chance to go to another Earth and prevent the death of Wayne's parents on that world. They succeed, and the spoiled, young Bruce Wayne of that world is inspired to to change his life not by the loss of his parents but by the Dynamic Duo's heroic example. On this re-read, what's most interesting to me is the dates this story gives. It sets the death of the Waynes "20 years" before the present on Earth-1--all well and good. But the Phantom Stranger says there was another Bruce who's parents died "40 years before." The associated image looks like the Golden Age Batman, but 40 years from from the present would be the time period when Earth-2 Batman was an adult, not a kid.

Wein and Aparo bring us a fun one: "The Too Many Cooks Caper." Slam Bradley is ostensibly the lead, but it's all all-star jam of non-powered, non-costumed DC heroes: Mysto, Captain Compass, Jason Bard (again!), Roy Raymond, TV Detective, Pow-Wow Smith, and Christopher Chance, the Human Target. "Once Upon A Time" is a clever short by Wein and Simonson, where there is no dialogue but only well-placed, cliched literary lines. 

Barr and Garcia-Lopez set The Elongated Man and his wife to Sue to solving "The Final Mystery of Edgar Allan Poe" in their somewhat humorous style. Next up is a Batman prose piece by Walter Gibson, creator of the Shadow, with illustrations by Tom Yeates. Levitz and Adam Kubert present Hawkman and Hawkgirl discovering the truth behind "The Strange Death of Dr. Erdel." This is a bit weaker as a story than the previous ones, but it's a nice component to a anniversary collection like this. Bates, Infantino, and Smith provide an answer to "What Happens When A Batman Dies?" which is Deadman shows up and tries to keep him from going to the Afterlife, and the spirits of his parents tell him to get back down there and keep fighting. All and all, this is a really good issue, perhaps the best all around of the year.



Green Lantern #138: Maybe Wolfman is stretched too thin, because Thomas is brought on as scripter here. I can't say this issue is an improvement over the last two. In fact, returning to the Eclipso story from the future is a bit of a let down, but only a little since all of this feels like treading water. After a couple of skirmishes, Eclipso unleashes his master plan: a satellite launched from Ferris Aircraft that will create an eclipse. He also uses a beam from his diamond to bifurcate Jordan into good an evil. Meanwhile, there's just enough of the kidnapping of Carol to remind you its there without it actually going much of anywhere.

The Adam Strange backup by Sutton and Rodriquez gives Alanna a chance to come to Earth for once. The two visit New York and foil a terrorist plot at the Statue of Liberty.



House of Mystery #289: This issue introduces the "I...Vampire" strip by DeMatteis (listed as creator as well as writer) and Sutton. We are thrown in in media res with the vampire, Andrew Bennett, and his human companions taking on the vampiric minions of the Queen of the Blood Red Moon. Only a bit later do we get Bennett's origins and learn that his former love Elizabeth is that queen. A good start for the series. 

The rest of the issue isn't that great. Dennehy and Chan deliver a ironic tale of a killer getting run over by his own car (I guess? The art is unclear) when he goes back to gloat over a guy he left to die. Kashdan and Rubeny execute an idea by Don Glut, which sees an inventor get revenge on the guy who stole the credit and the money from his hologram projector by somehow putting the villain in a literal hell caught on film. 

Monday, December 20, 2021

Late Era Role-Aids

Photo by Needles

I've been revisiting some late era Role-Aids (90s) products recently, some purchased at my only Gen-Con experience to date, the others a gift from Hydra compadre, Robert Parker. While earlier Role-Aids products are hit or miss, these are quite good, I think. 

One thing that immediately caught my eye was art by some comic book illuminaries: Arch Magic has a cover by Dave McKean, Demons II has one by Glenn Fabry, and a couple of Demons supplements have art by Alex Niño. Beyond that they seem to borrow both from innovations at TSR (the loose leaf monster format) and White Wolf (some of the subject matter and design), and in some minor ways anticipate the aesthetic and subject matter of Planescape.

The Demons related products (Demons and its loose leaf spinoffs, Demons II, and Sentinels and Apocalypse) suggest use in a campaign setting that is more a battleground for the forces of good and evil in a Heaven versus Hell sort of way than the standard D&D setting. The descriptions of it's demons are somewhere between Monster Manual and demonology book, both in terms of their physical appearance and what sort of requirements they have for the making of pacts. All in all, it provides a push more in the roleplaying than combat encounter direction for these beings (not that they are full stated for combat).


Arch Magic gives a whole new class (the Archmage) for sort of ultra-high level magic-users and some new, powerful spells, but the interesting part is the adventuring locales: a city built in the bones of a monstrous skeleton, The Macrodome, where a game controlling the destiny of the universe is played out, and the Red Room of madness (probably inspired by Twin Peaks).

These products feel like the creators had much more free rein than AD&D products of the era. The are no better executed--perhaps at times a little worse--but the imagination involved seems less fettered,

Sunday, December 19, 2021

Weird Revisited: Midnight in the House Tenebrous

This post first appeared in 2011...

 


There are places in Nla-Ogupta--that ancient, decadent, Venusian Venice--where Terrans do not go. The Street of Blue Vines was one of those. The buildings along it crowded close, as if trying to conceal some secret. The uncanny glow of bioluminescent lantern-jellies that cling to haphazard lines seem dimmer than elsewhere--as if they too were conspirators. It's said that in millennia past, when Sumer was young, the Street of Blue Vines was a place where cultists trafficked with inhuman gods. Old Venus-hands, deep in their cups, spin tales of cannibalism, and alien sexual rites. That's what the rumors say.  No Terran knows, and if any polite Venusian knows, they don't speak of it to off-worlders.

But on this night, a Terran does wind his way down the serpentine Street of Blue Vines. His stride is unhesitating--he hasn't come this way accidentally. He moves purposely to the darkened, leaning structure which bears no sign or legend, but nevertheless is known to the denizens of Nla-Ogupta's underworld as the House Tenebrous. He has come seeking this house, and the service it sells.  He's come to buy a man's death.


The Street of Blue Vines gets its name from the eerie, electric indigo vines and foliage that entwine 'round its most infamous denizen, the House Tenebrous. The House only permits entrance at night--in fact, it may be that it can only be located at night.

A seated, robed figured, appearing as a short and portly man, his features completely hidden in a cowl, asks any visitor who he or she might wished kill, and why. The figure’s voice sounds distant, and tinny, and seems to emanate from all around. The man never moves, even in the slightest.  Sometimes visitors get the impression that there are others in the room--the feeling of eyes upon them, or the hint of motion in the shadows of the audience chamber. Psychically sensitive individuals report “hearing” distant, unintelligible, whispers, and an unpleasant mental sensation not unlike smothering.

If the man chooses to accept the commission, the price is variable, and not always in money.  If a goal can be discerned from House's representative's payment demands, it is that they seem to be aimed at reducing Terran influence on Venus.

Eventually, though a space of week or months may pass, all victims of the House Tenebrous are found dead somewhere in Nla-Ogupta (or in one case, on a ship having recently departed there) without any apparent signs of violence or physical injury. Victims always appear to have died in their sleep, though often their face and bodies are contorted as if in fear or pain.

Thursday, December 16, 2021

In the Furnace


If some resolute pilgrim were to limp or crawl through miles of the sepulchral dust and crumbling, cinerous statuary of anguish of Hades, they might find the leaden skies giving way to a void of eternal night. They would see before them a landscape of tortured rock formations, and boiling, mephitic, salt-rimmed pools that make the lurid colors of the surrounding rock manifest with their wan glow. Beyond, they would see broken and lava-clotted crags rising ever upward, disappearing into distant darkness. They would have reached the border of Gehenna.

Those who don't succumb to despair in the gray wastes are potential fodder for the Devils' war against Chaos. But first, they must be broken and reconditioned to that purpose. Yugoloth patrol the border, and their press gangs conscript all available prospects. Captives are whisked off to a number of re-education centers. Under the conditioning of their fiendish captors, they become suitable, perhaps, for minor positions in the apparatus of Hell, or either for future service of the Yugoloth.

It is possible to scale the forbidden scarp of Gehenna. If one can avoid the plateau encampments of the Yugoloth, the monsters of the lava tube caves, and assorted natural dangers from jagged rock, blasts of toxic gas, and flows of lava, you can stand upon the mountains ringing Hell itself. It is not a trip anyone would wish to make except with the direst of need.