Wednesday, April 5, 2023

Wednesday Comcs: DC, July 1982 (week 1)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! Today, I'm looking at the comics at newsstands on the week of April 8, 1982. 


Arak Son of Thunder #11: Thomas and Colon/Acala continue Arak's encounters with creatures from Greek myth. Khiron leads Arak to the top of Mount Olympus where Arak's face has been carved in the mountainside! Khiron offers to train Arak like he did Heracles. That's got to wait, thought, because they've got to fight a harpy. Then, they encounter the satyr, Satyricus who lured Valda away from Arak in the night. The satyr tells them that soldiers led by Brutius have captured Valda. They raid the soldier's camp, but Valda has already been taken elsewhere, and Khiron gets shot by an archer.

The Viking Prince back-up comes to its conclusion with Prince Jon and his companions reaching the fortress of Krogg the Red. Jon fights his way to the tower where Krogg is holding his sister at swordpoint. Rather, than risk his sister's life, Jon surrenders. To save her brother, Ailsa throws herself out the tower window. Jon throws his sword and kills Krogg. His quest at an end but not in the way he had hoped, Jon sets out to wander the world with his companions.


DC Comics Presents #47: Kupperberg and Swan/DeCarlo bring us a crossover with the Masters of the Universe franchise. This would be when is only a toy line (and possibly one not even on the shelves yet. I'm not sure of the dates.), before the Filmation cartoon. Superman is brought to Eternia to help He-Man and Battle Cat fight off Skeletor and Beastman, who are attempting to take over Castle Grayskull. This is the first appearance of the Prince Adam secret identity, though he's more of a playboy here, more Don Diego de la Vega than Clark Kent. Also, Swan does not draw particularly compelling muscle-bound fantasy warriors.


Fury of Firestorm #2: Conway and Broderick/Rodriquez complete the Black Bison story, and really there's not much to it. After Firestorm lost his trail last issue, Black Bison is loose on the streets of New York, and rides his white stallion to the uptown townhouse of senator Walter Reilly. In the name of avenging his people's stolen sacred heritage, he kidnaps Reilly's daughter Lorraine, and brings her to Central Park to hold her hostage.

Firestorm flies to the rescue, but Black Bison animates the Alice in Wonderland statues to attack him. Luckily for our hero, John Ravenhair's girlfriend Vanessa arrives at the park. She tries to reach the John still with Black Bison. While Bison is distracted by Vanessa, Firestorm snatches the cult talisman off his chest. With the influence of the talisman gone, Black Bison turns back into John Ravenhair. The smitten senator's daughter tries to get a date with Firestorm.


Justice League #204: Conway and Heck/Tanghal continue the attack by Royal Flush Gang. Superman is defeated by the Queen of Spades at a circus; Green Arrow is attacked aboard the JLA satellite by the Ten, while Elongated Man and Black Canary trace a clue to their antagonists to Megaform Industries in California and its president, Derek Reston. We get several lines to the effect of "wow, California's so different!" I wonder what Conway was doing with that? Anyway, Wild Card is revealed as Hector Hammond.


Weird War Tales #113: Kanigher and Carillo have J.A.K.E.-2 dropped to soldiers in the field, and just in time too, because the Japanese have deployed a samurai robot! As the cover completely gives away, J.A.K.E. uses his head to dispatch his foe. 

The next story by Snyder and Cullins purports to describe how a soldier shooting at birds led to the start of the Italian invasion of Ethiopia. The final story by Pasko and Silvestri/Mahlstedt has aliens giving the human inhabitants of a post-apocalyptic Ice Age technology, but the humans chaff under what they perceive as unfair restrictions. The aliens just don't want the humans to repeat the mistakes of the past, but the human won't listen. As their resentment explodes in a rebellion against their patrons, we discover the slaughtered aliens were actually the descendants of humans who escaped Earth and went to the stars, returned to help their brothers.


Wonder Woman #293: Levitz/Thomas and Colan (abetted by a cadre of inkers) brings the Adjudicator saga to a close. The women Teen Titans and Wonder Woman take on the final horseman, Death. They are on the verge of defeat, but when Adjudicator sees the people of Earth trying to defend their heroes, he recalls his horseman. At the same time, Wonder Girl, Starfire, Wonder Woman, Supergirl, Zatanna, Madame Xanadu, Black Canary, the Huntress, Power Girl and Phantom Lady vanish from their respective Earths as they are transported to Adjudicator's ship. He still plans to destroy the Earths, but he's going to keep them as specimens. There they discover the truth: the Adjudicator is no cosmic judge of worlds. He was merely given unimportant worlds to play with by his alien Overseers to keep him out of trouble. Just as he is about to blast them all into oblivion, when he is teleported away by his keepers. Zatana returns them all to their proper worlds and times.

Monday, April 3, 2023

Dungeon & Dragons: Honor Among Thieves


I went with most of my gaming group to see Dungeons & Dragons: Honor Among Thieves this past weekend. The short review is: we all enjoyed it and thought it was a lot of fun.

That out of the way, I think the way that is good--and the ways that it isn't--are kind of interesting. Fantasy films, like fantasy lit, generally seem at least in part about transporting us to a different world. The best fantasy films attempt to evoke wonder or horror, the lesser offerings at least seem to want to evoke another place or time. 

The Dungeons and Dragons movie doesn't seem much interested in those things. In fact, it doesn't really act like the typical fantasy movie much at all. It has the tropes, to be sure, but it doesn't try to wring a reaction from the audience with them, nor is it concerned with the typical stylistic elements of fantasy storytelling. There are no grubby streets, or seedy, dimly lit taverns. Monsters aren't really scary. Underground passages in the deadly Underdark seem spacious, clean, and relatively well lit. At best it's a dark ride at a theme park, and the magnificent CGI cityscapes could well be some sort of new addition to the Magic Kingdom. 

Honor Among Thieves is a fantasy movie set in the Forgotten Realms, sure, but in a real sense, it isn't a fantasy movie of the usual sort at all. What it is a evocation of what it's like to play a D&D game. The characters (within the bounds of not breaking the fourth wall) get to be as snarky, bumbling, and at times blasé as players at the table. It's like a memorable game session dramatized before you, allowing the D&D-versed viewer to imagine what's going on at the table to create what you see on the screen.

I'd say it's very clever, if I thought that were intentional. Rather, I think it's just the fortuitous consequence of post-Guardians of the Galaxy, action-adventure filmmaking and a script sharp in the sense that it keeps things moving and is filled with as many "easter eggs" as possible. Just lucky, perhaps. Still, no gamer looks askance at a lucky roll.

Other brief thoughts:

  • Elves, dwarves, and halflings take a backseat to WOTC IP "ancestries." It wasn't a choice I was expecting.
  • To maintain a PG-13 rating, no doubt, things must remain bloodless, which means combat relies a lot on fisticuffs and grappling. I've seen a lot of twitter jokes (well, the same joke multiple times) about "what system would be good for that D&D movie?" but I remarked to my players after the show that Broken Compass might be better at replicating what we saw on screen than D&D.
  • There wasn't really a hint of a possible sequel, but that surely won't stop them if it does well enough.

Friday, March 31, 2023

A Tale of Two Paradises

 


It is possible for the determined traveler who has been shown the hidden paths to walk from the Elysian Fields to another planar realm. The primaeval forests and unworked fields of wildflowers give way to pastures, farmland, and finally, quaint villages. There, they will be greeted by the local inhabitants and perhaps invited in for a meal. The traveler has come to the Twin Paradises.

The Paradises represent the rejection of the universal contentment of Elysium as unearned. Also, not for its souls is the selfless dedication required to scale the Heavenly Mountain. Those who come to stay in the Twin Paradises find contentment in industriousness and a life well-lived--or afterlife well lived. 

The denizens of the Paradise reachable from Elysium are small folk like gnomes. They live in villages governed by democratic councils and send representatives to the over-councils that govern the smaller the interactions of the smaller ones. All the citizens work for the common good, and all who contribute partake of the communities' supplies according to their need. The Paradises are not Elysium; the land, though pleasant, is not free from the caprice of nature. The people, though similar in outlook, are individuals and not immune to petty disagreements and misunderstandings. It is overcoming these obstacles that make the pleasantness of life in the Twin Paradises deserved.

At the far edge of the first Paradise, there is a great, mist-filled chasm. One sturdy bridge spans it. On the far side, the land begins to become more rugged and more thickly wooded, though it is still beautiful and bountiful. Here the habitations are more isolated, and the people place a greater value on self-sufficiency. They are more willing to teach a newcomer than to provide what they view as charity. The people still work together on tasks of common need, but they do so as individuals and of their own volition. 

The Holy Mountain is visible from this land on clear days. Even these hardworking folk occasionally take a moment to stare at it from time to time. They are perhaps comforted to know it exists, but they have little desire to see its heights.

Thursday, March 30, 2023

Let's Review...


I think I've got another entry in my series on the Outer Planes coming soon, perhaps tomorrow. Here's a review of where we've been so far.
The Layers of Heaven (part 1) (part 2) (part 3) (part 4)

Wednesday, March 29, 2023

Wednesday Comics: The Adventurers


I remarked to Jason Sholtis a couple of months ago that The Adventurers is probably the most Dungeons & Dragons comic book ever, at least until the works of Tim Sievert. Jason rightly questioned whether that includes D&D licensed comics. I think that, yes, it does in that those licensed comics have all the trappings and IP of D&D, but don't necessarily read like the writers had played D&D. 

Anyway, The Adventurers is a black and white series by Steve Milo, originally published in 1986 by Aircel, then moving to self-publishing under Adventure Publications. In 1989 Adventure Publications was acquired by Malibu. The comic ran through three volumes or "books," and at least two associated series, Warriors and Ninja Elite.

The series has art and story lines are pretty much the epitome of how I, at least, thought of D&D in the 80s.

Tragically, there are no collections of it, but there is a fan page here with a lot of info.

Monday, March 27, 2023

Mythic Exalted: Lookshy


The city-state of Lookshy is pretty easy to get a handle on: it's Sparta-Shogun era Japan to the Realm's Imperial China-Imperial Rome. "Sparta-Shogun era Japan" is a pretty nice combo for a more Sword & Sorcery Exalted, so it's an easy one to work with.

The name I'm not to fond of though. I'd say it's a bad transliteration of Lukshi or Luk Shi, so that's easy enough to fix. Given it's origins as the holding of an old Realm legion, I think its Sparta character should really be pushed in a Republican Rome sort of direction (making the Realm more later Empire or even Byzantium) to take into account their conservative adherence to traditions likely abandoned in the Realm.

Visually, I think I would go with the Japanese influence, but use the look of armor from an earlier era than the more Tokugawa illustrations in things like The Scavenger Lands.


Add a few Roman Legion flourishes and maybe more Greek style helmets for parades and I think it works.

A difficult bit for a lower-powered, Sword & Sorcery take on things are the warstriders. I think they are easy enough to remove, but I don't really believe that's necessary. Mecha type things are not without precedent in four-color Sword and Sorcery, at least: 


I think they get easier to envision if they look like Daimajin above or maybe the Shogun Warriors. Maybe a bit less colorful that those guys.

One interesting tidbit from the initial setting description is the mention of Lookshy (Luk Shi!) Dragon-Blooded intermarrying with a "federation of outcaste bandits" called the Forest Witches. Maybe I missed it, but the Forest Witches don't seem to show up again in Scavenger Sons or 2nd edition material. It's not a major point, but it makes me think of both the "rivers and lakes" of the Jianghu and Fuqua's King Arthur, with the Forest Witches as the Picts. Jianghu Picts, perhaps?

Friday, March 24, 2023

The Library, Ao-Dweb

What follows is excerpted from the journal publications of the scholar Nura Glismod who was sent by one minster or another of Ascolanth (the writ, in the manner of all standard Imperial bureaucrat text, is unclear on its specific authorities) as part of an "exchange" with the hwaopt at the Library of Ao-Dweb. 


First, I should address the less pleasant aspects of interaction with hwaopt, namely the odor. My associates and I utilized olfaction dampeners to make it bearable, but I found it necessary to burn my clothes afterwards.

What has generally been said about the Library is true: It is undoubtedly the greatest repository of knowledge currently in existence and a center for the most advanced scholarship in the world. It sprawls over numerous subterranean chambers, some of which must be natural, if modified, others some entirely constructed.

The humidity of caves would generally be a barrier to their use as an archive, but the hwaopt have enacted some sort of magical shield (one can feel it when entering the structure) that keeps the air dry. I was told by another visitor (a suspicious voluble An-Woon Thuan of the Mountain of Wizards) that the hwaopt have wards to dampen magics within the Library for fear of eroding their controlled encompassment.

The hwaopt organizational system is arcane. I was told that librarians only those you can passed rigorous examinations in the hwaopt classification of knowledge. The dangers to any would-be browser are more than merely not finding the volume one was looking for. I was told by our guide in what I assume are sober tones for a hwaopt that persons have become lost in the library for days when they wondered off to more esoteric collection areas. Apparently, scent plays some part in the hwaopt system, but the details are closely guarded.

One unusual danger in the Library: the occasional incursion by troglodytes from some neighboring caves. This occurred in a part of the structure why we were there. It is puzzling as to why the hwaopt allow this, when presumably they could prevent it. Instead, they merely close areas of the library to the public until the brutish creatures have moved on.

Perhaps related to this mystery, I happened to observe at a distance an interaction between a troglodyte and a hwaopt while we were being ushered to a different location due to the incursion. The hwaopt seemed in some sort of stupor, perhaps even paralzyed. The troglodyte approached very close with a demeanor of hostility, but the hwaopt remained rooted to the spot with an expression I would call vacant, while acknowledging the difficulty of diving meaning from their alien countenances. What became of the hwaopt, I do not know, and I thought it best not to question our guides on it.