Friday, February 7, 2025

Planar Pilgrims


I've been listening to the audiobook of A Travel to the Middle Ages, and its description of what, by the late Middle Ages, is essentially a travel industry built up around pilgrimages to Christian churches and holy sites is really interesting. One fascinating detail is the cheap, metal pins or badges pilgrims could buy to commemorate their visits. There were also more risque, erotic novelty badges sold too, as a quick internet search can show you.

All of this religion-focused travel got me thinking of something interesting to do with the standard Outer Planes. Given their nature, they would certainly fit the bill as "holy sites." Maybe a lot of planar travel is in pilgrimage? This is a take that wouldn't be congruent with all views of the planes, certainly, but I think it would fit with a Planescapian sort of attitude, with planar types taking advantage of the clueless Prime visitors.

All you would need is these sorts of visitor-catering facilities and services to be present on each plane. They don't necessarily have to be particularly safe or even particularly customer friendly, really, if real history is any indication.

Of course, there would need to be things for pilgrims to see. Certainly, there are a lot of wondrous (super)natural phenomena described in any D&D planar book, but I think some sorts of dubious relics are in order here, just like in the real world. Accoutrements of gods? Maybe even relics of martyred ones?


Wednesday, February 5, 2025

Wednesday Comics: DC, May 1984 (week 1)

My mission to read DC Comics' output from January 1980 (cover date) to Crisis enters its fifth year. This week, I'm looking at the comics that were at newsstands on the week of February 2, 1984. 


Thriller #6: Fleming and von Eeden/Giordano finish the Kane Creole story. And the resolution is really convoluted. An older Kane Creole gets out of prison where he has been for killing his promoter. He isn't the original Kane Creole (who is the true Elvis expy of this universe) but he's getting a movie made about him anyway, and his younger lookalike (or another Kane Creole lookalike) has been hired to do another bank robbery stunt as publicity. Proxy, who has disguised himself as young Kane Creole, hears this and realizes he has to let the Seven Seconds know because they've set a trap at that bank expecting a real robbery. The Young Kane fights with the Seven Seconds, but the old one shows up to try to put an end to the violence. The old one reveals in confession that the young Kane is his clone--and he's a clone as well, made from genetic material from the exhumed body of the original by his unscrupulous promoter. It's the violation of this graverobbing resurrection that led the Creole clone to murder.

When people say Thriller is innovative, prefiguring the 90s Clone Saga surely isn't what they mean!


Atari Force #5: Conway and Andru/García-López have brought the team together at last as Tempest, Dart, and Morphea assist Martin in stealing his old spacecraft Scanner One and taking off to find the Dark Destroyer. Not that they believe him yet; they each have their reasons for going along. Morphea gets the opportunity to rescue Babe, so he goes too. Pakrat stows away to escape arrest by his brother. New Earth government allows Rident Oly to go after them to get his brother back, but all the doubters are in for a surprise because the Dark Destroyer does exist, and he's waiting to meet them.


Fury of Firestorm #23: The Conways and Kayanan/Rodriquez deliver an issue that I think wears its influences on its sleeve: It's at once very topical, but also clearly indebted to a sort of Spider-Man plot template. I liked it a lot more than the previous story arc. Ronnie is moping because he feels guilty about his relationship with Doreen given Firestorm's relationship with Firehawk. He makes his day worse by accidentally magnetizing and ruining a shipment of computer stuff while stopping a runaway train. The owner of said computer stuff, Felicity Smoak, threatens to sue him. After more bullying from Cliff at a school play, Ronnie decides to attend a computer show mentioned by fellow Cliff-victim and classmate Barney Bonner. At the show, an electrical villainess, Byte, emerges from a computer and attempts to kill Dr. Stein's friend, Belle Haney. Firestorm stops her (for now), but Ronnie recognizes Byte as Blythe Bonner, another schoolmate and sister to Barney.


DC Comics Presents #69: Evanier and Norvick/Jensen gives us a time travel crossover. An old award is found in a drawer at the Daily Planet recognizing Perry White for reporting on Hitler's "Secret Olympics" in 1941. The weird thing is, Perry has absolutely no memory of it. Must be a slow day for superheroism, because Superman decides to go back in time and see what the deal is. He winds up covertly (so as not to disrupt the timeline) helping the Blackhawks defeat some chemically enhanced Nazi super-soldiers and saving Albert Einstein, all while meeting a younger Perry White. Perry writes about what he knows of those events, but then Himmler grabs him and wipes his memory, so the Germans won't be embarrassed by their defeat. All this Superman just watches because he can't change the timeline. Curiosity satisfied; Superman returns to the present.


Justice League of America #226: While the letter column promises Conway and Patton cooking up big changes ahead, Cavalieri and Patton/McLaughlin trudge on with the second part of their story. The Leaguers battle Hellrazer and his djinn to a stand-still, but when he escapes to his own infernal dimension of Perdition, he takes Zatanna captive. Green Arrow, Black Canary, and Hawkwoman enter Hellrazer's dimension to rescue her. Meanwhile, Elongated Man and Red Tornado join Atom and Hawkman in Morocco, where Lord Arsenic, another Faitlux leader, has used Luciferase and a mystic mask to gain the power of the deity Set--which mostly seem to be shooting energy blasts. The heroes defeat him by turning his own powers against him and set out to track the rest of the Luciferase. In Perdition, the heroes believe they have found Zatanna (thought Hawkwoman is suspicious) but the story clearly telegraphs it isn't her.


Wonder Woman #315: Mishkin and Heck continue the story from last issue. Tezcatlipoca depowers Wonder Woman into Diana Price, but she still manages to hold on her own and help Griggs thanks to her martial arts skills she learned when she was depowered before. Tezcatlipoca forces her to face funhouse mirror reflections of part of her character she rejects, but she overcomes these weaknesses, and again empowered, prepares to square off with the mad god. Meanwhile, someone is stalking Etta Candy, and Steve Trevor and a gremlin flying in Wonder Woman's plane hear a surprising message mentioning Trevor's death.

The art by Beachum/Martin has the Huntress backup looking better than it has in the past, I think, and Cavalieri's writing reaches for greater sophistication. The plot primarily revolves around Huntress trying to find out who leaked information regarding the limb regeneration program, Project Starfish. It turns out ultimately that the Sea-Lion is involved. What's more interesting though is how Cavalieri portrays and highlights Huntress relationship with several men in the supporting cast. There's the hospital intern Kelly who awkwardly asks her if she wants to listen to old Motown records at his place and seems intimidated by her. There's the cop, Minelli, who's assigned to surveil her, who has an obsessive attraction. Then there's her ostensible boyfriend Sims, who seems to resent her independence and wants someone more submissive. Huntress actually gets told by a man in this issue that she should smile more.


Blackhawk #270: Evanier and Spiegle pick up where last issue left off: the Blackhawks are in the hands of General "Killer Shark: Haifisch, and their leader is riding in a coffin on a train toward Spain. From Spain, Blackhawk steals a plane and flies back to Blackhawk Island, where he learns that his men have been captured, so he flies to save them.

Meanwhile, Haifisch has moved his prisoners and his troops to a U-boat in the English Channel. He fires a radar-guided antiaircraft missile at the pursuing Blackhawk, knocking him from the sky and presumably killing him. Blackhawk bailed out, though, so when Killer Shark surfaces, Blackhawk jumps him from the superstructure of his own sub. They fight hand-to-hand with Blackhawk losing, until the arrival of a flight of RAF planes distracts the Nazi general. The sub is taken and the prisoners freed, but the Killer Shark presumably escapes.

Monday, February 3, 2025

The Darkling Princess


Our Land of Azurth 5e campaign continued last night with the party summoned to a counsel of the three rulers: Viola of Yanth, Desira of Virid, and Bellona of Sang. The PCs were informed of recent intelligence that suggested have her long deathless sleep, Nocturose, lover of the Witch Queen of Noxia might be awakening. None of them were sure who this event should it come to pass might tip the balance of the war as the Gloom Elf servants of the Witch Queen have been allies of the Wizard, but they want the party to get involved and find out.

Zabra, ever true to her alignment and her upbringing, makes inquires what might be in it for them. Alas, the rulers just appealed to the party's sense of right. Most of them have long ago resigned themselves to pocketing loot on the side, so they convince Zabra to go along.

They are transported across northern Yanth Country and the border at the Vale of Thorns into gloomy Noxia where the sun is eclipsed by Umbra, the Shadow Moon, by air elementals in the service of Desira. They are deposited at the entrance to the dark forest where the chapel where Nocturose lies in state is located. The elementals wish them luck and say they'll wait.

The dark canopy of the forest is full of stirges and the shadows are unusually thick. The trail is blocked by twisted treant who tells them that Nocturose's fitful spirit seeks a mirror that was shattered. With it reassembled she can fully awaken. He reveals to them in verse the locations of the mirror pieces. The party takes on the task of finding the mirror shards, though they still aren't sure of their purpose or their side here.

They manage to talky to gothy nymphs into giving up the shard that they have. Then they trade a +1 battle axe and a low level potion of healing to a winged morlock-thing for the shard he and his tribe have. Next, they descended into a dark pit and found a cace. Before they could locate a shard there, a voice challenges them from the darkness and a shadowy dragon moves into view!

This relates to the characters and concepts mentioned in the Dictionary of Azurth.

Friday, January 31, 2025

In Translation

Constructed languages, at least for naming, are a big part of fantasy literature. Evocative coinings like Minas Tirith, Lankhmar, Aes Sedai, An-Athair, Khaleesi, Tharagavverug, and sranc are an important part of the enjoyment.

In fantasy rpgs, however, even constructed naming languages can be tough for some players. Not only can names like Hrü'ü be hard for some to pronounce, but a number npcs with difficult/unfamiliar names may be difficult for players to keep straight or remember at all and so keep those players from fully engaging with the imagined world.

Tolkien, bitten though he was by the conlanging bug, offers a solution: translation.

We all know, of course, that we must imagine translation as having occurred so that we can read books and play characters in rpgs in our native languages and not in whatever language exists in the setting. Tolkien, unlike most authors, doesn't just leave this to necessary convention. He tells us that the book he ostensibly got the story of LotR from was in Westron and that the names of the Hobbits Bilbo Baggins and Peregrine "Pippin" Took (for example), are translations/localizations of Bilba Labingi and Razanur "Razar" Tûc, respectively.

Those nice details aside, Tolkien goes a step further. Other imaginary languages in his work beyond Westron get rendered as different, real languages: Rohirric, the language of Rohan gets translated into Old English, and names in the tongue of Dale and that of the dwarves get translated into Old Norse. This allows him to retain the "foreignness" of those other tongues from the perspective of Westron which has become mostly invisible since it's rendered as Modern English.

But he's not done there! Tolkien often chooses languages to "translate" into that retain the essence of the imagined linguistic relationship between his fictional languages. For instance, the names of the ancient kings of  Rhovanion are rendered in Gothic, preserving in Gothic's relationship to Old English something of the relationship of the tongue of ancient kings to Rohirric and Westron. This graph from Wikipedia shows it:

Chiswick Chap

I think this approach is a natural fit for rpgs. True, any use non-Modern English (or whatever the native language of your group is) might present difficulty for some players, but I think "coding" the use of unfamiliar languages to only certain groups both aids the memory and decreases the total number of unfamiliar things to remember. If Elvish names are translated as French (or Farsi, or whatever you like), well maybe the player still can't remember a particular elf's name, but they stand a better chance of recognizing names as Elvish.

There was a Dragon article back in the 80s that sort of hit upon this. The author suggested using a mix of Old and Middle English to represent the ancestor of Common. In my Azurth campaign, I have high elves speak in sort of the cod-Shakespearean manner of Marvel Comics' Thor to represent how their long lives left them behind current language changes.

Wednesday, January 29, 2025

Wednesday Comics: DC, April 1984 (week 4)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics on January 26, 1984.


World's Finest Comics #302: The cover story here is a reprint from issue 176 (1968) by Bates and Adams where two aliens in conflict from the same species appear to recruit a Batman and Superman to their respective sides, pitting the heroes and their allies against each other. It's all a trick with a twist ending, of course, though Batman does appear to punch Superman with kryptonite gloves, so the cover is only mildly misleading.

The interesting story, though, is the second one by Kraft and Mazzucchelli/Rodriquez which serves as a coda to the Pantheon saga that concluded in issue 300. As the other heroes depart, Batman asks Superman if he'd like to get a drink with him. The two go to a pub full of African colonialist scum and villainy and a couple of them don't believe these funnily dressed strangers who order milk and talk about their feelings are real superheroes and decide to challenge them. Humorously, the two heroes defeat the tough guys without leaving their seats and only barely disrupting their conversation. The strange thing about this story from the modern perspective is seeing Batman talk to his friend about his feelings. He references his loneliness and concern that the two of them seldom get to talk because they are always dealing with some crisis. I can't say Kraft's script completely sells me on it, but it's kind of refreshing to see a time where friendship was important to these characters.


Action Comics #554: This is another story that appeared in that formative comic fan experience for me, Best of DC #61 (1985). While it isn't as memorable as "Anatomy Lesson" or "Guess What's Coming to Dinner?" it is a pretty good story of the "importance of these characters" type that comics fans (and writers) like. Wolfman and Kane pick up where last issue left off with Superman's destruction of the ancient pyramid temple, which we now learn was made by aliens as a tool of conquest, creating an alternate timeline where humans don't have violent tendencies and have been easily conquered by the aliens. Two children (named Jerry and Joe, naturally) imagine a hero, Superman, coming into existence to defend them--and their belief makes him manifest. Superman conquers the aliens and sets things right.


Batman Special #1: I read this one in Best of DC #62 (1985), "The Year's Best Batman Stories," and it's the only one from that volume that stuck with me. In this story by Barr and Golden/DeCarlo we're introduced to the Wrath, sort of a criminal opposite number of Batman's whose origin parallels that of his nemesis. On the same night when Thomas and Martha Wayne were murdered, he was made an orphan, too, as the police killed his parents in a gun battle after the commission of a crime. He also became a dark avenger of the night, but one that preyed on the representatives of law and order.

As the anniversary of his parents' death approaches, the Wrath is coming for the man who killed them: the now-Commissioner Gordon. As Batman keeps Gordon safe, Wrath investigates his foe and deduces Batman's identity. he destroys the Waynes' grave marker, invades Wayne Manor, and brutally beats Alfred. On the anniversary of the Waynes' (and his parents') murders, the Wrath kidnaps Leslie Thompkins, offering to release her in exchange for Gordon.

They meet on a Crime Alley rooftop. The Wrath shoots Gordon three times, but Batman and the Commissioner have worked out a ruse beforehand and he's protected by a bulletproof vest. Batman and Wrath fight one on one. Eventually, the Wrath is engulfed by a fire he started, leading him to fall from the rooftop and presumably (since he didn't re-appear) die.

The Wrath is definitely a villain designed for one story, and once it's told, he's of limited utility. (Though he does show up in The Batman (2004) animated series and even gets a kid sidekick, Scorn, which I thought was a clever addition.) Still, it's a good single story with nice Golden art.


Arion Lord of Atlantis #18:  Continuing form last issue, Garn Daanuth has successfully broken free free from Arion's body and is terrorizing the land of Khe-Wannantu. Chian and Wyynde leave the palace to look for Mara, who they find, while Garn wracks the village with a powerful storm. Desperately, Arion makes mystic contact with his father's crystal back in Atlantis. He's able to draw on the power Caculha's spirit and use it to fight Garn. However, the villain unleashes a tidal wave that drowns Khe-Wannantu. Arion binds Garn underwater with a magic chain. He returns to the surface to find that his friends may have survived, but nearly all of Wyynde's people are dead.


Batman and the Outsiders #9: Barr and Aparo debut a new villain team, the Masters of Disaster. In their introduction their leader gets to say "Punk is over. I'm New Wave!" so we know it's still the 80s. The Masters are in the hire of the Shelton family (out for revenge on Black Lightning for the accidental death of their daughter) and approach gang boss Morgan Jones offering to kill Black Lightning for him. They attack a Wayne Foundation benefit for a new housing project to draw the Outsiders to them. During the fight, the Masters of Disaster make their goal clear, so Black Lightning surrenders to them to keep anyone else from getting hurt. Batman and the rest of the Outsiders vow to get their friend back.


All-Star Squadron #32: The origin of the Freedom Fighters continues. This issue is a whole lot of characters giving backstory to the All-Stars. First, Uncle Sam, then it's Midnight, and finally Doll Man. Midnight and Doll-Man also went to Earth-X and fought Baron Blitzkrieg. They learned about a new attack being planned on America--one that is supposed to occur at Santa Barbara on two Earths. The Spectre sends Sam and a new group of Freedom Fighters (the one's we know) back to Earth-X, while the Squadron flies to Santa Barbara to protect their own Earth from attack.


Detective Comics #537: Intriguing cover this month. Robin, Bullock, and Gordon try to locate Dr. Fang, but get nowhere. Alfred tries gets some time to bond with Julia, but also has to keep her from uncovering Batman's secrets, Out on patrol, Batman encounters a homeless man from Mexico living in the sewers who tells him about a murder. Batman follows him to his camp. He recognizes the body as a known gang member. Batman helps him against a group of criminals who came looking for the body of the man they killed and ultimately convinces the man to leave the sewers.

In the Green Arrow backup by Cavalieri and McManus, Ollie sends guys moving his stuff out of his apartment and discovers his landlord is forcing all the tenants out of the building. He organizes the tenants into a protest. The landlords goal in all this is to kill Sammy, one of the tenants who could I.D. him as a hitman when he killed Sammy's parents years before. Green Arrow tricks the former hitman into shooting a dummy, then captures him, revealing that Sammy was institutionalized and had his memories of his mother and the murder destroyed by electroconvulsive therapy.


Jonah Hex #83: Mei Ling rejects Jonah once again after he punches out Hart. He returns to his hotel to find Emmylou gone. All the women in his life having forsaken him, he crawls into a bottle, only pausing to outgun a couple of punks who think they can challenge him while he's drunk. He later throws his guns into a pond, then is taken in by an old woman whose sort of a temperance crusader. He works on her farm and dries out but then has to deal with the usual owl-hoots coming after him for revenge. The old woman, fearing further trouble, asks him to leave her farm.


Nathaniel Dusk #3: It's typical for the gumshoe in detective fiction to endure a lot of hardship in solving a case, put MacGregor and Colan really heap it on Dusk. He manages to escape the cliffhanger at the end of last issue, by sending "Big Mouth" plummeting to his death from the elevated train after a melee. He goes Joyce's apartment to find clues about her murder and discovers Abrahams waiting to arrest him for Squire's murder. He manages to convince his friend to let him go, but now the heat his own. He finds out from her daughter that Joyce's mother (despite what he had been told) is still alive. Before he can investigate that, he gets a call from a woman he will tell him who killed Joyce if he meets her on the Staten Island ferry. He does, and she tells him who did it--"Blondie." She's about to tell him who Blondie works for, but the killer shows up and he and Dusk get into a fight, and we end (again) with Dusk being thrown from a height to likely death.


New Adventures of Superboy #52: Superboy discovers the town hermit who has been around since before his father was a kid, is actually an alien with teleportation powers whose been stranded on Earth. Superboy is unable to help him at the current time, but he promises to find a way. Meanwhile, Lana seems to be jealous of Clark and his new girl.

The interesting thing about this title is, despite the "retro" nature of the stories typically, Kupperberg pays attention to continuity and character stuff in a way that is definitely of the era. Johnny Webber, the former Dyna-Mind, shows up in this issue, and is still facing some (perhaps understandable) ostracization for his former behavior.


Saga of Swamp Thing #23: Swamp Thing is still inert, dreaming within the Green and dealing with the fact he is Alec Holland. Meanwhile, the Floronic Man begins to reign terror through his control over the plant kingdom across Terrebone Parrish. Abbie is caught up by some of his murderous vines, and her cries rouse Swampy from his reverie. We get a full-page illustration by Biessette/Totleben of the new, leafier design of the character. He rescues Abbie, having recognized Woodrue's malign presence in the Green, and goes to confront the Floronic Man.

Monday, January 27, 2025

Greyhawk: The Horned Society


The origin of the so-called humanoids of eastern Oerik is something of a mystery. They first entered history as mercenaries and foederati of the Suloise and Baklunish in their wars. When the conflict toppled both empires, the humanoid groups fell upon their former patrons as well as their enemies as every people scrambled for their own survivable. A confederation of hobgoblin comitatus and various allies of other humanoid groups settled in the steppe north of the Nyr Dyv between the Veng and Ritensa Rivers.

In recent decades, one or more high priests of a diabolic cult have managed to convert the fractious tribes and bring them under their sway, forming the Horned Society. While the name is applied in human lands to the region, only a portion of the humanoid tribes residing there are actually directly in the service of the Horned Society Hierarchs. Though much has been made of the superstitious fanaticism of humanoids, it seems likely that the Hierarchs rule as much by their success in delivering lucrative plunder through banditry and by canny manipulation of rivalries between groups. The theatrics employed by the Hierarchs, to say nothing of the invocation of diabolic power, likely serve as a deterrent against would-be usurpers, however.

Friday, January 24, 2025

Weird Revisited: Magical Revolutions

The original version of this post appeared in December of 2010. I've updated it with some newer thoughts...

We’re all familiar with the advance of technology and the shifting--sometimes radically--of scientific ideas. The ether theory gave way to special relativity; the crossbow gave way to the gun. So why is it we seldom see any advancements in the technology of magic, or magical paradigm shifts, in rpg settings?

Not that magic isn’t shown as changing over time, but it's almost always a fall from a more advanced state, even a Golden Age, to its current one. Mostly, though, this seems to just a change from more magic to less. Sure, this gives a convenient rationale for ancient magical ruins and magical items laying around, but there are other explanations for that stuff, surely.

Why can’t magic missiles be more powerful today than 100 years ago? Maybe old spells have completely fallen by the wayside due to improve defenses (maybe, though, those defenses have been lost too?). Or how about old magical theories giving way to the radical new theories of a Magus Einstein? Different magical schools/styles need not be equally valid views that just add “color”, one could be more true than the other. What would that even mean: more powerful spells? shorter casting times? higher levels attainable? bragging rights in the outer planes?

It turns out the manga (and anime) Frieren: Beyond Journey's End actually does some of this. A powerful demon early on is easily defeated because his formerly unbeatable attack has now become so well understood over the time he was sealed away that even relatively inexperienced mages know how to defend against it. It seems that in general, combat magic has gotten better over Frieren's (extended) lifetime, but a number of minor spells or things for noncombat applications have been forgotten.
 
Still though, that's the only example I think I've come across in the years since I wrote this post initially. I think there's a lot that could be done with the idea in gaming, particularly in a system like modern D&D with so many varieties of magic.