Friday, February 14, 2025

Greyhawk: Ket

Ket sits astride a major route of commerce between the Oeridian East and the Baklunish West. Its people are a mixture of those cultures, though the ruling class is generally drawn from the descendants of Baklunish horse lords. Ketite leaders have sometimes been bellicose in their rhetoric, but one neighbor or the other, but they have seldom sought to impede the follow of trade through the region, so long as taxes are paid. They defend their territory zealously, however.

It is perhaps in the name of balancing their neighbors that the upper classes have adopted the so-called True Faith, a religion of the broad Lawful tradition but distinct from the predominant denominations of either East or West. Adherents hold to the mystic teachings of a succession of five prophets, each associated with a heavenly body and an age in human history. The faithful seek to escape the cycle of reincarnation and ascend to the plane of Law by emulating the prophets.

Wednesday, February 12, 2025

Wednesday Comics: DC, May 1984 (week 2)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm reviewing the comics released on the week of February 9, 1984. 


Batman #371:  Moench and Newton/Alcala bring back Catman, who we last saw about a year ago. He's been in an apparent catatonic state in jail for months, but the mention of a cat-related exhibit at the Gotham Museum snaps him out of it. He makes a bet with his cellmate, Collins, that if he escapes, steals the cat idol, and defeats Batman, then Collins must tell him where the loot he stashed from a heist is. If he fails, he will give Collins his Catman outfit which he believes gives a person nine lives. (The comics have always been ambiguous on whether it's truly magical or not. An appearance a few years ago suggested it was, but it's unclear.) Collins takes the bet, and Catman indeed escapes and reacquires his costume. The portrayal of Catman here is a bit crazier than we've seen him before. He sort of obsesses over words with "cat" in them viewing them as signs or omens and using them as clues to lure Batman. Moench goes a bit over the top putting those words in the story.

In the end, Catman is defeated by Batman and Robin. In a twist, Batman pulls victory from the jaws of defeat by using a carved wooden bat when a museum case was broken, so he beats Catman at his own game.

Meanwhile, Dr. Fang plans to fix a boxing match and win big, and Julia answers the phone at Wayne Manor, leading Vicki Vale to erroneously conclude Bruce is back to his playboy ways.

On the subject of Batman, you should check out my recent post on the Flashback Universe linking to O'Neil's Bat-Bible from 1989.


Tales of the Teen Titans #42: Wolfman and Perez arrive at perhaps their most lauded arc: "The Judas Contract." This issue is mostly setup. We see the Titans going about their daily lives: Donna getting ready for her wedding, Cyborg and his girlfriend in the park ice skating, Kory and Donna sparring which leads to Gar picking on Tara and enraging the girl to surprising violence. Someone is taking surveillance photos of them during all this time. Slade castigates Tara for losing her temper worrying the Titans might begin to suspect her, but Tara is sure all but Raven are completely fooled--and she plans to take care of Raven personally.

Elsewhere an unknown woman and young man monitor Slade and Tara's activities. The woman is surprised that she was able to get close enough to Slade to photograph him. She says, "Slade, it's been a long time. But not long enough for you."


Arak Son of Thunder #33: It's not often creators continue a book after their protagonist died, but that's exactly the point where the Thomases and Randall/Maygar pick up. Of course, we know Arak isn't going to stay dead, but he's in the afterlife here, his spirit ascending a mountain to come face-to-face with He-No, god of thunder and his father. He's gets the "how I met your mother" story from his old man, then we get details of Arak's childhood. Many of the Quontauka believed he was the son He-No's enemy, the Serpent, not the thunder god, a suspicion made worse when teen Arak was forced to reveal his recurrent dreams about the serpent destroying his tribe and only him surviving. He's sent to contemplate the meaning of these dreams on a high peak, and while he is gone, they turn to horrible reality as the People of the Serpent attack and slaughter the Quontauka, including Arak's mother. 

He-No gives Arak a feathered mantle and asks him to join him in godhood, but Arak refuses and demands to be sent back to Earth, even if it means that he will die. He-No grants his son's wish, but bars Arak from ever returning to the mountain top. Arak then finds himself alive again in the valley with a feather in his hand.


Flash #333: A trio of disparate people break into the Flash Museum and vandalize it before setting it on fire. Then they report to their mysterious master who releases them from his control, so they return to their lives with no memory of what they've done. Fiona appears to be making progress in psychiatric treatment by getting over Barry. Some criminal types happen to threaten her therapist while she's there, and the Flash has to show up to save her life. The Flash meets with Peter's partner, Cecile Horton who agrees to take his case, but also admits that she hates him! 


G.I. Combat #265: I wonder if DC editorial felt World War II might be holding their war books back. Kanigher at least has shown some desire to branch out. The Mercenaries are back this month with art by Vic Catan, and the trio is captured in North Africa by agents of the French Foreign Legion who transport them to face their punishment as deserters. They wind up escaping in the end, of course. The Kana story with art by Cruz continues his psychic sojourn to the past and so is to all appearances a story of ninja and samurai in feudal Japan.

The O.S.S. story of two master spies (the Falcon and Falke) trying to get the best of each other is in WWII, as is the single Haunted Tank story that sees Stuart's Raiders making good on the last request of their fallen comrade Slim by being his stand-ins as godfather to a child being christened in a French town.


Omega Men #14: Klein takes over as writer with Smith/Villagran on art. Primus is drowning his self-pity in drink, so Tigorr contrives to snap him out of it with a trip to his homeworld of Karna, but an attack by the bounty hunter, Bedlam, cause them to crash. They are forced to trek across the dangerous wilderness to civilization with Bedlam chasing them. By the time they get there, Primus has rallied a bit and returns the favor to Tigorr by defending him to Karna's Supreme Commander.

Meanwhile on Rashashoon, Harpis still isn't better, so they try a frankly bizarre sequence of medical and possibly psychic procedures to heal her. Somehow, she manages to summon back her wings that Bedlam had previously removed.


Star Trek #4: The Exacalibans reveal their plans to Kirk and Kor: They felt their first contest of good and evil left the question unsettled, so they have maneuvered the Federation and the Empire into conflict, so they have a war as data. Kor objects that the Klingons aren't evil, but Kirk tries to get him to stay focused on stopping the war. Kor's crew and Kirk's are forced to an uneasy alliance as they figure out a way to punch through the Excalibans' barrier around Organia. There, Kirk presents the Excalibans with an even better experiment: they can themselves participate in the contest, to experience a clash of good and evil firsthand. They can be "good," and if they release the Organians, they can be "evil." The Excalibans agree, and the Organians immediately attack their former captors, and all of them vanish, apparently freeing the denizens of the own galaxy to chart their own moral future.

Barr has crafted a good story here with a solution that is authentically Trek (and prefigures the resolution of the conflict of the Shadows and Vorlons in Babylon 5 Season 4 in 1997). He also frees up some storytelling possibilities by removing the Organian Peace Treaty.



Superman #395: Maggin and Swan/Hunt follow the Superman formula in this era of presenting a problem and having it look like the villains are going to win, then revealing Superman had more information than he let on. But that aside, the thumbnail review of this one reveals it's craziness, to paraphrase this guy: Some Vikings send Superman into the Dagobah cave in an initiation ritual, then he fights ersatz Soviets (who want to elect a humor writer president of the U.S.) and giant robots.

The villainous compatriots (whose symbol is a hammer on blue) made a device that can bind reality but only with a suitable human conduit, and Bucky Berns just happens to be that person. Superman is aware something is amiss but only have his initiation ritual is able to figure out what to do about it. Then he defeats the villains without ever meeting them and presumably they slink off to plot again. 


Vigilante #6: Wolfman and Patton/Marcos spend a lot of this issue dealing with J.J.'s escape from the cops with a stolen ambulance and getting Adrian to medical treatment. This might be tense and engaging in film, but it's kind of dull on the comics page, particularly when the outcome is known. Adrian, of course, survives and manages to slip the noose the police are trying to put around him. However, Arthur Hall's "profile" of Vigilante spells trouble, as Adrian very much would be on his list of suspects. During Adrian's convalescence we get some flashbacks to his perhaps recruitment by a mysterious woman who also shares his healing power after the death of his family.

While all this is going on, all the mob bosses in the city are called to a meeting where the Controller (flanked by his Exterminator robots which one attendee suggests come from the Monitor) announces that he is, well, taking control.

Monday, February 10, 2025

HarnMaster Kethira


I've long been a bit of the Hârn rpg setting, but recently a I decided to look at the latest iteration of the HârnMaster rpg system, HârnMaster Kethira. It's from Kelestia Productions and came out last year.

I convinced one of my two Sunday evening groups to give it a try. We used the pregens from the free starter adventure they have plus one character I generated, and I ran the group through a ranged and then melee combat just to jump right into the system where it is likely the most complicated.

In brief, HârnMaster in all its iterations is a system very interested in realism and simulation of the lineage of the likes of Runequest and Chivalry & Sorcery.  Like those games it's a skills system, mostly resolving tasks with a percentile, roll-under system. It also has graduated success and several different iterations of how those degrees of success are used. In fact, like other games of this type from the 80s (which is when the original HârnMaster was released), many skills have sort of their own "minigame" in the sense that the resolving rolls may vary slightly (variations on a theme, in general) and the skill-specific results require consultation of a chart table often.

The rulebook is lucidly written and there were very few places compared to other games where the meaning of the rules was unclear or ambiguous. But there are a lot of rules. Particularly for melee combat where there are rolls for attack, defense, hit location and specific area, damage based on weapon type, armor as damage reduction, and then hit location-specific injury and shock rolls.

In the test I ran, the four PCs encountered seven gargun (orcs, roughly). This was admittedly probably more of a D&Dish encounter setup as opposed to a typical Harn one, but it was just a test and one I wanted to take up most of the session time. Mission accomplished in that regard!

The PCs eventually maimed enough gargun that the little guys broke and ran (stumbled or crawled mostly), but they kept getting really lucky morale rolls, so it took longer than it probably would on average. I also probably forgot to include some modifiers or effects in some places that might have made it quicker, but once I started to get the procedure done, if was more the toggling between screens of reference that took up time. It really needs a GM's screen or even better a VTT implementation!

Despite the learning curve and the length of the combat, I do like things about the system and want to run it again. I think it likely works best where combats are rarer and/or shorter, but I think the robustness of the rules support all sorts of other activities from wilderness travel to social activities to crafting.

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.