Wednesday, April 2, 2025

Wednesday Comics: DC, July 1984 (week 1)

My mission is to read DC Comics' output from January 1980 (cover date) to Crisis. This week, I'm looking at the comics that were at newsstands on the week of April 5, 1984. 


Sword of the Atom Special #1: The captions in this issue purport to be from the book all of Ivy Town is talking about, The Atom's Farewell by Norman Brawler. We get a recap of the Sword of the Atom limited series, with Jean's affair, and Ray's trip to the Amazon and encounter with the Kartarthans. Since Ray's return from the Amazon, he's been having trouble with his size-change abilities. He goes to a dinner with Jean, Paul Hoben and Paul's date, but things are clearly strained. After dinner, Jean and Ray go to the Ivy Town Overlook, have an honest discussion of their relationship, and decide to split amicably.

Ray heads back to the Amazon with Norman Brawler in tow, determined to find Morlaidh. Despite a group of cocaine smugglers getting in his way, he succeeds. The Atom bids Norman farewell and goes to live with Laethwen and her people. Brawler returns to the U.S. and finishes his book.

I intuit the existence of this story as a one-shot to mean that the response to the limited series was good, but not so good that the powers that be wanted to greenlight Strnad and Kane for a full series. Unfortunately, that makes this issue all set up. Not a single sword is in the hands of the Atom, except on Kane's cover. There's a continuity glitch here too, in that the story definitely suggests Ray hasn't really been able to use his size-changing ability effectively since returning from the Amazon, but he's been appearing in the Justice League in stories that clearly take place between the two SotA books.


Atari Force #7: Tempest is being tortured on the Destroyer's ship, while Dart and Packrat are fighting against tough odds to avoid capture. Martin does the only thing he feels like he can and surrenders himself to the enemy.  Morphea turns out to be the wild card that turns the tide for our heroes. After Psyklops' psychic attack brings up painful memories of her upbringing, she unleashes her full power, defeating him and rescuing Tempest. Meanwhile, Dart and Packrat have managed to take the engine room. With the choice to either let our heroes go or risk destruction, the Destroyer lets them go and lets them take Martin's probe with them. Maybe it all seems a bit too easy, though? We'll see!

Conway and García-López/Villagran really deliver this issue. Morphea's backstory is interesting, and the layouts are amazing.


Blackhawk #271: Evanier and Spiegle resolve the Ted Gaynor storyline. A chance meeting with a British officer reveals some bad behavior on Gaynor's part from his academy days. Given the suspicions he already has, it prompts Chuck to do some digging, requiring him flying into German-held territory. While he's gone, the rest of the Blackhawks must stop a Merson-designed, giant worm-like war machine. When that's done, they confront Gaynor with the truth that he has killed German prisoners and noncombatants including children. Gaynor is unapologetic. He's kicked out of the Blackhawks, and we're told he later dies at Sevastopol between German and Soviet lines in unclear circumstances.

In the solo "Detached Service Diary" backup with art by Staton, it's back to the French town of "La Resistance," which the Germans seek to destroy for its symbolic value. The Blackhawks defend the town, even though Allied Command has given up on it as a lost cause, but eventually they run out of supplies and ammunition and are forced to evacuate the citizenry. The German's overrun it and level it to ground.


DC Comics Presents #71: On Bizarro World, Bizarro (No. 1) creates a Bizarro-Amazo who steals the powers from super-powered people and gives them to the non-super. After acquiring the powers of the Bizarro Justice League, the android heads to Earth. Bizarro No. 1 pursues him and enlists the help of Superman and an impowered Jimmy Olsen to stop him.

Bridwell and Swan/Hunt are the creative team on this one. It presents the multi-"hero" version of Bizarro World that appears in Who's Who but was a relatively recent invention, having debuted in Superman #379. Like many Bizarro stories, its inconsistent in just what being "backwards" means and to what degree bizarros stick to that. Still, for its type of rather Silver Age-y story, it's not bad at all.


Fury of Firestorm #25: Conway and Kayanan/Tanghal bring back the Black Bison. This comes about through the actions of Silver Deer, a woman with shape-changing powers who wants to get back to the old ways but wears fishnet stockings and high heels. Anyway, after framing John Ravenhair for murder she reawakens Black Bison within him to start his project of revenge against the white man. Firestorm winds up in dire straits having been bitten by Silver Deer in the form of a venomous snake and then buried under a mound of toys animated by Black Bison.

Before all this, we get a bit of character drama stuff. Ronnie is confronted by his friends about being seen with Lorraine. A mobster tries to bribe Lorraine's father the senator who is about to face an ethics hearing. Martin shares a kiss with Belle (mother to Byte and Bug) before he's whisked away to be Firestorm.


Justice League of America #228: Conway's back as writer with Tuska/Nino on art in what is billed as "back to basics" on the credits page. The Martian Manhunter races back towards Earth with a squadron of Martian warships in pursuit. After buzzing the JLA satellite, he crashes in New York and at first gets into a scuffle with the League in that superhero "I don't have time to explain, so let me punch you" way until they capture him and force him to explain. He reveals that the Martians of Mars II are on their way to conquer Earth.

The robotic Challenger, sent by the Marshall of the Martian forces, issues an ultimatum to the United Nations demanding that Earth surrender itself to Martian control within one "terrestrial revolution." The Justice League realize it's going to be a war between the two worlds.

Conway's story brings some high Bronze Age energy back, but Tuska and Nino aren't the most pleasing artistic pairing. The Patton/Giordano cover is good, though.


Wonder Woman #317: I can honestly say I have no idea where Mishkin is going with all this. Sofia Constantinas is mesmerized into entering the gates of the Underworld, but Steve Trevor and Glitch the alien gremlin manage to rescue her. Their visit also seems to revive Eros who was a statue. Meanwhile, Wonder Woman meets a splinter group of Amazons in South America, and learns from their queen, Atalanta, that Hippolyta was given her directive of separation from the world as a trial by Aphrodite to teach her how to love not as a permanent condition. In Atalanta's telling, Hippolyta refused to do so, at least until the birth of Diana. All of this leaves Diana really confused about who to trust and who is right.

The Huntress backup is looking good under Beachum/Martin with some very 80s clothes and hairstyles on display. Cavalieri's story involves Helena heading out to California by train for a vacation but winding up trying to solve the murder of an old college friend who's now an antiquities dealer. It involves a ninja named Nightingale.

Friday, March 28, 2025

[Greyhawk] North Province

Art by Mihai Radu

The Overking was traditionally appointed by vote of the magnates ruling the constituent territories of the Aedi. One of these was the region now called North Province which was held by House Naelax since the Great Kingdom's founding.

In time, Naelax seized the Malachite Throne themselves after the period of strife known as the Turmoil between Crowns. This dynasty came to a end under Ivid V, sometimes called Ivid the Mad, though that epithet fails perhaps to distinguish him from his predecessors. Before his ascension, the young Ivid was hardly considered a likely candidate for the throne, given that he was not possessed of any exceptional qualities to make him standout from his numerous siblings. 

In the fullness of time, though, Ivid was proved to possess the most essential quality for rulership: he was still alive. Not a few of his siblings were likely murdered and these assassinations are laid at the feet of Ivid's cousin and staunchest supporter, Grennell, who was ultimately elevated to Herzog of North Province.

Grennell, born to a cadet branch of House Naelax, was not in line to inherit even a lesser holding, so he put his skills at the application of violence to use, first in skirmishes against the Northern Barbarians and orcs, and then as assassin for his cousin, first in secret, then more brazenly. In the end he was rewarded with a ducal throne. After the reign of terror perpetrated by the pair, there were few other potential claimants left.

By all accounts, Grennell is a man of perversity and sadism. People who had displeased him or even ones who provoked his interest for any reason were taken by his henchmen and brought to his Iron Tower where they were subjected to the art of a scarred hobgoblin who served as his chief torturer or the attentions of the Herzog himself. His passions excited by these horrors, he then joined his retainers in feasting, gambling and debauchery.

The commoners and lesser landholders of the area around Eastfair lived in fear of their Herzog. Many have taken to having their children and heirs moved to the hinterlands or even out of the province to at least save them from Grennell's appetites.

Wednesday, March 26, 2025

Wednesday Comics: DC, June 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 March 29, 1984.


Blue Devil #1: As foretold in the preview in Firestorm a couple of weeks ago, here's a new series for a new character from Cohn/Mishkin and Cullins/Marcos. The stunt man and special effects genius Dan Cassidy is with the crew shooting the film Blue Devil when a couple of the actors go poking around the ancient ruins nearby and manage to release the demon Nebiros from 6000 years of captivity. Nebiros threatens to kill them all, but Cassidy, though no superhero, goes into action to stop him. How this story departs from the traditional superhero origin tale is it isn't just the story of one hero-to-be doing the resuing. Blue Devil would never have been able to defeat Nebiros and send him from this plane without the help of the brave members of the film crew who are to be become Blue Devil's supporting cast. Their victory is not without its cost, however, as Cassidy discovers in the cliffhanger ending that somehow Nebiros' mystical attacks have bonded the exosuit to him. 

This is a bit of a weird origin, I think, and I thought so when I read it 41 years ago. If you want a blue devil guy, why not just have him transformed from regular old Dan Cassidy by Nebiros' magic? Is that much less believable than the suit becoming part of him? Conversely, if you wanted a guy in a super-powered suit, why bond it to him at all? 

Those story choices aside, it's a solid first issue with a well-outlined group of characters and great art from Cullins and Marcos.


Action Comics #556: Maybe a couple of months ago I wondered if the writers had dropped the long-simmering Vandal Savage plotline. Well, it's back this issue, and it seems like what happened was they lost interest. Wolfman and Swan (the creative team that started it, I think) wind it up with Savage's plan to make Superman look dangerous and turn Metropolis against him working after a could more contrived events. However, Superman basically confronts Savage wearing a wire (not literally, but in effect) and gets him to gloat and give away his whole plan. Everybody on TV sees this and it's all "curses, foiled again!" for ol' Vandal. It seems weird to stretch out over so many issues what ends as the plot of a 30 minute episode of a cartoon.


Arion Lord of Atlantis #20:  Our heroes are still trying to cope with the drowning of Khe-Wannatu, with Chian urging them to move on, when pirates in outfits and bright colors out of an 80s pop video attack (though nice art as always by Duursema/Smith). These are the crew of the Black Unicorn, a ship with a unicorn head on its prow, powered by some sort of magical solar-energy absorbing jewel. Arion and friends are captured and taken aboard the by Captain Bloodmoor. Arion challenges the captain and fights him in single combat, managing to win his own freedom and that of his friends. The group then accepts the captain's invitation to remain on board at Wyynde's urging. Wyynde has seen a particular mermaid out a port window...


All-Star Squadron #34: Thomas and Hoberg/Collins are still in the midst of the story about a Japanese attack on California on two Earths. On Earth-Two, Neptune Perkins and Johnny Quick are taken prisoner on a Japanese sub, and about to be executed when Firebrand, Starman, and Liberty Belle come to the rescue. On Earth-X, the Freedom Fighters are defeated in battle with Baron Blitzkrieg, who then beats up Hourman and calls him a drug addict. Following an explosion of the Japanese submarine, Firebrand is trying to swim to safety with an unconscious Johnny in tow when Tsunami attacks. While all this is going on the Spectre pleads with the Presence to allow him to right the wrong that has imperiled both worlds.


Detective Comics #539: Moench and Newton/Smith continue the story from this month's Batman with Dark Knight teaming up with Dunfey, the boxing title contender, to bring the murderer of slain champion Michael Greene to justice. Eventually, they locate their suspect and his boss, Dr. Fang in a gym. Fang challenges Dunfey to a match while Batman and Fang's thugs watch ringside. Fang comes on strong, but Dunfey holds his own and turns things around. He's close to defeating Fang when one of the thugs shoots at him and Batman sees an opening to take them down. Even with his right arm injured, Dunfey K.O.s Fang with a left.

The next morning, Dunfey takes the title belt from the manager of the boxing association and gives it to the family of the late champion, telling them that one day he might get his own title, but this one belongs to Greene. Batman relates that Dunfey was told his arm injury will prevent him from boxing ever again, but he doesn't believe it will hold the man back.

In the Green Arrow backup by Cavalieri and McManus/Trapani, Australian tabloid publisher Morris Burdick (wonder who that could be a stand-in for?) is looking to buy the Daily Star. A costumed villain whose sort of a cosplay Blue Devil (he's red, not blue be he has the horned mask and a trident weapon, though his looks made from pipes) called the Printer's Devil appears with a flame-throwing weapon and threatens the Star building. Green Arrow battles the Printer's Devil but is trapped by his own net-arrow as a stray flame from the Devil's weapon nears gas station pumps across the street from the newspaper.


Jonah Hex #85: Fleisher remarks in the letter column that this is the 100th Hex story he has done. He also breaks the news that, due to sales, Jonah Hex is moving to bimonthy. On the plus side, De Zuniga is moving to full art duties. In the story, Turnbull and his fellow Fort Charlotte-truthers put the Grey Ghost, a masked vigilante that does reprisal executions for the Confederate Lost Cause, on Jonah's trial. He might have succeeded too, but an ambush on the road then an assault on Adrian's family by goons sent by her jilted fiancé, Clifford, manage to injury the Ghost in the crossfire and spoil his plans. Adrian, too, is injured confronting the Ghost, who Hex thinks is dead, but in actuality escapes.

Meanwhile, poor Emmy Lou is still being held captive by the gang that wants them to join their heist.


Legion of Super-Heroes #312: An editorial comment in the letter column here outlines the plans for the Legion going forward (much more completely than the comparable comments before in Teen Titans): a new "off-set printing" direct market series will be started and the old "letterpress" newsstand title will (starting with issue 314) change its name to "Tales of..." and after the next year, become a reprint title of the direct market series. 

As to the story itself, this issue seems mostly prelude. The Legion is called in to help the Science Police after a terrorist bombing in Metropolis. It's followed closely on the heels by a couple more. The perpetrators and the motivation for the bombings is mysterious as no ransom is asked for. The issue has a light tone, I think, for the subject matter but that's probably because most of it's pages are spent in lighter character interactions.


New Adventures of Superboy #54: The chubby, canary-yellow Klingon type, Harzz, from last issue initiates his plan for revenge against Superboy with Superboy Revenge Squad along to observe by using artificially created disasters to manipulate Superboy into destroying the Earth. Superboy doesn't fall for it, and the Revenge Squad leader executes Harzz as a competitor. Kupperberg and Schaffenberger/Giella keep juggling the other plotlines from previous issues: Lana escalates her selfish attempt to get Clark's attentions back by using Superboy to make him jealous, while Jonathan Kent stands defiant in the face of increasing pressure to drop his bid for city council, acceding to the demands of crooked developer, Gary Simmons.


World's Finest Comics #304: Sometimes in comics a writer just wants to make a character or characters a thing even though they plainly are not going to be. Kraft and Lightle/Trapani give us the demanded by no one origin of Null and Void. It is surprisingly involved Peter (Void) getting hired to rescue Solomon (Null) from Nazis in the Caribbean, then them being forced into a rather culturally insensitively portrayed "Voodoo ritual." They get super-powers from this as it not uncommon in comics.

Anyway, in the present Peter manages to get off from the crimes he committed their last appearance by calling into question Superman's and Batman's testimony since one is an alien and the other a masked vigilante. There doesn't appear to be any prosecutor at this trial, so the judge goes along with it. Batman starts stalking Peter to get him to trip up, but then he learns the artifact that empowered them is being trasported in a block of ice, he rounds up Null and they go to Costa Rica to retreive it. Batman and Superman have figured out what they are after and confront them, but Void sends Superman to another dimension and Null neutralizes Batman's sense so they can knock him out. The villains make good their escape.

Monday, March 24, 2025

[Greyhawk] South Province


Under the enlightened rule of the Herzogin, Eliamund, South Province could reasonably boast to being the most cultured and genteel realm of the Aerdi. The first Aerdian university was founded with her encouragement and patronage. The poets and troubadours who were welcome at her court composed ballads of chivalry, romance, and courtly love that then spread throughout the Kingdom. Perhaps owing to a culture dating back to the realm of Flan queen Ehlissa, women enjoyed a greater role in South Kingdom than in the more patriarchal north.

In the North, legends painted Ehlissa as a wicked enchantress, cruel to her subjects. The Southron troubadours, however, sang of her as a wise and benevolent, an interpretation encouraged by Eliamund.

This bright age did not last. The Turmoil Between Crowns saw Eliamund forced from the throne. She lived out her remaining days in an abbey. 

The South Province of 576 CY was not the land it once was. An ill-favored cousin of the Overking, Faastal, sat upon the ducal chair, a man incompetent as he was arrogant. He had been given a task that would have challenged someone of greater talents: to put down rebellion in the South and return the cities of the Iron League to royal control. Faastal crushed the people with taxes to fund his military blunders and dealt over-harshly with any dissent. His efforts only served to stoke the fires of rebellion he had been sent to quell.

For the rebel bands hiding in the forests and the towns barricaded against the Herzog's men, Eliamund became a symbol of their struggle and was given devotion like a saint or hero-god. 

Friday, March 21, 2025

Greyhawk So Far


I've got more posts to come, but I figured it was a good time to put all the posts I've written so far together in one place:

The project idea (though it's perhaps become a bit less Medieval over time than I initially intended. It's still a large part, but not the sole focus).

The Bone March

The Horned Society

The Iron League

Ket

The Holy See of Medegia

The Pale

Rel Astra

The Duchy of Tenh

The Aerdian Church of Law

And some real-world images for terrain inspiration.

Wednesday, March 19, 2025

Wednesday Comics: DC, June 1984 (week 3)

Join me as I read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at comics that were published on March 22, 1984.


Warlord #81: I discussed the main story here. In the Barren Earth backup by Cohn and Randall, Jinal and her companions rely on the city that serves as D'roz's embassy, and everyone gets to do a bit of relaxing. Jin and Renna visit a bathhouse but wind up getting into a fight (a scene that seems right up Randall's preferred illustration alley) and have to be rescued by Yisrah and his magician tricks.


Batman and the Outsiders #11: Barr and Aparo shine a bit of a spotlight on Katana as a ninja-type guy breaks into her apartment and after a fight, steals her sword. Katana leaves for Japan without telling any of the others where she's going, but after Halo let's them known she's gone, they manage to follow her there. She reluctantly reveals that she has come to retrieve her sword, which contains the soul of her slain husband.

Meanwhile, the guy who stole the sword has taken to the blade to Noguri, the head of a ninja clan, who uses a ritual to extract the souls a group of warriors killed by the sword, including Katana's husband, and bind them to his service to seek revenge on Katana.


Green Lantern #177: This issue is mostly a reprint of a story by Wein and Cockrum from issue 128 where Hector Hammond is siphoning off Jordan's ring energy to use against him. We just got a new framing sequence by Wein and Patton/Smith where a question from a reporter prompts Jordan to recall that earlier adventure. What's interesting is the story was also presented as a flashback when it was first published.

There's a Tales of the Green Lantern Corps backup by Wein and Kane that was reprinted in that Best of DC #61 I've mentioned before. It's the tale of Kwo's last day as a Green Lantern before retirement. The story works I think because it is somewhat understated.  Kwo does a number of heroic things, but he doesn't "face his greatest challenge" or die a heroic death. Instead, he turns in his ring thinking about a kid's kite he rescued.


Infinity, Inc. #3: The Thomases and Ordway/Machlan show us what Star-Spangled Kid, Huntress, and Power Girl were up to while the rest of their developing team were in the past for a few pages. Then when the others return from 1942, they all go to set up shop at Stellar Studios, an abandoned movie company owned by the Star-Spangled Kid. Turns out Solomon Grundy is making the movie lot his home. Meanwhile, several JSA members have been lured into a trap and drowned in a underground river by an evil Superman.


Saga of Swamp Thing #25: Given the title's Vertigo future and the direction of Pasko's run before his, it's interesting that Moore ties his Swamp Thing as much to the DC Universe as he does. With had the Floronic Man the last arc, and as this one gets started with see Jason Blood arrive in Houma, apparently after the demon Kamara, last seen in The Demon #4 (1972). Abbie intersects with Blood's hunt as she has just taken a job at a children's psychiatric facility where one of the patient's is being menaced by the demon of fear. This issue is all build up, but it's an interesting build up.


New Talent Showcase #6: This issue sees the end of the Feral Man (Ringgenberg and Carlson) and Ekko (Margopoulos and Lightle) stories. Ekko is the most accomplished and interesting of the issue due mostly to Lightle's art. The story veers to melodrama with Simon's evening being spoiled by the arrival of his date's estranged husband. Then it's some swift, superhero action as he suits up as Ekko to confront the villainous Hit Team, resolving the conflict surprisingly quick. After nearly killing the elderly Crimeking, Ekko decides to stick to medicine and give up the superhero gig. But will it last? So far as this title goes, it does.

Feral Man also makes an abrupt end, but with an even weirder turn. The boss at the CIA reveals Feral Man must work for him or else they'll detonate the bomb they implanted in his head. Also, he's got to bring in the woman, Ruby, who's been helping him. Feral Man surprisingly agrees. Surprisingly, once Ruby is in CIA's hands, she's offered a job to. Our heroes go to work for the government they've been trying to escape. I'm sure they had some wild adventures, but we're destined not to see them.

There's another installment of Dragonknights, where the Dark Lord escapes his exile and inhabits the body of the awesomely named Lord Thrash, his right-hand goon. The heroic kids manage to free the Dragonknights, too, but then they refuse to fight for Earth!

The last story is a sort of retro comedy one-pager by Stephanie DeStefano, "The (Mini) Misadventures of Nick O. Tyme"


Sgt. Rock #389: This one is an example of another Kanigher go-to writing tactic: really hammering home a theme or motif. The named members of Easy keep getting injured and left behind and they keep giving Rock some keepsake, good-luck charm to be returned to them when he sees them again. Rock almost loses all the items in a German ambush, but Worry Wart saves the day. Rock gets to return all the items at the hospital.

The backup story is about a q-ship in a life or death (mostly death) struggle with a U-boat. It makes some gesture to war as the equalizer in the last two panels which the rest of the story didn't really build up to. It was written and lettered by "The Kubies" which was a group of students in the Joe Kubert School.


Supergirl #20: Kupperberg and Infantino/Oksner celebrate an anniversary for Supergirl. First though, she experiences times where her powers and strength fail, and of course, that means the Parasite who just tangled with Superman last month. She manages to get out of a deathtrap with her special, Kryptonian metal comb and defeat Parasite, who she learns is just a clone. Later, Superman escorts her to a surprise gathering celebrating the anniversary of her arrival on Earth. The Justice League of America and Teen Titans turn up, and a statue of Supergirl is erected over the spot where she landed on Earth in her rocket (at 12:17pm). Thanks to Thanagarian technology, the statue floats in a fixed spot above the ground.


Thriller #7: Fleming and von Eeden seem between story arcs, so not a lot happens this issue. Our heroes get together for an Italian meal from Mama Salvotini and Edward Thriller invites both the Kane Creole clones over. Dan gets some background on the mysterious Quo, who got so spiritual advanced he became a concept of balance of good and evil and finds out that the guy was once the husband of White Satin. The background on Quo reminded me of some later pre-Vertigo and early Vertigo stuff.

Monday, March 17, 2025

24 Hours in Ancient China


I've recently been listening to the audiobook of 24 Hours in Ancient China: A Day in the Life of the People Who Lived There by Yijie Zhuang, part of the 24 Hours in Ancient History series that includes volumes of Rome, Athens, and Egypt by various authors. The conceit of the series is that in a succession of vignettes about various characters over a 24-hour period, something of the daily life of the time and place is revealed. 

In this volume, the time and place is 17 CE, the fourth year of the reign of the usurper Wang Mang, which the book refers to as the Western Han dynasty, but Wikipedia frames as the brief Xin dynasty. In the space of 24 hrs we meet craftsmen and criminals, labors and scholars. Each vignette drops us into mundane drama of regular life--often which ends unresolved because the purpose of the series is instructive. Still, it's a conceit that delivers the information in a more entertaining way than a textbook approach would have.

Of particular interest to gamers might be the nocturnal larceny of the gang of tomb robbers led by a self-styled knight errant (youxia), the trials of the minor official maintaining a small, frontier fort in a time of increased Hun raids, the criminals being marched to a work camp, or former Imperial concubine exiled to superintend her Emperor's mausoleum.

It's a fascinating read. If the other volumes in the series are as good as this one, then I look forward to checking them out as well.

Friday, March 14, 2025

[Greyhawk] The Bone March

Art by Keith Parkinson

The barbarians swept out of the hills in a ravening horde, without warning, and stormed Venarium with such fury none could stand before them. Men, women, and children were butchered. Venarium was reduced to a mass of charred ruins, as it is to this day. The Aquilonians were driven back across the marches and have never since tried to colonize the Cimmerian country. 
- Robert E, Howard, "Beyond the Black River"

The Bone March comes by its ill-omened name due to the number of bodies fallen and carelessly interred in its plains and forested hills. The Aerdi added it to their kingdom but paid dearly to wrest it from the Fruztii. The new margravate was awarded to the hero knight Caldni Vir, who led the charge that broke the siege of Spinecastle. For over 400 years, the Aerdi presence grew in the region, and the Overkingdom's greater concerns were elsewhere.

The so-called humanoid presence in the Raker Mountains had long been known. They had been pushed there by conflict with the Flan and Frustii. The Flan in particular made a regular practice of harrying them so that their numbers didn't grow too large. Many a Tenha youth found first glory in a raid on an orcish settlement.

After an increase in assaults against Aerdian villages and sorties against outposts, orcs and their allies launched a full-scale invasion in 561 CY. By 563, Aerdian Bone March had fallen, and the Markgraf Clement was slain.

An account by a priest of the Church of Law at Spinecastle who escaped alive is recorded in the annals of the Aerdi Chronicle: "The inhumans came forth into the March in terrible numbers, inflamed with fury. This followed long months where raiders attacked with most savage frenzy manors and villages of the hinterlands, and the horde exulted in fire, pillage, and slaughter. They were utterly cruel in inflicting torture, greedy in plundering, most insolent in abuse, even unto the sacred Houses of Holy Law."

Reports such as these fed the popular idea of the orc as a unique threat to the Overkingdom and the Realms of Law in general. In fact, humans were able to interact with orcs peaceful to a greater degree than other humanoid species due to their greater intelligence and relative lack of desire to use humans as a food source. Though their day-to-day existence was precarious, humans did remain within the March, and some less scrupulous and more daring individuals even prospered as intermediaries between human and humanoid societies.

It is true that orcs often tend to reserve a particular disdain for the clergy of Law who they seem to view as witches and agents of oppression. Native orcish religion is dualistic with two "houses" or "tribes" of deities, one of which is fiery, aggressive, or volatile and another that is serene, defensive or stable. Deities have been known to move from one group to the other and some deities are difficult to qualify. Human scholars have historically struggled with translating this distinction and have tended to default to their own dichotomies of "law and chaos" or "good and evil." Protracted conflict with humans over their time in the Flanaess has led orcs to turn to the fiery gods and promoted the importance of the Gruumsh cult.

Wednesday, March 12, 2025

Wednesday Comics: DC, June 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 March 15, 1984. 


Tales of the Teen Titans #43: I think this may have been the third Teen Titans issue I read, though I bought it as a back issue later, not when it was new. Still, it was my first exposure to the whole "Judas Contract" story of which it is part two. My assessment now is the same as then: Wolfman and Perez deliver a very fine comic.

Dick is attacked by the Terminator and barely escapes. When his teammates don't respond to his summons, he goes investigating and determines they were all ambushed and taken by Terminator. He can't figure out how the villain determined all the Titans' secret identities or how he defeated Raven and Terra until the mysterious woman and young man from last issue show up to reveal that the woman is the Terminator's ex-wife, and that Terra was an infiltrator for this very purpose. Meanwhile, Terminator delivers the other captured Titans to H.I.V.E.


New Gods #1: This month, a Baxter paper format limited series reprinting Kirby's New Gods begins. I think I had read a back issue of Forever People before this, but Darkseid's appearance on the Super Friends was still 6 months away. I don't think I read this issue until months later, after the Super Powers limited series and the cartoon. Anyway, this issue reprints stories from New Gods #1 and #2 from 1971. In keeping with my reprint title policy, I didn't reread them here, but I felt it was important to note the series.


Batman #372: This story gets reprinted in Best of DC #62 ("Year's Best Batman Stories"), and I can see why given that Moench and Newton/Alcala deliver a well-crafted story that is somewhat unusual. My complaint would be it isn't much of a Batman story. It's more like a prestige drama about professional boxing, with the concern with race and didacticism on the topic that goes with that, that happens to include Batman. The primary characters here are Greene, the black current heavyweight champ, and Dunfey, a young white upstart challenger.  We see the events that led up to their fight, including inner workings of training and how fights are arranged. Dunfey is unaware Dr. Fang is threatening Greene's family to get him to take a dive. Both are unaware that a mentally ill fan has come to the match to kill the celebrity referee, a retired boxer who he idolizes. Batman is at the match to stop the killer but is unaware of Fang's involvement.

Like I say, it's an unusual story. It reminds me a bit of what Eisner did with the Spirit where the hero was not always the main character of a particular story, but now that I think about it, Moench did this sort of thing some in Moon Knight, too. 


Arak Son of Thunder #34: Against Satyricus' better judgement, Arak agrees to escort the alchemist's two daughters to Baghdad. It turns out one of them isn't a daughter but instead Alsind, Prince of Arabia. On the way to the boys mother, they see a shooting star then camp near the supposed location of Abel's tomb and encounter a ghul that appears in a woman's guise. Arak defeats it with his iron-headed axe, but it pronounces his doom, warning of an encounter with the Serpent to come.

There's a backup with art by Forton/Maygar that tells a story of Arak's youth. To prove his courage to older boys that are picking on him, Arak goes to the cave of Yaogah, a bear spirit, intending to kill the bear and bring its paw back as proof of his deed. However, the bear spirit beats him but spares his life as it senses who he is. Arak returns to the village having learned the lesson that he need not prove his courage to anyone but himself.


Flash #334: Bates and Infantino/McLaughlin continue to pour the misery on Barry. His defense attorney in his manslaughter trial says she hates the Flash but won't tell him why and neither will her partner, his college friend. The Pied Piper mind controls the mayor to get him to refuse funding the rebuilding of the Flash Museum, leading to the Flash to angrily confront him on TV. Then Flash gets manipulated by the Piper to destroy a newscaster's desk during a live broadcast making him look dangerously unstable.  The fuse keeps burning slow on this one.


G.I. Combat #266: After downplaying WWII last issue, Kanigher brings it back this issue with two Haunted Tank stories. The first one is a story that takes play back before Arch's death and sees the crew fretting over the morality of having to transport a sniper with a mission to assassinate Rommel. Stuart ultimate fights with him and has to kill him, so it winds up being lucky the guy was a double agent, trying to kill Rommel for Hitler who felt threatened by the Desert Fox's popularity. 

The second story follows on the heels of their last (chronological) appearance and has Sgt. Craig in charge as Stuart is recovering and is mostly about the dynamics between him and his son. There's a story about a U.S. pilot that is forced to use his plane as an air-to-air missile to defeat a new, German jet, and Kana finishes up what he was doing in the past and gets back to the present to save the day.


Omega Men #15: Klein and Smith/Tanghal finish up their story with Primus and the Omega Men trying to break the energy shield around Euphorix using bombardment with meteors. Some of the Omega Men are troubled by this plan but haven't yet challenged Primus. The conflict is being prolonged by Alonzo keeping Primus from talking with Kalista through deception. When his treachery is revealed, the two come to terms--but too late to stop the shield from being broken. In fact, only the intervention of Auron, who senses the shield contained energy from X'Hal, saves Euphorix from a meteor impact. The planet's people are understandably unhappy with the Omega Men and drive them away but not before Primus gets to reunite with Kalista. Despite Primus' apologies and protestations of love, Kalista is furious that he endangered so many lives. He leaves the palace, and Kalista runs after him to say she loves him too, but it is too late.

The letter column tells us we are due for one more fill-in issue (by Cavalieri) before new, regular writer Doug Moench arrives.


Star Trek #5: Barr and Sutton/Amendola follow-up the first arc with a done-in-one story. This one is a typical Prime Directive story, where a captain Kirk knows has crashed on an alien planet and altered the culture to his own benefit. Kirk has to do some Prime Directive violating things himself to correct the situation. The only variance from the TOS formula is that the wayward friend of Kirk's is redeemed and leaves the planet with the Enterprise. In its very standard storytelling, this one isn't particularly memorable, but when measured against previous ST comic series that typically failed to feel like Trek, I still think it's a success.


Superman #396: While Superman is serving as a consultant on a Superman movie, an alien called Intellex the Brain Bandit shows up and tries to make Superman's brain part of his collection. Luckily, a masked hero calling himself the Mysterious Masquerader shows up to help Superman out. This is a very Silver Age-y sort of tale with Intellex as a Silver Age Brainiac-esque villain and the mystery of the Masquerader's identity apparent form the start, but Cavalieri clearly has tongue in cheek with his all as his apparent in some of the dialogue between Intellex and his robot assistant. They're almost a proto-Magna Khan and L-Ron.


Vigilante #7: Cool Andru/DeCarlo cover here. Wolfman and Patton/Marcos continue the story from last issue with Adrian telling J.J. and Terry the rest of his story of the mysterious woman he met last issue took him to a place where he met three others who trained him and taught him to recover from harm at an almost supernatural rate. The whole thing seems very dream-like and feels like it was perhaps inspired by the origin of the Mark Shaw Manhunter from 1st Issue Special #5, but without all the backstory of the Manhunters. In fact, the weakness here to me is, despite the uncanniness of how he comes to be trained by them, the four seem pretty regular people, no distinct costumes or rituals, really.

While all this is going on, Cannon and Sabre escape the hospital, nearly killing Captain Hall in the process, and the Controller unveils his plan to the mob bosses.

Monday, March 10, 2025

[Greyhawk] The Duchy of Tenh


Tenh (the nh diagraph is pronounced as a voiced palatal nasal like the Spanish ñ) as the heir to the proud culture of the Flannae. Its people have managed to only partial assimilate to the culture of the Oeridians even though their ruler was forced to accept the suzerainty of the Overking. 

The Tenha culture is not feudal in nature but structured around matrilineal clans. In the past, there was no organization higher than local chiefs (almost always male) who were selected by clan matriarchs, but pressure from invaders led to a more centralized structure and a Great Chief or King rose and forced all the local chiefs to swear fealty to him. The Clan Mothers still play an important role, but it is more ceremonial than in the past. The king is not appointed, but rather the title is inherited by the male child of his choosing of one his sisters, and that heir has the position of tanist conferred upon them while the king still lives.

The Tenha were nominally converted to the Church of Law, though Aerdian missionaries wisely incorporated the native Flan deity, Allitur in a prominent role. The missionaries were less successful in casting solar deity Pelor as a servant of Pholtus. Pholtan iconography, in fact, has been appropriated by the Tenha to represent their Sun God, and the festival at midsummer in his honor is still observed.

Druids are still a feature of Tenha society though they have mostly abandoned priestly duties and serve mainly as healers, diviners, and carriers of oral tradition. Druids in the modern Duchy are predominantly women.

The Oeridian term knight is used to refer to Tenha warriors who are part of a warrior society. Each society observes its own secret rituals and has special taboos. Most warrior societies are male only, though there is a group of unicorn riders which exclusively admits women. Their mounts are not the horned horses of popular imagination but rather a species of goat-antelope.

Imagine she's on a unicorn

Friday, March 7, 2025

[Greyhawk] Theocracy of the Pale


The area known as the Pale, as the name would suggest, once served as the border of Aerdy with the holdings of the Flan and the humanoid tribes. As the Great Kingdom declined, a Pholtan sect, the Followers of the Blinding Light, migrated to the region in a bid for self-governance and the freedom to practice their religion without suppression by the Aerdian Church of Law.

The settlements they established grew into the Theocracy of the Pale. The society of the Theocracy is still arranged along the lines of the original Blinding Light religious communities. The people are divided into the Elect, who have taken vows, and the Believers, who are the laity. The Elect are called to separate themselves from Chaotic world and so do not eat meat, abstain from alcohol, and remain celibate, among other restrictions. It is the Believers' duty to grow and prepare food and to bear children to grow their community, and the Elect pray for them so that they may be cleansed of these necessary sins of worldliness.

In the name of the defense of their country and faith, a third group has emerged. The warrior monks of the Sword of Radiance are counted among the Elect but are allowed to partake of meat if necessary to sustain their fighting strength, and most importantly, to commit acts of violence in Pholtus' name. 

The Sword defends and expands the borders of the Pale into the lands of the heathen Flan and nonhumans. It can also be turned inward, acting to enforce the will of Pholtus as revealed by the Theocrat and to root out blasphemy and wickedness, particularly as accompanies the practice of magic.

Inspired by the Runequest style cult format, here's more information on the Church of the Blinding Light:

Thursday, March 6, 2025

Two Wraiths and a Spectre


That's how our Land of Azurth 5e game last Sunday ended up, but it started with a dragon.

Or drake, more precisely. The party was looking for the shards of a mirror that if re-assembled might restore Nocturose, the forever-sleeping love of the Dark Queen of Noxia Country. Whether that's a good thing or bad thing, the party doesn't know, but they figure better in their control than someone else's. The shadow drake wanted to keep the piece he had all to himself and wanted to destroy the party for the temerity of coming looking.

He and his two pet shadows brought some tense moments, but in the end, they couldn't withstand the party's onslaught. Waylon the Frogling went for a swim in the dark pool and recovered the shard and some treasure from the bottom.

The party continued down the road and came to a windowless tower grown over with vines. The tower didn't appear in the rhyme they had heard the previous adventure which laid out the locations of the shards, so they moved on for now.

Next, they came to a clearing with a large, twisted tree. From its otherwise bare limbs were hung skeletons. They do see the glint of the mirror shard about 40 feet up in the tree, as well. With no other means to get it, Waylon and Shade climb up. As soon as they've carefully pulled the shard free, a specter descends upon them, and two wraiths fly toward them from the skeletons on the branches. 

Fighting these noncorporeal undead while maintaining their hold on the tree is no easy task. The other party members don't have a lot of options to help them. Until a couple of rounds in, Erekose remembers his trusty energy rifle. Between his supporting fire and the fight being put up by Shade and Waylon, the undead are vanquished before they can any of our heroes to their number. But it's pretty close. Closer than the dragon had been.

Now only one mirror shard to go...

Wednesday, March 5, 2025

Wednesday Comics: DC, June 1984 (week 1)

My mission is to read DC Comics' output from January 1980 (cover date) to Crisis. This week, I'm looking at the comics that were at newsstands on the week of March 8, 1984. 

Giordano's "Meanwhile.." this month talks about the debut of both the New Gods reprint series and Blue Devil. He also talks about the upcoming DC Who's Who and a maxi-series History of the DC Universe.


Atari Force #6: Conway and García-López/Villagrain continue the story from last issue with Tempest, Dart, and Pakrat infiltrating the alien ship that we know belongs to the Dark Destroyer. They walk into a trap. Tempest is beaten by the Dark Destroyer himself, but Dart and Pakrat manage to elude his troops. The Destroyer taunts Martin about being close to his goal of killing the children of his enemy the Atari Force. Instead of breaking Martin, though, it rouses him to action. This issue is better than the last few. It finally seems like we are moving forward and García-López's layouts are great.


Fury of Firestorm #24: This was the first Firestorm story I ever read. Indeed, it's perhaps the only issue of the title my brother and I ever bought off the racks. It's a good issue, but it may have been the Blue Devil preview that lured us in. In the main story, the Conways and Kayanan/Tanghal continue from last issue with Lorraine and Ronnie paying a visit the Bonner's house to try and confirm Ronnie's suspicion that Byte who was out to kill Belle Haney is actually Blythe Bonner. They discover that Frank Bonner, Blythe's and Barney's father and Ronnie's teacher, is probably an alcoholic and he's pining over a photo of Belle Haney! After an angry Blythe throws them out, they go find Belle Haney who admits she was once Belle Bonner and the mother of the kids. When she was working at home, the kids got accidentally shocked by some of her computer equipment. Frank got angry and kicked her out, though later it seems he has told the kids she left them. This being the 80s, instead of just getting a shock, the kids got super-powers, so our heroes learn the origins of Byte and Bug, just as they show up to whisk their mom into a computer Tron-style and kill her.

The heroes save Belle, and Byte and Bug exit to the real world. Bug begins to have second thoughts about killing people, and Byte lashes out at him too. Frank arrives to see all this. Byte realizes what she's done escapes into an electrical outlet as her brother dies (according to the internet; I didn't feel like the issue was entirely clear), but her parents reconcile. Anyway, pretty good story with 80s themes of computers, women in the workplace, and the dissolution of families.

In the preview by Mishkin/Cohn and Cullen/Marcos we are introduced to Dan Cassidy, a movie stuntman who has made an almost Iron Man-level powered suit as the monster costume for a film. See what we lost with the rise of CGI? Anyway, the Trickster, another special effects guy in his regular ID, shows up to take Cassiday down a peg. Hijinks ensue when a silly villain takes on a guy who doesn't know from superheroics and still has to work the kinks out of his new suit. This preview well presents the humorous approach to supers that will inform the title and also introduces us to the books supporting cast. After this, we were looking forward to the ongoing book, and we didn't have to wait long.


DC Comics Presents #70: Team-up comics have always been the "junk food" of comics publishing, but some stories are better than others. Kupperberg and Saviuk/DeZuniga deliver one of those others here, teaming up the Metal Men with Superman. A mad scientist captures the Metal Men and puts them through several end-of-the-world scenarios created by his seemingly all-powerful computer in an effort to find someone that can continue with him post the end of the world. Superman shows up and saves the Metal Men, then suggests to the scientists that it just might be his creation of a very real end of the world scenario that ends the world.


Justice League of America #227: Cavalieri and Patton/Alexander conclude their Fiatlux stoyline, and really, it's about time. Lord Claw, the third Fiatlux leader, takes control of the cult after the defeats of the other leaders in previous issues. His gimmick is the use of genetically engineered animals. Green Arrow, Black Canary, Zatanna, and Hawkwoman return from Hellrazer's dimension to join the other Leaguers in attacking Claw's island base, with only Hawkwoman having any suspicion that Zatanna has been possessed by the demon. Hellrazer emerges from Zatanna's body and kills Lord Claw, taking over Fiatlux himself, but luckily Zatanna remembers the spell that will transport the demon back to his own world.

This is a rather Marvel-type story with a fair amount of action, but it isn't really a very good one. Interestingly, a lengthy letter in this month's letter column says the problem with JLA's low sales is that the characters can't have impactful stories here (in contrast with the New Teen Titans) due the need for characters to appear elsewhere. Editorial responds that Conway is still working on a plan to deal with that...


Wonder Woman #316: Mishkin and Heck continue Wonder Woman's fight against Tezcatlipoca. She finally defeats the god (maybe) when she shatters an image which bound him to his mortal host. She frees the Amazons from his mental domination--though these strangers are still a mystery. They ask Wonder Woman if she is really Artemis and tell her that Hippolyta told them she was dead, but that the queen has "lied before." Meanwhile, Griggs meets a soldier in the Central America nation of Tropidor who tells him the rebels worship Tezcatlipoca, Steve Trevor and a gremlin near Paradise Island, and Sofia threatens Hippolyta with revealing the secret of her manipulation of Diana. Still not sure where Mishkin is going with this, but if this were a modern comic I'd say we're heading toward a soft reboot.

In the Huntress backup by Cavalieri and Beachum/Martin, the Sea-Lion takes time to gloat as he prepares to inject the captured Huntress with a mutation, giving her time to escape. Sea-Lion is defeated and taken into custody.