Monday, April 27, 2026

In Alignment

Mostly discussions about alignment (probably since time immemorial) seem to circle around 3 opens about it: it is just a suggestion for roleplay; it represents cosmic teams of some sort and isn't about character morality; and most commonly its bad and we just ignore it. 

Gareth Hanrahan's The Gutter Prayer suggests to me an interesting tweak to idea 2, one I haven't seen before. I mention previously the saints in that world who were empowered by the gods not due to faith or ideals, but rather due to be somehow psychic compatible with the deity, making passing divine power through them possible. You might say the saints are in alignment with the deity.

So, what if alignment was a bit like that? It does present being on a cosmic team but not a team the character chose, a team that they were born into. This connection would allow the character to speak alignment language and to be recognized as "marked" by that team, perhaps. Characters are free to behave whatever way they want, but they can't (or at least can't easily change) this affinity any more than they could change their bloodtype. It should probably be randomly generated or determined by class, I suppose.

For most characters, a lack of affinity with the ethics of the deity wouldn't be an issue under most circumstances, though for people like clerics and paladins who get more out of the connection, it would matter.

The metaphysical implications for a setting with this would be really interesting, I think. There are a lot of ways it could be operationalized. 

Friday, April 24, 2026

[Parsulan] In The Red Wastes


In Southeast Parsulan, the Karkharoth badlands are an inhospitable, monster-haunted region of gullies and ravines between low, barren, red ridges, at times scarred by jagged rock formations like rows of fangs. In a broad canyon surrounding one of a rare oases is the fortress city-state of Kamazot.

The broken and desolate terrain isn't natural but instead due to the folly of man. In the Age of the Wizard Kings, attempts to push the then-fertile lands to even higher yields, coupled with sabotage from rival lands led to disruption of local fae elementals and a wounding of the land. The weakening of the polity made the region vulnerable to raids from the humanoid nations to the north serving to further depopulate the old kingdom.

The Demon War might have thoroughly returned the badlands to wilderness and ruin, but a warlord rose to organize disparate tribal groups and led them to re-occupy Kamazot. The armies unearthed ancient magitech weapons and restored them to the repaired fortress walls. The city they rebuilt developed into an autocracy organized along military lines, which persists to this day. Despite its regimented society, Kamazot has always been opened to outsiders who prove their worth. Even humanoids and those of monstrous ancestry are occasionally accepted into their society. 

It is rare for rulership succession in the city-state to be passed hereditarily. Instead, the clan generals elect an Imperator. The current ruler, Dornon Gundark, is unusual in that he was a clanless outsider who rose through the ranks due to his battle prowess and canny out-maneuvering of rivals at a time when Kamazot had been weakened by poor leadership.  He enjoys both popular support and the loyalty of most of the generals. Those less supportive are kept in line by his command of the Red Hawks, an elite force drawn mostly from those born outside the city and discriminated minorities such as humanoids and Darklings.

 Dornon directs his forces to seek out magitech weapons to add to the state's arsenal. He is very fond of cannons, the bigger the better. He pays handsomely for the recovery of weaponry from ancient ruins and dungeons.

His interests in technology extend beyond weaponry, however. Recently a railroad line was completed linking Kamazot with the Northern Parsulan industrial hubs. The line passes a perilous route through humanoid territory, however, and must employ adventurers and mercenaries both the trains and crews effecting repairs. Another line is planned between Kamazot and the port of Ervessos, but interests in the rival states of the Lightbearer Republic and Grancazarel oppose to close and alliance between those regional powers.

Wednesday, April 22, 2026

Wednesday Comics: DC, July 1985 (week 4)

I'm reading DC Comics' output from January 1980 (cover date) to the end of Crisis! This week, I read the comics on sale on April 25, 1985.


Tales of the Legion #325: Levitz/Newell and Jurgens/Kesel deliver what feels a bit like a cable TV season finale in that things with the Dark Circle reach a fairly abrupt (but pat) conclusion. The Legionnaires storm their base and discover that the Dark Circle leaders have cloned themselves (also that Ontarr is one of them). The leaders seem to commit mass suicide, killing their clones as well. Afterward, Gigi and Dev-Em get flirty, and White Witch and Blok fall asleep together watching future-TV.

Then we have a coda where Lightning Lad and Saturn Girl explain that Tales is going all reprint form this point on, so this will likely be the last I talk about it here. It feels like they left some plot threads dangling (with the Dark Circle and the stuff with Dawnstar and her new love) that just sort of get dropped.


Action Comics #568: In the first story by Yee/Kupperberg and Norvick/Rodriguez, a bullied schoolgirl is a conduit for a demon ("Ravenjh") to attack her classmates. When Superman gets involved, the demon briefly possesses Lois, leading in the aftermath, to the two of them having a discussion of why their relationship failed.

The second story by Wolff and Bender/Marcos gets the cover and is more humorous. An alien filmmaker comes to Earth and asks for Superman's help in choosing an actor to portray him in a movie. It seems that all humanoids look alike to the alien, which is proven by their choice of a rather un-super would-be actor to portray the Man of Steel.


Ambush Bug #2: Giffen, Fleming, and Oksner keep up the funny this issue. We're first introduced by Jonni DC, keeper of continuity of the DC Universe, a topical character given what's going on over in Crisis. Most of the issue though, deals with Ambush Bug dealing with the threat of Quantis, once a scientist working on a cuteness formula, now a giant, man-koala. Jonni DC's powers prove insufficient to deal with the menace, so it's up to Ambush Bug to save the day with an antidote.


Arion Lord of Atlantis #33: Kupperberg and Duursema/Mandrake conclude "The Magic Odyssey." Jhy and Jheryl work to free Arion from his mother, Majistra. They enlist the aid of the entity known as the Weaver, who ultimately restores Arion's magical powers, so the sorcerer can battle his mother, himself. Meanwhile, Chian discovers Tokomata's treachery and gets into a fight with him. He's caught in the blast of the evil released with Majistra's defeat and injured, then Chian finishes him off. 

Arion returns, to the physical world and is reunited with Chian who is really sorry (again) about being duped by somebody who wanted to kill him. Arion uses his power to restore Wyynde to normal. Next, they're headed to Atlantis and a new arc.


All-Star Squadron #47: McFarlane provides the pencils for most of this issue retelling the origin of Dr. Fate and his first encounter with Wotan. McFarlane's stylization is already starting to be evident, but his work here still has an amateurish look. After Fate finishes, the Squadron gets word that Winston Churchill requests their presence in Britain.


Detective Comics #552: An assassin named Cutter is offering his services to the Gotham Underworld to get rid of Batman. Our hero here's about this and fakes his death to catch both the assassin and mob bosses off guard. It's a clever story, though Moench parallels it with Julia Pennyworth's first published story about a historic tree being cut down in the name of progress, which doesn't really add much.

Cavalieri and Moore/Patterson continue the "Green Arrow versus Immigration Enforcement" story. After arguing with the official running the detention facility, Ollie is thrown in detention himself. Dinah Lance helps him break out of detention, along with two Salvadoran refugees. They head for the next stop on the "underground railroad" and leave the refugees there. Apparently, that's that, and the government just let's Ollie get away with it! A night later, Green Arrow makes his way back to Oliver Queen's apartment, unaware that Onyx is watching him.


World's Finest Comics #317: Cavalieri's and Stroman/Aiken/Garvey finish up the Cheapjack story. Batman's cover is blown, and he takes a beating from Cheapjack's thugs, but he rallies as Superman arrives. Cheapjack has built a giant machine that is part shack, part construction equipment, and he threatens to kill Massimo's daughter in its back-hoe claw grasp, but the heroes use smarts to save her, and Cheapjack is defeat, then consigned to the comics limbo he deserves.

Monday, April 20, 2026

[Parsulan] The Lightbearer Republic


The youngest state of Southeastern Parsulan is at once ill-omened and favored with great promise. Morrgna, capital of the Republic, is famed for the strange lights that can frequently be seen in its night skies: the aurora-like ribbons and curtains of pale color, sometimes with faces or forms moving through them and the flickering will-o'wisps that pass through the streets or hang in place for a time before fading. Such lights are often seen in association with the irruption of shadow cysts and they do seem to foreshadow the difficulties the area has with demonic forces.

At the same time, the Republic seems to be on the rise. Less than two decades ago, it was a sparsely populated backwater, ravaged by the demonic Wild Hunt. The tide turned with the so-called Miracle of the Church of Saint Lampada, wherein Leonhart Urzen, now First Citizen of the Republic, led a band of refugees in repulsing an assault by a demonic host. The cost of victory was the death of Leonhart's adventuring companions and their retainers, a group now celebrated as the Fallen Heroes. Those Heroes are entombed with honor in a crypt beneath the great church, guarded by special Keeper-Priests, for reasons that are doctrinally obscure. They are venerated on All Heroes Day, and the night before their spirits and those of the city's other dead are propitiated with offerings and their forgiveness is sought through rituals led by the priests.

Leonhart guided the formation of the Republic by inviting in neighboring cities and towns, and organized a militia, both protect the land against demonic incursion and to collect magical artifacts that emerge from the shadow cysts and bring them to Morrgna's dungeon vaults for safe keeping. While citizens guard the cities and serve in officer roles, Mercenaries and adventurers compromise most of the forces sent into emergent shadow cysts and patrolling beyond the walls of the cities and towns. Those who die in service are considered to be added to the ranks of the Fallen Heroes laid to rest with the original group beneath the church. Though few would refuse such as an honor, agreement to this burial honor is said to be a stipulation of admittance into the militia's ranks.

Friday, April 17, 2026

Saints and Clerics


In the post-industrial fantasy, The Gutter Prayer, by Gareth Hanrahan, gods are essentially strange loops of magical energy, powered by worship and quite obviously a lot more trouble than they're worth. At least most of them don't eat the souls of living being like the gods in R. Scott Bakker's The Second Apocalypse series, but that's about the only thing one could say in their favor. 

One of the interesting things in Hanrahan's portrayal are the saints. These saints are much like "The Gifted" in my Weird Adventures setting and in other posts in that they are people effectively imbued with super-powers by a god. As such, they make good inspiration for an approach to clerics in fantasy rpgs.

Saints differ from your standard cleric of the D&D variety in a few ways. One, they don't seem to cast spells, just manifest divine powers. Two, they aren't necessarily people of high faith, but ones who just happen to be on the same psychic wavelength as the god, making it easier for the god to establish a connection and work through them. Third, the saints, then, aren't the evangelists and expanders of a faith, generally, but it's holy warriors.

I've long felt that having clerical magic-users that are separate and distinct from regular priests and priestly hierarchies worldbuilding-wise, and this remains a really good approach, I think, and I feel like Hanrahan provides a flavorful implementation of it, with an interesting take on the gods, in general.

Wednesday, April 15, 2026

Wednesday Comics: DC, July 1985 (week 3)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at comics that were published on April 18, 1985.


Batman and the Outsiders #23: The story continues from last issue: the Outsiders are trying to rescue Halo from the Aurakles. First, they travel to Japan to retrieve the ritual necessary to call forth the Aurakle whose soul is captive in Katana's sword. They compel the being to take them to its dimension. There they defeat the Aurackles in a surprise attack leading up to a threat to destroy them all via Black Lightning's power and Metamorpho turned into a conductive line. The Aurackles give in and let Halo go. Halo is conflicted over the fact that she stole Violet Harper's body, possibly even inadvertently killing the young woman, but Katana tries to assure her that Violet was a terrible person who didn't deserve life, making Violet (like Terra) one of the "utterly evil young women" of the era. Halo isn't completely convinced, though, so maybe Barr isn't either. Davis' art is perhaps not as polished as what will come from him in a few years, but it's already great.


Blue Devil #14: Mishkin/Cohn and Kupperberg/Maygar introduce Kid Devil, whose Marla's nephew, Gopher, in a devil suit he built from stuff in Dan's workshop. Smart kid! Dan is, at first, annoyed, but when the plane Gopher's parents are arriving in is hijacked, Kid Devil is helpful in saving them.


G.I. Combat #278: The first Haunted Tank story by Kanigher/Glanzman is sort of weird (which has been happening a lot lately). The Elder Craig is having nightmares and survivor's guilt about his former tank crew from WW I that were never recovered. When trying to defend a bridge at Riviere Du Diable, the crew finds a tank and bodies from the previous war, then slip into some liminal realm (time travel maybe?) where they are unable to act in their defense, but the ghosts of Craig's old crew come to their rescue.

There are 3 short World War II stories. One is brief Haunted Tank piece about the younger Craig, but the other two feature non-series characters: a G.I. in love with a French girl trying to save her village and a klutzy apiarist G.I. who uses his bee-knowledge to save the day.

Finally, there's a Mercenaries story, but it is one of the weakest some far, I think. After foiling a kidnapping attempt against some guy in San Francisco, they agree to be his bodyguards and go with him to his secret research vessel, Pandora, in Antarctic waters where he's developed a ship-based satellite-killer missile. All of this makes him seem like a super-villain, but before we can explore any of this they are attacked by a Soviet ship. The Mercenaries sink Pandora rather than let it fall into Soviet hands.


Green Lantern #190: This Predator arc takes a weird turn. As Stewart tries to get his ring to tell him his predecessor's secret ID, Green Arrow, Black Canary, and the reporter Tawny show up with video tapes that record Stewart visiting with the two heroes at Carol's house in Coast City, something that none of them remember. Suddenly, everyone is paralyzed, and Predator swoops in and pops the tape out of the player. Katma is unaffected and tries to stop him but can't. The others have no memory of these events.

Meanwhile, Hal is on a stakeout, trying to figure out who the Predator is. He follows him, but the Predator alludes him. In the abandoned theater where the Predator had apparently been holed up, Hal catches the distinct smell of Carol's new perfume. 

Also, Guy Gardner starts to come out of his coma.


Infinity, Inc. #16: The Thomases and McFarlane/DeZuniga introduce Mr. Bones, who has a design that sort of anticipates McFarlane's Spawn. Before this though, the issue has a beach volleyball match to get in some gratuitous swimsuit shots not unlike a lot of stuff we'll be seeing in X-Men in the latter eighties. Among the bikini beauties is the newly introduced Yolanda Montez, who we aren't told much about yet, but she arrives with Wildcat. Anyway, after all this, Bones catches Fury alone and kidnaps her. To be continued!


New Teen Titans #10: Having finished the previous storyline, this issue is mostly setup for things to come. Lilith is made an Olympian god, and the other Teen Titans are sent back to Earth. Everybody is happy, except for Azrael who's really broken up, and the Titans are perhaps realistically but amusingly not terribly sympathetic to him. Cyborg kind of makes fun of him, and Azrael flies off. Meanwhile, a Tamaranian ship heads toward Earth to retrieve Koriand'r now that the Citadel is defeated.

Most of the issue is devoted to Joe and Kole. He helps her go looking for her father. In a sequence like something out of one of DC's bygone horror titles, her scientist Dad rants and tries to force them away. Joe possesses his body and they go into his laboratory, which they find full of monstrous human mutants created to find some form that could survive a nuclear war. freaked out, Joe and Kole flee. I'm sure that's not the last we've seen of Dr. Weathers, though.


Sgt. Rock #402: The main story by Kanigher/Redondo tells something of Wildman's background as the seemingly neurologically locked-in G.I. is about to receive a metal for bravery. Wildman manages to wake up and move to declare he doesn't deserve the award as the real act of heroism was performed by a former student of his who had just joined Easy.

In the second story, a reprint from 1974, an Indian survivor of a U.S. Cavalry attack on his village gets revenge on the soldiers by stealing their horses in a mountain trap. When a blizzard descends, the warrior pragmatically uses the horses to survive while the soldiers freeze to death.


Saga of Swamp Thing #38: Moore and Woch/Totleben get "American Gothic" underway with the Swamp Thing returning to Rosewood, Illinois, which he last visited about 3 years ago to the day in issue 3. Flooding Rosewood didn't get read of the vampires, but instead caused them to evolve into an aquatic, eusocial form, even more dangerous. Before telling Swampie anything more of the secrets he wants, Constantine wants him to deal with those vampires, so Swamp Thing wades in to do that.


Warlord #94: I reviewed this issue here.


Who's Who #4: More C's! Looking at characters particularly related to the period I've been reading here, we have Circe from Wonder Woman who re-appeared not too long ago, Computo showed up in Legion, and the Construct who just turned up last week in Red Tornado #1. Color Kid is also fresh off an appearance in the Legion of Substitute Heroes Special #1. There are also several entries for characters/organizations that had their first appearance in this period: The Creature Commandos soldiered through Weird War Tales for a period close to its ending; Colonel Future from introduced in Superman #378 and had at least 1 appearance since, and then there's Croc who got a whole arc in the Bat-titles. Two of these represent dangling mysteries: The identity of Colonel Computron was left unrevealed, though maybe it has been post-Crisis, as the character has had a few appearances. The generic, shadowy villainy of the Council from Supergirl is likewise noted here, though it never got fully exposed or dealt with. In the "Obscure Characters that Trey likes" column, we have Claw the Unconquered with art by Giffen.

Monday, April 13, 2026

Drifting Between Small Worlds


My vacant in Hawaii last week got me thinking about the subgenre of pulp adventure fiction that dealt with tales of freighter captains or sailors making having adventures in various ports of the South Pacific. The radio show Voyage of the Scarlet Queen is in this genre as are Howard's adventures of Sailor Steve Costigan. Aviators get into similar sort of adventures in the same locales as well, as seen in the 80s TV Tales of the Gold Monkey and the comic strip Terry & the Pirates.

I think the same basic setup of these stories could be transported to a science fiction setting. Imagine a group of relatively closely spaced, small worlds (to be "realistic" about it, they would likely have been placed there by an Arbitrarily Advanced Civilization). It could be a Dyson Swarm or its remnant like in Reynolds's Revenger series, or it could just something like the Vega System as presented in DC's Omega Men (which could be a kind of modular ringworld, I guess). Why small worlds? Well, I think it better reflects the island or city focus of the source material and makes it easier to place them relatively close together.

Whatever the setup, this system is on the hinterlands of "galactic civilization," a place where outlaws, adventurers, and malcontents would drift to from the more controlled, "safe" worlds. Within the source material, of course, this is the unexamined Western-centric view of South Pacific, but in a science fiction setting this could more genuinely be the case. Similarly, the elements of colonialism and exploitation of native peoples is probably something to avoid (unless one wanted to make that a central conflict of the setting), but like in Vance's Demon Prince series, a lot of unique or eccentric societies may have grown up there as generations of nonconformists fled the core. Perhaps among the ruins of an alien Precursor race, ideas about whom may be part of the eccentricity of some of the societies.

The vibe could be very retro pulp, but you could just as easily do it with inspiration from Cowboy Bebop or with an Alien/Outland aesthetic.