Monday, January 13, 2025

Ergodic RPG Setting Presentations


Going back to the Greyhawk Folio has made me realize how it differs from modern setting material and perhaps why I bounced off of it when I first encountered. I believe it falls into a category of published setting I would call "ergodic settings." Ergodic settings are analogous to ergodic literature, that is that are settings whose form of presentation requires nontrivial effort on the part of the reader to make sense or understand the setting.

I'll concede that "understanding" in this context can be kind of fuzzy. Different perspective DMs likely have different expectations and desires of a setting. I'm sure there are a lot of people that loved Greyhawk from the moment they encountered the Folio or the Wilderlands of High Fantasy, to name another setting I find ergodic. But I don't think that changes the quality of ergodicity, it's more about how much work you're willing to do (or have already done) to meet the setting where it is.

So what do I mean by ergodic? Well, Greyhawk in its initial present is brief, which is often touted as a virtue, but in that brevity its ability to develop an easy sense of place is impaired. It also consistently refuses to take the modern route of focusing on "juicy" details or hooks. It's not that there aren't things going on in the Flanaess, but as far as we know from the Folio, they aren't really things for low-level treasure seekers. When seeds of adventure are there, they tend to be more Game of Thrones clash of armies and intrigues. There's also perhaps a focus on wargame realism over fantasy. A careful read with an eye toward history can suggest Gygax's models and sources, but he doesn't make it easy, like say, Robert E. Howard or the first introduction to the Known World in Isle of Dread (which just tells you the inspiration, so you don't even get to feel smart!)

Well, I don't know the primary export, but these places seem cool!

 Wilderlands is similarly fairly opaque in that department, but at least you can read hexes with a crashed spacecraft, mermaids or giants. And lots of them. The Folio is dressing your set with backdrops and a few props, but with scant actual prompts for adventure and very little enticing fantasy spectacle. This is just the facts; you do most of the fantasy.

But modern settings require work because they are often too completist and too wordy! Getting through all that cruft requires work! Sure, but it's a different sort of work. It's the work of separating wheat from chaff, perhaps, or just the work of reading homework, it isn't the conceptual work of "what does this mean and what do I do with it?" The Folio approach makes it harder to distill "the good bits" for your own thing, if that's what you're after.

This Strange Stars OSR has a good approach. Wonder who wrote this?

Now, this can be a virtue for the seasoned DM. It's easier to make it your own, perhaps, or even run it differently with the parameters that exist in different campaigns. And if all you need is the barest background to sink your dungeons into, it doesn't matter. But looking at the more recent DMs Guild Greyhawk presentations, there's more of an effort to put player-engaging material in, even as they hew fairly traditionalist.

Friday, January 10, 2025

Greyhawk: Rel Astra


Rel Astra is one of the major port cities of the Great Kingdom. It is an old city of the Aerdy, the original seat of the early Aerdian Church of Law and once a capital of an Aerdi kingdom until the crowning of the Overking. Once the Great Kingdom was declared in Rauxes, control of Rel Astra was given over to a ministerialis who served as constable and mayor in the Overking's name. The post continues, but it now belongs to a hereditary noble line whose interests have diverged from those of the Malachite Throne.

Like the lords of the Iron League region, the Constable's financial interests lie with the burghers and trade, and he resents the grasping and peremptory ways of the Overking. He is also wary of the covetousness of Medegia's Holy Censor.

While the more fierce-tongued members of the city's council urge swift action, the Constable chooses to slowly build his forces and bide his time.

The original Folio had an apparent editing mistake that listed Rel Astra as the capital of Medegia, so a thought it was worth making a nod to that in the history. Though the Folio never mentions it, the title of Overking suggests their were (at least once) subordinate kings. I figure there must have been multiple, petty Aerdian kingdoms that were united.

Wednesday, January 8, 2025

Wednesday Comics: DC, April 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 January 5, 1984. 


Atari Force #4: Conway and Andru/García-López continue pulling their team together (this is positively modern, decompressed storytelling), but this issue does deliver some backstory in terms of Martin Champion and why he's now on the outs with New Earth leadership, as well details of Chris Champion's and Dart's origins. Martin believes he has proof that the Dark Destroyer is still out there, but no one is ready to believe him. Meanwhile, Morphea gets Babe away from the pirates and Rident Oly captures his brother, Packrat.


Blackhawk #269: Blackhawk is dodging German soldiers and trying to get out of Germany alive after his failed assassination attempt against Hitler. He winds up seeking out the assistance of Helga the barmaid he met previously, but that brings attention from Germany High Command to her, and Frau Bulle comes to recruit her for the Leipzig Project. 

Meanwhile, the other Blackhawks are in the newly named La Resistance, France. Gaynor secretly executes a group of German prisoners. Chuck is on to him, but doesn't get a chance to confront him, as Killer Shark retakes the town and takes the Blackhawks prisoners.


DC Comics Presents #68: Conway is still promoting his creation Vixen, left out in the cold by the DC Implosion. He's supported this issue by Swan/Anderson. Vixen seeks out Superman's help after her nephew vanishes into a hot new arcade game "Galaxy Starfighter." It turns out Jimmy Olsen has been tracking other such disappears. Our heroes discover the kids are in the clutches of Admiral Cereberus, a renegade U.S. military man who previously oversaw a program of psychic research but decided to use his discoveries for himself. He siphons the psychic energy of special teens to give himself super-powers, but it's not enough to defeat Superman and Vixen. Some elements of this story (an arcade game as a test for some other purpose and "Starfighter" in the name) suggest The Last Starfighter (1984) as inspiration, but the film and comic book tie-in from Marvel are months away, so Conway would have needed some special access.


Fury of Firestorm #22: Broderick is back on art and Carla Conway gets a co-writing credit for this mostly flashback issue retelling Firestorm's origin. In the framing sequence, Firehawk wants to get to know Firestorm better so she pressures him to reveal his identity. After some disagreement between Ronnie and Stein, they do tell her about the accident that made them Firestorm. Somewhat surprisingly, I think, in the end Lorraine is trouble more by the fact that Ronnie is younger than her than that Firestorm is a composite being made of a two very different men. Firestorm points out that if you average Ronnie's and Stein's ages, then he's older than her. In the end, she decides it doesn't matter and continues their relationship. Ronnie's high school friends who happen to see the two super-beings frolicking above Manhattan and wonder where Ronnie might be.


Justice League of America #225: Cavalieri and Patton/Marcos tell a forgettable story about the demonic cult of Fiatlux who is trying to get their hands on the substance, Luciferase (the story never addresses whether this is the bioluminescent chemical of the same name, but I assume not) to unleash the demon Hellrazer. The JLA tries and fails to prevent this, so the resolution is continued until next issue.

There are a couple of things beyond the basic story that are interesting about this issue to me, though. One, none of the "Big Three" are present. In fact, none of the "Big Seven" are present (depending on who you think the 7th is) because Flash, Green Lantern, and Aquaman are out too. I don't think this is completely accidental given Batman officially left the team, and the group recently voted on whether to keep the Flash. There seems to be a move in this period to lower the profile in this book of the characters with their own solo titles. Interestingly (and perhaps related), a response in the letter column hints at changes coming to the book wherein new characters with be introduced (the letter writer had requested Vixen!) and there will be more of a focus on character relationships. The Detroit League (or the germ of the idea that became that) is clearly already in the planning stage.

The other interesting thing is how "in continuity" this is. We began with the Atom thinking back to his recent experiences in the Sword of Atom limited. Carter and Ollie are still arguing about the rightness of Flash's actions in regard to the Reverse Flash.


Vigilante #5: Chase declares to a cop who is trying to take him in and hates vigilantes that he "hates killing" and has only ever done so in self-defense. He's a lawyer, so he's probably got a good argument for the latter claim, but the first one is at least misleading based on what we've seen in earlier issues. There's been a lot of "that's the kinda guy he is this month" in this title, perhaps as Wolfman figures out just where he wants to go with this character, but it gives the impression that Chase is a bit unstable. I wouldn't go so far as to assume that is Wolfman's point, but it's possible.

Anyway, in this one the mob hitmen Saber (he uses guns) and Cannon (he uses blades and martial arts) have joined forces and are taking out mob leaders so they can run things. Vigilante, figuring out they live together, rashly attacks them and winds up shot and stabbed, and having to escape in an ambulance for his trouble. Saber and Cannon are clearly a gay couple, but this is never stated outright which is probably good because then any potential homophobia also stays subtle. The only hint of it is Vigilante commenting they are "cute" when he busts into their bedroom.


Wonder Woman #314: Mishkin and Heck pick up directly where last issue left off with Wonder Woman facing a transformed Major Griggs. Diana manages to defeat Griggs and free him from Circe's influence. She comes to realize that Circe is serving some master. She doesn't have to wait long to find out who that is, as a defeated Circe disappears into a black mirror and the Aztec god Tezcatlipoca reveals himself.

In the Cavalieri and Beachum/Martin Huntress backup, transitioning to a new storyline is the order of the day. Huntress seems to have to some degree restored her reputation after rescuing an infant from Earthworm. Nedra Borrower is fired after her boss becomes aware of her sexual relationship with corrupt politician, Terry Marsh. We're also teased with the introduction of a new villain: the Sea-Lion.

Monday, January 6, 2025

The Xmas Dagmar turned Krampus


Our Land of Azurth 5e game continued last night, a much-delayed continuance as we started a holiday-themed adventure before the holidays. It's fitting, though, that we got to finish it on Twelfth Night.

Sent to aid a village suffering from child-disappearances far to the north, the party suffered accompaniment by rhyming, snowman narrator as they ascended a treacherous mountain to find a secret workshop where kobolds were using the children as slave labor.

Defeating the kobolds, the children pointed them to where the evil mastermind laired. After puzzling over a trap made with colored lights, they confronted the villain--the Krampus!

He was a formidable opponent, and the opening exchanges suggested it would be a hard-fought battle. Until Dagmar the Cleric strove forward to attempt to turn the fiend. 

And turn him she did, despite his magic resistance. That bought them time and the fighters took advantage of it. When Erekose delivered the final blow, the Krampus exploded with a "pop" and a shower of confetti and glitter.

The children were returned home and the party was honored with a feast: roast beast and all the trimmings.

This adventure was adapted from How The Lich Stole Christmas.

Friday, January 3, 2025

The Fruitful Inconsistency of the Hyborian Age


The Encyclopedia of Fantasy (1997) describes Howard's Hyborian Age and similar imagined worlds as "fantasylands" in contrast to the more serious, Tolkienian worldbuilding of "secondary worlds." This perhaps undercuts the quite serious world-building Howard did in places like his "Hyborian Age" essay but also obscures the fact that all world-builders (Tolkien included) borrow or are at least derive inspiration from history or other works of literature.

Still, it's hard to deny that the Hyborian Age tends to wear its undiluted influences or antecedents proudly. Perhaps not as totally as say D&D's Known World or some other rpg settings, but to a greater degree than Middle Earth or most other literary fantasy settings. I can't be too critical of these game settings as it allows people to get a handle on different lands or cultures quickly, but it does strain suspension of disbelief for some folks.

The Hyborian Age does those similar gaming settings one better, however. In what I think was possibly Howard's best world-building idea (at least so far as things to steal for gaming), the overall action and theme of regions come through, even when his cultural inspirations are less clear. Visiting different Hyborian lands may not just mean travel through history with Fantasy Vikings here and a Fantasy American Frontier there but travel through different subgenres or modes of pulp/adventure fiction.

In his Conan yarns he gives us Golden Age of Piracy adventure stories, tales of the Crusaders and the Outremer, Frontier stories in the vein of the Leatherstocking Tales, and a few stories recognizable as just fantasy in today's genre standards. He does this often by dispensing with a lot of the historical things that led to these settings and situations and just gets down to the action readers (and presumably players) are looking for.

Vague or passing homologies are all he seems to need to get going. He doesn't worry about establishing a Christendom or an Islamic World--or even really a Holy Land to get his Outremerish setting. He handwaves some former colonies (now independent) of Koth (which is vaguely Italic maybe, but hardly Imperial Roman and with a capital whose name is borrowed from the Hittites) on a borderland coveted by Turan, and he just describes the players, setting, and action in a way that the vibe of crusades and Crusader Kingdoms comes through, regardless of the background differences.

Likewise, "The Black Stranger" deals with pirates and a treasure, sure, but to drive home we are now in Treasure Island territory, he dresses Conan for the part:

The stranger was as tall as either of the freebooters, and more powerfully built than either, yet for all his size he moved with pantherish suppleness in his high, flaring-topped boots. His thighs were cased in close-fitting breeches of white silk, his wide-skirted sky-blue coat open to reveal an open-necked white silken shirt beneath, and the scarlet sash that girdled his waist. There were silver acorn-shaped buttons on the coat, and it was adorned with gilt-worked cuffs and pocket-flaps, and a satin collar. A lacquered hat completed a costume obsolete by nearly a hundred years. A heavy cutlass hung at the wearer's hip.

Does this undermine the essential Medieval character of the Hyborian Age? Probably! Does it weaken one's ability to think of it as a sustained and complete world? Could be! Does it make it clear "we're now on the Pirates of Caribbean ride, behave accordingly?" Yep!

I feel like this tool can be put to good use by GMs. Even ones that are more interested in setting consistency perhaps than Howard. Even small details can do a lot.

Wednesday, January 1, 2025

Wednesday Comics: DC, March 1984 (week 4)

Happy New Year! I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics hitting the stands on December 29, 1983.


Action Comics #553: Kane sends the Forgotten Heroes charging out of the cover, at least. As Vandal Savage tries to deceive the people of Metropolis into thinking Superman as turned against them, the Man of Steel and Rip Hunter's team go back to the dawn of time to try and stop the villain from harnessing the powers of Creation. The Forgotten Heroes get some screentime investigating the alien pyramids, but really it mostly comes down to Superman, so it's effectively glorified cameos for them.


Camelot 3000 #10: Barr, Bolland, and Austin have Mordred, Morgan Le Fay, and their alien allies take out the buffoonish leaders of the Earth's world powers. Tensions are beginning to appear between Mordred and Morgan. Meanwhile, Arthur and his knights break into a spaceport and steal a spacecraft. Their destination is the 10th planet and Castle Le Fay.

I feel like this series has dragged on a bit two long, but it still looks really good.


Detective Comics #535: Nice Cullins/Giordano cover. Moench and Colon/Smith continue the story from the last couple of issues. After Deadshot's claim that Jacques Remarque hired him, Julia is convinced the man who has been a father to her is still alive, and Alfred's urging of caution cause friction between them. Batman learns from the Montreal Police that Deadshot was somehow connected to terrorist and a scheme involving stolen art from France, which would explain how Jacques Remarquebecame involved. In transport, Deadshot escapes but winds up leading our heroes to the terrorists' hideout. Julia brashly rushes in but is rescued by Alfred and Batman. The criminals as apprehended, and Julia accepts that her adoptive father is dead.

Meanwhile, in Gotham, the new crime lord, Dr. Fang, prepares for a meeting with Bullock.

In the Green Arrow backup, Oliver is taken down by the Detonator, who discovers that the archer doesn't have the black box (he stashed it). Ollie awakens in a hospital, surrounded by Rick and Ozone, who has picked the box up. Turns out, there is no pilot voice recording on it. Green Arrow calls in the suspects so he can play detective and reveal which one is the Detonator: Coopersmith, the pilot, who gave himself away by not calling for help. 


Arion Lord of Atlantis #17:  Kupperberg and Duursema send Arion and crew back to the land of the Khe-Wannantu so Arion can get the aid of the shaman Moonstalker to help rid him of Garn Daanuth. They arrive just in time to see Wyynde's wedding which causes Mara to get upset and run off. 

Not only can't the shaman help, but Garn's power is able to penetrate into the physical world causing madness in the village. Arion tries to use illusions to help but that only weakens him, and Garn is able to gain control and free himself from Arion's body.


All-Star Squadron #30: Thomas and Hoberg/Machlan re-introduce a number of characters that DC acquired from Quality comics. At the first meeting of the massively expanded roster of the All-Star Squadron at the Perisphere,  Uncle Sam appears to request help to rescue Earth-X, a parallel world in peril. He reveals that he took several heroes from Earth-2 to Earth-X already, but they all died, including former JSA member, Hourman.

Just as the Squadron prepares to vote on assisting Uncle Sam, Midnight busts in, having escaped from some Nazis. He passes out, and the All-Star’s discover he's carrying an injured Doll Man with him in a shoebox.


Nathaniel Dusk #2: Still not a fan of the decision not to ink this. It makes it look like there's some sort of book-long printing error. That aside, McGregor and Colan continue to deliver a satisfying detective story. Dusk manages to avoid falling to his death off the building and escapes the two goons trying to kill him. He goes to Joyce's apartment and finds the police are there. His friend, Lt. Abrahams tells him Joyce has been murdered.

After attending Joyce's funeral, Dusk begins to suspect the attempt was made on his life because he was dating Joyce, but he doesn't know enough about her to know why. Arthur Squire calls Dusk and offers to feel in some of the blanks, but when Dusk gets to his house, Squire has been murdered, and the goons are there. They chase him on to a train and appear to have him dead to rights as he's trying to climb onto the roof.


New Adventures of Superboy #51: With a Frank Miller cover depicting Superboy walking out of Smallville, this one gives "new direction" vibes, but actually it's a reprint collation of the "Superman: The In-Between Years" backups by written by Rozakis with various artists from Superman #359, 362, and 366. I didn't compare them to see if they are complete reprints or whether they might have been re-edited like a TV clip show, but they are definitely the same stories. I can't fault them too much for this though. Many of their current readers likely missed some or all of those stories from 1981. I would think it was even better if this was placing them where they should go in Superboy's life chronologically, but I'm pretty sure that isn't the case.


Jonah Hex #82: Fleisher and Ayers/DeZuniga handle the carriage laden with explosives cliffhanger at the end of last issue in the manner of movie serials. They back up and show us Hex and Turnbull escaping before it exploded. Papagayo realizes they got away, but he's having too much fun to bother going after them. Eventually, Turnbull and Hex make it to down and Turnbull, in recognition of the multiple times Hex saved his life, agrees to clear Jonah's name-- but after that, they will be enemies again.

The new couple of Hart and Mei Ling are in town, but Hart is shot, and Mei Ling is kidnapped by men with a grudge against Hex. Hart and Hex track the men down and rescue her, but when Jonah catches the two embracing, he punches Hart out and storms off.

Meanwhile, Emmy Lou has left town on a stagecoach gets to think back on how she came to be among the Crow and how she met Jonah. Then the stage is robbed, but the robbers choose to take Emmy Lou as well as the valuables. 


World's Finest Comics #301: This story by Mishkin/Cohn and Chen/Marcos takes place before the arc that concluded in last issue. The cover of this issue is misleading in that it suggests a giant Superman is menacing Batman and the villain, Siphon. In the actual issue, Siphon's attempt to...well, siphon Superman's power has left him a raging being of pure energy. Batman makes common cause with Siphon to restore Superman to normal and keep him from killing the villain, which he knows his friend will forever regret. Siphon still plans to siphon all of Superman's power for himself. In the end, Superman is restored to corporeal form, and it's his powers that defeat Siphon as the villain is overwhelmed by super-senses.

Thursday, December 26, 2024

Thursday Comics: DC, March 1984 (week 3)

My mission: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics Santa might have stuffed in a stocking that were published December 22, 1983.


Infinity, Inc. #1: The Thomases with Ordway/Machlan sort of revive the "Super Squad" concept of the mid-70s, in the sense that they give us a younger generation of Earth-Two characters, most of them legacies. Here they are in their own book after the backdoor pilot in the All-Star Squadron. Nuklon, Fury, Northwind, and Silver Scarab, crash a Christmas Eve meeting of the Justice Society of America and petition to be allowed membership. Before the JSA can render their opinion, Jade and Obsidian show up. After a brief scuffle (this is a late Bronze Age supers comic, after all), the Society members have discovered they have familial connections to the youths (though in the case of Jade and Obsidian, Green Lantern does know how) and decided that the newcomers are too inexperienced as yet. The kids leave in a huff. Minutes later, another party-crasher barges in: Brain Wave.

For someone that has been enjoying All-Star Squadron this was no doubt a promising start. For those that weren't, well, maybe the new characters had some allure. I have to say I have frequently appreciated legacy characters such as these without necessarily wanted to read their adventures.


Batman and the Outsiders #8: As Christmas nears in Gotham and the Outsiders train, Batman investigates the abduction of an infant. It's a strange case, since the only physical evidence (a fingerprint) points to the infant himself! Infants all over the city begin rapidly aging to old age, and the Phantom Stranger shows up to make cryptic statements. Geo-Force brings an expectancy couple with car trouble to the hospital, and their newborn reveals himself to be Tannarak (last seen in the backup written by Barr in Saga of the Swamp Thing #5), who has been stealing energy from the other infants. The Outsiders show up to watch Phantom Stranger defeat him and restore the other infants to normal. The family Geo-Force brought in have a second, miracle child, so we get a happy Christmas ending.


Green Lantern #174: Wein and Gibbons continue the story from last issue with Hal falling to his death, encased in yellow plastic. He uses the air he exhales to push out against the plastic with his power, breaking it at the last second. He traces Javelin to a junkyard, but there's just one of his weapons there, so Hal believes he's been given the slip. He find out Jason Bloch is behind this, still out for revenge on the Ferris family. 

After been given an accidental pep talk by Clay Kendall, Hal again tries to find Javelin and the stolen engine. He realizes that the villain's secret lair was right in front of him: under the junkyard. He gets defeats Javelin's goon and confronts the man himself. Just as Hal is about to claim victory, He sees the yellow rocket, powered by Ferris' solar engine, shooting off toward Ferris Aircraft. It's tricky redirecting the rocket and rescuing the engine as it's been painted yellow, but Hal figures it out.

Meanwhile in the Pacific, a drops some toxic waste into the water, causing the Shark to return to his mutated form.


Legion of Super-Heroes #309: Levitz, Giffen, and Mahlstedt have the Legion confront the Prophet in force, setting political considerations aside, but he seems more than a match for all of them, until Invisible Kid seems to notice a tell for the source of his power: his eyes are absorbing solar energy. Shadow Lass blocks his eyes with her power, allowing them to defeat him--but that only seems to open the way for Omen.

There's again a backup by Levitz/Giffen and Broderick/DeCarlo. Karate Kid and Princess Projectra have their beachside honeymoon interrupted by an attack by the would-be usurper, Prince Pharoxx. 


Sgt. Rock #385: The Kanigher/Redondo main story is a solo take for Jackie Johnson, Easy Company's only (ahistorical) black member. Jackie winds up helping liberate a French village being terrorized by the Germans. Next up is a grim tale of the storming of a beach where a hero finds an early death.  The final story is a reprint from 1972 by Kanigher and Thorne about two West Point rivals who meet in real battle during the Civil War and the place and limits of "honor."


Supergirl #17: Some thugs kidnap Dr. Metzner for the manuscript of an unpublished biography he's written about Jackson Burroughs, an international businessman with a criminal reputation. Since Linda Danvers has the manuscript, she's also a target. Burroughs later explains that Metzner has discovered he is working with two rival criminal gangs, and he doesn't want them to know that, so he gives Metzner the choice: revise the biography to hide this detail or be killed and he'll revise it. Supergirl trails Metzner and the thugs and has to fight Matrix-Prime who is working with Burroughs. She rescues her boss, captures Burroughs, and also comes up with a higher tech way to hide her identity instead of a brunette wig.

There is at least on panel in this issue where the art is really bad. Supergirl's hand is strangely elongated. In general, I think the Oksner inks over Infantino is more pleasing that Infantino's work in Flash, but that panel managed to get by them both. On another art related note, Supergirl adds a headband to her costume at the end of this issue. This was supposedly done to match the then-upcoming film, but the film wound up not using the headband after all.


Superman Special #2: This story by Bates and Kane bills itself as an "imaginary tale." It presents an alternate timeline branching from Action Comics #530 and in conflict with the debut of the "new look" Brainiac in Action Comics #544. It does make me wonder how this story came to be. Was it written before #544, but not completed until later, so rendered "imaginary?" Were they competing proposals for Kane's time and editorial liked them both? It just seems less likely to me that they commissioned a special imaginary story in 1983. 

Anyway, Brainiac escapes the certainly doom of #530 and arrives at a planet that ignorantly worships a computer made by their ancestors and sets himself up as it's oracle. Like Luthor he can't just let a good thing be, so he sets about demonizing Superman then lures the Man of Steel to the planet to spring a trap. A telepath among the people senses something is off and comes to believe Superman's story, helping him escape execution. Brainiac is defeated and the world is liberated.


Swamp Thing #22: Moore and Bissette/Totleben spend this issue dealing with the fallout of last issue's bombshells. Swamp Thing, now knowing he is only a plant, has taken root in the swamp, ruminating on his life and quixotic search for a return to humanity, and is unresponsive to Abby and Matt. Woodrue performs experiments on him, hoping to connect to the Green through Swampy and eats one of his tubers. Eventually, he succeeds and is stripped of humanity and transformed into the Floronic Man.

This issue really cements that Moore is going someplace interesting with Swamp Thing. Even with last issues surprises, he could have returned to telling the same sort of horror stories the series was doing before. This is where makes it clear, I think, that his run is going to be special.


Thriller #5: Fleming's and von Eeden's approach storytelling continues to be confusing. We're introduced to Kane Creole who is (apparently) a famous Elvis-esque musician and also potentially a bank robber. He runs afoul of the Seven Seconds, and shoots Crackerjack with an anesthetic bullet, but for a moment Data thinks his friend is dead and pins Creole against a wall with his car. Marietta learns the truth about Angie and also uses the power of Malocchia's eyes to make Tony eat a lot of Italian food. Angie and Edward reconcile, and Angie fixes all of Dan's torn photographs.


Warlord #79: My brother and I bought this issue of the stands. I have always liked this Jurgens cover. I talked about the main story here. In the Barren Earth backup by Cohn and Randall, Jinal and her friends are transported to a slave market in a distant city. Their Harashashan allies show up ostensibly to purchase them, but actually just to set them free. They flee the city together with the cheated slavers on their tail.


New Talent Showcase #3: Sky Dogs is absent this issue and the Klein/Hampton Class of 2064 and theMargopoulos/Woch Forever Amber come to lackluster conclusions. I think 2064 is the better of the two, in that it pretty much ends in a way consistent with the story up until this point with our young heroes discovering the Free Earthers aren't really the bad guys, merely desperate to get a medical advancement that could help them. Chryse turns it over willing. And in the end, sidekick Tycho gets the girl instead of Pern.

Forever Amber detours into a "ripped from the headlines" condemnation of Agent Orange and government coverup and indifference after Amber finds her Dad and doesn't kill him after hearing his side of things.

The other two stories are oneshots. Sabatini and Day present a Medieval fantasy story of a king close to losing his throne thanks to a magical contract with another ruler because he doesn't have an heir, but in the midst of a siege, his queen gives birth to a son. Jacobs and Isherwood present the strange tale of Ticker Blood, a U.S. army soldier in prison in 1892 for supposedly going mad and massacring a town and his fellow soldiers. He's brought before a commanding officer who seems to believe his incredible story that it wasn't actually him that killed the town but monsters, and he had fled in terror, abandoning the others to their fates. He's given a chance to set things right and destroy the monsters who now have the semblance of the townsfolk, but when he thinks that is done, he wakes up back in his jail cell. We're left to wonder at the reality of what we have been told.