Thursday, December 5, 2024

Greyhawk: The Iron League

by Anna Meyer

The Iron League was a separatist alliance formed in 447 CY for mutual defense against the Great Kingdom. While the members made much rhetorically of the demoniac apostasy and madness of the Naelax, the League's greatest concern was economic. None of the trading cities wished to allow the profligate Aerdy nobility to root like pigs in their accumulated wealth.

The association's core members had histories stretching back to ancient, Suloise, maritime city-states. While the Aerdi gained suzerainty over the region, the regional lords were content to allow a great deal of local self-rule (so long as they benefited from the ongoing trade), and in time became intertwined with the Suloise population through marriage and alliance with the local oligarchic families. Intra-region conflict between local nobles, powerful families and guilds was a more pressing concern until the Herzog's heavy-handed treatment prompted the member states to set aside their differences. At least for a time.

Although the League was founded primarily for military purposes, it did possess a confederal civil government. The ruling council, composed of representatives of the individual states, was fairly limited in its power outside of military matters, but was given the ability to control custom duties and adjudicate disputes between regions.

This is a follow-up to this post. I drew inspiration for the Iron League from the Lombard League and communes of North Italian and their relationship with the Hohenstaufen Holy Roman Emperors. Given their Suloise history and their climate (Hot summer Mediterranean, according to Anna Meyer's climate map), I felt like their Suloise history might well amount to something like the Phoenician city-states. Visually, the continental states would look something like Sicily, Southern Italy, or parts of the Iberian Peninsula, except the Lordship of the Isles which is more humid and more like Florida.

Wednesday, December 4, 2024

Wednesday Comics: Comics Related Gift Suggestions

Here are some suggestions for comics related gifts for this holiday season:

Mighty Marvel Calendar Book: All the classic Marvel calendar images from '75-'81 are collected in this hardcover. It features art by Buscema, Miller, Simonson, Perez, Kirby, and more. Who doesn't want to see the Hulk as George Washington at Valley Forge?

Hobtown Mysteries vol 2: The Cursed Hermit: I've been charmed by this quirky series of stories probably most succinctly described as "Twin Peaks meets Nancy Drew/Hardy Boys." Creators Bertin and Forbes present a small, coastal Canadian village with a lot of weird stuff going on under the surface. The Teen Detective Club—a registered after-school program makes it their business to get to the bottom every one of their town's bizarre occurrences unraveling the secret history of their town as they go. You'll want to read volume one first.

World's Finest: Teen Titans vol 1: Spinning out of the Waid's World's Finest we get a tale of the original Teen Titans, that homages the Silver Age while by completely modern. Waid's approach to this these link series brings a lot of warmth and a bit of humor in addition to the superhero action.

Frieren: Beyond Journey's End vol 1: I've talked about how good this fantasy manga about what happens after the party completes the epic quest is before (back when #11 came out). Alas, there's no bundle of all 11 (currently) volumes, but this is where you want to jump in.

Duke vol 1: I was skeptical of the Energon Universe re-imaging of Hasbro's toy properties when I first heard about it, but the Duke limited series won me over. Not every limited series has been as good I don't think, but this one and Cobra Commander are well worth your time if you have any interest in the 80s iteration of G.I. Joe.

DC Comics Style Guide: Early this year Standards Manual announced they would be reprinting the fabled DC Style Guide from 1982 with that gorgeous José Luis García-López artwork that set the standard for the look of the DCU for a generation. It ain't cheap, but you can pre-order this hardcover here. 

Monday, December 2, 2024

Thinking Greyhawk


Over the past month, I've been reading some historical fantasy (Between Two Fires and His Black Tongue), some straight historical stuff (rpg supplements from Codex Integrum and the season on Frederick II of the podcast History of the Germans), and most recently, taking a real look at the World of Greyhawk (1980) folio.  All this stuff knocking around in my head led me to believe it might be interested in borrowing an old idea from Miranda Elkins and doing a series of blog posts developing a version of Greyhawk derived from the folio, with a Medieval history sort of feel.

I'll be using the 1980 folio as the only "canon" though I'm not opposed to taking material from the 1983 boxset and the Dragon articles written between and around the time of both publications. I'm trying to avoid more recent Greyhawk material. In keeping with the other recent inspirations, I'm going channel the historical wargamer Gygax over the pulp fan Gygax, and also I'll be using some of the ideas derived from examination of the pre-Greyhawk implied setting of D&D.  

Wednesday, November 27, 2024

Wednesday Comics: DC, February 1984 (week 4)

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 November 22, 1983.


Action Comics #552: Wolfman and Kane get back around to what was going on with the Forgotten Heroes, last seen 7 months ago in issue #545. Dane Dorrance, Cave Carson, and Rick Flag have been brought together with Animal Man, Dolphin, and Congo Bill, by the mysterious Immortal Man. They find they all have one thing in common: they've seen a great, golden temple in their last exploits, knowledge of which was hushed up by the government in many cases. Now Immortal Man tells them that in order to defeat a menace to the entire world, they must destroy Superman! Meanwhile, Vandal Savage has manipulated Superman into a position where dormant plant organisms Savage caused to colonize the Man of Steel to enter an active phase, growing giant vines to menace Metropolis. 


Detective Comics #535: Moench and Colon/Smith reveal that Jason Todd wasn't killed in his very first outing as Robin, but he seems to have a concussion. When he wakes up, he's acting oddly. He sucker-punches Batman and heads out dressed as Robin. He goes to Crazy Quilt's hideout where the villain's goons are waiting in ambush. Batman recovers a few minutes later and follows a clue Jason left him. He arrives in time to take out some thugs, but Crazy Quilt seems to be getting the better of them until Jason realizes he needs his helmet to see. Having hypnotized Crazy Quilt with his own reflected light, he makes him remove his helmet attachments.

In the Green Arrow backup by Cavalieri and Patton/McManus, Star City beginning to seem a really ridiculous place. Not only are the Werewolves over the top in their Mad Max stylings, but as Green Arrow and Ozone are trying to escape them, their resident inventor reveals he's turned a shack into a flying contraption. In the end, our heroes have the black box snatched from them by the Detonator.


Arion Lord of Atlantis #16: Arion and friends are walking home after leaving the city of Mu. Arion reveals to Chian that in bis battle with Garn, he didn't kill him, but rather absorbed him somehow. Since that time Arion has felt the evil inside of himself. The magic energy sword that Arion found in Garn's tower in Thamuz has amplified the effect urging the mage to bloodlust.

Arion and his companions are then captured by a group of animal men, victims of experiments by Atlantean scientists. (This seems a reference to the animal men of New Atlantis in Warlord, bring closer together DC's never completely in sync views of Atlantis.) Bylgor, the leader of the animal men hates all Atlanteans for the crimes committed against him, and moves to kill Arion, until the disgraced General Balar, who happens to be hiding out with the animal men, intervenes. Balar wants Arion for himself, but though forced to use the magic sword to win, Arion doesn't kill Balar. The animal men allow them to leave in peace.

Meanwhile, kingship isn't pleasing to Wyynde, but once he's introduced to his intended bride Fawndancer, he starts to warm to it a bit.


All-Star Squadron #30: Wonder Woman tells Liberty Belle about the Justice Society's recent, all-out fight against the Black Dragon Society. Most of the issue by Thomas, Howell, Machlan, and de la Rosa, is the usual split the team to squash the various plots of Black Dragon, but the real reason for the story's existence seems to be to address the U.S. internment of Japanese Americans during the War. The story is admittedly softer in its condemnation than a comic would be today. Still, for kid's media in the 80s it does a decent job. 


New Adventures of Superboy #50: Giffen provides the art for the cover and 30th Century framing sequence, and he is moving ever closer to his mid-80s style. Nylor Truggs, a 30th Century criminal, steals the H-Dial from a museum and goes back in time to ally himself with 20th Century criminal Lex Luthor. The 20th Century sequences are by the usual art team of Schaffenberger/Hunt. The Legion of Super-Heroes travels back to team-up with Superboy to help stop them. Krypto also returns from space to help out. Truggs breaks with Luthor but uses the dial to empower a team of villains. As all of the villains are defeated, they transform back into their regular forms--and they turn out to be Bash, Lana, Pete and Lisa. The dial gets destroyed, so it can't get returned to the museum in the 30th Century after all.


Jonah Hex #81: Fleisher and Ayers/DeZuniga have Jonah have a change of heart and rescue Turnbull from his rattlesnake bite. Maybe this is so Turnbull can clear his name, but the issue doesn't make any comment. Anyway, the story purpose is clearly so they can be uneasy allies against a common foe, namely El Papagayo and his band. Not that Turnbull doesn't try to double cross Hex on a couple of occasions, still, at the issue's end they are both in a buggy--when the dynamite Papagayo planted goes off. 

During all this time, Hart and Mei Ling are getting close, and Emmy Lou (dressed as sexy cowgirl this time instead of Indian) decides she needs to leave to get Hex out of her mind.


World's Finest Comics #300: This issue is an all-star jam with segments written by Kraft, Barr, and Wolfman, pencils by Andru, Texeira, and Amendola; and Janson, Smith, Maygar, McLaughlin, and Rodriquez. It primarily features the JLA and the Outsiders teaming up to thwart Zeta who after all is soul-searching has made himself the god of his alien creators and is continuing their mission. The Titans only feature briefly, just to show us they have their hands full in New York. 

A group of the JLA and the Outsiders try to stop the invasive tree on Earth while Superman leads another JLA contingent to rescue Batman. The first group is successful against the tree but is captured and crucified by the aliens to be taken to Zeta, Superman and his bunch also encounter Zeta who easily defeats them, turning all but Superman to stone.

Meanwhile, Batman is bouncing around through time. In a prefiguring of Crisis, the alien assault seems to occur in multiple eras. Batman encounters Sgt. Rock, but more helpfully, manages to free Halo. Making their way to Zeta, Batman and Superman confront him. They final shame him into changing his ways. He restores the JLA and sends them with the Pantheon to save the planet that sent out the Cosmic Tree. 

In the aftermath of all this, Wonder Woman encourages Batman and Superman to give up their disagreement and reconcile, which they do.

Monday, November 25, 2024

L. Sprague de Camp: Most Gygaxian Fantasy Writer?


I don't know Gary Gygax's preferences in regard to authors of fantasy fiction, but I feel pretty strongly that L. Sprague de Camp (1907-2000) is the closet in sensibility to Gygax himself, at least in the earlier days of D&D. 

De Camp makes several appearances in Appendix N. I haven't read all of these works, but the ones I have read demonstrate some characteristics I get from Gygax's worldbuilding and from his early fiction that I have seen. There is some content similarity (like universe-hopping, crossovers with the works of other authors, and hierarchical planes of existence), sure, but what I'm mainly thinking of is more of a structural or attitudinal alignment. 

For one thing, I think it's fair to say that Gygax's work shows a concern with realism and degree of pedantry around certainly topics: Extensive list of polearms, obscure terminology, etc. De Camp gives us an extensive exegesis of REH's naming in the Conan stories and also an analysis of the same stories' technology. He wrote a series of Sword & Planet stories (the Krishna series) that makes a point of addressing the unrealistic elements of Burroughs' and others' similar stories.

It seems to me there was a logic to Gygax's D&D work. I'm sure this is in part due to it being in a game where you have to be prepared for player action, but it resembles the application of rational consideration of elements in fiction as in the Harold Shea stories or The Carnelian Cube.

Both men also have a fondness for humor in their fantasy. While this isn't an uncommon trait and is found in the work of a number of Appendix N or adjacent authors, I feel like use of anachronism for humorous purpose is something found in Gygax's work that also occurs in the Harold Shea series. Less than totally heroic or unheroic protagonists (often the humorous effect) probably describes a lot of D&D, but also several of de Camp's Krishna novels and his Reluctant King trilogy.

As to Gygax's later work, I've only read a couple of the Gord novels and that was decades ago, but I don't recall them being particularly de Campian. Maybe his sensibilities shifted over time or perhaps they reflect a desire to better compete in the fantasy market that existed in the mid-80s. Still, I think on balance, the similarities are there.

Friday, November 22, 2024

The Hidden Religions of D&D: The Church of Law


Thinking about rationalization of the implied setting of D&D, not in the way of industrial magic or anything like that (though I've done that before) but in the direction of how the implied setting of D&D might point toward its religions or belief systems. Sure, there's the explicit fantasy polytheism, but as others have pointed out, it's undermined by the (at least up through AD&D) presentation of the cleric class as vaguely sort of Medieval Christian and by the fact that historical polytheism didn't work like D&D thinks it does. As Delta puts it:

...D&D claims to have a polytheistic religion, but you've got both the politics and the critical Cleric class set up as in the medieval Christian world, and nowhere else.

Is there a more interesting and perhaps more realistic way weave together the elements presented? I think so.

Note that Clerics of 7th level and greater are either "Law" or "Chaos", and there is a sharp distinction between them.
- Gygax & Arneson, Men & Magic

OD&D mentions Law and Chaos with regard to a cleric's orientation. To me, this suggests a system of belief with a dualist cosmology. (Perhaps this is the actual state of the cosmos, but it doesn't have to be!) This is a moral dualism, as the two opposing forces or principles are in conflict. This could be interpreted (and perhaps is by some sects or particular faiths) as ditheistic with two gods or groups of gods in opposition, but I also think the broader, philosophical tradition could embrace transtheism, where the existence of Law and Chaos is a greater and more important truth than the existence or nonexistence of god-like beings/powers. 

The church of law is syncretic, incorporating deities as it grows as agents, exemplars, or aspects of Law. No doubt there would be historic disagreement (possibly even conflict) over just how much deference and attention these powers are rightly due.

Clerics/priests, given the hierarchical structure presented in OD&D, are important in public rituals and ceremonies of the belief system but are also likely interpreters and scholarly experts on Law. Each of these Patriarchs (and Matriarchs, probably, though OD&D doesn't mention them!) is independent and self-governing but in fellowship with the others (generally). Initially a Patriarch would be a charismatic leader who attracts followers, but presumably the church they founded would have a mechanism of choosing a successor. 

Patriarchs are the final arbiters of the commandments of Law within their area, but the Patriarchs of the various churches might vote to decide points between them, or perhaps different interpretations would reign in different jurisdictions. Another aspect of the high clerical function extremely relevant to adventuring is calling for and supporting crusades/jihad against Chaos. 

Speaking of Chaos, it does seem a bit odd it is presented with a hierarchical clerical structure identical to Law's. One possibility is the "anti-clerics" are sort of Satanists and just performatively mock the church of Law, but another possibility is that "Chaos" only speaks to its ultimate goals or cosmological beliefs, not to its organizing principles. It's also possible (even likely) that the Church of Law applies the name Chaos to a diverse group of belief systems that don't agree with it and often don't agree with each other. 

Wednesday, November 20, 2024

Wednesday Comics: DC, February 1984 (week 3)

My mission: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics on newsstands around November 17, 1983.


Swamp Thing #21: I read this story first in Best of DC #61 (March 1985) along with the NTT story from last month and the LSH backup this month. It blew my mind at 12 years old, and it is still a great story today.  Swamp Thing has been transferred to Sunderland Corp for study and put in the hands of the Floronic Man, Jason Woodrue, who Moore and Bissette give a creepy update in a way that will set the standard for late 80s "more mature" updates. His dissections reveal that the Swamp Things vegetable replicas of human organs are nonfunctional. The bombshell reveal is that Swamp Thing is not, and never was, Alec Holland. He isn't a man transformed into a plant creature but rather unicellular life that mutated into a new organism thanks to the bio-restorative formula that just believed it was Holland after it consumed his remains. Woodrue leaves his notes where the Swamp Thing can find them. When it realizes the truth of its condition--that no cure is possible--it flies into a rage, breaks out of the lab, and kills Sutherland.


Power Lords #3: While there isn't a whole lot to the story here, Fleisher and Texiera/Marcos certainly bring the action. It's pretty much nonstop, and the art looks good. Fighting the forces of the badguys, the Power Lords realize they will soon be overrun and flee so that they can switch tactics. Arkus has called and assembly of worlds so they he can give his terms for their surrender, or they'll face the might of his battle station. Sydot and Shaya infiltrate the proceedings but get captured. Adam manages to defeat the enemy force in deep space and comes to the rescue. He assaults Volcan Rock itself, and defeats Raygoth, Gryptogg, and finally Arkus in one-on-one fights. The galaxy is saved, and the Power Lords disappear from comics for about 42 years.


Batman and the Outsiders #7: Barr and Aparo pick up right at last issue's cliffhanger. It looks like Batman and crew are popsicles, but Halo saw the cryonic attack coming and managed to turn her heat power on. Once she's out, she melts free her teammates. She also figures out Katana's sword is sentient and can lead them to where the Cryonic Man has taken her. They crash his lair and engage in battle before he can harvest Katana's organs. Speaking with the Cryonic Man's "family" telepathically, the team learns that they had put themselves in suspended animation in 1947 in order to survive the nuclear war they were sure was coming. Phillip (the Cryonic Man) was revived at a later date to insure that the threat had passed, but in the name of saving his wife from a progressive and ultimately fatal illness, he's being lying to them about the year and the conditions, playing for time. Learning the truth and that they were betrayed, the Cryonic Man's family strike him down with some sort of psychoelectric blast before allowing themselves to die.


Green Lantern #173: The cover announces the new creative team of Wein and Gibbons, though they started last issue. Hal is still getting reacquainted with life back on Earth and his old job, but all his old friends aren't glad to see him. Even after Hal saves Rich Davis' life, the man thinks to himself that Hal is going to spoil things. Clay Kendall is doing psionic experiments, which I'm sure will be fine. Meanwhile, the villain Javelin has been hired to hijack a truck heading to Ferris Aircraft and steal a new engine. Green Lantern intervenes, but the Javelin surprises him with an exploding javelin that coats Jordan in yellow plastic, cancelling his ring's ability to keep him flying!

Oh, and the Monitor and Lyla show up this issue, up to their (by all appearances) nefarious ends. The Monitor seems to be involved in weapons trafficking.

The Tales of the Green Lantern Corps backup by Cavalieri and Gibbons is a silent/wordless story. It shows the events in the "life" of a ring, as a Lantern is killed in battle, but passes the ring on to a member of a primitive species on the planet where he crashed. The new Lantern uses the ring to advance his civilization and defend his people until he too falls in battle and the ring finds a successor.


Legion of Super-Heroes #308: Levitz, Giffen, and Mahlstedt continue the Prophet attack on Khundia. The biggest threat here, though, may be distrust and political division, as the six Legionnaires that followed him to fight him are viewed as someone complicit, and the rest of the Legion is forced to standdown or precipitate a wider diplomatic incident.

The real point of interest in this issue for me, though, is the Colossal Boy backup, "Guess What's Coming to Dinner?" by Levitz/Giffen with art by Tuska/Mahlstedt. As mentioned above, it's another one of the stories featured in that seminal (at least for me as a young comics reader) anthology Best of DC #61. This story is a nice bit of character stuff (no action at all) clearly riffing on Guess Who's Coming to Dinner (1967). It is slighter on social commentary than the equivalent story would be today, no doubt, but the fact that they did it at all in 1983 shows how comics were evolving. Rereading it in 2024, I was pleased with its humorous touches and the warmth of it that still works after 41 years.


Sgt. Rock #384: The main story is another of Kanigher's "honorable opponent; brutality of war" riffs with a canny Wehrmacht sergeant who seems Rock's match in both warcraft and honor going up against Easy, but ultimately losing, in part because the SS shelled his men and well as Rock's.  After that, there's a one page humor strip by Bilby (2nd of the 3 credits in his DC career), and a reprint from 1971 of a story of Egyptians versus Persians with moody art by Toth.


Supergirl #16: Kupperberg and Infantino/Oksner have Giffen's Ambush Bug guest star, a character whose first appearance Kupperberg scripted. The cover is by Giffen and Oksner. Ambush Bug breaks out of jail and decides to become a superhero instead of a villain. Otherwise, he's up to the same old silliness. He gets in the same of Supergirl trying to track down a Stradivarius violin stolen by the notorious musical instrument thief, the Bandit. After her friend Phil Decker is kidnapped, Supergirl discovers that the Bandit wants him to conduct an orchestra consisting of crooks playing all the various stolen instruments in the hopes of creating the supreme orchestra performance. Supergirl manages to stop him and bring Ambush Bug back into custody, though Ambush Bug sees through her secret I.D.


Thriller #4: This issue has a lot of action, and the visual storytelling light gives it a great feeling a breakneck pace. Unfortunately, beyond that sense of motion it's hard to make sense of what's going on except in broad strokes. Salvo plummets to his confrontation with Scabbard on a speeding train, while the other members of the 7 Seconds race to get in position as well. Salvo rescues Dan from Molly Lusk and knocks her out. Salvo goes to the top of the train where Scabbard is waiting with a detonator in his palm to blow up Salvo's and Angie's mother, Marietta. Dan almost falls to his death, Data gets stuck in the mud and he and Crackerjack may not make it in time. We keep jumping between close shots of the participants, as Salvo shoots off Scabbard's hand apparently (which Crackerjack catches), Beaker Parrish saves Dan, and a helicopter blade cuts off Scabbards head. Molly, shocked, pulls the emergency cord, and the train screeches to a halt, injuring Marietta. Beaker and Angie save her (somehow) by Angie inhabiting Beaker which melts his artificial flesh. The mysterious Quo shows up and switches Molly's and Marietta's eyes (or at least their eye color?), restoring Marietta's sight and making Molly blind. Our heroes go home.


Warlord #78: I covered the main story here. In the Barren Earth backup by Cohn and Randall, Jinal and crew set out across the desert on lizard-back to find the advanced enclave that took down their salvaged starship. Unfortunately, they first run into an ambush by a group of slavers with a tank.


New Talent Showcase #2: The Kellogg/Mandrake Sky Dogs open this issue. It's more fast-paced but not terribly compelling derring-do, with Kidd and his crew trying to acquire the Crown of Siva and the Seven Jewels of Power but having to contend with the sorcerer Melin.

In the Klein/Hampton Class of 2064, Perrin is trying to get close to Chryse, which is trouble because the Free Earth extremists are after Chryse for something she unknowningly carries.  Chryse manages to escape them, but she's left stranded on their hot air balloon with no way to control it. Pern and Tycho still a small ship and race to the rescue.

Gary Kwapisz delivers the done-in-one "Danger Dungeon," a numerous story where a high school kid winds up in the dungeon fantasy setting of his daydreams. The jokes are stale, but there's an indie vibe to this one that gives it some charm.

Last up, Margopoulos/Woch continue Forever Amber. Our heroine manages to book passage to San Francisco, enduring sexual assault to get closer to her vengeance. She does turn their cargo of opium to amber in revenge as she leaves the ship... and immediately gets picked up by the cops!