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Wednesday Comics: DC, October 1985 (week 1)

Wed, 07/01/2026 - 11:00
My mission: to read DC Comics' output from January 1980 (cover date) to the end of Crisis. This week, I'm looking at the comics that were on stands in the week of July 4, 1985. 

Crisis on Infinite Earths #7: This double-sized issue was heavily advertised in the previous month. Given that the number of crossovers also pick up this point, it feels like at over halfway done, Crisis is really getting started in earnest. Most of the issue, though, is Lyla explaining the retconned history of Krona and the creation of the multiverse to a group of heroes assembled from each of the 4 Earths. Then, Pariah tells his part in inadvertently releasing the Anti-Monitor. Blue Beetle is amusingly cast in the roll of testy, brass-tacks guy, and keeps telling them to get to the point.
The point is that a selection of the most powerful heroes form the Earths are going to take the battle to the Anti-Monitor, using Alexander Luthor as a gateway There seems to be the pattern of selecting the real heavy hitters, but also people with matter transformation or light powers, so we get 2 Supermen and Supergirl, of course, but also Firestorm, the Ray, and Dr. Light. Most of the team is tied up with fighting rock monsters of some sort, but Dr. Light and Superman make it to the Anti-Monitor's central machine being used to merge and annihilate the worlds. I don't recall that has his plan before, anyway, Anti ambushes them and starts beating Superman to death, but Supergirl hearing his cries, rushes to the rescue. She pounds the Anti-Monitor into his machine and keeps pounding him, telling Dr. Light to get Superman away. Supergirl manages to destroy the Anti's armor, but she's distracted for a moment to yell at Dr. Light to get out, Anti strikes back and bathes her in anti-matter.
Supergirl dies, but the machinery is destroyed and the Anti-Monitor has to flee. Dr. Light is inspired by the heroics she saw and vows to be less selfish. Earth-One Superman is, of course, devastated. The issue ends with a memorial for Supergirl one Earth where Batgirl eulogizes her friend.
This was a well-done issue and sort of sets the style of how "big character deaths" will be handled in events in the years to come.

DC Comics Presents #86: This is a Crisis crossover issue, Kupperberg and Hoberg/Hunt bring back a villain from Kupperberg's Supergirl run and give us a view of Supergirl's time just before Crisis #7. In fact, her emotionally supporting her friend Batgirl in Crisis #4 is portrayed again in this story. With the weird storms in the skies as a portend of doom, Supergirl and Superman are distracted by the unusual appearance of twin black holes in a certain sector of space. When they investigate, the Supergirl foe Blackstarr emerges from one of the holes. At first, they think she's the cause of the cosmic upheaval. Supergirl is quicker to be convinced otherwise than her cousin. Blackstarr for her part, views Superman as the culprit due to a misreading of the spacetime. Kara has to keep the piece until the other two see their errors, and they are all able to join forces, buying the universe a little extra time against the anti-matter wave pushing on it. Blackstarr disappears and Superman and Supergirl precede to the next, uh--Crisis.

Fury of Firestorm #40: Conway and Clark/Akin/Garvey bring Ronnie to graduation day. While Firestorm makes an appearance there isn't a super-villain and very little in the way of superheroics. Instead, Ronnie first has to deal with accusations of cheating (his grades have gotten better, but its due to absorbing knowledge from Stein when they were in gestalt) which he overcomes by taking an oral exam, and the bullying of Cliff Carmichael, which he conquers by not being so reactive. His newfound maturity helps to patch out a disagreement with Doreen. The two plan to go to Vandemeer College--but so is Carmichael. Firestorm also gets served notice Felicity Smoak is suing him, and Ronnie and Stein meet Ronnie's Dad's new girlfriend--Smoak!

Hex #2: I picked up this issue as a kid, but it was the last one I would get for a while. I think the place I usually bought comics didn't carry the title, because most of the covers I never remember seeing. Fleisher and Texeria/Janke pick up where the 1st issue left off, and they keep a breakneck pace up pretty much the whole issue. We rewind to the skies above Vietnam to meet the troops in the helicopter that almost crashes into Hex. He helps the survivors out of the wreck, and while they are on the run from Borsten's soldiers, the information Hex has allows them to piece together a bit of what is going on. One of the soldiers, Harris, is black, and is a bit hostile toward Hex due to his Southernness, understandable given the events of the era he came from, and Hex's Confederate uniform. They still manage to work together to stay alive though. When, Stiletta reappears and offers them help breaking into Borsten's complex to get them home, they all jump at the chance.
It's all a setup. Two of the soldiers are killed by a trap, and Harris susses out Stiletta is a robot leading them into an ambush. Hex and Harris have to fight their way out, but Harris is caught behind an energy fence. Hex can't get to him, so the other soldier tells him to get out, which Hex does. Again, he's on the run on a stolen motorcycle in the desert.

Justice League of America #243: Conway and Tuska/Machlan continue the story from last issue. Aquaman and Mera return to the base to find the team gone to Canada. Meanwhile, Vixen frees the group put in a hole under a boulder by Amazo, and Martian Manhunter and Gunn explore the mystery of how Amazo got out the Fortress of Solitude and what he's up too. They learn of prospector Jake MacGregor's grudges and obsessions, now assumed by Amazo. Ultimately, J'onzz confuses Amazo by appearing as MacGregor, giving Aquaman the opening he needs to defeat the android.
In the aftermath, Aquaman announces he's leaving the team to save his marriage. He seems an abrupt exit, but I think Conway realized that the King of the Seas was a poor fit for the idea of a more street level team based in Detroit. 

Tales of the Teen Titans #58: Wolfman and Patton/Tanghal finish up the new Fearsome Five story. Most of the issue is the fight between the Titans and the Five, accentuating the theme of the Titan's teamwork allowing them to hold their own against their more powerful foes. In the end though, it's Jericho that really saves the day for them, and so at the end of the issue they officially make him a member. 
The Fearsome Five is also likely hampered by Psimon disappearing. He's whisked away by the Monitor to appear in Crisis on Infinite Earths #1. 
Victor undergoes surgery to make him Cyborg again due to his injuries, and the team rallies around him to show their support.
The editorial tells us this is the last original issue of Tales. Reprints will begin with the next issue, starting with a reprint of the new Teen Titans first appearance.

Vigilante #23: Kupperberg and Smith/Mitchell continue the story from last issue, but slow things down to deal with Marcia's and Adrian's relationship. There's a strange storm in the sky (the Crisis most likely) as Marcia demands answers from Adrian about what's going on. And honestly, it's overdue. It is difficult to sympathize with him because he's been behaving so erratically, so Marcia has every reason to think he's mentally ill. And she might be right! At first, he's able to convince her to give him more time, but when she catches him with a gun preparing to look for the killer Vigilante, he's only option to keep her from walking out is starting to tell her the whole story.

Nimble and Goblins

Mon, 06/29/2026 - 11:00


My gaming group got together last night and did our first session of our Parsulan campaign using Nimble. Basically, we completed character generation and did one combat to try out the rules. A faerie beloved by a village they happened to be stopped in is kidnapped by goblins and the party went after them. They took out about 10 of them, but the group with the faerie got away.

The system worked pretty well. Despite our unfamiliarity, it certainly went faster than 5e would have.

Besides the Nimble rules, the players used the Local Experience tables I had come up with for the various important places. These are the characters:

g'Mbalisto (Tug): A dwarf Oathsworn (a Paladin, essentially) from the Lightbearer Republic. He's also been a gladiator in Mayura in the past.

Pan(demonium) (Gina): A darkling Songweaver (bard) from the Durendine Confederation. A forrmer rabble rouser and busker.

Frea (Andrea): A human (thought changed into a more felinoid form by a curse of a wizard of Abraxad) Cheat (thief). 

Tamarra (Kathy): A human Shepherd (a cleric, more or less) from the Lightbearer Republic. Her parents died in the Kakharoth Wastes.

Aelarion (Bob): Human Stormshifter (the stuff people like about the druid). He's from a small town near the Dagard Mountains.

[Parsulan] Abraxad Academy

Fri, 06/26/2026 - 11:00


The Abraxad Academy of Magic is the oldest institute of arcane study on the continent of Parsulan. Nestled within the protective boundary of the Weird Wood, the magi of Abraxad preserve magical traditions from the Age of High Magic and work to expand the bounds of traditional magic without resorting to magitechnology as has taken of the instruction at other institutions. "Magic is Art, not Engineering," the faculty proclaim with pride.

The Academy is entwined with the city of Abraxad, a municipality that is home to a number of former graduates, and practitioners of allied arts, as well as the typical artisans and workers found in any thriving town. Relations between the Academy and the townsfolk has never been better, owing to the unique structure of governance that unites the needs of both Academy and city under a central authority. Though historically there may have been tensions, students of the modern era are always welcome in local establishments.

Each student will join one of the Academy's seven colleges which are smaller academic communities within the larger whole where they will learn the fundamentals of magical practice and begin advancement within a particular school of magic. Each college has its distinct traditions and history of which new students will become forever a part. 

No discussion of the school would be complete without mention of the Archmagus, Verraine has presided over the school longer than many of its magi have been alive. Though none would be so rude as the enquire regarding the Archmagus's actual age, the older townsfolk are fond of pointing out fading wall mural in the over 300 year-old One-Eyed Grimalkin Tavern depicts an elvish woman who broadly resembles the Archmagus assisting in driving out a Fomori raiding party at the end of the Demon War.

Wednesday Comics: DC, September 1985 (week 4)

Wed, 06/24/2026 - 11:00
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 June 27, 1985.

Detective Comics #554: The cover by Janson actually goes with the backup story by Cavalieri and Moore/Patterson. It proclaims this is the debut of the new Black Canary costume "the first time anywhere," but as I've mentioned is this series, it has appeared in both Who's Who and Crisis prior to this.  
Following the events of last issue, Black Canary searches for the reason she froze in the battle with Bonfire and comes to believe it was imprinted memories of her mother's fear when she fought a villain named Pyra. Deciding that the only way conquer her fear is to break with the past, Dinah designs a new Black Canary costume for herself, then goes out looking for Bonfire. After a difficult battle she defeats the villain with her canary cry--something her mother couldn't do. She and the late-arriving Green Arrow take Bonfire into custody and discover the fire marshal Ollie was sure was corrupt was doing his job all along.
The main story is an unexceptional but well-crafted action/crime piece by Moench and Janson. Batman, Robin, and Bullock team-up to deal with an ocean liner from Sicily that is being held in Gotham Harbor under suspicion of smuggling. Forces on the liner are trying to get the police cordon opened with a scuba diver with a bomb. Batman and friends win the day, and it's discovered the whole plot was for nothing. The plan was not to smuggle anything in but to smuggle a person out--a person ordered deported on that ocean liner.
We also see an ad in this issue for Outsiders that explains that that group will be getting the same treatment as the Teen Titans and the Legion and receiving a direct market book on better paper, too. No mention of why Batman is no longer in the title, though.

Action Comics #571: Great cover by Bolland for a mediocre issue. The editorial note at the beginning of this story by Maggin and Saviuk/Hunt helpfully tells us that this story takes place before the "Clark Kent--Fired" storyline appearing in Superman. It starts by paralleling a robotic alien scientist on another world with an Earth genius, both of whom are attempting a breakthrough to benefit their people. The robot scientist winds up coming to Earth to find an essential element to save his people, and it turns out to be in the formula the other scientist invented. Meanwhile, the Earth scientist is embittered by her perception that she was snubbed for the Nobel Prize and winds up causing havoc. There's also a subplot about a robot appearing on TV to fill-in for Clark Kent which is where the cover comes from.

Ambush Bug #4: Giffen, Fleming, and Oksner bring this series to an end with some goofing on Thriller facilitated by an appearance by Scabbard. When Scabbard storms off, embarrassed to have been in the wrong book, the creative team is forced to improvise, giving us some one-page gags. Then, we get a second story, one of the most amusing in the series, where Ambush Bug must face the villainous singlet sock in a metal mask, Argh!yle. Finally, Ambush Bug gets his long-promised confrontation with Darkseid--an inflatable Darkseid that he just deflates. 
Rereading the series, I think it holds up today in that it's still amusing. I do think 4 issues might be a bit much, but maybe that's an artifact of how many of these old comics I have to read week after week. Regardless, I think a one-shot might have been the right amount.

Arion Lord of Atlantis #35: Kupperberg and Duursema continue the story from last issue. After Arion was engulfed by the shadow bat, the evil sorcerer, Rhajeem, wastes no time in declaring himself king of Atlantis. He's counted Arion out too soon, though. He comes bursting out of the shadow being and two again engage in magical combat until Rhajeem casts Arion through a portal. He begins to declare himself ruler in front of the populace, but no, Arion is back again this time being followed by a monster from the other realm. It gobbles up Rhajeem before Arion banishes it. With the threat ended, the conclave selects D'Tilluh's recently returned son M'Zalle as the next king.
The last page reveals the next issue (coming in two months) is the double-sized conclusion of the series. It seems likely this came as something of a surprise to the creative team as they were steadily introducing new characters and subplots up to the end.

All-Star Squadron #48: Dr. Occult makes an appearance for the first time since 1938. Like the All-Stars, he's a captive of Wotan. Wotan is in league with Hitler and unleashes the Shining Knight and his Camelot robots on British troops. Hourman and Blackhawk manage to snap Shining Knight out of it by waving a Union Jack at the right moment. 

World's Finest #319: Cavalieri and Delbo/Alcala have Superman seeking help from Batman as his sleep is continuously disrupted by disturbing dreams. Using a Kryptonian device, Batman enters Superman's dreams and finds out the culprit is Rem who looks like the evil cousin of Rainbow Brite and sneakily quotes a lot of stuff in his dialog, including Shakespeare, the Beatles, Eurythmics, and Catch-22. Rem has a plan to drop a bunch of psychedelics in the Metropolis reservoir so he can get control of the populace's dreams too, and the issues cliffhanger has him dropping Batman into the reservoir from the airplane, as well! Meanwhile, the surviving members of the Network have the feeling that Cathode is still alive within them somehow, and a shadowy figure called the Powerbroker (not the Marvel one) makes his move.

Batman and the Outsiders Annual #2: Barr and Ross/Adkins invite us to the wedding of Rex Mason and Sapphire Stagg. The cover had me a little worried, but it's just a tease. Sapphire isn't killed and the wedding goes on. Things don't go smooth, though. Before the ceremony, the venue is attacked by a power-stealing android on a mission for a Maxwell Tremayne, an old foe of Simon Stagg. Sapphire is kidnapped, and our heroes must pursue. The other Outsiders and Batman do battle with the Masters of Disaster (last seen in issue 10) while Metamorpho rescues his fiancée. 

V #8: I've never seen this issue, but I remembered the ads DC ran promoting it with the tagline "I could have had a V 8!" which I suppose they thought was too good to pass up. The actual story involves a group of our protagonists making contact with a printing facility in a rural area that went from printing comics to churning out resistance literature. Unfortunately, it's got a problem with Visitor infiltrators. The team has to flush them all out before they can sabotage the presses. 
The editorial addresses fan concerns that NBC might cancel the TV series. It reassures us the series will finish the storyline whether  there's a TV show or not. As it turns out, the show had already aired its last episode on March 22.

Vigilante Annual #1: My brother and I had this issue as kids. It was our first introduction to the character. Kupperberg and Cown/Maygar tell an untold story of "times past" before the current craziness in the ongoing title. This is a bit more grounded in style that that series and uses detective fiction inspired first-person narration like Miller would do in Dark Knight Returns and Batman: Year One. That and Cowan's artwork make Vigilante seem a more "realistic" Batman without the gestures at meditations on vigilantism and the psychological breakdown of the main character like in the series.
When a college friend of Marcia's is arrested for the murder of a neighbor, Chase helps out by investigating as Vigilante. He discovers it was a mob hit, and must race against time to stop another crime boss from mistakenly having an assassin hit Marcia's friend in jail as reprisal.

Wonder Woman #327: This is the second ever Crisis crossover, but the tie-in is pretty weak.  Newell and Heck just use the red skies and cosmic storm as a convenient explanation for why Wonder Woman loses control of her plane and somehow ends up in the Central American jungle where Tezcatlipoca is. In some weird either other dimension or timeless realm, she and a group of pre-Columbian Indians witness the "death" of Keith Griggs three times, as the god demonstrates his power to create a time loop for some reason. Wonder Woman manages to break the loop and free herself and her three friends from Tezcatlipoca's grasp. Meanwhile, on Paradise Island, the Amazons begin debating whether or not to choose a new queen.

[Parsulan] Banners

Mon, 06/22/2026 - 11:00

 Working on my upcoming Parsulan campaign, in Greyhawkian fashion, I've done some flags/banners for some of the nations I've written up. These mostly done with Armoria, which is a great program but limited in terms of its assets and functionality.

The Lightbearer Republic
Kamazot
Durendine Confederation
Mayura

The Heart of the Nhaga

Fri, 06/19/2026 - 11:00


I've been listening to the audiobook of The Bird That Drinks Tears, the first book in the epic fantasy series Heart of the Nhaga by Korean author Lee Youngdo. The book was written in 2003, but this is the first time it has been translated into English. I'm only about a third of the way through, but I've been enjoying it so far.

In a world divided into the northern and southern realms by the Line of Limit, band of three individuals from the north, representative of the three races of that region, must go into the jungles of the south, the sole domain of the fourth race, to bring a member of that race (because, as an oft repeated adage says: "three handle one") back to an ancient temple for...well, as far as I've gotten, that hasn't been explained, but I'm sure it's world-saving stuff

One of the things I've liked about the series so far is the world-building. There are gigantic skyrays with ruins of a forgotten civilization on their backs, and dragons that are part plant, part animal, but the four races are one of the most interesting aspects. 

In the north, there are humans, of course, which are more fractious than other races, but also more numerous. They don't seem to have a nation-states or empires now (indeed, no one in the north seems to now) but they once did.

The Rekon are giant, avian humanoids. Most of the art I have seen depicts like humanoid roosters, which fits, I guess. They are immensely strong and skilled warriors and craftsmen. Each Rekon has an individual Calling, a life's work they strive to achieve.

The Tokkebi are sort of goblinish (though maybe not short like typical goblins), certainly mischievous and magical. They are able to control fire and create illusions from it. They are nonviolent but have no fear of death because if their body is killed, they continue on as spirits.

In the South live the Nhaga who have gotten the most detail so far. They are cold-blooded, reptilian humanoids who are fierce defenders of the trees of the first and only eat live prey. Their hearing is poor, but they see heat and talk to each other by a sort of telepathy called nireum. At the age of majority, they have their hearts removed and so become nearly immortal and hard to kill as they can regenerate. Nhaga society is divided into matriarchal houses where adult men are only ever visitors to help the women conceive children.

Anyway, it's been good so far. Interested to see where it goes.

Fan art for the series by artist Sangheon Nam

Wednesday Comics: DC, September 1985 (week 3)

Wed, 06/17/2026 - 11:00
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 June 20, 1985.

Hex #1: Here at last is the series that's been teased (in the pages of Jonah Hex, at least) for the past few months. Fleisher and Texeira have Jonah Hex plucked from the 19th century and brought to some unspecified, post-apocalyptic near future (far enough away that capes and big metallic shoulder pieces have come into fashion, though). Hex was brought to the future by rich geezer, Borsten, who collects historical warriors--quite literally. He promptly escapes, though, and winds up teamed with a woman wasteland raider named Stilletta. He falls in with her gang of Road Reapers, who raid settlements to steal water in the radioactive deserts in the vicinity of Seattle. Hex has his doubts about the morality of all this, but before he can formulate a plan, fate steps in. Someone has tipped off the next target, and there's an ambush, and the gang's leader Falcon takes a dislike to him, so Hex winds up on his own with a stolen hover cycle and a costume out of Road Warrior. Then he almost has a head on collision with a Vietnam-era military helicopter!
Westerns were at an ebb in the early 80s and sales were apparently poor on Jonah Hex, so with post-apocalyptic films a fad in the wake of Mad Max, this new direction makes some sense. As a kid, I hadn't been a regular reader of Jonah Hex, but this title got my attention for its subject matter and the dynamic art of Mark Texeira.

Batman and the Outsiders #25: Barr and Davis have most of the Outsiders out of costume this issue as they go about the arrangements for the wedding of Metamorpho and Sapphire Stagg. Meanwhile, Halo is becoming part of the religious cult community she had stumbled into and doesn't notice anything sinister at first. She misses when the father of Brother David visits the community to try get his son to return home, and he's surreptitiously drugged by "Brother Abraham's" second in command. We learn later that he's a general working with "Star Wars," but I'm sure that's a coincidence.
Ultimately, David asks Halo to marry him, and he plans for them to leave the community. The cult leaders catch them, and Brother Abraham is revealed as Kobra. He recognizes Halo as a member of the Outsiders. Under threat of David's death, Kobra forces her to reveal Batman's secret identity. 

Blue Devil #16: Mishkin/Cohn and Kupperberg/Maygar continue the Vanquisher story from last issue. Marla,in the hands of the Vanquisher, Verner's chauffeur, Vance, whose brain is being affected by his super-suit, has to figure out a way to get him to calm down and keep herself out of danger. When the Vanquisher isn't reacting to unreal enemies, he starts to get rational. Then Dan shows up and almost blows things, but Marla quickly clues him in, and they've got things settled down when Kid Devil shows up and again stirs things up. Ultimately, Vance returns to his normal self, and Marla agrees to a date with him.

Green Lantern #192: Engelhart and Staton/Patterson spend most of this issue giving some background on Star Sapphire and her relationship to Carol, explaining how we got to this point. I don't know Star Sapphire's history well enough to know if any of this is retcon or not. After Star Sapphire tells her story, she leaves Hal and travels to Zamaron. Green Lanterns John Stewart, Katma Tui, and Dalor, following some Zamaron raiders, arrive on Zamaron in time to witness Star Sapphire's coronation as the new queen.

Infinity, Inc. #18: Either the Thomases are trying to make the Helix into a big deal or this issue is padded, because in addition to getting the Helix's origin (as victims of illegal in utero experimentation) and a fight between them and Infinity, Inc., we get a whole sequence of them robbing a store for "humor" and to showcase their powers and personalities. There's also a pin-up of them in the back of the issue. McFarlane is still leaving a lot of space in the layout that he's filling with character logos instead of just making the story panels bigger. Anyway, the issue ends on a cliffhanger or two with Jade poisoned with Mr. Bones's cyanide and the Harlequin confronting Thorn.

New Teen Titans #12: Wolfman and Woch/Tanghal give us a ghost story as Nightwing's and Cyborg's encounters with a ghostly little girl lead the team on an investigation that uncovers a murder of a family by the mob 50 years ago in Dick's apartment. It's not a bad bit of investigative storytelling, but it seems sort of out of place in a superhero team book. It would have worked better as a solo Nightwing story.

Sgt. Rock #404: Kanigher and Kubert bring us a reprint from Our Army at War #158 in 1965 repackaged with cool new Kubert cover. It tells the story of Rock's first meeting with the Iron Major, who's a bit of a different character here (commandant of a prison camp thanks to his injury and prosthetic) and pretty clearly intended to be a one-off. We also get an interesting detail about Rock's past: He and his brother were originally paratroopers involved in a test of gliding techniques to reduce mortality in cases of parachute failure over water. In a test of these techniques in a jump from the Golden Gate bridge, his brother Josh (Josh Rock?) is killed. Strangely, Josh calls his brother "Rock" throughout the flashback instead of "Frank." I wonder if Kanigher envisioned Rock as the Sargeant's first name in 1965? 

Saga of Swamp Thing #40: Moore and Bissette/Totleben bring us a feminist werewolf story. Swamp Thing follows Constantine's direction and goes to Maine where a woman named Phoebe has been transformed into a wolf creature under the moon by the lingering anger of the Pennamaquot Indian women who were forced to stay in a lodge while menstruating on the site where Phoebe's house is now located. Swamp Thing speaks with her but is no match for her rage. Ultimately, she kills herself on a knife display in a supermarket. Constantine shows up again, and Swamp Thing angrily tells him he's going home to Louisiana, but that's exactly where Constantine wants him to go.

Warlord #97: I reviewed this issue here.

Superman Annual #11: This is the second Moore scripted Superman story this month, this one with art by Gibbons. It's certainly the more famous of the two, having been adapted to an episode in the first season of Justice League Unlimited, and being reprinted as soon as 1988 in Greatest Superman Stories Ever Told. Interestingly, like the DC Comics Presents story, it involves Superman being taken over by an alien, non-animal organism. 
Batman, Robin, and Wonder Woman arrive at the Fortress of Solitude for Superman's birthday to find the Man of Steel seemingly insensate with an alien plant attached to his chest. This is the work of Mongul, who steps up to explain that the plant can psychically project a person's heart's desire, trapping them in a dream. While Wonder Woman fights Mongul, Batman and Robin try to remove the plant. Meanwhile, Superman experiences a world where Krypton survived, and he has a wife and child there.
With help from his friend's and his own force of will, Superman escapes the dream, though losing his son is emotional wrenching. Batman is briefly caught in his own dreamworld, but Robin saves the day, throwing the plant on Mongul before the alien can defeat Superman in a fight.


Who's Who #7: We finish off the D's here with a number of characters that haven't appeared a lot. Dr. Regulus last appeared in 1982 in Legion of Super-Heroes #286, while Dr. Psycho appeared in an arc in'82, but last showed up in Wonder Woman #325 earlier in '85. Dr. Thirteen had a run in Ghosts in 1981 and was last seen in a bit part in Batman #354 in '82. The others are more obscure, except for Dolphin who gets a sultry illustration by Dave Stevens and did appear as one of the Forgotten Heroes
Then, we're into the E's. There are bit players from now-ended titles: Earthworm from the never-satisfactorily solved storyline in the Huntress backup stories, and Eradicator from Supergirl. Then, Easy Company gets a 2-page spread by Kubert. The Eclipso entry has art by Gibbons, presumably because he drew him recently in Green Lantern. Elongated Man shows up in a costume he hadn't yet worn in the comics ny Infantino. With end the issue with two F's, one of which is Fastback from the Zoo Crew.

[Parsulan] Cold Hands, Stoneheart

Mon, 06/15/2026 - 11:00

Only seldom is the summit not shrouded in clouds, but on that rare day when it is visible, it's easy to see how the mining town in the high valley below gets the name Silver Peak. The pinnacle is forever sheathed in ice and snow that doesn't retreat with the change in season thanks to maddened elemental fae, forever enraged at some ancient insult.
In the glaciers that run like deep, blue veins from summit there is para-elemental ice that resists melting for long periods. If another reason to mine the Dagards beside rich stories of thaumatite and occasional manastones was needed, the arcane ice provides it. The ice is the simplest and most widespread means of refrigeration and cooling in Parsulan, and until magitechnologists rediscovered the means to make it, the Ice Barons of Silver Peak were the supplier of that ice.
Each of the ice magnate families controlled territory around Silver Peak, which was mostly neutral ground as it was a necessary resource exploited by all. Their workers lived there, and it was everyone's haven from the periodic assaults by monsters and Fomori. 
In addition to periodic attacks by hostile creatures and thunderstone eruptions that can blast a miner (or part of them) high into the sky, ice mining carries unique hazards. When they take notice of intruders (which is only occasionally but often enough to be a risk), the fae turn their anger on them. Miners have had their blood frozen in their veins or had the ice winds of a blizzard blasted into their lungs. Sometimes the fae animated crude physical forms to attack. 
These assaults have only gotten worse, perhaps, since the Ice Castle was uncovered. In the last century, the miners delved too deep and stripped a layer of ice so that the structure encased within it came into view: a castle of soaring towers and fanciful battlements. No one knows who built the castle or what became of its inhabitants.

Since the Castle was revealed, the fae have become more active. Now they howl down from their usual haunts into the valley in the winter, creating unnatural cold. They are also more aggressive toward miners.
There are other strange things. People swear they see inexplicable tracks leading down form the castle, and then there is the weird music that sometimes drifts over Silver Peak.
Fewer miners are willing now to take the risk, and then there was the miners' union and demand for fairer wages and better protections. The ice barons have dwindled in number and influence, but the most tenacious of them have over time joined by intermarriage into one clan, the Stonehearts.

[Parsulan] The Durendine Heads

Fri, 06/12/2026 - 11:29
Photo by Paul Glazzard

The head of Vorlas is on display in the Revolutionary Museum in Kingshead, shielded from the ravages of time by magic so that it may be a near-permanent reminder of the revolution's resolve. One of the last of the great Wizard-Kings, Vorlas's rule was particularly despotic and draconian, but his security forces and even inhuman soldiers transformed by magic proved unequal to the defense of his kingdom during the Demon War and even less effective in dealing with the crises of displacement of people and food shortages that followed.

Vorlas was dragged to central square of Kingsforge, his capital, by the rebel army and beheaded by a new apparatus designed for that purpose, the machine now called "The Nemesis." The city was renamed in commemoration of this event and the head has resided there since.

There is another, newer head in Kingshead. That one is made from steel, thaumatite, manastone, and more than a little spellcraft. The dwarven theorists and magitechnologists behind its creation convinced the Council for Progress, a conclave formed of the various business groups that have become the true rulers of the Durendine Confederation, that the magitech mind could run the nation more efficiently than any mortal, anticipating problems before they arose, and maximizing their profits. So far, the head remains a work in progress, but the Council is still captivated by the possibilities. 

The dwarves who built it have an even grander vision. While they promise their device will far exceed the computational and planning capabilities of mortals, they hope for it to one day to be greater than either god or titan, at least in the sense that it would be free of their passions and weaknesses. 

Wednesday Comics: DC, September 1985 (week 2)

Wed, 06/10/2026 - 11:53
I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at comics that were published on June 13, 1985.

Legion of Super-Heroes #14: Levitz and Lightle/Mahlstedt have the Legion auditioning new members. After a routine call for testing purposes turns into an encounter with Ontiir of the Dark Circle, another candidate appears in the form of the diminutive alien, Quislet. As the Legionnaires gather to make their decision, Saturn Girl comes in and requests they give consideration to a mysterious masked candidate she vouches for: Sensor Girl. In the end, Polar Boy, Tellus, Quislet, Magnetic Kid, and Sensor Girl become Legionnaires.  

Batman #387: Moench and Mandrake conclude the Black Mask arc. I had this issue and the one before as a kid, but not the part in Detective. It's interesting how the story is crafted so that you really don't need that other issue for the most part to make sense of things. Here, Bruce Wayne announces a masquerade party to lay a trap for Black Mask. Black Mask knows it's a trap and knows Bruce and the police know he know's it, but his analysis of Bruce's psychology is fault as he doesn't know the wealthy playboy is Batman, so he comes. He and his goons fail to kill Bruce, of course, and Robin tracks them to their lair. Batman and Robin fight through the False Face Society to get to Black Mask who has gone just a bit crazier and is burning everything left of his life as Roman Sionis. Batman is barely able to get the villain out of the fire in time, and not before the black pigment from the coffinwood mask is seared onto his face. Black Mask ends up in jail, repeating the word "Janus" to himself. Circe leaves her mask with a guard to give to Sionis, and disappears into the night.
This was a good arc, one of the best of Moench's run, I think.

Amethyst #9: Cohn and Colon/Kessel reveal secrets of Gemworld's creation as an impish creature called the Dream Weaver visits Amy Winston on Earth and takes her on a dream voyage to Gemworld's past. The creature's version of events is that Citrina made a pact with the Ancient Ones allowing the creation of Gemworld, but only as long as she was alive. When she died, the Ancient Ones got to consume the magic generated in the world. In this version, Citrina broke the deal and now Amethyst must honor it. Amethyst thinks she knows the truth, though. The Ancient Ones (through Dark Opal and others) have worked behind the scenes to end Citrina's life early so they can collect. Amethyst vows to stop them, but she will have to physical return to Gemworld to do it.

Arak Son of Thunder #48: The Thomases/Loifficiers and Infantino/DeZuniga have Arak and Valda contend with the warrior woman Mu-Lan, who's a lot fiercer than her Disney counterpart. When they hold their own, Mu-Lan says it was only a test. She takes them to meet her grandfather who reveals the dragon of Canton is no dragon at all. Later, at a dinner, after Haakon tries to drug Arak, but is thwarted by Brunello, the grandfather reveals the dragon is a creature summoned by a sorceress. Arak and Valda are sure that sorceress is Angelica.

Flash #349: This issue shows that Bates and Infantino/McLaughlin have a few twists left, at least. After being found guilty, Flash basically just gives up and asks they take him to jail. Soon, though, he's visited by Nathan Newbury, who this issue reminds me we first met back in issue 338, so Bates has had this laid out for a while. Newbury is from the future and came back in time to observe Flash's trial because the death of Reverse Flash before he was ever born is something of a temporal anomaly. He reveals that Flash, according to the hsitory record was acquited, so his conviction points to further disruption. He also tells how Reverse Flash came out of the timestream to ensure Flash's conviction when Newbury had thought he ensured Flash's acquittal.
Meanwhile, the Reverse Flash appears to have captured all the Rogues. It's that group that manages to work out how all this is possible. Someone is involved that has access to greater technology than the Reverse Flash (or Newbury) is doing this: Abra Kadabra.

G.I. Combat #279: Kanigher and Glanzman give is two Haunted Tank stories, though one is more a vignette. The cover story, Stuart's Raiders are tasked with assaulting a cache of stolen gold and recovering it so that it can be used to fund an insurgency in Germany. Faced with gold bars worth $30,000 each, the crew are tempted to take one, but Jeb keeps them in line. It's a good thing too, because a portion of the bars are booby-trapped. As luck would have it, another group of Germans tries to take the gold back and winds up catching the brunt of the explosion.
In the other story, the Raiders go swimming and wind up having to deal with an ambush while they're in the water.
Kana is back courtesy of Kanigher and Cruz, and this time is "transcendental meditation" takes him into a Mad Max-ian future where he helps the civilized Survivors fight against the hostile Wasters. Finally, there's a Mercenaries story by Kanigher/Catan where the three are hired to help an opposition leader return safely to a Latin American country for an election. An assassin disguised as a flight attendant almost ends his life, but the Mercenaries are there to save the day.

Omega Men #30: Klein and McManus bring this arc to a close. Artin/Primus reveals the answer to one of the Psion's Four Questions. It's an answer the Psions have discovered more than once before but their ego hasn't allowed them to accept and so they have forgotten it. The Psions were uplifted from reptiles by experiments of the species that would be the Guardians of the Universe. Learning the technology these ancients left behind, the Psions "improved" themselves, then went out seeking their creators. When they found them, the Guardians were disappointed in their creations and exiled them to the Vega system until they learned something more than soulless science. While the Psions are reeling from these revelations, the Omegans escape and help some of the inhabitants in their experimental domain do likewise. The robots who have now gained sentience vow to take care of the rest.

Red Tornado #3: The Construct has taken over the world. What few superheroes are left take their last stand and the free human population is down to a scattered few in hiding. It's all very Invasion of the Body Snatchers. Meanwhile, Red Tornado is out on a mountain in Wyoming being aloof from humanity. Sulking really. Kathy who is one of the last free humans finds him. At first Tornado rebuffs her, but she offers that the very fact he can question his humanity means that he has it. He's convinced by this argument and reconnects with his human side, deciding to save humanity. 

Star Trek #18: Kupperberg is writer on this issue with Sutton/Villagrain still on art. We get a Scotty solo story. He visits an old from who is commander of Starbase 7. When an assault by armed men appears to be only related to theft of the station's new shipment of paper towels, Scotty and a cadet wind up investigating. They discover a plot by a cabal of Starfleet officers (including Scotty's friend) to manufacture and sell a dangerous drug of abuse. Interesting, this is exactly the sort of story element (a Starfleet officer selling drugs) than Roddenberry objected to in Ellison's original City on the Edge of Forever script. 

Super Powers #1: Series Two of the Super Powers toys have hit shelves, so we get another out-of-continuity (in fact, from this issue, it's unclear if it's in continuity with the first limited) limited series. This time, Kirby does the penciling himself with Theakston on inks and Kupperberg scripting. Due to the revolt depicted in Hunger Dogs, Darkseid flees from Apokolips. He uses his last boom tube and so constructs a new star gate once he's in his secret base. Darkseid plans to conquer Earth using the Seeds of Doom. The Justice League stands in his way, and this issue is mostly about Martian Manhunter and Aquaman going up against his plans.

Superman #411: The cover proclaims this "a very special issue" and the title of the story by Maggin and Swan/Anderson nods to at least one way that's true. This is "The Last Earth-Prime Story." On Earth-One, former science fiction agent and editor Julie Schwartz is a homeless in the Bowery on his 70th birthday. After attempting suicide by jumping off a building, but being rescued by Superman, he is kidnapped by a forgettable super-villain, Olaf. Perry White's concern for his old friend leads to Superman looking for him and rescuing him from Olaf. The ordeal has been too much though, and Schwartz is dying. He has Superman transport him to Earth-Prime where they arrive at an office birthday party for that universe's Julie Schwartz, editor at DC Comics. Bringing two versions of the same person together as one is dying apparently causes them to merge into one. Schwartz and Superman have a brief conversation alluding to Crisis and the end of multiple worlds, then Superman says goodbye. Back on Earth-One, Clark Kent adds a bust of Julie to his apartment next to the bust of Mort Weisinger.

New Teen Titans Annual #1: Wolfman and Hannigan/DeCarlo present a backdoor pilot for a Vanguard series. The Vanguard is a group of space-themed alien super-heroes. We meet them in the reveal of a previously untold adventure of the Titans when Raven and Terra were still with them. The Titans intervene when the Vanguard appear to chase and apprehend Superman on Earth, but the truth is that Superman is a robot created by Brainiac who has captured the real Superman and is using him to power a planet-scorching weapon. The Titans help (well, mostly just watch) the Vanguard rescue the Man of Steel, and the combined power of the group defeats Brainiac--for now.
Apparently, the comics reading public wasn't all that keen on the Vanguard, because they have only appeared in-story one other time in the DCU (and even then, basically in a cameo).

Journal of Eternian Studies

Fri, 06/05/2026 - 11:00


With the Masters of the Universe movie upon us, it seemed a good time to revisit my series of posts that take a pseudo-scholarly view of the MOTU mythos, as if it were a legend or myth cycle that might be based on real events.

It started here with "Eternian History Revealed."

Then, I delved into [People]-at-Arms with "Eternian Armsmen."

Next, I looked at the "Gods of Eternia."

Finally, I looked into Skeletor's past: "The Search for Skeletor."

Wednesday Comics: DC, September 1985 (week 1)

Wed, 06/03/2026 - 11:52
My mission: to read DC Comics' output from January 1980 (cover date) to the end of Crisis. This week, I'm looking at the comics that were on stands in the week of June 6, 1985. 

Losers Special #1: With this, the first of the Crisis Specials, I think we hit a new phase of the event. We saw the Losers die in Crisis #3, but this issue gives them more of a sendoff and introduces a lot of readers to the characters, probably--if they bothered to buy the issue. Easy Company and a town of civilians are pinned down by German rockets. Bravo company was supposed to take those out, but they're all dead. The Losers take up the mission. Along the way, they reminisce about their individual pasts, catching the reader up on the characters that originally had solo strips, but were brought together as a team. The Losers take out the emplacement, but they are separated into two groups by smoke. Separately, Sarge and Captain Storm are killed. The smoke clears and Gunner, Pooch, and Johnny Cloud manage to regroup, but then a German plane strafes the area, killing them. The Navajo Johnny Cloud prays to the sky as he dies and sees an image of a Native American deity. Then, something strikes the hill. When Easy arrives, there is no trace of the Losers' bodies.
This story is a better death for a group of war comic characters, but it doesn't fit perfectly with their death as depicted in Crisis. Presumably we're meant to assume they were taken from the battlefield just before death to truly die in Markovia at the hands of shadow demons. But how did they get moved and healed? This story can't take place essentially at the same time as that part of Crisis #3, because Rock and Easy appear in that issue in 1944 Markovia, too. I suppose it's possible this issue was retconned out of existence before it was ever published. This is how they would have died, had not the Crisis occurred transtemporally.

Crisis on Infinite Earths #6: The Monitor's adversary gets a name this issue (Well, two, since the Psycho-Pirate just calls him "Monitor."): The Anti-Monitor. He gives the whining Psycho-Pirate enough power to control the emotions of the populaces of multiple Earths. Pirate starts pushing the peoples of Earth-S, X, and 4 to suicide in the anti-matter wave. 
Meanwhile, the Monitor's satellite is falling apart. The heroes scramble to save themselves while Alex gets read to attempt to bring the other surviving Earths into the Netherverse. Harbinger knocks him out and takes on the risk herself. Disparate groups of heroes (somehow, it's not clear) are transported to the 3 battleground Earths where they are forced to contend with the mind-controlled heroes of those worlds. Black Canary is wearing her new costume here that we haven't seen before outside of her Who's Who entry. 
In the Anti-Monitor's base, the Psycho-Pirate suffers feedback, and he loses control of the Earths' people. Harbinger manages to link Earths S, X, and 4 with the merging Earths 1 and 2 in the Netherverse, but she burns out her power, leaving her just Lyra. On Earth-2, a new Wildcat debuts and a group of villains mysteriously disappear. On Earth-1, Brainiac scoops up Luthor from and tells him he has a plan...

DC Comics Presents #85: This is the first of two Alan Moore Superman stories this month. Here he teams him up with Swamp Thing with Veitch and Williamson on art. A patch of still-surviving fungus from Krypton known as the bloodmorel infects Superman causing hallucinations and overheating. It will eventually lead to death from overexertion, and the Last Son of Krypton seems powerless in his delirious state to do anything about it. Trying to get away from people, Clark luckily encounters the Swamp Thing, who manages to link Superman to the Green through the remaining fungus. Immersed in cool calm, Superman is able to sleep and when he awakes the fever is broken. He returns to his life, unaware of the help of Swamp Thing.

Fury of Firestorm #39: Conway and Kayanan/Chen finish up the Weasel story from last issue. Firestorm manages to escape Weasel's death trap but can't capture the villain. Ronnie does some sleuthing and figures out that the connection of the people killed and those attacked is that they were all at Standford in the 60s. Even knowing that, Stein still can't figure who the Weasel might be. The Weasel attacks again and Firestorm manages to best him this time. The villain is unmasked as John Monroe...some guy nobody remembers. Ronnie heads back to New York and graduation.

Justice League of America #242: Conway and Tuska/Machlan continue the story from last issue. Aquaman finds Mera, and they make up surprisingly easily. Meanwhile, the rest of the League splits up and blunders around the Canadian woods like teens in a slasher film and get taken out by Amazo. There's even a ridiculous sequence that seems perhaps a riff on a similar scene in Temple of Doom where Elongated Man just keeps talking utterly oblivious to Gypsy dealing with an irritated grizzly bear behind him. In the end, Amazo throws most of the League in a deep hole and covers it with a Boulder.
There's a MASK preview insert "Assault on Mount Mayhem" in this issue, Superman, and Tales of the Teen Titans as well, but I don't have a copy of it.

Tales of the Teen Titans #57: Cyborg's surgery is a success, and he's more human appearing than ever. He's sent to rehab and meets a tough physical therapist who I feel like should be named Sarah Potential Love Interest unless I'm totally misreading Wolfman's intentions. Meanwhile, the other Titans are hanging out at the pool then doing a little training, oddly unconcerned that the Fatal Five are out there with a new member the Titans failed to stop them from busting out of prison. 
That new member is Jinx, an Indian sorceress from who only speaks Urdu until Psimon gives her telepathic language lessons. The Fatal Five come for Cyborg's doctor, and grab him too, not recognizing the hero with his makeover. They want the scientist to awaken Neutron. Cyborg sabotages Neutron's containment vessel to a degree, causing an explosion they we are assured didn't hurt the guy inside. All the strain causes his new plastic veneers to start melting down, though.
Later. Psimon interrupts a press conference by the Major to demand ransom from the city, boasting the Fatal Five now has Neutron on its side.

Vigilante #22: Wolfman/Kupperberg and Smith/Maygar continue the story from last issue with Nightwing and Chase in a running fight across multiple locations, each saying tough guy things to each other and demanding the other stand down. Meanwhile, a guy with a heroin addiction sets out to commit a burglary on condo with no one home and winds up, through a series of bad breaks and worse choices, killing 3 people with a stolen pistol and causing a police car to wreck. He ends up out of bullets and executed on a rooftop by the Vigilante. When that makes the TV news, Nightwing and Chase overhear it and both realize that Chase isn't the current killer vigilante. Chase hadn't even known for certain. Nightwing leaves agreeing to hold off his hunt for the other vigilante so Chase (who feels responsible for inspiring the guy) can handle it, which given the murders and Chase's mental state seems a bit irresponsible. but bro code and all that. 

[Parsulan] The Madding Plains

Mon, 06/01/2026 - 11:00

The old road east from Ervessos to Grancazarel skirts the northern edge of the Madding Plains, but no major roads pass through the heart of it. The Madding Plains are the only place where the frensy flowers grow and when those flowers bloom, madness reigns.
The flowers with colors reminiscent of dancing flames have a pollen that can intoxicate most humanoids. In low doses it is consumed recreationally in honey or alcoholic beverages, particularly popular in Mayura. When it is breathed in a concentrated form or for an extended period, individuals can enter an enter a state of ecstatic mania. Those that seek out this experience repeatedly are called Madders.
Madders eke out a meager living on the plains, foraging edible plants and stealing the eggs of the flightless owu (and sometimes getting killed or injured) for sustenance, but when the blooming of flowers peak, they in the heart of the area for a raucous festival. On some years they stay there, but on others the revelers breakup into smaller bands that rove wider region becoming a nuisance and sometimes a danger.
Halflings are the other group which live in the plains. Of all the mortal peoples, they alone seem immune to the frensy flowers powerful effects. They do much of the collecting of the honey made from the flowers and brew the mead made from it. The Madders can sometimes be an impediment to this, but the halflings don't let this deter them from their chosen livelihood.
More than merely an economic endeavor, the halflings view the harvesting and brewing as a sacred duty to a god that did not abandon the Earth with the others but instead sleeps (perhaps sleeping off a hangover) beneath the plain. Bok, as they name him, is the god of intoxication and the brewer's art. They depict him as halfling-like in stature, with an un-halfing-like girth (Parsulan halflings are un-Hobbitishly thin) and shaggy-fetlocked, cloven hooves.

[Parsulan] The Prismatic Lake

Fri, 05/29/2026 - 11:00


In the Berlaith region of the content of Parsulan, there is a magical body of water known as the Prismatic Lake. The reason for the name is obvious: clear as it is (and its waters as remarkable pellucid), they are tinted with a rainbow of colors. The reason for the lake's unusual appearance is the naturally occurring manastones that are embedded in its depths that leak arcane energy into the water.

The lake covers nearly 40 acres and is near circular. Scholars believe it was formed by the unlikely interaction of a shadow cyst emergence causing a collapse into an underground space beneath, possibly an attenuated dungeon root. The heart of the cyst was lost, causing it to burst, but the resultant magical release altered the landscape.

However, it came to be the Prismatic Lake draws wizards and other adventurers hoping to harvest the manastones within. It's not an easy task, given the strange effects the magical energies can have on divers in addition to the problem of working the stones free underwater. Monsters are also attracted to the stones, so they pose another danger.

A (somewhat) easier target for adventurers out to make quick coin is catching the lake's fish. Several highly unusual varieties live there, each with magical properties. Alchemists and magical researchers will pay handsomely for specimens, particularly alive. Would-be fishers should beware: many of the fish are dangerous due to the same magical properties that make them sought after.

Wednesday Comics: DC, August 1985 (week 5)

Wed, 05/27/2026 - 11:00
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 May 30, 1985.
The "Meanwhile..." feature this month mentions work continuing on new Batman project that isn't named but is clearly Dark Knight Returns. There's also discussion of a Matt Wagner project that is the forthcoming Demon limited series from the following year. Interestingly, there's also mention of a Jason's Quest revival that never came to fruition.


Detective Comics #552: Moench and Janson pick up the Black Mask story from this month's Batman. Black Mask recruits more members into his gang and takes more deadly reprisals against people he feels have wronged him, which are mostly newly installed Janus execs. He also has Circe, the model who jilted Sionis when his fortunes turned, kidnapped and subjects her to a diluted portion of the cosmetic. After that torture, he gives her an ultimatum: join him or get the full treatment. Circe accepts a mask without the tainted cosmetic in it. Batman figures out Sionis is Black Mask just as the False Face Society, but he can't find out where his hideout is or what his ultimate plans are.
Cavalieri and Moore/Patterson have Green Arrow and Black Canary facing a rash of tenement fires, arsons that Arrow believes were committed by the owners for the insurance and redevelopment. The meat of the story, though, is about what happens when Black Canary confronts a fire-throwing super-villain arsonist, Bonfire, and the Canary is strangely frozen with fear. After her rescue, she later tells Ollie that she had a strange episode of deja vu while in the blaze. Later, she's looking through her scrapbook at old pictures of her mother, the first Black Canary, and she's struck by a revelation.

Action Comics #570: The first story by Kupperberg and Schaffenberger/Hunt has a Superboy vibe, except that it has Jim Olsen as its focus instead of some random Smallville kid. A blast of cosmic energy splits off Jim's inflated ego into a super-villain who calls himself Alter Ego. The bit of mystery here isn't in Alter Ego's identity. Superman figures that out early on. Rather it's in how Jim got split and how to fix it.
The second story by Boldman and Bender/Marcos is more "humorous" than the first. One might say "silly," even. After saving a man's life, Superman accepts the guys invitation to dinner for beef bourguignon, but then stays and stays, making a complete annoyance of himself. This could have easily turned to horror as having a super-powered bore for a house guest might in real life, but once the man blows his top at the super-freeloader, Superman drops the act and reveals the truth: the man had been infected by some alien something or other in the initial incident and only making him angry could cure him. 
I mention the "stuck in the past" nature of this era of Superman a lot but should also point out this isn't inertia or ossification. Superman was different at points in the 70s ("Kryptonite No More," and all that). Superman was different just a few years prior with stories by Wein and Starlin and Wolfman. This was a choice editorial made.

Ambush Bug #3: Giffen, Fleming, and Oksner deliver their funniest issue yet, provided you like silly, absurdist humor goofing on silly DC characters of the past. It's actually kind of clever, structurally, we get vignettes in text and comic form uncovering what happened to a lot of obscure and best forgotten in the estimation of Fleming and Giffen DC characters like Egg Fu, The Green Team, and Binky. It's also sneakily taking a swipe at Crisis on Infinite Earths and the rationale for it, as all of the segments point to a mysterious woman being involved in their disappearances or deaths. In the end, we find out who is responsible: Jonni DC, Continuity Cop. Just as she confesses, she's blasted by Darkseid for the recurring "next issue, a fight with Darkseid" gag.

Arion Lord of Atlantis #34: Kupperberg and Duursema get Arion and Chian back to the City of the Golden Gate and into the business of selecting a new king. In Atlantis, that's done by a council of wizards presided over by Arion. These days the wizards have only the barest magic except Arion, but still tradition. There's one scheming wizard up to no good, though, and he disrupts the proceedings and gets Arion trapped by shadow bat things. Meanwhile, Wyynde is reunited by Mara. He finally returns her affections in a leering sort of way which puts her off. Apparently, having a dog head for a while changes a guy! Who isn't put off by the new Wyynde is the princess and potential successor to the king, T'Galla. She and Wyynde get along quite well to the irritation of Mara.

All-Star Squadron #48: Mike Harris takes over as artist. This is his first work for the Big Two. He goes on to do a fair amount of work at Marvel in the '90s on grittier titles like The 'Nam, The Punisher, and Cops: The Job. Here, the All-Stars travel to the UK, meeting the Blackhawks on the way. Churchill wants them to find the Shining Knight who disappeared investigated something at the site of Camelot. The All-Stars find Shining Knight in the company of other Arthurian characters who turn out to robots. Our heroes are captured, and they learn that Dr. Fate's old enemy, Wotan, is behind it all.

World's Finest #318: Cavalieri and Delbo/Alcala bring back Sonik who had his debut and only appearance to date back in issue 310. Beyond that the issue is very much of its era. Lilanne Stern is now on RTV. There's a wealthy popstar named Marlon Monroe (a Michael Jackson stand-in) who is menaced by robots made by one of his staff, and a boy in a bubble with an immunodeficiency syndrome someone may be trying to kill. Superman and Batman are on the case though, and everything works out in the end.

Tales of the Legion #326: We start the reprint era this month, so I won't be reviewing this title anymore, but I wanted to note it. 

V #7: Newell steps in as writer, and we an issue that focuses solely on Julie as she goes back to her now empty hometown, trying to get some time to herself to go to terms with everything that has happened. A mother and father get mentioned and the implication is that perhaps both are dead due to the Visitors, though based on the V wiki, this appears to be new material. Anyway, she's followed by an assassin that has the appearance of a high school friend, but when a Visitor patrol attacks them, the assassin seems to have a change of heart and saves her life. The issue is rather ambiguous on several points, which was perhaps Newell's intention.

XNOO is Nearly Upon You!

Mon, 05/25/2026 - 11:00


The latest Kickstarter from the Merry Mushmen is XNOO #1, a 276 page "aperiodical" fantasy comics anthology. It features work by several rpg and comic artists, among them James West, Stefan Poag, and Jason Sholtis. Of interest to readers here, it also features the debut of the Land of Azurth comic "The Runaway Shadow" written by me and featuring art by comics veteran Mike Kazaleh. There's also great stuff by artists like Alexey Gorboot. Kennon James and Tim Molloy, and more!

In addition to the comics stories, it's filled out with articles by the likes of James Maliszewski and myself on related topics. My text piece is on comics adaptations of literary Sword & Sorcery characters.

You're going to want to check it out.

Head over to Kickstarter now to be notified on launch tomorrow.

Local Experiences Tables

Fri, 05/22/2026 - 11:00

 One idea for my new campaign I'm working on that I'm borrowing from the Japanese rpg Sword World (or at least its unofficial translations into English) are Local Experience Tables. These show up in some of the setting books and are just random tables of events themed to varying degrees to specific locales. They don't typically provide any mechanical benefit (though I could see it in limited situations), but they are still potentially useful, and they certainly provide a roleplaying hook.

Here's one I came up with for Salvage:

Salvage and the Field of the Fallen Colossi

Roll

Experience

1

Swindle. You either suckered someone or got suckered.

2

Dust Up. You were involved in a violent altercation.

3

Busted. You were once down and out.

4

Scarred but Smarter. You got caught in a trap in a colossi, but now you know better.

5

New Part. A part of your body is Magitech.

6

Poisonville. You once lived in a pretty toxic area.

7

Bad Blood. You made an enemy, and someone is still after you.

8

Took a Bullet. You’ve been shot before and have the scar to prove it.

9

Lost Mine. You believe you know the location of treasure.

10

Tech Friends. You have a friend that is a construct or otherwise Magitech.

And here's one that covers the region outside the major cities:

General

Roll

Experience

1

Courier. You once delivered a sealed letter to an important person.

2

Marshlander. You’ve spent a good deal of time in the marshes.

3

Mad Season. You’ve experienced the mad ecstasy brought on by exposure to the pollen of the irrsin flowers in the scrublands

4

Rail journey. You’ve traveled by train.

5

Runaway Construct. You had a dangerous encounter with a magitech construct.

6

Under Strange Stars. You were once lost in the Stargazer’s Garden.

7

Fantastic fishing. You have fished in the Prismatic Lake

8

Captive. You were once captured by a Fomori (humanoid) raiding party.

9

Birthing. You witnessed a Mothernode produce a Mek.

10

Searcher. You are looking or have looked for a friend or relative lost in Berlaith.

Wednesday Comics: DC, August 1985 (week 4)

Wed, 05/20/2026 - 11:00
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 May 23, 1985.

Batman and the Outsiders #23: Barr and Davis send most of the Outsiders to the Gotham Zoo where Rex and Sapphire have a tense meeting with Simon Stagg over their wedding plans. A group of armed men attack, and the Outsiders have to deal with the chaos they cause. In the aftermath, it's revealed the attack was cover for the attempted assassination of Stagg orchestrated by his assistant. After Rex saves his life, Stagg warms on the idea of the hero marrying his daughter.
Meanwhile, Halo is in the city by herself and encounters a friendly hippie guy in a van who calls himself Brother Abraham. Meanwhile, he offers her a place stay and drives her to a secluded commune called Eden.

Blue Devil #15: Truly the DCU most be overrun with geniuses because an inventor on the level of Cassidy just winds up doing special effects and theme park animatronics. In this issue, as Blue Devil contends with Verner's Vanquisher (Verner's chaffeur that he had empower by scientists as a superhero), the two fight a King Kong-esque robot running amuck that Cassidy made for the studio tour. The process that created the Vanquisher seems to have made him mentally unstable, and he kidnaps Marla with whom he's infatuated.

Green Lantern #191: Engelhart and Staton/Patterson reveal the Predators identity at last, and it is certainly unexpected. After Hal's discover of Carol's perfume lingering in the Predator's hideout, he also finds the reporter's videotape showing the meeting between Green Arrow, Black Canary, Carol, and himself, that on one else involved with seems to remember. Hal calls Ollie, Dinah, and John Stewart, but no one's home, so he heads to Carol's place and shows her. Even with the reveal, I'm still not sure why the Predator doesn't want them to remember this, but luckily, I don't have to think about that long, because the Predator shows up and kidnaps Carol. He takes her to his old theater hide out. Powerless Hal suits up for battle and confronts the villain. He gives a good showing, but he can't stop the Predator from playing the old organ (something Carol thinks is important). When he does, Carol declares her love for the Predator, as he does for her. Then they merge into one being: Star Sapphire!

Infinity, Inc. #17: The Thomases and McFarlane/DeZuniga introduce the rest of Mr. Bones crew, and they are an odd bunch. I don't know quite what to think about Thomas and DeZuniga creating Arak as a historical S&S hero then doing a modern, minor villain that bears his name but is unrelated presumably other than being Native American. Does him calling himself (or someone else naming him) Arak suggest that the original Arak is a well-known historical figure in the DC Universe? 
Anyway, Fury finds herself prisoner of this team who call themselves Helix. They want to ransom her for millions from Carter Hall. Hector tries to rescue her but gets defeated.

New Teen Titans #11: Wolfman and García-López/Tanghal continue the story from last issue. After sleeping on it, Joe is still weirded out by the mutated bug people, and I mean, who wouldn't be? He and Kole get the other Titans and they head out to the mansion where we follow the familiar pattern to this title of our heroes getting captured so they can talk with the villain while he puts them in one trap, then they escape and end up in another, then they escape and the bad guy is neutralized in some way. In this case, Weathers and his mutant followers (including his own grasshopper mutant wife) expose themselves to a gas that turns them completely into bugs so they can survive the nuclear devastation he's sure is coming, and they let the Titans go. Other than following the typical Titans formula, this story is just weird. With its Hellstrom Chronicle vibe and schlocky mutants, it feels like something from a 70s Marvel comic, or done a different way, one of DC's now-defunct horror/sci-fi anthologies.

Sgt. Rock #403: The main story by Kanigher/Catan involves Rock and an Italian resistance fighter pursuing a German officer guilty of war crimes to a church in Terza, Italy, where the officer has asked for sanctuary--and Pope Pius XII. This story is another one that has that weird story beat that comes up on occasion where Rock seems to really want to capture a German officer (it's always an officer) to make him stand trial instead of killing him. And this is after the guy just shot the Pope. Rock's hesitancy leads to the resistance fighter getting shot. Rock then pursues the Nazi into the church's bell tower where in the scuffle, the German gets knocked out of the tower by the bell and falls to his death.
The second story is the first publication of Tom McWeeney, who will go on to do a lot of work in the 90s, particularly at Wildstorm. This goofy story is not a career high point, though, and would have made more sense in Weird War Tales, if anywhere. Soldiers die and are burnt to a crisp on a deserted battlefield. Is it nuclear war or at least are they caught in a nuclear test? No, it's a pizza in the oven and they're...anchovies? 

Saga of Swamp Thing #39: Moore and Bissette/Totleben continue the story with Swamp Thing walking into the reservoir covering Rosewood to deal with the vampires. The vampires aren't a threat to him, that is until the next generation is born. The survivor of the brood is an inhuman monster that rends Swamp Things body apart. That doesn't stop Swamp Thing, though. He just moves through the Green and becomes a whole hillside of vegetation. He moves and diverts the water of the reservoir into the river again (likely flooding places downstream, but anyway...) and the vampires die in moving water. Before all that, the parents of the boys who went missing come to Rosewood, and one of them is killed by their own vampire son, but the rest escape. Constantine tells Swamp Thing he didn't take care of things quick enough. Now word will get out, and people will believe in vampires. That's what the enemy he's trying to defeat needs. Constantine tells Swampie to meet him in Maine.

Warlord #95: I reviewed this issue here.

Talent Showcase #18: The editorial reiterates the reason for the name change and tells us that the next issue will be the last. This issue is a weird mix of sci-fi stories done by established pros (Bruce Jones, Shawn McManus, and Dan Adkins) sometimes with the assistance of relative newcomers that could have been anthology book inventor stories from a few years ago. Then there are several short, humor cartoons, and even a text piece by John Constanza. The only complete newcomer story is a superhero humor piece with everything but the lettering done by Kerry Callen, who will go on mostly to work for Mad.

Who's Who #6: We're into the D's and we get Darkseid, the Demon, DeSaad, Doctor Bedlam, and the Deep Six courtesy of their creator, Jack Kirby. Atari Force is well represented with Dark Destroyer and Dart by José Luis García-López. García-López also does Deadman, perhaps because he's the artist on the limited series that will be published at the end of '85. Amethyst's Dark Opal also shows up with art by his original artists, Colon. Marshall Rogers renders Deadshot who will become more prominent in the next few years. Deimos shows up from Warlord, courtesy of Grell. The then-recent Demolition Team is here, courtesy of their co-creator, Dave Gibbons. There are, of course, a lot of "Doctors." Giffen and Mahlstedt give us Doctor Fate instead of whoever's drawing All-Star Squadron this month.

Bringing it Into Focus

Mon, 05/18/2026 - 11:00


There are a lot of opinions about setting in rpgs and how much is the right amount or too much. Consequently, a lot has been written about it by a lot of people, me included. As readers of this blog likely know, I am pro-setting, in the sense that I personally like thinking of and writing about them, but one might also have intuited that I enjoy them as a player or GM. They are a major part of what gets me into a game, a fundamental part of supporting imagining the game world. I realize there are people who like their settings merely implied or at the least as light as possible, and that's their right, but to me that would reduce an rpg to the same sorts of pleasure I might get from a board or arcade game, and that would not have been enough to sustain my longterm interest.

As I have been working on the setting for my new campaign, I've talked with my players for the first time about how I feel about GM creation vs. player creation of setting material. It's not that it was a secret before, but it never game up in an explicit way. My personal observation is that while most players don't want to be given a lot of homework to play a game, they also don't tend to be told impromptu to imagine things for a world. A framework to inspire their character creation tends to be what most of my players are looking for, though how much they intend to flesh things out varies.

Encouraging this sort of engagement, though, means that the world is a bit out of focus until we get into the playing of it. I can have thought of a lot of things, but a lot of details I have in mind stay flexible on until the players get their hands on them. In the end, the worlds winds up being a collaborative process even if it mostly starts in my mind.

Here's an example. In creating Azurth, I clearly called out that despite a number of animal people in the setting, there were no cat people. Now, the fact that I noted that and didn't mention a whole list of other animal people that would never appeared in Azurth was meant to suggest "something's going on here." And it was. 

However, my friend Jim, in creating his bard Kully missed that. Jim did a very flavorful, brief character write-up, nailing the Ozian sort of vibe. The only problem was he mentioned Kully encountering a Cat Man at a pivotal moment.

I could have suggest a change to that detail and in some circumstances, I might have. Here though, because I had already intended something to be going on with that point, I used what Jim came up with. I told him that Kully had had that encounter, which was odd because there aren't supposed to be Cat-folk in Azurth, and so no one believes him. Jim was creating a little mystery in his characters backstory, which wound up tying into a minor mystery of the entire setting. Kully's backstory became setting material supporting a future reveal that at least one player was going to care out.

Not all instances of a player's view of the world and my own having a discrepency turn out so serendipitously, but I think it's worth looking for those opportunities and leaving things just a little fuzzy to facilitate those clarifications.

[Parsulan] Mayura

Fri, 05/15/2026 - 11:00


The tale as it's told in Mayura (a city, it should be said, that never chooses truth over a good story) is that an aged, latter-day Wizard-Kings, Mordrey, upon his death split his kingdom among his children. For reasons known only to himself, he bequeathed rulership of his capital to his most unassertive son. While Mordrey had seen fit to place powerful wards upon city so that no one of his blood could rule if they took the city by force, the timid Prince despaired that one or another of his grasping and ambitious siblings would find some indirect means kill him and take the prize. Fearing any day might be his last, he threw himself into pleasures to live life to the fullest. He began spending his inherited fortune on distractions. Entertainers and artists flocked to the city to partake of his largesse.

The prince died young and without an heir, though not at the hands of his siblings but as a result of his sybaritic pursuits. By then, he had inadvertently placed the city on the course it holds to this day, passing through the end of the Age of Magitech, the Demon War, and the darkness that followed, largely unchanged, if not unscathed. 

It is true that, despite popular depictions (often popularized by the troubadours and theater troupes of Mayura, itself), a city of its size and importance must have citizenry beyond artists and performers. Of course, there are craftsmen, merchants, beggars, and servants. But how many artisans are only supporting themselves until the quality of their verse is recognized and rewarded? How many moneylenders or soldiers are perhaps actors researching a role? 

Mayura is still a monarchy technically, though its ruler is not of the line of Mordrey. Instead, a grand, annual, nonlethal fighting tournament held at the Aristeion colosseum used to select who will serve as the ceremonial ruler for the next year and a day. Competitors are drawn from all over Parsulan, and the event is bolstered by matches and demonstrations by the professional gladiators in the arena's training schools. The Mayura citizenry feel that having such a formidable and dynamic public representative helps deter otherwise bellicose neighbors. They also appreciate the coin brought in by the spectators to the competition.

The work of running Mayura is done by an elected council of citizens interested in that sort of drudgery. The actual ruling in the sense of setting a course for the city's future is currently done by an unelected former dancer, the Lady Petalutha. The paramour of a former four-term King, Petalutha has parleyed her celebrity into a position of real power, and no one sense has been willing to brave public disapproval to make her give it up. By all accounts, however, she is a capable leader, bolstering Mayura military, leading to a quelling of the coastal pirates, and pushing for trade deals that have benefited her city. She is not well liked by the old nobility who control the lands around the city-state, however, who would prefer a more tractable head of state.

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