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Wednesday Comics: DC, September 1985 (week 3)

Sorcerer's Skull - 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.

Spider-Man Swings Into a New Era with USA TODAY Exclusive Comic Series

First Comics News - Wed, 06/17/2026 - 03:57
Spider-Man has appeared in comic books, newspapers, television shows, movies, video games, and just about every form of entertainment imaginable over the past six decades. Now Marvel’s flagship hero is…
Categories: Comic Book Blogs

D100 Random Encounter Tables For Classic BECMI (Basic, Expert, Companion, Master, Immortal) and Rules Cyclopedia D&D Set

Swords & Stitchery - Wed, 06/17/2026 - 03:27
 Classic BECMI (Basic, Expert, Companion, Master, Immortal) and Rules Cyclopedia D&D typically utilize a nested 1d8 / 1d12 system for wilderness and dungeon generation. However, compiling those monsters into a flat, true d100 percentile framework makes running spontaneous classic hex-crawler sessions drastically faster.This photo came from Wayne's books in the article, 'BECMI Dungeons &Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Star Spangled Trivet and Hot Pad Tutorial

Moogly - Tue, 06/16/2026 - 23:50

The Star Spangled Trivet and Hot Pad Tutorial demonstrates how to crochet the mesh portion of this festive pattern! Keep your counters and tables safe - crochet along with the right and left-handed video tutorials below! Disclaimer: This post includes affiliate links. Be sure to scroll down past the videos to get the links to […]

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Categories: Crochet Life

CATWOMAN’S GUILLEM MARCH TO LAUNCH SEXY THRILLER, OFIUSA THIS SEPTEMBER

First Comics News - Tue, 06/16/2026 - 22:03
PORTLAND, Ore. 06/16/2026 — Writer and artist Guillem March (Batman, The Joker, Catwoman, Karmen) returns as a solo creator with the upcoming romantic thriller, Ofiusa. This sultry, six-issue miniseries is set…
Categories: Comic Book Blogs

DOCTOR DOOM TURNS HEADS AND VANQUISHES ALL COMERS IN DOOM ALL-ON-ONE, AN OVERSIZED ONE-SHOT COMIC FROM WRITER AL EWING AND ARTIST ALESSANDRO CAPPUCCIO

First Comics News - Tue, 06/16/2026 - 22:00
The Marvel Universe gets flipped on its side this October with an all-action issue told entirely in landscape-oriented splash pages.   New York, NY— June 16, 2026 — Once a…
Categories: Comic Book Blogs

Oni Press and EC Comics Conjure a Hateful Hex in CRUEL KINGDOM 2 #1 – Coming in September!

First Comics News - Tue, 06/16/2026 - 19:13
​Welcome Back to the Age of Sadistic Sorcery with an All-New Tome of Deranged Dark Fantasy from David M. Booher, Matt Bors, Jude Ellison S. Doyle, Ryan Kelly, Lukas Ketner,…
Categories: Comic Book Blogs

Now for the First Time … Celebrate the Best and Most Fiendish Stories of EC Comics’ Blockbuster Resurrection in a Treasury-Sized Testament to Torment!

First Comics News - Tue, 06/16/2026 - 19:09
Featuring Jason Aaron, Chris Condon, Kano, Matt Kindt, Shawn Martinbrough, Tony Moore, Stephanie Phillips, Andrea Sorrentino & Many More! COVER BY TYLER CROOK PORTLAND, OR (June 16, 2026) – THE…
Categories: Comic Book Blogs

NEW GENRE-BENDING HORROR GRAPHIC NOVEL AUTHORS BRAD SUN AND REV. WESLEY SUN ANNOUNCE ALA & CHICAGO SIGNING TOUR STARTING SATURDAY, JUNE 27

First Comics News - Tue, 06/16/2026 - 19:01
IN SUPPORT OF JOHN CARPENTER’S NIGHT TERRORS: CHAPLAIN GRAPHIC NOVEL IS OUT JULY 7 FROM STORM KING COMICS Existential Terror and Gruesome Body Horror for fans of The Thing and…
Categories: Comic Book Blogs

This Fall, Mad Cave Studios Brings ESCAPE FROM NEW YORK: ESCAPE FROM CHICAGO

First Comics News - Tue, 06/16/2026 - 18:59
Cover A: Stephen Mooney The Legendary Antihero Returns in a New Series Featuring Eight Covers and Endless Dystopian Mayhem JUNE 16, 2026 (PORTLAND, OR) — Mad Cave Studios brings Snake…
Categories: Comic Book Blogs

DC Reveals First Look Into ‘José Luis García-López’s DC Classics Artist’s Edition’

First Comics News - Tue, 06/16/2026 - 18:07
A MONUMENTAL CELEBRATION OF GARCÍA-LÓPEZ’S ORIGINAL ART ARRIVES MARCH 2027 BURBANK, CA — [June 16, 2026] — DC today announced José Luis García-López’s DC Classics Artist’s Edition, a prestige oversize…
Categories: Comic Book Blogs

Worlds Beyond Number: The Official Graphic Novel Kickstarter Today

First Comics News - Tue, 06/16/2026 - 16:35
Back the Campaign Now and Take the First Step into the Magical World of Umora LOS ANGELES 06/16/2026 — Today Skybound launched the Kickstarter campaign for Worlds Beyond Number: The Official Graphic…
Categories: Comic Book Blogs

Don’t Meet Your (Super)Heroes!: Skybound Shares First Look at Super Creepshow #5

First Comics News - Tue, 06/16/2026 - 16:32
Ram V, Riccardo Burchielli, Christian Ward, and Fábio Veras Bring Two Tales of Dangerous Obsession and Dark Magic Praise for Creepshow: “explores the darker, more horrifying aspects of heroism from a…
Categories: Comic Book Blogs

Doctor Who: Battles in Time – The First Doctor is Here!

Blogtor Who - Tue, 06/16/2026 - 15:00
Step back in time with Battles in Time’s new First Doctor era cards! The Doctor said one day he’d come back. Yes, he said he’d come back. He’s been quoted on that more than ever this past week, so it’s appropriate the OG Doctor really is returning as Master Replicas’ Battles in Time collectible card game launches into the William Hartnell era of Doctor Who with its next set. This is the first in a new line of limited-edition collector’s cards focusing on the individual Doctors, their companions and their greatest foes. Each set of 15 cards comes in a special collector’s pack that is guaranteed to contain every card. Even better, for the first time ever, Battles in Time will feature classic companions Ian, Barbara and Susan and memorable monsters such as Koquillion and the Monoids. The selection covers the entire span of the Hartnell era, from An Unearthly Child to The Tenth Planet, with stops on Skaro, the Ark, and the Sense-sphere along the way. The First Doctor cards are printed in the original black and white on silver foil, in strictly limited-edition sets of 1,000 pieces worldwide. The 15 Cards in the First Doctor set are: The First Doctor TARDIS (at Totter’s Yard) Ian Chesterton (at Totter’s Yard) Barbara Wright Susan Foreman Skaro City Dalek The Daleks (Invading Earth) The Daleks Execution Squad The Cybermen (Invading Snowcap Base) Zarbi Koquillion The Monoids War Machines (Outside The Post Office Tower) Sensorite (Aboard Maitland’s Ship)

The Toymaker

 

Master Replicas’ Creative Director talks to Blogtor Who about the new cards Talking exclusively to Blogtor Who, Master Replicas’ Creative Director, Ben Robinson, explained some of the design decisions with the set, including the use of the original 1960s black and white photography. “We wanted the classic Doctor cards to reflect the era when the stories were made,” explains Robinson. “To me, Hartnell and Troughton exist in black and white (although that first Doctor Who annual was in colour…) We knew from experience that printing on foil could be very effective and that’s really true for these cards. Koquillion, in particular, is so dramatic. Classic Daleks just look right in monochrome and the original Cybermen are mostly white and silver. “That brings up another thing: We did a bit of research that showed the original Cyberman costumes were quite strange colours. If you colourised them, what would you choose? Do you them the colour they actually were on set? Because that’s not the colour their creators meant them to be. “ Master Replicas are also seizing the opportunity to explore these classic characters and creatures, saying “When we did the original Battles in Time cards, we didn’t do any classic companions, so that was one of the first things on our agenda. In fact, we only did Doctors if they appeared on the modern show, so this was a real chance to dig into something we hadn’t done before. We had done some classic monsters, but only when there was colour photography or in those rare instances where it didn’t matter. “Doing new cards in black and white opened up all sorts of options we hadn’t had before (and I can never resist a Monoid).” The new Battles in Time sets, including the First Doctor, can be ordered from www.masterreplicas.com

The post Doctor Who: Battles in Time – The First Doctor is Here! appeared first on Blogtor Who.

Categories: Doctor Who Feeds

Arctic Amigurumi - Review and Giveaway

Moogly - Tue, 06/16/2026 - 15:00

Arctic Amigurumi: Step-by-Step Patterns for 18 Crochet Animals by Kristi Simpson and Kimberly Simpson features "cuddly creatures inspired by the icy tundra!" Take a peek inside, and enter to win your own copy of Arctic Amigurumi below! Disclaimer: I was given a copy of this book for review; all opinions are my own. This post […]

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Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of ACKS II Rpg - Skyship Construction & Combat

Swords & Stitchery - Tue, 06/16/2026 - 04:01
 Building a Sky-Ship (or Sky-Galley) using Warriors of the Red Planet (WotRP) within the framework of ACKS II turns a simple vehicular purchase into a major logistical, engineering, and financial project. This blog post picks up right from Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of ACKS II RpgIn ACKS II, large Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Video of the Day – SYFY, 2026

Blogtor Who - Tue, 06/16/2026 - 03:00

The post Video of the Day – SYFY, 2026 appeared first on Blogtor Who.

Categories: Doctor Who Feeds

Escape the Devil’s Eye

Ten Foot Pole - Mon, 06/15/2026 - 11:11
By David Hay
Third Castle Games
OSE
Levels 1-3

Travel from sun-drenched beaches to dense jungle trails, over vine-rope bridges and up volcanic cliffs. Encounter lizardmen, the living dead, diabolical cultists and worse. Find magical items, gold and perhaps some glory too. Or at least a good tale to tell, should you make it to the taverns of Hardwind Harbour. But don’t tarry too long – for dark smoke belches from the volcano and the earth trembles. Where will your party be when it erupts?

This 74 page adventure uses about 55 pages to describe sixteen points of interest, and some of their dungeons, on a tropical island you are shipwrecked on. It’s pretty good for what it is, combining some ok formatting and a more situational approach to the adventure. I wish the overall situation on the island, how it works together, was addressed just a little more.

Oh no! You’re shipwrecked on a topical island! You probably find your way to the pirate town and there you probably find out it’s a lot harder to join a pirate crew than I thought. The island, while it has a map, is laid out like a pointcrawl. Each location is either self-contained or has a small complex/’dungeon’ attached to it. A couple of caves, a town, a necropolis, ye olde volcano temple, and so on, each with between eight to, say, eighteen locations in them. 

Ostensibly you are trying to get off the island, and many of the paths/leads go to the pirate town where you can bargain with the pirates. There’s pirate intrigue in the town, of course, and everyone wants something in order to help you out. But, also, there are other things about. You can find a small rowboat at one beach, and you see a much smaller island offshore, and it has a ship on it. A cursed ship, as it turns out. Do you know how to sail? Do you know how to recruit sailors to man a cursed ship? 

And, thus, we see a larger kind of more traditional hex crawl sort of thing going on in this adventure. In those more traditional hex crawls there are generally resources and wants/needs from others that the party exploits to fulfill their needs. They are generally not explicitly noted, with perhaps a few linkages explicit but in most other cases the party comes up with some crazy thing to do to exploit hex Y to do something in hex X. And this adventure, while a pointcrawl, does much the same thing. There ARE explicit linkages between the sites, Bob wants you to deal with the cult or Frank needs their crew found before they can do THE THING. But there are more than enough resources, and weirdo things going on, that the party can exploit things of their own design as well. This is good. The designer has written the adventure to present situations, expanding that to also present some more traditional crawls, and that situation-forward writing is what enables the more free-form non-linear gameplay. And, as the adventure reiterates a couple of times: “oh, and don’t forget to make the volcano explode!” 

The more traditional “dungeons” are decent, as well. Underground passages to swim to are a great example of a kind of hidden area of a dungeon that a party paying attention to can discover to get a reward/danger. A bridge over a chasm … and exploring the BOTTOM of the chasm is another example of that. Something a little oblique but obviously present, that the party can poke their noses in to. It’s the ol “cave behind the waterfall’ thing that I love so much. There are also rope bridges over a valley, complete with a corpse hanging from it and wild baboons on it. Or crack in a sea cave floor with an old rowboat, rickety, spanning it. The old “sarcophagus with something inside banging on it to get out’ thing. The rooms, much like the hexes, generally have more than one thing going on in it and many times the dangers are telegraphed well. A pool with luminescent seaweed, and when you go fucking around inthe pool you find out its strangleweed. Well, the DM told you the fucking seaweed glowed, did you think it was just window dressing. For that room, in particular, there’s a sandy floor with footprints, a pool of water, with the underground passage, a howling sound coming from somewhere and then that seaweed, and it’s all handled in one column rather than droning on and on. 

As that column note implies, formatting and word count here is pretty spot on. There’s a little sections at the top of an entry that could be read-aloud or inspiration, with some bolded words that reference bullets deeper in the description. A couple of sentences for each bullet, and two to three for the read-aloud/summary. It’s easy to scan and easy to locate information. There is a case of three of information being presented a little late, with something more critical to the action being presented later in the description/bullets. If there’s an ancient red dragon in the room then maybe get to that part sooner rather than later, yes?

I do want to call out something I rarely do: the art. More than once in this I thought some associated art pieces did a GREAT job of bringing the room better to life, which is what I think ALL art in an adventure should do. I understand this is subjective to some degree, but I know it when I see it. Tommaso Devitofrancesco and Gary Trow are credited with the interior art and one/both of them did a good job. “This large room is filled with magnificently sculpted statues standing in rows. At one end of the room war relics are displayed – trophies taken from the Old Empire’s defeated foes. Mosaics depicting famous victories festoon the walls.” This is accompanied by an art piece of greek-style warrior statues on plinths that really brings home the scale of the room. It’s one of the few times that good art in an adventure made me want MORE art pieces to do the same for EVERY encounter. (Which I’d probably then bitch about, but, whatever.)

There’s not a lot of padding in this thing. A few pages of pre-gens and one page of magic items at the end. The preamble before the keys are focused on wanderers and other pertinent information. Still, I wish perhaps the ‘summary’ information was just a little more in depth. A better overview of the various linkages between sites and perhaps a bit more about … campaigning? Hiring a ship, living in town, a sentence on expeditions … this is an expansive adventure and the support for that part of the play could have been better. The whole “jungle vibe” thing doesn’t really come through much at all. I think this is related to the pointcrawl nature; the immersive jungle setting doesn’t come through because the journey to the next time is essentially abstracted in a point crawl. That doesn’t have to be bad, but it needs a little attention, I think, to bring the journey part to life. The sites feel weirdly disconnected, which I guess makes sense give the pointcrawl nature. But, as I said, the designer must then remedy this. And the lack of travel time issues almost certainly strengths this abstraction and minimizes the jungle vibe. 

Still, a pretty decent adventure. I’m happy I found it and happy to see what the publisher does next.

This is $16 at DriveThru. The preview is nine pages and shows you the entirety of the starting point/cave complex. It’s a good representation of the encounters to be found, and shows off the nice Glynn Seal maps. 

https://www.drivethrurpg.com/en/product/552809/escape-the-devil-s-eye?1892600

Categories: Tabletop Gaming Blogs

[Parsulan] Cold Hands, Stoneheart

Sorcerer's Skull - 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.

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