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Friday, January 16, 2026

Gifts of the Magi


In the Latter Age of Earth, magi are those few born with the Mark, a quirk or atavism of their genetic code, that supports full activation of the nanotechnologic interface within their brains, allowing them to become users of the system enveloping the planet. With this linkage made and mastered, a magus may command and the world responds. They can open the vast subterranean vaults of the Ancients, contain and control willful spirits, and send clouds of doom upon their enemies. 

The magi of the several collegia seek out newly emerged mages to teach them to use their gifts. Those wild talents who are not initiated into a collegium are known as sorcerers. 

The place of the magi varies across the cultures of the world. Where the Instrumentality is at its strongest their practice is generally restricted, regulated, and monitored. Occasionally they are outright banned, but their abilities are simply too valuable to governments and even to the clergy for this to be a common practice.

Nevertheless, the life of a magus is often precarious. Superstitious common folk can easily turn against them, and Instrumentality zealots are often eager to find a reason to punish or imprison them. Beyond that, the very forces they wield and the knowledge they seek can easily prove dangerous to them as much as anyone else.

Wednesday, January 14, 2026

Wednesday Comics: DC, April 1985 (week 3)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at comics that were published on January 17, 1985.


New Teen Titans #7: José Luis García-López arrives as new penciler so this issue looks gorgeous, whatever else. We get the return of Azrael (though he isn't given that name in this issue). I appreciate that, even though this book and Tales aren't taking place at the same time, similar topics (like this winged alien) come up concurrently in both. It does make it difficult keeping recent events in each title straight, though. Anyway, not long after Azrael shows up, again declaring his love for Lilith, she's kidnapped by her mother, who turns out not only to be a ruthless businesswoman also the Titan of myth, Thia. The (Teen) Titans go to the Amazons for help with this Greek mythology stuff, but they find Paradise Island in ruins and all the Amazons gone.


Batman and the Outsiders #20: Aided by Jane Denniger, the whip-wielding Syonide and some goons go to kidnap Halo and her parents. They are working for Black Lightning foe Tobias Whale, who believes Violet Harper is feigning her amnesia and still has in her "photographic memory" a formula her and her deceased boyfriend stole. Halo manages to summon the Outsiders, but her parents still wind up getting killed by Syonide. As they are dying, she tells them she has regained her memory, and she loves them. At their graveside, she reveals to Katana that she still doesn't remember her past life at all and the lie was to comfort them.

While Jane Denniger is likely unreliable, her version of events paints the previous Violet Harper as more than the delinquent I had taken her for but a full-on sociopath. Nothing in the issue contradicts this narrative, though obviously as we still don't know how she was resurrected, there is more to be revealed. 


Blue Devil #11: Klein and Smith/Gustovich sub in with this even more humor-oriented that usual story. The Blue Devil movie is over-budget, Werner is breathing down Marla's neck to wrap things up, and Dan is sick. When Werner's auditor comes for a visit, an unconscious Dan dreams a series of surreal sequences where he is pursued by the super-villainous Auditor. In the end, though, the real auditor proves a nice guy, the movie is completed, and Dan gets medical attention. 

These recent issues make it seem like they book doesn't really have a direction.


Conqueror of the Barren Earth #3Cohn and Randall pick up where last issue left off with the armies of Zhengla confronting the Harashashan. Jinal maneuvers the situation so that the Harashashan join Zhengla's army of conquest. In all public ways she appears the loyal consort of the conqueror, but their all hints she may be playing bigger game. The rulers of D'Roz think so, as they fear Jinal will manipulate Zhengla into attacking them. They lay a trap with a community of stranded Qlov, but it backfires, and Jinal has to do little convincing to get Zhengla to turn his sights on the city.


Green Lantern #187: Well, the Wein and Gibbons run didn't amount to much, though they did introduce some new elements (namely the Predator and Hal giving up the ring) later teams will have to deal with. This issue is a fill-in by Kupperberg and Willingham before the new, regular team starts. After Rich's funeral, Carol and Hal both note the distance in their relationship, but neither knows the cause. It isn't helped when Carol finds the Predator in her house. He again declares his love, and Hal shows up to fight him, but gets beaten up. Meanwhile, Bruce Gordon decides to leave Ferris Aircraft, and Stewart as Green Lantern flubs the rescue of a space shuttle (though it turns out all right, no thanks to him). Frustrated by his mistakes, he goes to the Oans to request training, and they assign Katma Tui to help out.

There's a backup Tales of the Green Lantern Corps by Baron with atypically cartoony art from Rogers. It's the story of a mom Green Lantern that uses a bubble blown with her kid's toy to escape a yellow energy bubble.


Infinity, Inc. #13: This is the last issue penciled by Newton before his death. Shooter allowed Joe Rubinstein to temporarily waive his exclusive contract with Marvel to ink it.  Silver Scarab, Fury, Jade, and Nuke Four take a vacation on a secluded tropical island and do some skinny-dipping. They meet up with a woman named Rose who has been alone on the island sometime, studying its flora. That night they are attacked by Thorn who claims to be Rose's sister and wields plant control powers. They defeat her and leave, taking Rose with them, unaware that she and Thorn are actually the same person. 

There's a pinup at the end of this issue by a young artist named Todd McFarlane who we are told will be doing more work for Infinity, Inc. in the future.


Superman Special #3: The writing credit is Bridwell/Wein, and it definitely seems like a Bridwell story as part of it deals with tying up the loose end of a previous story establishing that a Daily Planet employee inadvertently discovered Superman's secret identity. After getting hypnotized by his nephew (a stage magician), he spills the secret. The nephew uses it to harass Clask briefly, all in good fun of course. Meanwhile, Superman is trying to deal with a reconstructed Amazo and bring in Professor Ivo. Superman manages to accomplish all this, then super-hypnotizes (with their consent) both the Planet employee and the magician to make then forget his identity.


Sgt. Rock #399: In the main story by Kanigher and Gonzales, Rock is with the remnant of Baker Company when they are ambushed by the SS and killed after surrendering. Easy finds the site of the massacre and Rock's dog tags, so they assume he is dead. But then who is pursuing and picking off the SS soldiers? Spoilers: Rock isn't dead.

The second story, written and drawn by Darren Auck is a futuristic story of two highly trained soldiers representing the two power blocs going at it one on one. The loser is surprised to find out he's being facing a robot.


Saga of Swamp Thing #35: Moore and Bissette/Totleben return to a bit of an environmentalist message as a toxic and deranged homeless man ("Nukeface") from a Pennsylvania town abandoned due to a coal seam fire and turned into a nuclear waste dump arrives at the swamps around Houma. He kills one man by sharing his deadly hootch, then poisons Swamp Thing. I had thought perhaps this issue was inspired by the 80s horror film Street Trash, but it predates it by over 2 years.


Warlord #90: I reviewed this issue here.


Who's Who #2This issue has a lot of bat characters. Earth-One Batman's text crowds his picture into a small size. They'll be more willing to give major characters two pages in later issues. Interesting, Azrael gets a half-page here, though he's only really had teaser appearances so far, it doesn't give the entry much to go on. Also, Black Canary is shown in a new costume--one that hasn't appeared in a story yet!

Monday, January 12, 2026

The Instrumentality of Humankind

 


Lately, I've been thinking about my Scavengers of the Latter Ages idea, which is sort of a "hard" science fantasy setting, and reconsidering some aspects. Here's a new take on clerics in the setting:

"We of the Institute receive an intensive historical inculcation; we know the men of the past, and we have projected dozens of possible future variations, which, without exception, are repulsive. Man, as he exists now, with all his faults and vices, a thousand gloriously irrational compromises between two thousand sterile absolutes – is optimal. Or so it seems to us who are men."

- Jack Vance, The Killing Machine

Clerics are ordained individuals in the service of the Instrumentality of Humankind. The purpose of their order is the preservation of Humanity and its restoration as stewards of the Earth. To this end, they seek to discourage the worship of false gods such as digital minds and alien entities, and to limit and manage technologies that might alter humanity or thwart its destiny.

While the Instrumentality is technically a nonreligious entity, its organization and trappings mimic religious forms, and its exoteric teachings (officially allegorical) regarding the Earth Mother and the Primeval or Cosmic Man form the basis of a folk belief system, and this system, along with Instrumentality's ceremonies and rituals have developed into a civic religion in many places.

The Instrumentality is not a group of luddites, despite their goals. They hold technology must be understood and mastered, so that what is valuable maybe used for the benefit of humanity, but not it's transformation. They maintain, for instance, almost total control of advance healing techniques, and can wield terrible weapons if the need arises.

The Institute of Vance's Demon Princes series and the Church of Foster's Humanx Commonwealth are a big influence here but pushed in a more Dune direction by the Terran Chantry Ruocchio's Sun Eater series.

Friday, January 9, 2026

Demons in the White City


Our Land of Azurth 5e game continued last weekend, with the Clockwork Princess Viola revealing the new plan she had come up with for defeating the Wizard. Her worry was the full-on assault she and the other princesses had been planning was too fraught and would lead to too much loss of life. She had realized the Wizard could be weakened by denying him the strength and knowledge he had built up sending copies or aspects of himself into time. 

The party's adventures, as dutifully recorded by the fans in the Domed City of Yai, show that they had encountered the younger astral projection of the Wizard, Roderick Drue. They had also encountered a Shadow duplicate of him in the Half-Real Tower. If the Wizard could be denied these two, he would be weakened.

There was some debate over what "denial" entailed. It was decided killing was an option, but capture was sufficient, so long as the operation moved quickly and was followed by an attack on the Wizard.

Roderick Drue had claimed to have been sent from a place called Chicago in 1893. A time and place far in the past. Luckily, Viola has a time machine. After getting appropriate clothing from Yai, a map of a place called the Columbian Exposition, and a locator device, the party is ready to go.

Upon arrival, they are somewhat distracted by the strange sights and sounds, but they stay focused. As they get closer, they are startled to see the Wizard walking in conversation with Mortzengersturm (who the crowds don't seem to notice). They also are concerned when they discover they appear to be being shadowed by demonic creatures:

They trace young Drue to a hookah establishment in the Turkish Village, where he is meeting with Mortzengersturm and the Wizard.  The party has a jewel when crushed that will release a small cloud and transport anyone in it back to Azurth. When Dagmar and Zabra try to find a way to deliver that to Drue, the others have to leave the tent to engage the two demons encircling it.

The demons are defeated, but not before Mort and the Wizard become aware and move to beat a retreat with Drue in tow...

Wednesday, January 7, 2026

Wednesday Comics: DC, April 1985 (week 2)

I'm reading DC Comics' output from January 1980 (cover date) through Crisis! This week, I read the comics released the week of January 10, 1985. 


Batman #382: Moench and Hoberg/Nebres continue the story from last month's issue of Detective. Catwoman reveals to Vicki and Julia, and later arrivers Batman and Robin, that she tangled with Darkwolf in Egypt and in revenge he poisoned her panther and is out to kill her. After Diablo (the panther) dies, Catwoman vows revenge herself, and Batman agrees to help her. Meanwhile, Darkwolf has made it to Gotham Airport and has hijacked a plan, demanding flight to Damascus. Catwoman goes undercover as a flight attendant while Batman attaches himself to the wing with a parachute. Amazingly, this plan works (sort of) and Darkwolf is defeated, Batman takes the plan in for an emergency landing after the pilot is knocked out, and Catwoman appears to have been killed after falling out of the plan with a grenade in hand after grappling with Darkwolf. 


Amethyst #4: Schaffenberger is on pencils this issue and it gives it a more cartoony look. Amy wakes up back in our world, no worse for wear, but evil is still on the move in Gemworld, and she's soon called back for a brief visit. A muscular, hooded figure hovers over Citrina's bed and brags about his plans to destroy her, before Amethyst's appearance chases him away. Sardonyx has survived the destruction of his city, but a strange, little creature demands he do its bidding if he wants to see his people again. 

Back on Earth, new student Carl Nelligan starts school, but Amy and Emmy know he's Carnelian. When they catch a little gremlin spying on them, they chase it back to Carl's basement where they find a machine for enhancing magical energy. They are threatened then attacked by his Uncle Orville who looks like Dark Opal but turns out to be a robot. The issue ends with the girls in the robot's clutches.


Arak Son of Thunder #43: The Thomases and DeZuniga bring Arak to Kur, the Sumerian Underworld. He manages to rescue Satyricus from the procession of the dead, but Valda has already been brough before Ereshkigal, Queen of the Underworld, and the stone judges of the dead. Arak begins to struggle against the beastmen Anunnaki. His loyalty inspires Gilgamesh, one of the judges, who jumps to join their fight and returns to flesh. Eventually Ereshkigal gives up and allows Arak and his companions to go free--if they can find a passage out of Kur. They succeed in doing so, but back in the living world Gilgamesh lays down and returns to dust. The others continue onward to Angelica's temple which now appears abandoned.


Camelot 3000 #12: After over 2 years, this series reaches its conclusion. Barr and Bolland bring Arthur and surviving knights of the round table to their final confrontation (this cycle, perhaps) with Mordred and Morgan le Fay and her alien allies. Mordred wears armor made of the grail, but that isn't enough to save him from his father's wrath. After Merlin is released, Morgan is left to the mercy of the disease warping her flesh. Galahad loses his life in the battle, and Arthur sacrifices himself for the others. In the epilogue, Tom Prentiss is helping rebuild the Earth, Tristan has at least decided to accept his female body and move on with Isolda, and Guinevere and Lancelot are expecting a baby, which they both hope is Arthur's. Meanwhile, an alien pulls a sword from the stone...

This series mostly gets by on Bolland's art, but Barr's story is better in collection form rather than dragged like it was in its original run.


Flash #344: I feel like what an already languidly paced story arc doesn't need is reprints to give unnecessary backstory, but that's just what we get as Bates and Infantino have Kid Flash take the stand. We get the origin of Kid Flash from Flash #110 and the story where Kid Flash learns the Flash's secret ID from Flash #149, both by Broome and Infantino. We end in the present on Kid Flash's bombshell admission that in his opinion it was unnecessary for the Flash to use deadly force against the Reverse Flash.


G.I. Combat #276: There's only one real Haunted Tank story this issue. The trauma of war has made Jeb cold and distant, an ironic parallel to a German cyborg tank commander that is sent against Stuart's Raiders. Confrontation with the cold steel foe awakens Jeb's humanity. 

There's also a Mercenaries story, where the trio is perhaps in North Africa, hired to help an Arab general, but they find the general has been overthrown by a people's revolution. They decide that's maybe for the best, but the General and his wife coerce them into working for them. As is the pattern of these stories, the Mercenaries manage to turn the tables, doing what's right, but they don't get paid.

One of the non-series stories is by Kashdan/Carillo and involves an aerial spotter for artillery who is forced to give his life in a kamikaze dive to hit one last target. The other is by Drake/Barnes and is one of those stories whose heart is in the right place as it deals with the prejudice faced by Japanese American soldiers but manages to engage in unfortunate stereotypes. 


Jemm, Son of Saturn #7: Potter and Colan/MacLoed seem to be bringing story threads together post the mid-point of the series. Synn and her Koolar warriors met Tull who is indeed much more powerful than I initially thought due to his knowledge of advanced technology. They make an alliance with him agreeing to lead them to the Red Saturnians in exchange for him being allowed to drain the energy of a Koolar to extend his life.

Meanwhile, Jogarr keeps Jemm virtually a prisoner in New Bhok. Given that Jemm fulfills an ancient prophecy he and some of his council fear knowledge of his existence would cause a religious frenzy and social disruption in their community. However, when the actions of a Bishop of New Bhok and an attack by a subterranean bentu accidentally conspire to reveal Jemm to the populace, Jogarr's fears appear to be coming to fruition.


Legion of Super-Heroes #9: Lightle and Mahlstedt are really working well here; this issue looks great. After their stopover in DC Comics Presents last week, the lost Legionnaires are home at last. Element Lad reunites with Shvaughn Erin, but duty keeps getting in the way of them being together until the very end of the issue, as Sklarian raiders are found in Hong Kong. Meanwhile, a much more assertive Shrinking Violet confronts Yera Allon, the investigation begins into who shot Laurel Kent and why, and Timber Wolf frets over his role in settling Karate Kid's estate.


Omega Men #24: Shawn McManus comes on for art on this story. Kalista returns to her childhood haunts to reminisce over happier times on Euphorix. She has also secreted Dulak away in a hunting knowledge nearby and visits him. Dulak has been duped by his Branx allies, though, and Harry Hokum directs a plan to kill Kallista. It fails, and Kallista forgives Dulak, even spends a night with him, but can't return his love because she is queen. She leaves the forest and returns to her duties.

This title has felt directionless for a while, but this issue makes me consider whether it really would been better just to lean into that and make it an anthology about the weird worlds and peoples of Vega. Apparently, the editors are thinking something similar as they've already announced the upcoming "Tales of Vega" backup series.


Star Trek #11: Kirk and crew run a daring gambit to neutralize the Terran Empire. In the Mirror Universe, the Excelsior reports to High Command and Kirk (impersonating Mirror-Kirk) argues now is the time to strike the universe of the Federation. He is tasked with leading the strike force, which he plans to betray. Later, Marlena helps him make contact with the rebels, who to his surprise include Mirror-David! Unfortunately, the Empire has spies. Just as the strike force has gathered, the High Councilor gives the command for the assembled ships to turn on Excelsior. Another good, very Trekian, installment from Barr and Sutton/Villagran.


Superman #406: You can frequently count on the Superman titles to have odd stories, and Kupperberg and Norvick/Hunt continue the tradition. Former wrestler Mo Ramboe is angry that Superman stole his former stage name. Since he's had prophetic dreams in the past, he's happy when he dreams he defeats Superman in the ring and takes back his name; His brother the mobster is also happy because he sees the chance to increase his power in the Metropolis underworld. Meanwhile, Superman begins to experience periodic failure in his Superman strength before he feels inexorably drawn to the arena where Ramboe is going to fight and beat him has the gang leaders of the city watch. Once Superman is beaten, though, his strength returns and he easily takes down Ramboe in an immediate rematch, and Ramboe's brother's mob boss dreams are quashed. 

The second story by Boldman and Saviuk/Kesel makes a more sense but is (perhaps) sillier. A "Can You Stump Superman?" contest is held on to benefit the Lung Foundation. The contest is realized as an attempt to determine what Superman can't do that Earthlings can. Two crooks try to take advantage of the contest to plant a bomb in the Fortress of Solitude, but most of the story is just people's guesses and Superman proving them wrong. In the end, it turns out Superman can't actually inhale if he tries to smoke.


Talent Showcase #16: As promised in last issues editorial, the talent is no longer "new," so that's dropped from the title. We still seem to be getting the same level of "not ready for primetime" stories, though. Eric Shanower is up first with a fantasy story in a vaguely Ancient Egyptian setting that doesn't amount to much, even lampshading it's pat resolution in the final panel. There are three one-page gag strips by Agustin Más, then the rest of the issue is given over the science fiction, albeit one story has a superhero bent. The first has a woman scientist overcoming sexism, but I can't remember much else other than it has to do with FTL travel.

The last story is multi-part and is the origin of the hero Collapsar by Ashley Tillman and Stan Woch. Tillman's only published comic work is in this title, though he was more involved in comics fandom, organizing the 1978 Charlotte NC comics convention. "Collapsar" is the story of a scientist working with a team planning to send an ape into a black hole who discovers he has a terminal disease and decides to take the trip instead of the ape. He doesn't die but finds an inhabited world on the otherside and is transformed into a cosmic superhero form with indigo skin, pupilless eyes, red hair, and these Starlin-y sparkles.  DC publisher a Collapser series from Young Animal about a guy who gets a blackhole in his chest and gains super-powers. I wonder if the writers were aware of this earlier character?

Monday, January 5, 2026

The Stranger Realm of Dungeons & Dragons


I got around to watching the series finale of Stranger Things this weekend, and it gave me the idea for setting combining elements of that show and the Dungeons & Dragons cartoon series that ran from 1983-86.

We start with the secret experimentation with psychic phenomena in a small town. Through this experiment, a psychic rift to another world is opened. The reality of this world is either maleable or difficult for the human mind to comprehend. The psychic kid raised in isolation for the experiment, doesn't add much detail to the world and its denizens, but thanks to rift, the other world (or an entity in it) begins to make contact with the minds of other, susceptible individuals in the town.

One of these kids plays D&D, so the world begins to frame itself (or become framed) to humans in D&D terms. It's a small realm in Gygaxian fashion just a funhouse mirror of the kid's own surroundings, but with a fantasy Medieval adventure overlay.

Either of their own accord or as recruits of the shadowy researchers the kids would begin to explore this realm of Dungeons & Dragons. The psychic avatars of the kids are often imbued with the classes and abilities of their game characters but mentally and emotionally remain the kids that they are.

There's a dark power in this fantasy realm, though. A demonic sorcerer with origins in our world as well--and a desire to make the two realms one under his rule.

Wednesday, December 31, 2025

Wednesday Comics: DC, April 1985 (week 1)

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 January 3, 1985. 


Crisis on Infinite Earths #1: The build-up with hints and teases regarding the Monitor finally pays off as the title originally advertised as DC Universe arrives. Wolfman gives us an extensive intro explaining the rationale for the project (fix/modernize DC's convoluted multiverse) and how it came to be. The story he and Perez give us this issue is mostly setup, though. It starts at the beginning of time, telling us that what was intended to be one universe got fractured into many. We meet Pariah who watches an Earth consumed by nothingness, unable to interfere or to die with it, before he is transported to another imperiled Earth. This is Earth-Three, world of the Crime Syndicate. Those villains, despite their vast powers, are unable to stop the spread of antimatter, but they die as heroes, at least. The world's sole superhero, Alexander Luthor, rockets his infant son to another Earth before he and his wife are destroyed. 

The Monitor says the time is here, and sends forth his assistant Harbinger to select the champions they need: Solovar from the present of Earth-One, and Dawnstar from its future; Psycho-Pirate from Earth-Two's present, and Firebrand from the 1940s there; and Charlton's Blue Beetle makes his DC debut as he's recruited from Earth-Four. A Harbinger duplicate returns to Earth-One and collects Firestorm and (with the aid of Psycho-Pirate) Killer Frost. In the past, a Harbinger recruits Arion but becomes corrupted by a Shadow Demon.

The group is united at the Monitor's satellite, where their host steps out of the shadows and reveals himself at last.


Atari Force #16: Hannigan is on pencils this issue. Babe's foray against the ant creatures is successful, and Scanner One is able to break free and take off, but not before a few of the bugs get into the ship and start causing trouble. Luckily, Taz has her babies and tazlings have an inherent technical aptitude. They effect repairs and the ant-things are dealt with. Meanwhile, Dart is psychically contacted by Chris and the crew discovers that New Earth (and its universe) hasn't been destroyed after all. 


DC Comics Presents #80: Kupperberg and Swan/Hunt present a very much in-continuity team-up, as the Lost Legionnaires step through a stargate and wind up in a Metropolis inhabited by a bunch of Supermen who are out to attack them. It all turns out to be an overelaborate plot by Brainiac to escape the extra-universal realm he's been imprisoned in and get the Legionnaires to kill the real Superman once he shows up. Things don't go his way, though.


Fury of Firestorm #34: Conway and Kayanan/Kupperberg open where last issue left off. After the shock of setting off LeFlambeau's trap, Firestorm rallies and uses his powers to save New York. Meanwhile, the lab accident at the end of last issue has created a new Killer Frost. Ronnie is just about to finally have a take with Doreen about the state of their relationship, when he's whisked away to confront her as Firestorm. He winds up getting trapped under a mass of ice for his trouble. 


Jonni Thunder #2: The Thomases and Giordano/Esposito continue their superhero-detective hybrid story. Jonni is still trying to get all the players straight. She gets another visit from "Slim" Chance who wants the statue. That statue is stolen from her home, but Jonni tracks it to bottom-feeder P.I named Harrison Trump and his employer, a strip club owner called Red Nails--a woman who seems to know something of the mysterious Thunderbolt. In fact, even invoking the Thunderbolt may not save Jonni from Red Nails as she threatens to kill the P.I.'s unconscious body if Thunderbolt doesn't surrender.


Justice League of America #237: Conway and Patton/Maygar have Flash, Wonder Woman, and Superman return to the destroyed JLA satellite with no idea what has happened. In a continuity puzzle, they just got back from the adventure that began in issue 231 back in July of '84. Anyway, a self-destructing Soviet spy satellite leads them to the USSR where they are beaten by the keytar stylings of the Maestro, a super-villain in the service of General Gorki, who plans to stage a coup. Meanwhile, the new League sends Steel, Elongated Man, and Dale Gunn ask Hank Heywood to use his CIA contacts to find out why the three heroes have gone to the Soviet Union, but Heywood's bigoted and reactionary ways lead to Steel throwing him out a window, so the new League is without leads.


Tales of the Teen Titans #52: Wolfman and Buckler/DeCarlo continue what now seems like a "backdoor pilot" for a Searchers, Inc. (the organization founded by Jericho's mother) series. While Jericho and Amber, one of his mother's agents, go to Qurac to free Adeline Wilson, there confronting Cheshire and President Marlo, in the primary story of the issue. Over Changeling's protests, the Titans agree not to intervene in the matter, and so are sidelined. Alerted by Lilith's precognition, they instead go to STAR Labs, where an explosion frees the cryogenically preserved alien, a winged man who instantly falls for Lilith.


Robotech Defenders #2: The issue opens with an editorial revealing that the planned 3-issue series is only going to be two, but this issue is 32 pages and without ads. Our heroes and their giant robots are ambushed by the more numerous Grelon force, supplied with tech by a mysterious faction. The defenders are defeated, and Silky, pilot of Aqualos, is killed. Malek is captured but discovers that pushing the big red button in the cockpit brings the robot to life. She relays this to the others, and the non-sentient robots are able to fight their way free. Regrouping, the robots reveal to their pilots that they were beings from the planet Technor who uploaded their minds into the robot bodies. They are opposing the energy vampire S'Landrai who are using the Grelons to acquire worlds to drain.

With the help of a rebellious Grelon commander, the robots and pilots fight back and defeat the S'Landrai and their Grelon pawns. The ending suggests other adventures to come, but of course they never materialized.


Superman: The Secret Years #3: Rozakis and Swan/Schaffenberger reveal the full story of the death of Billy Cramer, Superboy's new friend and confidante. He dies trying to save a baby that it turns out isn't even in danger, sure that Superboy will save him, but Superboy is busy elsewhere with an emergency. Clark's guilt is worsened because he had been cold to Billy and Pete in the aftermath of his breakup with Lori Lemaris. Superboy is shaken in confidence and doubting his mission.


Vigilante 16: Kupperberg does a fill-in with Saviuk/Maygar on art. In the last days (or so he thinks now), before he gives up his crimefighter identity, Vigilante takes on a highly organized gang who is derailing subway trains and robbing the occupants after they beat up Marcia. It turns out the mugging have only been cover for a bigger job: robbing the collections train. Vigilante foils the plot and brings the gange to justice.


Wonder Woman #324: Thanks to the alien machinations related to Trevor's new gremlin pal, Glitch, the U.S. and the Soviet Union move closer to nuclear confrontation. Gardner Grayle (last seen in DC Comics Presents #57) is troubled by visions of this happening and sees Wonder Woman's and Steve Trevor's actions as a trigger. As the Atomic Knight, he first battles them, then teams up with them to attempt to stop nuclear war, only to have the situation further complicated by the arrival of the alien Ytirflirks who want Glitch back.