Showing posts with label necromancy. Show all posts
Showing posts with label necromancy. Show all posts

Friday, July 31, 2026

MINOR SUPER-VILLAIN 988: FORD

(Jackpot Comics 003, 1941)



We meet Ford for the first time as he is knifing his fellow archaeologist Baker to death in an ancient Egyptian tomb, in order to be the sole possessor of the fabled Black Book of Sorcery which they have just found.

Two points about Ford right off the bat: 1. he is only ever called Ford. No first name, even! This is what I get for grumbling internally about how boring William Scott's name was. 2. He looks like the Devil. This makes sense in the context of a Mr Justice comic, as artist Sam Cooper was never shy about tying one's morality to their appearance, but in-universe, is it a reflection of the corruption of his soul or was he always that one archaeologist who looked like Satan?



Having secured the Black Book of Sorcery, Ford is now subject to critiques of how he uses it. His first effort involves raising the mummies that are housed in the temple from the dead in order to murder the remaining six archaeologists in the expedition and thus cover up his crime. I would call this a rash act, but then again I would probably try stealing the book before committing murder in the first place. I suppose Ford and I are just different people.


Next, he covers up the mummy murders by collapsing the entire temple on top of the bodies. This is a pretty wild stunt for an archaeologist of all people to pull, and on top of that it's not even a great way to conceal some bodies, as rubble is famously clearable. It's also a waste of a number of perfectly good mummies, mummies who might have been some help in cleaning up a crime scene.



Having made his way back to the unnamed city that both he and Mr Justice call home, Ford attempts to profit off of his new mastery of the necromantic arts by raising deceased millionaire's son John Grant from the dead to hit up his parents for a loan. Ethical considerations aside, this kind of thing isn't the worst way to make some dough via dark magic: you could emotionally blackmail the parents with the thought of their child being condemned to a miserable half-dead existence, or maybe use privileged family information to commit some sort of financial fraud or very precise burglary, for example. 

Ford just sends Grant to bust down the front door and demand cash, which is a total bust as Grant's parents are left feeling more existentially horrified than inclined to pay out.  Honestly, if smash-and-grab stuff like this is all that you're going to use necromancy for you might as well stick with the squad of beefcake mummies rather than raising up bespoke dead guys for every job.

This is the point that Mr Justice gets involved in the story, by the way. You can't do dark majick inside the borders of [CITY NAME NOT FOUND] and hope to escape his gaze.



For his final trick, Ford summons the very off-model spirit of Nero, "the most horrible tyrant the world has ever known" as a counter to Mr Justice. Nero in turn proposes a sort of ghost road trip to the Edge of Infinity to access the Immunity Vacuum and become immortal in a way that is distinct from the immortality already enjoyed by the souls of the dead in the Mr Justice cosmology.



Perhaps the Immunity Vacuum confers a version of immortality that prevents one's soul from being beaten up by another ghost and thrown into the "depths of eternal nothingness," never to emerge, and if it is it's too bad for Ford and Nero that the latter's chariot isn't faster because that's exactly what Mr Justice does to them.

Unsurprisingly, this kills Ford's body, which makes it simplicity itself for Mr Justice to collect the Black Book of Sorcery and use the convenient self-destruct spell that it holds to render it blank.

Categorized in: Accessories (Book of Magic), Day Jobs (Archaeologists), Supercrime (Necromancy)

Wednesday, July 29, 2026

MINOR SUPER-VILLAIN 986: THE ZOMBIE MASTER

(Jackpot Comics 001, 1941)



Zarro, the Zombie Master, is yet another take on an evil Haitian voodoo practitioner: we've seen 'em before and we'll see 'em again. He is recruited by a couple of pseudo-Nazis named Karl Bezdek and Hugo Kempf for help in setting up a factory that uses zombies as workers in the production of war material for the Axis. Like the other Zombie Master we have covered, this one is a vibrant shade of green, just like a cartoon zombie, though I'm not entirely sure when that particular colour association started.


I am going to lay out Karl and Hugo's plan before telling you why I'm mad about it:

1. Pose as magazine photographers in order to get total access to the defense factories in the as-yet unnamed city that Mr Justice calls home (the risk of targeting a city with a super-hero is leavened by the fact that it has the world's most gullible mayor).

2. Photograph as many workers as possible.


3. Zarro uses the photographs as sympathetic magic links to the workers (plucking them out of the photographs = very cool) and kills them.

4. The worker's bodies are stolen and shipped to Haiti for use in the factory.

So why does this plan make me mad? Because I want to critique it but I can't. See, it's a bad and inefficient plan with a lot of unnecessary steps, but only if the only goal is to make money. But that isn't the goal! Karl and Hugo are spies for a fascist nation! Their goal is to hamper US war production while simultaneously boosting that of their own country using the Haitian zombie factory, and they have done both! It's maddening! The only real flaw I can find is that the graverobbing and body shipping are a bit involved but I can't really think of a good alternative that doesn't introduce more points of failure to the plan.



The risk of super-hero vs reward of gullible mayor calculation that we discussed earlier does in fact prove to be the trio's downfall, as Mr Justice is able to make his way to Haiti (and please note the surprisingly grody-looking zombies that he finds there) thanks to a minor kidnapping subplot and strangle the Zombie Master, which in turn restores the workers to life. One smashed up Axis factory later, everyone is on the way back to [CITY NAME NOT FOUND].

Categorized in: Generica (Masters), Powers (Magic (Create Zombies)), Supranormal Beings (Zombies))

Tuesday, May 19, 2026

MINOR SUPER-VILLAIN 965: DR THORNE

(Fantastic Comics 014, 1941)


We open on a mysterious figure using backwards-talk magic to raise hundreds of spirits from their graves and shunt them into the Fourth Dimension. To what end? We shall learn that soon!

Flip Falcon, expert in all things fourth dimensional. is contacted by Dr Thorne of the Institute of Science asking for help with this problem. You might have noticed that Dr Thorne is also the name of Minor Super Villain 965, and that is because they are the same guy. This is a trap, and Flip should be able to see that because while the border between the Third Dimension and the Fourth has proven to be quite permeable over the course of his comic adventures the idea that the missing bodies have travelled interdimensionally should not occur to any but the perpetrator. 

Please also note that despite Dr Thorne's minions being consistently described as ghost of spirits, their bodies are also dug up as part of his little necromantic ritual. Perhaps Thorne did so so that there would be evidence to point at in order to draw Flip in?



Flip investigates and finds that the ghosts are indeed hanging around in the Fourth Dimension. He also finds (and is taken prisoner by) Dr Thorne, who knows that anyone hoping to engage in Fourth Dimensional villainy needs to take care of Flip Falcon first.



Flip is transported to Thorne's lab in his Castle of Misery (great name) where his dimensional energy-charged body is used as a battery to fill up the ghosts with extra ghost-energy that kills humans on contact. We can only speculate as to why Thorne is mass-murdering humans in this manner - perhaps its no more complicated than the classic necromancer's desire to create more ghostly minions.


For all that he has been a capable villain so far, Dr Thorne is in no way OSHA compliant, and he is electrocuted seemingly the instant a light tap from Flip causes him to sprawl over his instrument panel. Flip risks his life by touching the machinery long enough to turn it off, causing the ghosts on Earth to fall down "dead," and all that's left is the cleanup. That is, if these spirits were in fact housed in all of those missing bodies and those bodies are now littering the city streets. If they were indeed purely spiritual entities we might have a situation in which there are just incorporeal bodies everywhere and nothing can be done about it. Horrifying claim to fame for this poor city!

Thursday, August 28, 2025

MINOR SUPER-VILLAIN 846: THE SORCERESS OF ZOOM

(Weird Comics 001, 1940)

The Sorceress of Zoom is just what it says on the tin: a sorceress from Zoom, which is a magical flying city that she lives in and controls. She's another of the Golden Age's surprisingly large number of headlining super-villains, only instead of being a mad scientist or a more conventional crook she is a mercurial magic woman who just kind of flies around harassing people. Sometimes she's almost okay and other times she's one of history's worst monsters - it's over all fun!

As has become the norm with these recurring villains, here is a litany of her crimes for 1940:

In her first outing, the Sorceress takes over a small American city for unclear reasons (a page is missing from the only available scan of the issue and I reckon that the answer lies there), but the main conflict involves the Sorceress' attempt to vamp a dude named Tom away from a lady named Janice. 

Sorceress' Motivation: caprice, lust

Inhabitants of Zoom: This is the first appearance of the Sorceress of Zoom's most frequent henchmen, a group of unnamed gobliny humanoids 



In Weird Comics 002, the Sorceress really ups the stakes. This might be her most villainous appearance, as she first attempts to get the king of Bango, a... European city-state? to surrender 300 people so that she can kill them and turn their corpses into her goblin-men, and when he refuses to do so, she razes the entire city and turns the slaughtered population of Bango en masse.

The only surviving Bangonian, Prince Paul, escapes to the nearby city-state of Zoda and when the Sorceress appears there, conceives of a plan to evaporate the cloud that Zoom sits upon - this marks the first of many times that Zoom is destroyed, but the Sorceress seems to be able to recreate it at will, so that's not as consequential as it seems.

I really enjoy the flying throne that the SoZ escapes on, so here it is.

Sorceress' Motivation: power

Inhabitants of Zoom: The same gobliny humanoids, now revealed to be necromantically created out of human corpses.


Weird Comics 003 really highlights the mercurial nature of the Sorceress' character, as she is fully the blameless protagonist here. She and her friend Allan are just hanging out in Zoom when a nefarious character called the Wizard attacks them and makes off with the entire dang city, forcing the Sorceress and the tuxedo-clad Allan to quest in search of it. The Wizard is number 1 of 5 upcoming Minor Super-Villain entries dealing with foes of the Sorceress, so more on him later.

Sorceress' Motivation: vengeance, good times

Inhabitants of Zoom: Seemingly just regular people, who are all slaughtered by the Wizard. The hazards of living in a magical city owned by a super-villain, I suppose. 

In Weird Comics 004, the Sorceress attempts to ally with a fellow called the Wizard of Zoro to take over the US (? Possibly - a sense of place is not the strong suit of the Sorceress of Zoom comics), but he is too full of himself to work with someone else, making him the second of our future entries and giving the Sorceress a real opportunity to show off her flying, lion-driven carriage as she makes a brief tactical retreat.

The Sorceress once again threatens to return and steal someone's fairly generic man at the end of this one, and as far as is shown she never really follows up on these impulses.

Sorceress' Motivation: vengeance, lust

Inhabitants of Zoom: The coachmen above are the only ones shown, so presumably more regular people have decided to live on the edge by inhabiting a magical villain's lair. 

 

Weird Comics 005 sees the Sorceress kidnapping the magical men who live in Nagpur, India, both to beef up her forces and to prove that she is better than them.


What the Sorceress doesn't count on is the fact that one of the magical men might have a magical son, and that magical son might effect a magical rescue. The magical men, once released, are able to prevent the Sorceress from making any more attempts to deprive them of their freedom.

This issue also attempts to inject some continuity and foreshadowing into the ongoing Sorceress of Zoom narrative with a bit of a cliffhanger about just what the general and the king in her cryo-chamber could be doing there. This is to my knowledge never revisited.

Sorceress' Motivation: pride, power

Inhabitants of Zoom: The gobliny humanoids are back!




In Weird Comics 006, a somewhat off-model Sorceress of Zoom attempts to take over the Middle East with the help of some dragons. This attempt is foiled by young Prince Ja'afar, who is gifted a protective amulet and a flying carpet by a friendly desert mage and invades Zoom to rescue his love, the Princess Shahzarad.

Sorceress' Motivation: power, lust

Inhabitants of Zoom: Slaves and dragons.



Weird Comics 007 sees the Sorceress transporting Zoom back in time to escape the chaos of the growing World War II. She ends up in Arthurian England, mixed up in a conflict between Sir Gareth of the Round Table (who she of course wants, carnally) and Morgana le Fay (upcoming minor super-villain 3/5), before being run out of town by Merlin.

Sorceress' Motivation: lust

Inhabitants of Zoom: Big beefy shirtless men, mostly. 

The Weird Comics 008 story is the first of what I think will be a pattern of adventures going forward: the Sorceress rolls into some area and starts causing trouble, then gets into a scrap, then undoes some or all of the mischief that she caused and leaves. My theory is that this is what she does when she gets bored.


In this case, the Sorceress annoys a young couple and attempts to seduce the man away from the woman (who has been turned into flowers, natch), then attempts to conquer a nearby city before having a real tussle with upcoming villain 4/5, the Super-Scientist, and leaving (after turning the flowers back into a lady).

This issue also features the second time that Zoom is destroyed and recreated.

Sorceress' Motivation: lust, boredom, power

Inhabitants of Zoom: the very cool-looking Vapor Men. 


Weird Comics 009 is another of these boredom issues, in which the Sorceress is ostensibly transporting some treasure out of the North African desert but really seems to just be having fun torturing the poor people who she has enslaved to do so. Eventually, she gets into a conflict with out final upcoming super-villain, Gobi, the Super-Wizard of the Desert, who wants to use the Sorceress' slaves as food for his vultures. Zoom is destroyed yet again this issue.

Sorceress' Motivation: wealth, boredom

Inhabitants of Zoom: None shown. 

That's it for the Sorceress of Zoom in 1940: stay tuned for her 1941 adventures! 


 

MINOR SUPER-VILLAIN 992: THE VAHINES

(Jungle Comics 013, 1941) The Vahines, aka the Tiger-Women of Wildmoon Mountain, have a plan: kill every other woman in the world, which wil...