Thursday, December 31, 1970

🏆 Gridiron Chronicles 1970: Season end of the year report by the Earl of Hedges

 

🏆 Gridiron Chronicles 1970: 
The Hedges Bowl Kicks Off! Knights vs. Ravens: 1970 Season Opener!

The King is Dead, Long Live the Tribe
— A Final Retrospective on the Season of the Gambit —


Part I: The New Order and The Underbelly
Regular Season Highlights:
Part II: The Thanksgiving Day Massacre
Part III: The Final Showdown
The Championship Qualifier
The Grand Final: Blackwood Ravens vs. Azatar Tribe
Part IV: The Council is Seized

Ladies and gentlemen, gridiron fanatics and pigskin connoisseurs, the wait is finally over! The air is crisp, the stadium lights are beaming, and the roar of the crowd is deafening – because it's GAME DAY at the legendary Hedges Bowl! This isn't just any game; it's the highly anticipated 1970 Season opener, pitting two titans of the league against each other in what promises to be an instant classic!


(The broadcast opens with a dramatic, sweeping shot of Nocturnis, all grit and shadow, before settling on a news desk covered in betting slips and a single, weathered football.)

The city of Nocturnis is still reeling. After a season that was less a sporting competition and more a political proxy war, the final whistle has blown on the inaugural Gridiron League season. The outcome—the victory of the Azatar Tribe—was not just an upset; it was a total political upheaval that dethroned the Blackwood empire and established a new, unpredictable order in the city.

This season was defined by one fact: The Meridian Gambit, the ruthless agreement struck in a penthouse, where every powerful family—from the ancient De la Cruz to the aggressive De Costa—agreed to end the street bloodshed and fight instead for control of the Council of the Families' Heads. This was the greatest show on earth, engineered by media mogul Silas Blackwood Sr., and the narrative played out exactly how he intended... until the very end.

The 1970 season introduced a stark division of power. The league was split between the old-guard Founding Families—who based their teams on tradition, like the Knights of Hedges (Mara-template defense) and the Templar Knights (Halas-McCaskey discipline)—and the eight expansion teams brought in by Blackwood, featuring the supernatural and the ruthless.

Teams like the Trollgods Grey Gargoyles (industrial might) and the Salem Witchdoctors (Baron Samedi's power) added an unpredictable chaos. But no new team was more terrifying than the Underworld Denizens. Led by the Ratte Syndicate—a coalition of criminal families like the Ratto, Ratzen, and Myshkin—the Denizens were the physical manifestation of the city’s multiversal underbelly, using cheap players and rampant fouling as their core strategy.

Meanwhile, the Azatar Tribe and their Red Sun Council—led by figures inspired by activist templates like Juno Trill and Rusty Malice—fought with the primal conviction of a people determined to reclaim their sovereignty. Their on-field struggles, reflective of the Kansas City Chiefs’ own 7-5-2 regular-season fight, showed their resilience, but few predicted they would survive the winter.

The season was a duel for top seeding. Blackwood’s flagship Ravens (11-3) dominated the Southern Division with tactical precision, while the Coastal Corsairs and the Divine Wind carved up the Western Conference. Every game was a power play, every late-game injury a whisper of political sabotage. The public saw sports; the families saw a body count on the way to the council throne.

The playoffs began on Thanksgiving weekend, a media spectacle branded as The Thanksgiving Day Slaughter Matches and Wild Card Playoffs. This was not just a name; it was a promise, tying into the city's NWL faction wars to create a unified festival of televised brutality.

The first major power play came not from the field, but from the boardroom. The Knights of Hedges, through a politically charged maneuver, secured an unprecedented bye straight to the final round of the championship, avoiding the bloodbath. This controversial move, a clear sign the Meridian Gambit rules were being manipulated, made them the instant villains of the postseason.

This left the rest of the contenders to fight for their lives in the Divisional Round:

  • Blackwood Ravens vs. Divine Wind: This was Silas Blackwood’s first act of playoff manipulation. He pitted his Ravens against the Divine Wind, ensuring the organized crime syndicate—a major power competitor—was eliminated early in the tournament. The Ravens won a tactical masterclass, eliminating the Tongs' influence from the Council race.

  • Azatar Tribe vs. Stone Goliaths: In a clash of old-world industry versus indigenous might, the Azatar Tribe defeated the formidable Goliaths. The win was a testament to their unwavering spirit, pushing them to the edge of the final showdown.

The stage was set: The Azatar Tribe, the underdog, had to get past the politically maneuvering Knights of Hedges to face Blackwood’s Ravens for the entire city.

The first championship game was a true proxy war: the cunning, politically maneuvering Knights of Hedges against the Azatar Tribe, fighting for their spiritual sovereignty. The Knights' defense, built on generations of secrets and discipline, finally met its match. The Azatar's primal power and relentless will, directed by the Red Sun Council, broke through the defensive lines, proving that heart and land are more powerful than political maneuvering. The Azatar Tribe won, setting up the ultimate final.

This was the war for the soul of Nocturnis. Silas Blackwood's Ravens—cunning, efficient, and representing the new corporate future of the city—against the Azatar Tribe, representing the original inhabitants and the raw spirit of the valley. Every viewer, every bookie, every family head knew who Blackwood wanted to win.

But the Azatar Tribe, fueled by a purpose far greater than a championship, fought with a savage intensity that the Ravens’ calculated tactics could not contain. The Ravens were outmatched not by strength, but by spiritual conviction. The final whistle blew, and the Azatar Tribe had achieved the impossible.

The consequences were immediate, shaking the foundations of every major family in Nocturnis:

The Azatar Tribe are the inaugural Gridiron League champions. By virtue of this victory, the Azatar Indians have now seized the Council of the Families' Heads, instantly changing the political landscape of the city. Silas Blackwood Sr., for the first time in memory, failed to secure the ultimate prize.

Adding to the shock, the Mayor (Blackwood’s brother) publicly accepted the result, granting the Azatar Tribe immediate free reign over the city's council affairs, solidifying their power and upholding the integrity of the Meridian Gambit... officially.

But even as the celebrations begin, a new shadow lengthens over Nocturnis. The Barlow family, who were left completely out of the Meridian Gambit and ignored by Blackwood, are now plotting their revenge. They will not accept the Azatar’s rule, nor Blackwood’s defeat. They are the new wild card, preparing to fight back through or by other means.

The Gridiron League has crowned its champion, but for Nocturnis, the war has just begun. The question now is: What will the Barlow family do when the new season begins?


(The blog post ends with a final image of a stylized football helmet, with a single feather resting on top. Below the image, the words "Tune in next season for Gridiron Chronicles 1971..." fade into the shadows.)


Wednesday, December 30, 1970

Saturday Morning Cartoon Year in Review: 1970 – A Groovy Goodbye to a Decade, A Grand Hello to Another!



Well, here we are, December 30th, 1970. The scent of pine needles is still in the air from Christmas, and the promise of a brand-new year, 1971, is just hours away. Before we dive headfirst into the future, I wanted to take a moment to look back at what truly mattered most to us kids every single week: Saturday morning cartoons. And let me tell you, 1970 delivered in spades.


This year felt like a turning point. The late sixties had given us some classics, but 1970 brought a fresh wave of energy, a distinct '70s vibe that was all about music, mystery, and a healthy dose of pure, unadulterated fun. It was a golden age, with three major networks—CBS, ABC, and NBC—all vying for our precious morning hours, each unleashing their animated arsenals to capture our imaginations.


The undisputed heavyweight champion of the year, without a doubt, remained CBS's Scooby-Doo, Where Are You!. Even though it technically debuted in '69, 1970 was its year to truly solidify its legendary status. Every single Saturday, the Mystery Machine rolled onto our screens, and we were hooked. Fred’s traps, Velma’s smarts, Daphne’s occasional peril, Shaggy’s perpetual hunger, and of course, Scooby’s cowardly heroics – it was the perfect blend of spooky thrills and laugh-out-loud humor. You'd find yourself trying to guess who the "monster" really was right along with the gang. It was the benchmark for cartoon mysteries, and frankly, nothing else quite matched its consistent brilliance.


CBS also continued to charm us with the wholesome, musical antics of The Archie Show and the bewitching fun of Sabrina and the Groovie Goolies. These shows had that irresistible pop sensibility, with catchy songs that would stick in your head all day. And speaking of music, 1970 introduced a phenomenal new contender to the cartoon band craze: ABC's Josie and the Pussycats. From the moment they burst onto the screen with their leopard-print outfits and that killer theme song, they were an instant sensation. A rock band that travels the world getting tangled up in spy adventures? It was brilliant! Josie, Melody, Valerie, and their hapless manager Alexander, along with his sister Alexandra, brought a new level of glamour and adventure to Saturday mornings. Their songs were actual hits in our minds, and every week felt like a mini-concert.


NBC wasn't to be outdone. While they had solid performers like the venerable Bugs Bunny/Road Runner Hour – a timeless treasure that always guaranteed classic gags and perpetual chase scenes – they also pushed the boundaries with their live-action-hybrid shows. H.R. Pufnstuf, a fantastical journey through Living Island that debuted in late '69, continued to captivate us with its vivid, slightly psychedelic world and memorable characters like Freddy the Flute. And in 1970, it was joined by The Bugaloos, another Sid and Marty Krofft creation. These four insect-winged musicians, living in a magical forest, brought more catchy tunes and whimsical adventures, proving that Saturday mornings weren't just for animation anymore.


Beyond the major hits, there were other notable additions and mainstays. ABC's Harlem Globetrotters animated series brought the incredible skills and comedy of the real-life basketball legends to cartoon form, with them fighting crime between games. And for the motorheads among us, Hot Wheels delivered high-octane racing action, bringing our favorite toy cars to life on the screen. Shows like The Pink Panther Show on NBC, with its sophisticated, often silent humor, offered a unique alternative, while the various iterations of Tom and Jerry or other classic Hanna-Barbera shorts provided reliable bursts of slapstick.


Of course, the shows weren't the only stars of Saturday morning. The commercials were just as much a part of the experience. The jingles for sugary cereals like Lucky Charms or Trix, the vibrant ads for new action figures, board games like Mouse Trap, or the latest Mattel Hot Wheels tracks – they were all part of the ritual. You’d rush back from the bathroom during a commercial break, not wanting to miss a single second, but also subtly influenced by the bright, energetic pitches for toys and treats.


Looking back, 1970 felt like a vibrant explosion of creativity. The animation was getting smoother, the stories were becoming more complex (well, for a kid's show!), and the music was undeniable. It was a year where you knew exactly where you wanted to be every Saturday morning, sprawled out on the living room floor, bowl of cereal in hand, completely lost in these incredible worlds. As the countdown to 1971 begins, I can't help but wonder what new heroes, crazy creatures, and rock 'n' roll bands await us. But one thing is for sure: 1970 cemented Saturday mornings as the absolute best part of the week, a magical escape that we'll always remember.

Sunday, December 6, 1970

Where No Toys Have Gone Before - Star Trek The 1970s Toy Boom


Where No Toys Have Gone Before - Star Trek Early Star Trek Toys (1967-1969)


The 1970s Toy Boom

A Personal Touch: Inheriting the Stars

You know, one of my favorite blog posts I ever wrote was called "Where No Toys Have Gone Before - Star Trek," and it's all about the fascinating world of vintage Star Trek toys.

It really dives into how Star Trek, which first hit our screens on September 8, 1966, changed science fiction forever. With Captain Kirk, Spock, and Dr. McCoy leading the crew of the U.S.S. Enterprise, the show explored new worlds and promoted values like justice and peace in the 23rd century.

Gene Roddenberry, the show's creator, originally pitched it as a "Wagon Train to the Stars." But he had a deeper vision: to use science fiction to explore real-world issues like the Vietnam War and civil rights, cleverly getting past network censors. It's wild to think that this show, now a huge franchise with multiple spin-offs and movies, almost didn't make it! The first pilot, "The Cage," was deemed "too cerebral," and they even had issues with Spock looking "too satanic."

When Star Trek first aired, ratings were low, and NBC almost canceled it after the first season. It was only thanks to passionate fans and even Lucille Ball, whose Desilu Productions made the show, that it got two more seasons. Once it hit syndication in 1969, it became a massive cult phenomenon, leading to conventions and a flood of merchandise.

It's interesting to note that while the show started in 1966, most of the initial toys and memorabilia didn't come out until 1967 or later.

One of the earliest items was the Ideal Toy Company's Star Trek board game from 1967. It had cool illustrations of Kirk, Spock, and Uhura, and the goal was to navigate your spaceship from Earth to different planets and back.

Aluminum Metal Toys (AMT), famous for their car model kits, got the exclusive rights to make Star Trek plastic model kits. They released a U.S.S. Enterprise model kit in 1967, which even had battery-operated lights in its original version! Later, they added a Klingon Battle Cruiser and a Spock figure.

Remco also jumped into the Star Trek toy scene in 1967 with items like their "Tracer Gun" (a ray gun that shot plastic discs) and a "Tracer Scope" gun. Though some of these early guns were a bit generic, their packaging often featured fantastic graphics that collectors now highly seek. Remco later released a much-loved plastic Utility Belt Set, complete with a Phaser, Communicator, and Tricorder.

Other notable items from 1967 included a set of 72 Leaf trading cards with black and white photos, and a Mr. Spock children's Halloween costume by Ben Cooper. These are super rare now! Gold Key also started publishing a series of 61 Star Trek comic books in 1967, and the first Star Trek novel, Mission to Horatius, came out in 1968.

The 1970s brought a huge wave of Star Trek merchandise, largely thanks to Mego Corporation and Azrak-Hamway International, Inc. (AHI). Mego became a giant in the toy industry with their 8-inch action figures. Their Star Trek line, released in 1974, is considered one of their best. It included Kirk, Spock, McCoy, Scotty, and a Klingon, with Lt. Uhura added later. These figures had detailed head sculpts, cloth costumes, and accessories like tricorders and phasers.

Mego also produced impressive playsets like the U.S.S. Enterprise bridge playset, which even had a "Transporter" function to make figures "disappear." While not perfectly screen-accurate, kids loved it, and it could fold up into a carry case. They also made a "Mission to Gamma VI" playset featuring an ancient temple and alien monsters. Mego's "Aliens" line of figures, including characters like the Gorn and Romulan, are incredibly hard to find today and can fetch hundreds of dollars.

When Star Trek: The Motion Picture came out in 1979, Mego released figures in smaller 3 ¾-inch and 12-inch scales, following the trend set by Star Wars toys.

AHI, known for their "rack toys," also released several popular, quirky Star Trek items, like a parachuting Mr. Spock figure and a U.S.S. Enterprise with a helicopter blade that could be launched into the sky. These items were often cheaper in quality and are now very rare to find in good condition.

Other memorable 70s collectibles include Book and Record sets from Peter Pan/Power Records, View-Master reels from GAF, Dr. Pepper drinking glasses, and various puzzles and activity books.

These toys brought countless hours of joy to kids back then. With new Star Trek movies and shows still coming out, it's great to see new generations of "Trekkers" and "Trekkies" get to experience the magic, and hopefully, enjoy their toys as much as we did (and still do!).

It's amazing to hear about the history of Satar Trek toys, and it's even more special when it's personal. For me, that history came alive because my parents were huge fans and collected all the original merchandise. When I was born, they passed that entire collection down to me. So, I truly was a Star Trek baby boomer, surrounded by the Enterprise, phasers, and tricorders from day one. It wasn't just a TV show or a line of toys; it was a part of my upbringing, a tangible connection to the optimism and adventure of the 23rd century that my parents cherished. Playing with those original pieces wasn't just fun; it was like stepping into their fandom, and now, it's a piece of my own story.

Yours for now, Captain Hedges