Just as I've occasionally expressed disappointment that Jerry Siegel's earliest SUPERMAN stories were underwhelming even for pulp-action fodder, I'm usually just as underwhelmed with Gardner Fox's stories for the Justice Society, even though by 1944 Fox had already produced a fair quantity of mythically interesting Batman and Hawkman stories.
"A Cure for the World" appeared on stands about a year before the end of World War Two, but does not, unlike a lot of wartime stories, concentrate on anti-Axis propaganda. It is a "message" story, though it provides a fascinating example of a story in which its subconscious *underthought* is somewhat out of sync with its conscious *overthought.* The latter, the overt message of the story, is the quest for understanding between individuals and groups of different backgrounds. However, the former, the underthought, emphasizes a slightly different theme: that understanding comes about better when the apparent alien offers some good or service useful to the greater culture.
The adventure begins as Doctor Mid-Nite sees a young boy being whaled on by two other boys. When the hero breaks things up, he's told that the one kid doesn't attend the same church as the other two, and they wanted to assert that their allegiance to their church made them better. (No difference between the creeds is mentioned: such explicitness would probably have been against DC company policy at the time.) Mid-Nite reminds the bullies what their country is supposed to be fighting for.
However, Mid-Nite is troubled enough by the incident to take the unnamed victim to visit the other members of the Justice Society. He seems to want his fellow heroes to explain-- to him as well as to the kid-- how persecution, a "crime of humanity," can still exist today. The other heroes don't seem to have any answers, and Starman particularly finds the conundrum "hopeless."
Then an ethereal winged woman, looking much like the Blue Fairy in 1940's PINOCCHIO, appears in the group's meeting-room. She offers the heroes the chance to travel back to critical points in history, so that they can see how, as Johnny Thunder puts it, "folks would learn to like each other." The winged woman agrees with this overt statement of the story's purpose, though the actual experiences of the heroes doesn't exactly bear this moral out. The woman tells the heroes that although they will keep all their costumes and powers, they will forget who they were in the 20th century, so that they'll have to dope out the problems of tolerance as if they were real inhabitants of these past worlds.
So with this setup in mind, a reader would be justified in expecting some bromide in which all of the heroes would encounter alienated people who would just want to live ordinary lives like everyone else, if only people would "like" them. However, that's not precisely what the various segments of the story illustrate.
Hawkman rather fittingly finds himself in the "early Stone Age, when man was a hunter and a fighter, and looked on anything different from himself as something to kill immediately, lest it kill him first." Compared to other bromide-stories of the period, this is a pretty bold formulation, to assert that xenophobia is rooted in the centuries-old desire to protect oneself from "nature red in tooth and claw." Hawkman believes himself to be a caveman named Ga, and after fighting off some unruly Stone Agers, he's invited to their community. There "Ga" meets "Tow," the prototype of all future nerds, and of comic-artists as well. Because Tow is "thin and weak," he tends to stay home with "the women and children" while the bigger men are out hunting. As a result he uses his leisure time to become the world's first artist, painting the image of a mastodon he's seen on a cave-wall. However, since the other members of his tribe have never seen a mastodon as Tow has, they think he's made some real monster that can kill them. Hawkman saves the youth and flies him away, at which point they observe that a real throng of mastodons is about to stampede over the cave-community. Tow and Hawkman return to warn the people, and once again, Hawkman has to punch out a bigoted caveman to make everyone listen. The cavepeople clear out and avoid the stampede, after which the group begins valuing the proto-artist's ability to capture nature in his images, and Hawkman's visit ends.
Note: the "Tow" adventure is an example of an individual being persecuted for being different, not for his membership in an alien group. This trope will show up again.
Part Two focuses upon Starman, who finds himself incarnated in the body of Theodoratus, a noble slave-owner/military commander in Athens in the opening years of the Persian War. Although in real life Athens used slaves more than any other Hellenic nation-state, Starman's modern consciousness apparently impinges upon the Athenian commander, for he instantly tries to convince his fellows that "slaves are men, even as you and I." (Note: all of the slaves depicted are white despite supposedly coming from "Africa," which presumably means that they are captives from Greek-dominated areas of North Africa.) When the first assaults of the Persians cause the Greeks to retreat, Starman and his trained slaves usurp the position of Leonidas at Thermopylae. True, at one point Starman is able to repel the invaders with his gravity rod:
But the hero's real weapon is shame: the noble actions of the slave-soldiers, whom Athenians deem animals, force the Spartan king Leonidas to return and assume his historical (and doomed) role at Thermopylae. Starman vanishes, having insured that Greece, the cradle of democracy, will begin emancipating its slaves, now that they're proven their manliness and worth to the greater culture.
The next segment also deals with the liberation of an underclass, as comedy-relief hero Johnny Thunder visits medieval England. Unlike Starman, who gets to become an aristocrat, Johnny joins the mass of English serfs whom the local lords tyrannize. Plucky Johnny seeks out the local lord and wins him over by becoming his jester (albeit with a lot of help from Johnny's magical Thunderbolt-genie). Having found an "in," Johnny claims that serfs can defend the country as well as knights can, and he proves his point with a lance, albeit very comically (and with more help from Thunderbolt).
The Atom actually may meld with his own ancestor in 17th-century America, since "Nathaniel Pratt" bears the same surname as the hero. This time it's another individual who's being persecuted, an old woman unfairly accused of being a witch in the town of Salem. Perhaps because of Salem's notoriety, this is the only story in which the hero doesn't manage to convince anyone of the individual's rightness, that she's only an old woman who knows some home-grown medical tricks. But he does get to beat up a lot of Puritans.
Doctor Mid-Nite journeys to an even more tempestuous crucible of future democracy, Revolutionary France. becoming another theoretical ancestor, a "Doctor DeNider." Although Mid-Nite agrees with the basic principles of the Revolution and its overthrow of crowned heads, he succors a French noble who rendered aid to the rebels but has now been stigmatized for his aristocratic birth.
The Spectre, for his part, appears in the last story, in which he appears in 19th-century America at the time of Robert Fulton's invention of the steamboat. The hero-- who, unlike most of the others, doesn't attempt to cover up his bizarre appearance-- comes to the aid of a fictional inventor, Stephen Hare, against thugs who think he's either (as Spectre says below) crazy or a threat to the status quo.
This one ends on a peculiar anti-climax, in that after the hero beats off the hoods, he introduces Hare to Robert Fulton, though apparently for no reason but to give Hare the courage to persist.
Oddly, during this final story Spectre thinks to himself as to "how futile force is," because he can't make the people of this time accept Hare, any more than Atom can make the witch-haters accept the old woman. But the real purpose of the heroes' temporal battles with intolerance, successful or not, is to make readers invest themselves in the heroes's symbolic struggles. The story ends as they affirm the American principles of tolerance to a crowd of "boys and girls" who are patently their target audience.
The fairy-woman, incidentally, reveals that she is "the Conscience of Man," and it's of slight interest that said conscience is supposed to be female, given that all of the other heroes are men (except Wonder Woman, exiled to the status of secretary thanks to ongoing battles between her creator and the DC editors). Still, all of the villains are men as well, so that's something.
The common thread of all of the time-voyages is that the objects of persecution, whether individuals or groups, are outsiders who can show their greater-than-average worth to those who discriminate against them. This illustrates a point I extrapolated from Frank Fukuyama
in this essay:
In "megalothymia" one worships a superior force which extends its power vertically downward. In "isothymia" one worships a commonality of interlinked and interdependent forces.
So what is the "cure for the world?" Oddly, it seems to be the recognition not simply of the "commonality" of people who all want to be "liked," but of the ability of special persons or groups to excel in some way, to come up with inventions that no one else has, or to perform well in battle. I doubt that Fox conceived this theme consciously, but it may be that, since the story appeared during wartime, it's possible that someone didn't care for the implicit criticism of failings in America and some of its current allies. Two issues later, in ALL-STAR #24, the Conscience of Man appears for the second and last time, so that the heroes of that story can illustrate the evils of Germany's martial spirit. Perhaps Fox himself thought he might be misunderstood, and wanted to make clear that whatever sins the incipient democracies had committed, those of Germany were far, far worse.