Thursday, September 26, 2019

The Monster Makers of Gyre




The Promethean Society (Monstermakers, Frankensteins)
The learned members of the Promethean Society policlub believe that the multiverse is only intelligible when filtered through the senses of sophont beings, most specifically biologic sophont beings. They believe that a perfected biological being could perceive a more perfected multiverse, and thereby usher in a new age, the Godhead again made manifest through a creation worthy of it. To this end, the Promethean Society members are shapers of flesh and creators of artificial life. Some believe that mundane biological life could be upgraded through grafts or genetic alterations, while others believe only a bioroid Adam could possibly be the vessel for a new consciousness.

The equipment and supplies their experiments call for don't come cheap, so many members make a living providing biotech modifications to customers. Some make monsters for underground fight clubs, while still others illegal clones for the very wealthy.

Wednesday, September 25, 2019

Wednesday Comics: Wizards for Hire...Cheap!



Comic book writer and artist Von Allan was set to contribute a story to issue two of Underground Comix, which seems likely never to be, unfortunately. Von has a lot of comics work available, though. Stuff that you should check out like, Wizards for Hire - Cheap!

Bill and Butch are a wizard and his dog (possibly also a wizard; it's unclear) on the planet Rigel V. They are somewhat lazy, and somewhat cowardly, unless beer is on the line! Von Allan's short anthology of their adventures is sure to please anyone who enjoyed the comics in the back of Dragon Magazine back in the day, and may well also appeal to fans of modern, dungeoneering comics like The Clandestinauts. In fact, my favorite story of the three features a total party kill of an eclectic group of adventurers that would be very much at home in Sievert's work.

Von does more than D&D-related fantasy however, Head over to his website to check out other stuff he's got to offer.

Monday, September 23, 2019

weird Revisited: The Witches of Ix

This was one of the earliest Land of Azurth posts, appearing in August of 2014...

Art by Ian Miller
It is likely you will never have cause to visit the land of Ix, and in this, you should consider yourself lucky. The only exception might be those who have the misfortune to live in blighted, ghoul-haunted Noxia. To you Noxians an oft cold and mostly gloomy land of forests, bogs, and mountains, infested with goblins and ruled by witches, may not seem so dire. Remember though that you must cross the toxic badlands of the Waste to get there.

Ix has only one town worthy of note, and it cowers in the shadow of Hexenghast, an impossibly large and sprawling castle built beyond the memory of Ixians. Hexenghast is large enough to accommodate the four Great Houses of Ixian Witches and their various servants, mercenaries, guests, and prisoners. In fact, it is so large it houses these individuals and still has a great many halls and rooms that are unoccupied and perhaps unexplored for centuries.

Art by Yoshitaka Amano
A grand coven of the leaders of the Great Houses rules Hexenghast (no mean feat, given all the infighting and intrigue). The management of the rest land is done by lower level witches with mundane human and goblin subordinates. Mostly they are concerned with the collection of Hexenghast's due in taxes and farm goods, but they also suppress any unauthorized practice of magic and promulgate state propaganda.


There is an order of witches known as the Witchfinders. These cloaked figures appear within a day of the birth of any child in Ix. Every newborn is examined, and if the child bear some witches' mark, it's whisked off to Hexenghast and given over to one house or another to raise. When the children come of age, they cross the flickering Ghostlight Bridge that spans the chasm between Hexenghast proper and the sub-castle of the Scholomance. There, they are tutored in the dark arts until they are ready to assume their adult role in Witch society.

It has been the custom for new graduates of the Scholomance to spend some time abroad before settling into Hexenghast, engaging in the sort of infamies that youths who are schooled in the Dark Arts and confident in their own superiority are wont to engage in. This was the context in which Angvaine and Nocturose crossed into Noxia all those years ago.

Art by Yoshitaka Amano

Thursday, September 19, 2019

Three Policlubs of the City Gyre

In conceptual realms like the outer multiverse, there are few armchair philosophers. In Gyre, the ring city at the center of the multiverse, policlubs are registered and tolerated organizations formed around philosophic principals with elements of street gangs, secret societies, and sometimes, organized crime. Here are three of them:

Annihilists (Doomsters)
Things fall apart, in the planar multiverse as well as on the mundanes. It's a cold fact more eternal than any promise of Law, and more certain than any ephemera of Chaos. You can deny it or even fight it, but you can't defeat it. The Annihilists choose to embrace it to varying degrees, some by taking the time (as it slowly ticks away) to appreciate, even revel in, its workings, others by actively joining in and hastening things along. What comes after everything crumbles to dust also divides the group. Some feel that only by the destruction of the current multiverse can make way for a new, better, one. Others hold that there will be a final oblivion, and the wounded Godhead will finally rest in peace.

The headquarters of the more action-minded wing of the Annihilist movement is the metal club Rough Beast, located in an abandoned industrial foundry. The official policlub's current leader is a young tiefling woman who sings lead for the house band, The Eves of Destruction.

The Free (The Wardens, The Jailers)
There is a harsh purpose to the multiverse and that is to confine souls. The Black Iron Prison, the Plane of Confinement, is just the maximum security section of a larger and more subtle prison. The Free's founder claims to have escaped the Black Iron Prison but only after achieving a sort of enlightenment while he was in solitary. He and his followers offer this enlightenment to the worlds, but it comes at price. None can truly experience the truth of it without first going through a great trial.

The Free are based in a prison in Gyre; both guards and prisoners are members. Their aim isn't punishment but the stern refinement of the souls in their charge.

Ontic Programmer Collective (Reality Hackers)
Everyone agrees that the mundane universes are essentially patterns in ether and the planar multiverse is a pattern vibrating in the astral manifold, but the question of what structure supports those patterns has been left up to theologians, who obviously have no consistent answer. The OPC believes that the answer is nothing less than the Godhead, and the name of the Godhead is math. The OPC plan is to obtain power beyond even the so-called gods by understanding and manipulating the computational underpinings of the multiverse.

The OPC is an eclectic group of academics, corporate programmer wage slaves, and gifted dropouts. There main need is etheric network time and bandwidth, and they are quite willing to acquire it by almost any means. They seldom rumble in the physical realm with other policlubs, but have been known to make things very difficult for rivals by their machinations on the net.

Wednesday, September 18, 2019

Wednesday Comics: New Episode! Lois Lane #114

There's a new episode of the Bronze Age Book Club podcast available on Apple Podcasts, Google Podcasts, Spotify, or right here:

Listen to "Episode 5: SUPERMAN'S GIRLFRIEND, LOIS LANE #114" on Spreaker.

Monday, September 16, 2019

Ain't No Gods in Gyre


Belief is a virus. On the levels above those of heavy matter, the multiverse is an ideaspace, susceptible to co-opting or conversion by belief alone. The Outer Planes and their competing attempts to rebuild the Godhead are engines of it, and the City at the Center of the Multiverse, Gyre, is the one place with no agenda in the big game It has to keep their seductive memes suppressed at all costs, or the strange loop that enforces it's existence would broken, and possibly the stability of the entire multiverse with it. Again.

That's why Gyre's real ruler, not the corporate committees or the concerned citizen boards or even the occasional winners of the city's haphazard elections, works hard to keep belief out. There is a strict "no gods" policy, for instance. Gods are strange attractors for belief. The lost, outcast, or psychological vulnerable, have been known to fall for them on sight. So they're all banned. There have been attempts by rogue theists to instantiate a god in the city (in one case the smiling cat mascot of a fast food restaurant), but the Lady was on to them before they could power it up. Four manifestations of her twisted the whole block into a Klein bottle and tossed it into the Astral manifold.

The thing about sentient beings is they tend to want to believe in things, and even the Lady can't be everywhere. So registered policlubs are allowed. These tamed belief systems, whatever their intentions, only serve to strengthen the city's loop because they wouldn't exist without it. If one steps out of line despite the safeguards, well, they get disappeared too.

Though Gyre's citizenry complain about the policlubs, they are also a source of entertainment. Most have some sort of media presence from talk radio to slick television shows. Major street clashes between clubs tend to be televised events associated with gambling. 

Thursday, September 12, 2019

Warriors of Eternity


I came across these quickstart rules for Warriors of Eternity last week, a "Sword Dream" game that says it's "inspired by your favorite old school action fantasy cartoons," and it does have a light Masters of the Universe vibe. It's somewhat ruleslight, but looks like there's enough there to get the job done.

Get the quickstart document here.