Wednesday, January 14, 2026
Wednesday Comics: DC, April 1985 (week 3)
Monday, January 12, 2026
The Instrumentality of Humankind
"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)
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)
Monday, December 29, 2025
Sweet Sixteen
Yesterday was the 16th anniversary of this blog. If anybody's still reading from the early days, thanks for sticking around.
Looking at my blog states, my most popular post ("Old School Blogger Advancement Table") was done as sort of a joke but also an attempt to be grab the attention of weekly(ish) blog cycle of that day. I guess in that it succeeded in that regard, but it seems even more frivolous to me today.
The next two most popular posts were part of a series "Real Dungeons, American Style." The top one was "Murder Castle" about H.H. Holmes, featuring the blueprints of his home that were published in the newspaper after he was caught.
The 7th most popular post was "AD&D Cosmology: A Defense." I think I've written a number of posts defending, elaborating, and riffing off the Great Wheel.
The 10th most popular post was where I announced that Weird Adventures was available. The first actual Weird Adventures post is "Remember Prester John," a few places lower.
The most recent post in the top 20 is from 2023. "The Adventure-Point Crawl" was inspired by my friend's Chris Kutalik's point crawl posts, but also rewatching Avatar: The Last Airbender with my daughter.
Maybe for the 20th anniversary, assuming I'm still around then, I'll do a list of my favorite posts.










































