Wednesday, March 25, 2026
Wednesday Comics: DC, June 1985 (week 4)
Monday, March 23, 2026
The Bard of Azurth
Our Land of Azurth 5e game concluded last night with our heroes facing down a shadow creature of immense size. Every bite attack it made threatened to swallow one of the party, and it periodically emitted bursts of necrotic energy. Luckily, they have Dagmar to keep throwing out the healing and two energy weapons they obtained long ago from visitors from the future (or perhaps past?). Erekose drained his energy rifle attacking the creature and was forced to go back to his sword. Ultimately, they destroyed the monster, but it went out in a blast of negative energy.
Dagmar checked on the emaciated form of the Wizard. He was alive but barely and not saying anything useful. Waylon tried shooting the black, anti-glowing orb over head with his energy pistol. The blasts seemed to burn it, but it didn't take it long to heal.
A group of Gloom Elf priests in tall hats emerged from the shadows (naturally!). They didn't attack but suggested the party's actions were futile. The Anti-Sun was already beginning to manifest in this world. It had provided the power that allowed the Wizard to manifest a giant shadow to fight the machine of the rebels, though the effort had drained him. They did not care. The Anti-Sun was here!
The party's response was to attack them. In a few rounds, they had killed the elven priests, but the avatar of the Anti-Sun was still hung above their heads. Luckily, they remembered (with a hint from the DM!) that they had previously defeated a shadow dragon by overloading one of the energy weapons. They did so again, and the resultant explosion put a ragged hole in the black sphere. Dagmar gave her all into a blast of radiant energy that finished it off, closing the portal.
The party heard noises in the chamber outside and prepared for another fight, but it turned out to be the soldiers of the rebellion led by Queen Desira of Virid and Warrior Princess Bellona of Sang. They related that once the giant shadow of the Wizard was defeated, and the Gloom Elves mysteriously withdrew, the city fell quickly. Their forces were just mopping up.
The party debated saving the dying Wizard but ultimately decided to let him die rather than risk it.
The princesses suggest the party return to the camp and get some food and rest. They do, and the first person they know they run into is Kory Keenstep. He talks circumspectly about a trip back in time that he chose not to take, but his sone Kully did. When queried further, he suggests the party talk to the Clockwork Princess, Viola.
The party finds her in the command tent. She reveals that defeating the Wizard might have likely led to the destruction of Azurth, as his existence constituted a causal loop around it. The only way to protect against that was to stabilize Azurth's history.
Instead of using a children's story to serve the evil ambition of one man, Azurth needed a new story to sustain it. So, the princesses sent back a storyteller, Kully the bard, to tell the faeries, the proto-goddesses of Azurth, a new story. One not subverted by the wizard.
The world would reset in about 14 hours.
The party asked if they would remember. Viola said she wasn't certain. Possibly they would since they had been to the beginning of Azurth themselves. They'll just have to find out.
The following morning, the party awakened in their residence, the former Dove Inn in Rivertown. There were no signs of war or occupation anywhere. The statue in the town square is not of their rivals the Eccentrics, but of them.
The End
The Masters of Mayhem are:
Friday, March 20, 2026
Spells Against Civility Progress Report
Jason and I are still working on our 2-page comic for the first issue of the Swords Against! Sword & Sorcery anthology. Jason sent me the inked first page so I could start laying out the lettering, and that's what the images here are from, though there is a still some clean-up and shadowing to come on the art.
This is how it starts with the barbarian Karkath:
And this is how it ends for him:
Wednesday, March 18, 2026
Wednesday Comics: DC, June 1985 (week 3)
Monday, March 16, 2026
Parsulan
A couple of weeks ago, I mentioned a new setting I was thinking about for after my current Land of Azurth game comes to an end. I now think I will call it Parsulan (or at least I will for the moment!) borrowing a name coined by a friend of mine for a setting we co-created back in the 2e area. I think Parsulan will be the name of the continent this campaign is focused on. I recycle some other names from that old setting, as well, in homage.
So in addition to the aspects I mentioned before, this is what I think Parsulan will be like:
Post-apocalyptic. Having been overrun by demonic forces (true demons and their allies) several centuries ago, the magitech-employing civilization that existed prior was reduced to "points of light." There are still in typical D&D and fantasy fiction standing, city-states isolated by sparsely populated wilderness.
Absent gods. The gods, at least the major ones, have forsaken the world and retreated into the Overworld. Clerics preserve the civic rituals practiced in the days of old and try to keep the old beliefs alive, hoping that the gods will return if humanity shows sufficient humility and piety.
Adventures Guild. It's a common concept in Japanese Standard Fantasy worlds, but as I envision it, it's has much more of a Jianghu element than the very modern employment agency/professional organization of so many anime, though it will likely have elements of that--as well as being a burial society.
Dungeon Zones. Inspired by the rpg Sword World 2.5's "shallow Abysses," I think there will be eruptions/excrescences of the Demon Realm maybe called "shadow cysts" which will engulf and distort areas of the land, leading into places of altered reality and danger. These form around a nidus called a seed or heart. Only neutralization of this heart will cause of rupture and ultimately dissipation of the cyst.


































