Friday, January 30, 2026

The Enterprise of (Un)Death

Don Maitz

In the Latter Ages of Earth, people do not die completely, at least not quickly. As these things are understood by the Instrumentality an imprint, an after-image, of a person remains in the Ancients' datasphere. When a Mind is informed by that record, a simulacrum, at least in part, of the deceased is made. This is a shade, though not in the way the superstitious common folk imagine. 

At its base, necromancy is the magical art of summoning and controlling shades. It's practice is watched closely by local authorities and the Instrumentality (in those areas where it holds sway). Being able to interact with the shades of the recently deceased is undeniably useful, not the least in forensic necromancy. Where necromancers primarily run afoul of the Instrumentality and temporal authorities is when they use their arts to create undead.

The criminal necromancer creates undead for two primary reasons. The first is for manual labor. These workers don't require a shade in the semblance of any particular person, so necromancers can pluck from the either degraded or partial shades; rudimentary data on physical movements is their primary concern. With a corpse as a substrate and sufficient art applied to their animation, a necromancer can turn out laborers for difficult conditions or troops whose shock value may compensate for their lack of intelligence and skill at arms.

The second application is more lucrative but requires more skill and time. That is the provision of immortality, or as close as their arts may come to it. This requires the creation of a specially made shade, imaged with precision from the current mental vector of the aspiring immortal. In the fallen Latter Age, this generally means destructive mapping of the individual's brain and its functioning. The intellect is then housed in a suitable, durable platform and placed within their old body. The body will inevitably decay, but the necromancer's arts can delay that decay, preserving function perhaps for millennia.  The culmination of these techniques is the lich, though botched jobs, and cost- or material-saving techniques have created many other variations, which are more common.

Wednesday, January 28, 2026

Wednesday Comics: Warlord (Omnibus) Wednesday


Though I've mentioned it before, I haven't talked about DC's Warlord by Mike Grell Omnibus Vol. 1 since it came out, which is kind of a lapse given how many years I spent blogging about Warlord here. This volume collects the character's debut in 1st Issue Special #8, issues #1-50 of the series, and material from Amazing World of DC Comics #12. Hopefully we'll get the rest of Grell's run and his follow-up series in a second volume.

The first thing one notices about this omnibus is how much lighter it feels than most. Opening it, you can see why: it's on a different type of paper than most omnis. When it came out, there was a lot of discussion of it being "on newsprint" with some fans angry it wasn't on the glossy paper they were expecting, and others appreciating it being closer in appearance to the original issues. Well, it isn't on newsprint, but it is on a slightly off-white paper with a matte finish. I'm sure I've seen some trade paperbacks from DC on this sort of paper before.

Here's some images I snagged from reddit:


And here's a comparison with the interiors of an old issue. The omni is on the right:


Monday, January 26, 2026

What is Known of the Mind Flayers


The malefic Outsiders of the astral void beyond the Earth are myriad in the Latter Age, but few are as distinct from the hosts of horrors as the beings known popularly as Mind Flayers.  Though they are believed to be long extinct, they still feature promptly in folklore and popular entertainments, attesting to their hold over humankind's collective imagination.

Little is known for certain about these beings. In Denizens of the Beyond by Pseudo-Vespydron, the most widely known work to examine them in detail, Mind Flayers are said to have come from the sphere of Mars, but whether they are natives to that world or from some even more distant home, even Denizens rather credulous author does not say. 

Pseudo-Vespydron uncritically accepts the cephalopod-headed humanoid appearance of popular portrayals and the idea that they were obligate consumers of human brains. The later (and comparatively more sober) histories of Malgrunda note no reliable descriptions of their physical form exist and put forward the theory that their purpose in preying upon the Earth was to acquire not foodstuffs but slave minds, derived from the destructive mapping of the brains of still-living captives. Perhaps the only place where she might be criticized in straying from established fact is in the time she devotes to Hseng's baseless assertion that the cephalopod skull is actually the memory of an environmental helmet with attached manipulators.

Friday, January 23, 2026

Druids of the Latter Age


 Contrary to the popular entertainments of the Latter Age, there is no cohesive group known as the druids. Rather, there are individuals and networks of individuals across several cultures that adhere to similar beliefs and practices. Though the Instrumentality labels druidism as heretical "Earth-worshippers," these practitioners generally no more worship the Earth Mother than the Instrumentality itself does.

Like the clerics of the Instrumentality, those that might be termed druids are aware to one degree or another that in more lucent ages the environment of the Earth and its citizens interaction with it were managed by a great Mind. This Mind is no more, at least not in any unified form (so the clerics believe), but the many of the component minds still haunt the world, and the particles of its sensory apparatus of that superintelligence still weave through the winds, fall with the rains, and course through the bloodstreams of animals. 

By means of secret lore and technology, the druids are able to converse and with the lesser minds that record and synthesize this sensory data. These processes are known as elementals. While the elementals occasionally form connections with more active systems on their own, the druid's involvement often bridges the two, giving the earth a voice to humankind that dwells upon it. Like the magi, druids are at times able to command the remnant nanotechnological systems, though how they achieve these powers is a closely guarded secret. Among their more impressive abilities, they can cause avatars to be instantiated from natural features for short periods of time or effect change in local weather patterns.

Unlike the Instrumentality, the druids do not believe that the Gaean mind is irrevocably destroyed. Instead, they view her as suffering from an illness, and illness from which they work to help her recover. They don't seek the re-ascendence of humankind, but rather the restoration of a balance they feel the Ancients achieved but then squandered.

Wednesday, January 21, 2026

Wednesday Comics: DC, April 1985 (week 4)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I read the comics on sale on January 24, 1984.


Detective Comics #549: Moench and Broderick/Smith complete Harvey Bullock's journey from villain to buffoonish minor character to secondary protagonist. Moench reveals that Bullock's slovenly appearance and gruff demeanor are a bit of a put on. The inner Bullock is really a more introspect fan of classic Hollywood with a very tidy apartment. When a gang trashes that apartment and movie memorabilia in revenge, Bullock proves himself a capable fighter as well. 

The Green Arrow and Black Canary backup, "Night Olympics" is a rare superhero story by Moore with art by Janson. It's a humorous piece where Green Arrow's opponent has a breakdown thanks to the number of times he's been unlucky enough to get caught by superheroes (and the last was Metamorpho!) while Canary confronts a couple of thugs who think she's Wonder Woman and surrender immediately to avoid being beat-up by a woman. Things turn serious when they're attacked by a crook who's gotten a bow and arrow from a super-villain armor.


Action Comics #566: Boldman and Randall bring back Captain Strong (DC's take on Popeye), not seen since 1981, for his last appearance. Clark Kent and Lois Lane go on a cruise with Strong and his wife Olivia and run into trouble on an island inhabited by the sorcerous Old Woman of the Sea (a Sea Hag stand-in) and Strong's long-lost Pappy.

The second story by Newell and Bender/Oksner has a young girl trying to get into an Autograph Hounds club by getting Superman's autograph. The Man of Steel discovers the girl is an orphan raised by an older couple like himself and helps her out.


America vs. the Justice Society #4: The committee hearing draws to a close, and I really can't see what they would have gotten out of hearing the JSA related their adventures, but a few character witness testify for them. One person who does get something out of the history lesson is Dick Grayson. He realizes the stories and the diaries seem to circle around the disappearance of Professor Zee. He goes to his residence and finds Per Degaton there, waiting for the return of the time machine so he can again make a bid for conquest. This was apparently what Batman's false account was meant to point at: the periodic return of the time machine and Per Degaton. Why Batman didn't just tell somebody is put down to the mental effects of his cancer and his distance from the JSA. Anyway, the whole team and the committee show up to rescue Grayson and capture Degaton.


Arion Lord of Atlantis #30: Duursema returns for this arc. Atlantis is beset by unnatural storms that Arion traces to mysterious ancient tower than looks like a nuclear plant cooling tower on the edge of the city. Arion and Chian go inside through an underground passageway and are attacked by a group of beast-men, who of whom is a transformed Wyynde. The scientist who created them then sends drones after our heroes. Arion's magic causes the drones to explode, and the feedback destroys the computers guiding them, killing the scientist. Now they must find a way to restore Wyynde. 


All-Star Squadron #44: Thomas/Kupperberg and Jones/Marcos have Hourman and Firebrand and Phantom Lady and Tarantula go on a double date to a costume party thrown by Firebrand's father, a steel magnet. Nazi supervillains Night and Fog crash the party because prior to Pearl Harbor Ed Reilly was helping the Germans against the Russians and the British (who, as an Irishman, he hated). The two threaten him to get him back on their side. When he refuses, they throw him out a window. Our heroes battle the villains, ultimately forcing them to flee, but Ed Reilly is killed.


Jonah Hex #90: Morrow comes aboard on art duties as it seems like Fleisher may be moving the disparate strands of his story to some sort of conclusion. Silver Ames, a woman out to prove herself the fastest gunfighter in misguided grief over her father's death, shoots Hart in the back after he refuses to duel her. Mei Ling identifies the body at the mortuary. 

Ames sets out to find Hex, who has left Mrs. Crowley's boarding house to find Emmylou. He has a run of bad luck, though, getting caught in a rockslide that kills his horse. Then he's attacked by a cougar. Meanwhile, Emmylou, in grief over believing she killed Hex, finally gets up the courage to make a break from the gang of robbers. She slashes Brett with a knife and escapes the house.

Hex visits the doc in Red Dog before he's accosted by Ames who admits to Hart's murder and demands Hex fight her. Hex tells her she'd lose and gives her some constructive criticism on her technique. When she draws on him, he shoots her in the chest twice and walks away, leaving her body in the street.


Spanner's Galaxy #5: Spanner and Gadj castle into a factory town on an alien world beset by a serial killer. Spanner is sort of drafted into the position of sheriff but also gets reunited with his family. Spanner and his sister (whose on the force, herself) discover the identity of the killer, and that he's being using robots to do the job. Baka and the intergalactic cops arrive, and we are finally given a reason why they are after Spanner: he's a carrier for a contagious illness. Seems odd that they couldn't have said this previously, but anyway, he turns himself in and is put on solitary quarantine on an asteroid.


Sun Devils #10: Jurgens takes over as writer and artist with this issue. After their defeat and betrayal last issue, the Sun Devils are disgraced, grounded, and soon to be disbanded. With the Sauroid fleet heading toward Centauri, Rik goes rogue and lies to the team to get them to go on a daring infiltration mission to recapture the Starcrusher weapon. He also gets a new look too, with stubble and a sleeveless vest with no shirt. Anyway, they manage to get onto the Sauroid cruiser but head the wrong direction and stumble upon Anomie.


Tales of the Legion #322: Dawnstar seems to be falling for the priest Jhodan and him for her even as the high priestess Awian orders them both brought in for apostasy. Jhodan's novitiate, jealous of the relationship, leaves vowing to bring her form superior down. Meanwhile, Brainy is taken by the apparently mentally ill guy he's fallen in with to a village where he is (surprisingly) accepted. Digging around, he finds the hint of a mystery and some ancient Earth recording tapes. 

The Newell/Levitz story here feels very Star Trek, but I'm not sure that's what the Legion needs. 


V #3: Bates and Infantino/DeZuniga complete the story of Sparkle Springs. Captain Devon and his troops arrive and manage to capture some of the resistance fighters. When the kid, Billy Lee, takes a shot at the Visitors to help the captives escape, he's killed by the soldiers. Donovan tries to get the townsfolk to rise up at Billy's funeral, but they don't seem to listen. Later though, after the resistance sabotages the aliens' extraction of the spring water with explosives, the townspeople finally join the fight and help drive the Visitors out.


World's Finest Comics #312: Cavalieri and Woch/Alcala reveal an unscrupulous company using substandard steel in a newly constructed bridge in Gotham. Superman works to stop its collapse while Batman saves a whistleblower from an assassin. Interesting, the Monitor shows up still testing the two heroes for weaknesses to sell. Apparently Cavalieri didn't know this issue would hit after Crisis #1 changed our view of the Monitor.

Monday, January 19, 2026

The Cat Completes the Mission

Our Land of Azurth 5e game continued last night as the party confronted the Wizard of Azurth and Morzengersturm over the fate of Roderick Drue, a young occultist, at the Columbia Exposition in 1893 Chicago.

The Wizard recognizes the party calls forth shadows in the form of Expo attendees to attack them. And there are a lot of them! Luckily these are minions (as per the minion rules in Flee, Mortals!), so the party is able to mow them done, but it takes a while and gives them a moment of fright as there are a lot of them. Erekose, Waylon, and the activated Figurine of Wondrous Power Bear takes down five at the entrance of the tent. Shade goes after those coming through the side of the tent with her bow. Zabra witchbolts a couple of them.

Zabra's familiar, a cat, is dutifully carrying the transport gem to the target, Roderick Drue. When it breaks the gem with a bite, a cloud of colorful smoke engulfs both cat and occultist and transports them to the Land of Azurth. 

Waylon gets frightened by the shadows, so moves inside for an attack on Mortzengersturm. The party has a history with the Mad Manticore as they killed him in--well, their past, his future. Zabra delivers a psychic bolt that incapacitates the Manticore wizard before he can act.

His ally and his minions gone, the Wizard teleports away.

The party uses their other jewels to return to Azurth themselves. After some healing they are ready to plan their next mission: black to the Shadow Tower.

Friday, January 16, 2026

Gifts of the Magi


In the Latter Age of Earth, magi are those few born with the Mark, a quirk or atavism of their genetic code, that supports full activation of the nanotechnologic interface within their brains, allowing them to become users of the system enveloping the planet. With this linkage made and mastered, a magus may command and the world responds. They can open the vast subterranean vaults of the Ancients, contain and control willful spirits, and send clouds of doom upon their enemies. 

The magi of the several collegia seek out newly emerged mages to teach them to use their gifts. Those wild talents who are not initiated into a collegium are known as sorcerers. 

The place of the magi varies across the cultures of the world. Where the Instrumentality is at its strongest their practice is generally restricted, regulated, and monitored. Occasionally they are outright banned, but their abilities are simply too valuable to governments and even to the clergy for this to be a common practice.

Nevertheless, the life of a magus is often precarious. Superstitious common folk can easily turn against them, and Instrumentality zealots are often eager to find a reason to punish or imprison them. Beyond that, the very forces they wield and the knowledge they seek can easily prove dangerous to them as much as anyone else.