Wednesday, February 11, 2026
Wednesday Comics: DC, May 1985 (week 2)
Monday, February 9, 2026
Questing at Home
This weekend, I set up a sort of escape room/LARP for my 8 year-old. She took on the role of a warrior princess sent to retrieve a golden treasure (a plastic version of the idol at the beginning of Raiders of the Lost Ark) from a many-armed monster (my old Clash of the Titans kraken toy, rescued and restored when my parents moved a couple of years ago).
With sword and shield, and a bag with a couple of coins (a KS reward from Outgunned Adventure) she set out to go to the wizard's tower (the upstairs of our home) where she had been told that a wizard had imprisoned a unicorn (a statue of the Last Unicorn from movie located on a bookshelf in her bedroom).
The quest involved the occasional puzzle (a tic-tac-toe cypher, a coordinate grid puzzle, riddle answering, and some light math) combined with random encounters. These were strategically placed pairs of cups, one of which had a monster (a cardboard mini) under it and the other either a coin or a friendly encounter that provided clues. For example, a gnome Meeple revealed that the Lime Gnome (a green garden gnome statue that for some reason sits in our dining room) runs an apothecary shop that will sell you a potion that gives a power up.
Monster fights were handled with simple dice rolls of a d6. Scoring a hit required beating the monster's roll by a certain amount, and monsters had a certain number of "hit points." My daughter had her own "life points" in the form of three hearts on sheets of paper clipped together.
As it turned out, my daughter was very luck. She only fought one monster before the boss and out rolled the monster every single time.
She enjoyed it and immediately asked for another one, but I said that would have to wait for another day.
Friday, February 6, 2026
Into the Shadows
The group objects to the possibility of running into their earlier selves, but Princess Viola and her Gnomes already had that figured out. The slide show they present says they are sending the PCs back to 5 days after they left the area.
When they arrive in the past, there is still one Gloom Elf in the tower, but he's in no mood for fighting. He says the Shadow retreated into the large, whirlpool of shadow that now takes up most of the tower, but there was a blockage in it somewhere and he doesn't seem to have gotten where he was going.
With little else to go on, the party jumps in after him. They find themselves (surprisingly) in a prison dungeon, partially flooded, and partially caved in, run by Mole Folk. The mole folk are remarkably lackadaisical about their situation, noting that time runs differently here, but they are reasonably friendly. The dungeon itself is something of a maze with unnatural darkness, so even the mold guards used unspooling twine to help from getting lost. The prisoners are in oubliettes with sort of steampunk contraption doors, set to open when their sentence is up.
Using their hand-held device given to them previously by the Princesses, the party discovers the Shadow is in one of these cells. Waylon is able to pick the locking mechanism, causing the chronometer to run faster, making it open.
The Shadow is inside, and though the part is expecting him to fight them, he is willing to go, even knowing what they are up to. Having had different experiences from the Wizard, he has had a change of heart. He says if they can find "the bridge" located elsewhere in the dungeon, they can get to a place to acquire a page from the Book of Doors that will take them directly to the Wizard's sanctum.
The party sends the Shadow back to the Princesses with a gem. The Shadow suggests the way to find the bridge is to ask the guards. They intend to do just that, but no sooner than they are out of the cell and debating a course of action than a random encounter roll leads to a very ugly bird-beast coming upon them.
Wednesday, February 4, 2026
Wednesday Comics: DC, May 1985 (week 1)
Monday, February 2, 2026
Weird Revisited: The Paper Town
Paper Town (it is said) in some sense occupies space in the Uncanny Valley in the west of the Country of Yanth, but the most reliable way to gain entry to the town is via a map. Potentially any map will do, but it must be one noting a nonexistent settlement, street or island. These fictitious entries serve as gates to Paper Town.
As is common with magical places, gaining entrance is not as simple as finding a suitable map. Luckily, the legend regarding Paper Town's creation delineates the necessary procedure. Paper Town, as the story says, was a gift given to Princess Hyacinthia of Azurth on the occasion of her birthday by a mysterious stranger. He informed the Princess that she could not visit Paper Town in person, being compose of something other than paper and possessed of general lack of flatness as she was, but her shadow could—with the proper attire. The stranger traced the outline of the Princess’s shadow on a large sheet of paper and cut around its edge. The cutout was taken to a place where the stranger’s map showed a hamlet to be but was not. The cutout vanished, like a piece of paper slid under an unseen door into an equally unseen room.
The fact Hyacinthia never regain her shadow nor have many who have repeated this ritual might give some pause, but that detail is not frequently repeated.
In Paper Town, the cutouts become paper doll doppelgängers of the person that served as their model. These visitors find unfolding streets of pop-up trees and citizenry and flat facades that elaborate to Escher-architectured structures when entered. The city seems endless, but the clever observer will note that it recycles itself to appear so. As the preceding portion grows, the receding part folds up behind. This can happen in any direction: Tall towers erect themselves when an evil sorcerer flies up to his sanctum. Dungeons unfold like inverted houses of cards when heroes go delving. The ostensible ruler of Paper Town, Princess Seven, paper doll of the long dead Queen Hyacinthia, makes the final decision on how "permanent" a new structure is in her city.
One attractive trait of Paper Town is that it conforms to a visitor's imagination in certain ways. Anything one wishes for may be found there, though anything of value is likely to require a quest or be obtained in a way that makes one not want it after all. In other words, Paper Town adheres to laws of story.
The archons or godlings that truly rule Paper Town enforce this reality zealously. These Great Tall Tailors, or Scissor Men as they are sometime called, will catch paper doll visitors who are ill-fitted for the story the Tall Tailors wish told and snip, snap, snip, reshape them into a more pleasing arrangement. The Tall Tailors are paper themselves (Or perhaps they are the shapes left when slender, lank-limbed manshapes are cut of paper?) save for their gleaming, scissor hands. Their shadows are also Tailors but their shadow-scissors cut the spirit exclusively while their metallic doubles cut the physical.
It is said that the Book of Doors, a book where every page is a portal to another place, originated in Paper Town, but how it came to be in the wider Land of Aurth is unknown.
Friday, January 30, 2026
The Enterprise of (Un)Death
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| 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.
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)
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.





















































