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.
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...






































