Monday, March 9, 2020

The Half-Seen Tower

Art by Petr Passek
Our 5e Land of Azurth game continued last night with the party trying to find a way to close the portal to the Umbral Realm after having slain the shadow drakes. Nothing they try seems to work. They do discover the missing artifacts of the cervine centaur people (and 3 shadows in the process), and glimpse a partially ruined tower in the near distance, but only when the roiling shadow rising from the portal passes between them and it. Otherwise, it's invisible.

They decide to investigate, but first thing's first: return the artifacts to the tribe. Waylon and Erekose surreptitiously decide to Identify the items first, lest they turn over something truly valuable to the forest dwelling folk. The staff is nothing magical. The diadem is, but the specifics are hard to understand. Waylon asks Tualla if they might borrow for a while, but after Shade intervenes the matter is dropped.

But on the way back to the tribe's encampment they discover another enemy. A pale, black-eyed elf and a couple of hulking humanoids of unknown type are threatening a yearling of the tribe. When Erekose and Kully intervene, the elf and companions make their escape. The kid tells them they wanted to know about "the strangers that killed the drakes."

Shade will brook no child-threatening, so the party tracks them through a shadow-darkened mire to a dark, unwholesome pond surrounded by tall grass--and the half-ruined tower. Ever on the lookout for valuables, Erekose spies a glint of gold in the grass 'round the pond. It turns out to be a ring on the pinky digit of a half-decayed, severed hand.

Waylon tries to get the ring via mage hand, while Waylon goes in closer to investigate and a putrid undead thing rises from the muck to attack. Then another!


While the party is fighting the creatures, someone hidden snipes at them with poison arrows. When they are finally able to catch a glimpse of them, it's two more of the strange elves. The snipers press the party hard, but eventually 7 against two, causes one to beat a retreat and leaves the other asleep in the grass--a captive for interrogation.

Sunday, March 8, 2020

East of Caldwellia, West of Elmoreon

In recent discussions of vanilla fantasy, my friend Paul (owner of the long-hiatused blog, Dungeonskull Mountain) and I have bandied about the idea of an "80s fantasy" world. While we perhaps don't share exactly the same vision for that, both of us agree that famous D&D artists of mid-1e to 2e eras--particularly Clyde Caldwell, Larry Elmore, and Keith Parkinson--play a big part in that.

The visuals are clear and distinct, but is there a setting in the work of these artists distinct from just generic D&D?

I'm not entirely sure, but I think we can say make guesses as to what elements it may have and what elements it does not.

Glamorous Not Grotty
Glamorous might be a little strong, but hey, alliteration! Anyway, we are certainly not in the Dung Ages, or any version of gritty pseudo-Medieval verisimilitude.

Complicated Costumes and Culture
Compared to work of Frazetta, Kelly, or Vallejo, the clothing of the characters has a lot going on: fur trim, feathers, scales, etc. This tends to be true even when female characters are scantily clad. It's all more renfair that Conan. This suggests (to me) more of a high fantasy world than a sword & sorcery one, and an interest in visually defining cultures that doesn't get into the heavy worldbuilding of a Glorantha or Tekumel, but is definitely of the "needs a glossary at the end of the book" level.

Dragons & Drama
There are an awful lot of dragons. I mean,  they're showing up all the time. And often characters are confronting them in a way that suggest they are big, powerful heroes, not the type to die pointless in holes in the ground. The another name for high fantasy is epic fantasy, and that's what these images often convey.

A Touch of Humor
Despite the epicness and high drama, things are seldom if ever grim. In fact, from adventures posing with the tiny dragon they slew, to a muscular female fighter manhandling an ogre, a bit of humor is pretty common.

Friday, March 6, 2020

Red-Eyed Goblin

A goblin made with Hero Forge, colors accurate to the AD&D Monster Manual, except the hair where I had to guess.

And here's a Hobgoblin:


Thursday, March 5, 2020

Weird Revisited: Different Dwarves for 5e

Relevant to my earlier post on vanilla fantasy...


The Tolkien-inspired, Nordic-derived dwarves of standard D&D aren't the only dwarven subraces out there. There is another dwarvish tradition: a more folklore and fairytale one. The dwarves of the Country of Yanth in the Land of Azurth are that sort of dwarf.

Compared to the average D&D dwarf, they tend to be more social and affable. They are fond of good food and drink and are renowned brewers. While they may be miners or metalworkers, they are not as oriented toward these tasks as others of their race, and are just as likely to loggers, woodworkers, or farmers.They have no more love or precious metals or jewels than humans.

Unless otherwise noted, the folkloric dwarf subrace has the traits of the standard dwarf.

Art by Jerad S. Marantz
Ability Score Increase. Wisdom increased by 1.
Lucky. Like a Halfling's.
Size. Folkloric dwarves vary more in height than other dwarven races. Most are medium, but a few are under 4 foot and so small.
Dwarven Combat Training. They eschew the battleaxes and hammers employed by other dwarves, but are handy with the axe and short sword.
Tool Proficiency. Their choices for proficiency are smith's tools, brewer's supplies, cobbler's tools, woodcarver's tools, or cook's utensils.

Monday, March 2, 2020

My Flavor of Vanilla


Since my post on my occasional craving for vanilla fantasy, I've been thinking about what sort of vanilla setting I would do, if I was to do one. At least, what sort I'm leaning toward right now.

I would start with a setup substantially similar to Tolkien's Middle-Earth at the start of the Lord of the Rings. A great war, devastated the shining human kingdoms of the West. Amid the ruins are scattered petty kingdoms and free cities, "points of light" in the D&D parlance, dominated by the Small Folk--dwarfs mostly, but more of the folklore or fairytale variety than a Tolkienian one.


There are still humans there, of course, but the human dominated lands are mostly to the South. Elves exist too, but they are diminished (quite literally) from their Golden Age. They were once fairy lords, but now the elves of the West are short in stature and decidedly less magical. The Dwarf Folk view the elves with some suspicion, since some of their race sided with the forces of darkness.


The approach would be a bit more The Hobbit than Lord of the Rings; leaning more whimsical than epic. The 1937 original version of The Hobbit would be the most central of Tolkien's work. Other influences include Weirdworld, Wally Wood's Wizard King series, selected stories from Lord Dunsany, Scott Driver's Dwarf-Land, and bits of The Princess of the Goblin and a smidge of my own Land of Azurth, particularly some early ideas that got abandoned.

Sunday, March 1, 2020

Enter the Lumberlands!


Erik Jensen of the Wampus Country blog and related publications is Kickstarting a new zine in that setting called Lumberlands: 

"...spend some time in the misty Lumberlands, a vast expanse of enchanted forest where brawny lumberjacks ply their trade, seek adventure and fortune, and defend the frontier from horrible sasquatches."

I loved playing in Erik's Wampus Country game in the days of G+ and I'm pleased it's been resurrected in this zine. Check it out!

Thursday, February 27, 2020

Weird(world) Revisited: Middle Earth the Mighty Marvel Way

My recent post on "vanilla" fantasy made me think of Weirdworld and this post from 2010...

"For those who thrilled to J.R.R. Tolkien's "Lord of the Rings"--An All New Adventure into Epic Fantasy!"

So cried the cover blurb on Marvel Premiere #38, the second appearance--first in color--of Marvel's decidedly un-Sword & Sorcery fantasy series. As such, it stands as an interesting artifact in comics history, fitting neither with the pulp inspired fantasies of earlier comics, or the D&D-influenced ones that were to follow.

The titular "Weirdworld" is a fantasy land inhabited by dwarves, elves, and goblins, and perpetually under threat from wicked sorcerers and other magical menaces. Its protagonists are two elves--Tyndall and Velanna--who are outcasts with mysterious (even to themselves) pasts. Their obligatory companion and comedy relief is Mud-Butt, an irascible dwarf.

Tyndall starts out solo and in black and white in Marvel Super Action #1, where he good-naturedly undertakes a quest on behalf of bigoted dwarvish villagers in "An Ugly Mirror on Weirdworld" (1976). Velanna joins him by that story's end, and they run afoul of a rejuvenation-seeking sorcerer in Marvel Premiere #38 (1977). Their next appearance, publication wise, would see them travelling with Mud-Butt to the City of Seven Dark Delights and crossing paths with the sorcerous Dark Riders, who were seeking to resurrect their fallen god, Darklens. The defeat of Darklens and the discovery of other elves, were related in the three part epic, "Warriors of the Shadow Realm" in Marvel Super Special #11-13 (1979). Epic Illustrated #9, and #11-13, in 1981 and '82, featured the "Dragonmaster of Klarn" storyline, that revealed more about the mysterious elves and their relationship with dragons. Finally, in 1986, Marvel Fanfare vol. 1 #24-26 saw a lost tale of Weirdworld--the first meeting of Mudd-Butt and the two elves, and vanquishing of yet another evil sorcerer. Work on this story had actually began back in the seventies, but it had been left unfinished.

Weirdworld was the creation of Doug Moench, and artistically designed, at least initially, by Mike Ploog. "Warriors of the Shadow Realm" had art by John Buscema, and featured a redesigned Mud-Butt--though no one knew it, since Ploog's original design didn't see print until nearly a decade later. Pat Roderick provided the pencils for the last two Marvel Fanfare issues.


I would have thought Weirdworld bore the influences of Bakshi's animated fantasy features Wizards and The Lord of the Rings--but it actually predates both of them. Any artistic resemblance may be due to Ploog's reported involvement in those two projects, or it may be coincidental. Tolkien would seem to be a likely source, but Moench maintained in that he had never read The Lord of the Rings in his essay on Weirdworld's origins in Marvel Super Special #11. He did admit to having read The Hobbit in high school, but denied remembering much about it.

Despite the superficial "Tolkienian" elements, I think we see in Weirdworld an artifact of a time when The Lord of the Rings-style portrayals of elves and dwarves (by way of D&D) were not taken as standard. The dwarves of Weirdworld bear more resemblance to the Munchikins of Oz than the ones from the Mines of Moria. Buscema's artwork in particular gives most of Weirdworld a kind of fairy-tale-ish look (inspired by Arthur Rackham, among others) that reminds me a little of later works by Brian Froud. The elves are likewise not wise and puissant beings superior to men in every way. Instead, their short and maybe more like non-Tolkien, pop-culture elves--like the sort that sell cookies or work for Santa. They're probably part of the pre-Tolkien lineage that influenced early D&D art (as James Maliszewski outlined here) and certainly seem to be kin of hapless Indel in the 80s D&D comic book ads.

Weirdworld offers a portrayal of stock rpg elements refreshingly free from the influence of the rising cultural familiarity with The Lord of the Rings, and the ouroboros-like D&D-ization of fantasy. Nothing in it is new, but their might be something there worth revisiting.

Monday, February 24, 2020

Talislanta: The Sarista of Silvanus

French Talislanta art
The Silvanus woodland of Talislanta is primarily home to the Sarista. They are clearly inspired at least to a degree by stereotypes of the Romani people, in fact, they are often called gypsies in the various texts, so it's not subtle.

Tamerlin's account tells us they are "a nomadic race of indistinct origin," and they are of "slender proportions" and have "skin the color of rich topaz, dark eyes and jet black hair." (Again with the topaz skin! I suspect their origins to be Phaedran, then whatever the mystery.) They tend to dress in a gaudy, ostentatious, or seductive way (their clothing sounds theatrical, to me), and they are known as "folk healers, fortune tellers and performers--or as mountebanks, charlatans, and tricksters."

These things are stable across all editions of Talislanta, with only minor differences in the text. Sarista have the distinction of having had a supplement devoted to them in the third edition, and are also otherwise fleshed out in the deuterocanonical Cyclopedia Volume IV. That work reveals the Sarista to be the descendants of criminals, witches, and various nonconformists that fled Phaedra when the Orthodixists took over. It also suggests that Saristan fools are called Rodinns after the ancient wizard.

"Let them scoff as they see fit! I will never compromise what I consider my art, especially for the sake of gain!" 
"For the sake of gain I’d compromise the art of my grandmother,” muttered Zamp under his breath. 
 - Jack Vance, Showboat World

I think I would de-emphasize the "gypsy" aspect of the Sarista, and certainly dispense with distasteful stereotypes like child-stealing, to portray them as perhaps less an ethnicity and more a vocation or society. The texts mention that the Silvanus Wood isn't conquered by the Aamanians because its the kind of playground/preserve of the nobility of Zandu. Sarista are part theater troupe, part carny. They make their living traveling the forest circuit performing for their mostly Zandu visitors, and fleecing the rubes as they can. Sure, some may be outright thieves, but not near so many as the texts suggest--that's just prejudicial slander.

Friday, February 21, 2020

Weird Revisited: Hard Science Fantasy

This post first appeared in 2013, though I revisited the idea with some other details in the years since...

Art by Bruce Pennington

Genre titles are really imprecise things, so let me explain what I mean: A setting that looks like fantasy, but is in fact sort of post-technological science fiction. What would make it "hard" as opposed to the usual science fantasy is that it wouldn't resort to what are essentially fantasy concepts like extradimensional entities or psionic powers to do it. The fantastic would come from at least moderately more possible sources like near Clarketech ("any sufficiently advanced technology is indistinguishable from magic") nanotechnology, cybernetics, and bio-engineering.

I haven't really seen this out there in gaming. Yes, Numenera presents a world utterly drenched in nanotech that can be tapped like magic by the masses, ignorant of it's nature. But Numenera still has psychic powers and extradimensional monsters. What I'm envisioning is more like Karl Schroeder's Ventus (where the "spirits" animating the natural world are AI controlled nanotech) or the Arabian Nights-flavored Sirr of Hannu Rajaniemi's The Fractal Prince where spirits in ancient tombs are digital mind emulations and the jinn are made of "wildcode" malicious nanotech.

Beyond nanotech, monsters would be genetically engineered creations of the past or descendants thereof. Or perhaps genuine aliens. Gods would be post-human biologic or AI entities--or often some combination of both. Or figments of human imagination. Or leftover bombs.

Why a more "rigorous" science fiction masquerading as fantasy world than the usual Dying Earths or whatnot? No real reason other than it seems to me starting with far future science fiction and figuring out how it would be rationalized by a more primitive mindset might yield a fresher take on the standard fantasy tropes.

Thursday, February 20, 2020

My Secret and Possibly Quixotic Yearning for Vanilla


Since I've entered the blogosphere (over 10 years ago now), I've imagined all sorts of variants of D&D-type fantasy from Weird Adventures to the cyberpunk planes City of Gyre, I've often even eschewed weird in the classic "Weird" sense. My takes were hardly even the most out there among the DIY crowd in which I have often found myself.

But there are times when I think back with nostalgia to a sort of game I never really played. Or games, I should say, it's not always the same. Sometimes it's nostalgia for fantasy before D&D was a thing, something like a mix of Byfield's The Book of the Weird, Alexander's Chronicles of Prydain, and the film versions of The Last Unicorn and The Hobbit. Other times, I think it should be a bit grottier, like the World of Titan, and the illustrations in the Fighting Fantasy books, and more adventure-y like select illustrations from the Moldavy-Cook editions and the earliest AD&D books. The rarest, least frequent itch is for something like the illustrations of the "High D&D" era defined by the likes of Elmore and Caldwell.

All very vanilla, I know. Our elves aren't different, they're just elves. Feudal Kingdoms, bearded wizards in towers. All the tropes!


I don't really know what the yearnings about. Some of these things were the inspirations of my pre-D&D days, so maybe its sort of the world that had moved on before I was old enough to take part in it. Others, well, they were maybe what was in the gamebooks I was playing with, but I was ignoring it in favor of the stuff I was reading--comics books, Edgar Rice Burroughs novels, Conan yarns.

Of course, its all relative. I'm sure some people think my Land of Azurth game is pretty vanilla,  but to me is too knowing to be that. Maybe that's why I never pull the trigger on a game inspired by one of these things. Still, it's something I think about.

Wednesday, February 19, 2020

Wednesday Comics: Suicide Squad Classic


There isn't a comic named Suicide Squad Classic, but I not the original Suicide Squad or to the recent incarnation that got a movie, but to the run that spun out of Legends in 1987. Written and created by John Ostrander and illustrated by several artists over its run, Suicide Squad (vol. 1) would go to 1992 and 66 issues. Ron Edwards has written some good essays about the series on his Comics Madness blog.

Anyway, all this is preamble to my wanting to clue you in to what I discovered this past week: Suicide Squad is now all available in trade paperback. The series of trades is as follows:

Trial by Fire (2011)
The Nightshade Odyssey (2015)
Rogues (2016)
The Janus Directive (2016)
Apokolips Now (2016)
The Phoenix Gambit (2017)
The Dragon's Hoard (2017)
The Final Mission (2019)

Monday, February 17, 2020

Weird Revisited: The Otus Pantheon

This Pantheon first appeared back in 2016.

Blame Chris Kutalik. He did a post back in the day about imagining a pantheon based on Erol Otus's strange evocative illustrations in Deities & Demigods. This is what I came up with:

Click to check it out in its enlarged "glory." The domains provided are for 5th edition.

Friday, February 14, 2020

Bronze Age Book Club: Young Love

A new episode of the Bronze Age Book Club podcast has dropped, just in time for Valentine's Day.

Listen to "Episode 14: YOUNG LOVE #112" on Spreaker.