Wednesday, May 15, 2024
Wednesday Comics: DC, August 1983 (week 2)
Monday, May 13, 2024
The Kingdom of the Planet of the Apes
Despite the attention lavished on the Marvel Cinematic Universe, Star Wars, and even Star Trek or the Alien universe, I feel like the science fiction franchise most consistent in quality is the Planet of the Apes. Sure, it's not without its duds (Burton's film) and lesser lights (the last original film, the cartoon, perhaps), but the Wyatt/Reeves reboot?/prequel? series of the 2010s defied sequel gravity and only got better as it went along. (To me, anyway. Some would say Dawn was the high point. Either way, War was still good.)
Thursday, May 9, 2024
Notes on the Common Kin
Wednesday, May 8, 2024
Wednesday Comics: DC, August 1983 (week 1)
Monday, May 6, 2024
The Age of the Wizard-Kings
One wily titan, eager for revenge against the traitorous gods, gave mortals the secret of the paths of Immortality--a means to make themselves near equal to the gods. When the gods shut the gates of the Overworld, barring mortals from Heaven, their former champions began seeking their own apotheosis. What wouldn't be shared, they reasoned, they would take.
Connecting with the pillars that supported the cosmos--the so-called Spheres of Matter, Energy, Thought, and Time--mortals began to walk the paths to Immortality. In the process, they discovered more secrets of the Cosmos's creators. They developed technology that allowed them to conquer the world and usher in an age of advancement and wonder with flying cities, automata, and sagacious, living libraries. It was also an age of excess and violence with strange monsters crawling from the subterranean laboratories and towering war machines wielding eldritch weapons to lay waste to cities. This time was known as the Age of High Magic or the Age of the Wizard-Kings.
The end of the Age came when internecine fighting had weakened the Wizard-Kings such that they could not defend against a succession of threats: the forces of Chaos launching sorties into the Cosmos, and irruptions of the Underworld caused by the Lich Lords, and continued subversion by the fiends from Hell. In the end, a coup by chromatic dragons toppled the most powerful surviving Wizard-Kings.
The remnants of their power remain, though. In the ruins of sky cities or in the depths of the dungeons they built adventurers still encounter they creations, technology and servitors. Perhaps somewhere the secrets of Immortality await the lucky delver?
Thursday, May 2, 2024
The Undying Kings of the Underworld
In the aftermath of the Titan War, with the withdrawal of the gods left from the world, humans were able to seize divine knowledge and tools as spoils of war. This theft would reverberate even far, even to the gloomy halls of the Underworld.
There were the recently arrived souls of great mages and heroes, fallen in the war either fighting for the titans or the gods. These personalities burning with power and rage at the perceived injustice of the universe, resisted the pull of dissolution. Their souls would not enter the cycle of reincarnation. Without the Unseen Lord, God of the Underworld, to quell their rebellion, they ransacked the cities and forests of the lands of the dead to find a way out. Their frenzy cracked the Underworld itself, and they found themselves on the event horizon of the Negative Energy Plane.
They stared into the abyss and the abyss stared back. And then, perhaps, something within it spoke. The great mages and heroes discovered a way for their intellects to live beyond death, and even to be returned to their physical bodies. To power these miracles, they would need to build receptacles to house the negative energy. The only accommodation necessary to utilize this new and seemingly endless replacement for their life force was a small one. They would just have to give up their souls.
These nine (so it is believed) Undying Kings, or Lich Lords as they are sometimes called, became the new rulers of the Underworld. When that was accomplished, they sought to extend their reach to the world of the living. They sent tendrils of Underworld rising up, and the swirling mists formed cysts of the land of the dead, the Shadowfells. From these bridgeheads, the lich lords raised armies of undead, led by mighty warriors, called Death Knights.
Their conquest of the world of the living isn't driven merely by a desire for territory. Their goad is the Negative Energy Plane, and its hunger for unmaking and entropy. Their own fates are tied to its eternal appetite, so it's needs are their necessity. The self-centered nature of the Lich Lords has hampered their cooperation, and that combined with the weakening of the Shadowfells in daylight hours has slowed their advancement, but the Undying Kings are not hurried as time is something they have in abundance.
This is part of this setting.
Wednesday, May 1, 2024
Wednesday Comics: DC, July 1983 (week 4)
Monday, April 29, 2024
Larry MacDougall's Gwelf
Gwelf: The Survival Guide (2021) is a gorgeous art book by Larry MacDougall who once upon a time did art for Palladium and Magic: The Gathering. I say it's an art book, because that's what Amazon likely calls it, but in the rpg world it could credibly be called a systemless setting book.
Gwelf is a Medieval(ish) land of anthropomorphic animals. Its author says it's like a cross between Wind in the Willows and Lord of the Rings and that's not just high concept, but pretty much literally the case. Gwelf is the last bit of civilization of the border. It's a place where Otters, Foxes, Badgers, and the sage Sparrows come together peacefully, but beyond the frontier are the Hinterlands where the Ravenfolk hold sway. They're practitioners of dark magic.
This book details the peoples and cultures of Gwelf. There's another book on the way in June, which promises to reveal more about the Hinterlands.
Thursday, April 25, 2024
The Houses of the Dragons
- House Argaman: A conservative house in control of the much of the Spine mountains. They field an elite corps of Dragonborn trooped who where a personal guard to the Empress Pyrekhis.
- House Vyssinis: Less martial than many others, Vyssinis controls the fertile lands of the central islands. The wine of their vineyards is prized. They are stereotyped as politicians, sometimes schemers, rather than fighters.
- House Porphyrion: Nakedly ambitious, this House both plays to the people and touts its accomplishments on the field of battle. Its formal connections with the other houses are fewer than its Red rivals and it is seen as an upstart.
The other houses, descended from other chromatic dragons, are not directly in contention for the throne, but may support or hinder the three that are:
- The Houses whose progenitor is the green dragon, Esmaragd,
- House Harilak: Mystics known for their might at magic and divination. They seek stability within the Empire.
- House Gwyrth: Holders of rich timberlands and farms. They are ever on the lookout for an opening to advance their own fortunes.
- The House whose progenitor is the black dragon, Mordax,
- House Melacanthus: Genteel schemers whose swamplands provide the ingredients for the infamous black lotus poisons employed by their assassins.
- House Karas: Merchants and smugglers, certainly, pirates, possibly, their lands are in the eastern marshes. They care little for who sits on the throne, so long as their operations are not disrupted.
- The houses whose progenitor is the white dragon, Isaz,
- House Valko: Known for its remote holdings in the northern forests and its powerful sisterhood of sorceresses known as the Snow Witches.
- House Brimir: Descendants of a tribe of barbarian reavers that worshipped the white wyrm, they hold fortresses along the Northern coast.
- The Houses whose progenitor is the blue dragon, Azarakh,
- House Lazuran: A House in the arid southern regions with a strong martial heritage. They are scrupulous to appearances and fastidious about honor. They have no favorite among the Red Houses.
- House Takilt: Strong in the magical arts. They are inclined to house Argaman because of a fondness of tradition.
Wednesday, April 24, 2024
Wednesday Comics: DC, July 1983 (week 3)
Monday, April 22, 2024
Preparing for a New Campaign
I think my group will finish up our current campaign in the Land of Azurth this year, and though with months to go some plenty of time to change my mind, I'm in the mood for something different. With a semi-new edition of D&D arriving around that time and other, similar options available (Shadow of the Weird Wizard, 13th Age--possibly with a 2nd edition) it will be a good time to do it, too. My prerequisites are that the system be close enough to D&D so as not to cause undue angst for my players who don't always appreciate new systems and so I have an easy time finding/adapting published material. My experience running at a regular clip for 10 years now is that I need to use premade material a lot to keep it going.
Right now, I'm thinking about expanding on the world introduced in my recent "Draconic Empire" post. Inspired by my recent consumption of some anime with the Japanese version of "generic D&D fantasy" I think that's what it will be with influence from the two settings of various editions of the Sword World rpg and Uresia, as well as hints of more console game-inspired settings like BREAK!!, Fabula Ultima, Exalted, and Icon (though more "standard D&D" than any of those). I also want to utilize as much official D&D "lore" and character options as possible to keep it familiar, though they may be given a slight twist.
Additionally, I'd like to try to capture the passage of time better, something like Frieren: Beyond Journey's End, so I think I'll try to use the Fellowship and Journey rules from One Ring (or it's 5e adaptation).