Monday, December 1, 2014

The Strange & Pretentious Wizards of Troglopolis


The wizards of Troglopolis, that underground city of the Land of Azurth, are a strange lot indeed--and that is taking into account the general peculiarity of all sorts of arcanists in the realms above! While the deleterious effect of the practice of the magical arts on the mind and body is an often cited complication to their mastery, the particular afflictions of the Troglopolitan wizards form a unique cautionary tale.

The other people of Troglopolis call them "thaumaturgists," but they call themselves "artists." As such, they consider themselves separate from the mass of under-humanity; they disdain all those who do not share their gifts and (though they sometimes affect a great show of fraternity) resent all others that do. They dress in outrageous ways, take on dramatic pseudonyms, and generally conduct themselves as to appear mysterious or otherworldly. The most successful among them (like the Inconnu in the Velvet Mask or Lady Phosphor or the Laughing Shrouds) may go through the streets with phantasmagoric retinues (usually just illusionary--but not always) or might ride upon kaleidoscopic clouds of smoke. All this theater serves to disguise their general scrawniness and ill-health owing to their dissipated lifestyles.


The Troglopolitan thaumaturgists eschew the more practical applications of the arcane arts in war or commerce, instead focusing on more aesthetic uses. They work in illusions and minor enchantments put to a theatric or artistic purpose. These are ideally done at the behest of wealthy patrons, but may also be displayed to the public in the hopes of enhancing the thaumaturge's reputation. Some of the more of eccentric (and often the more despised by their fellows) thamaturgists work exclusively in public displays typically done without official sanction.

Despite their pretensions, surface wizards sometimes seek out the tutelage of the Troglopolitan thaumaturgists. In the magical arts they practice, few are as skilled. The only caveat is that one must tread lightly with their egos.

Sunday, November 30, 2014

5e DMG First Impressions


I just picked up the Dungeon Master's Guide from the local gaming store last night (paying twice as much as I would have paid on Amazon, but the twin desires to support local business and have it right then won out), so I have had a chance to get into it any any detail, but on an initial flip-through, a few things are apparent:

  • The contents are nice in the abstract, but their development isn't quite what I would have liked in several places. It's all well and good to say you can give XP for things other than killing monsters, but more robust guidelines would have been nice. Likewise with new race creation, since the races in the PHB seem to be built with some ideas of balance in mind, more specific guidelines would have been nice. I don't need a book to tell me I can make up stuff beyond what's in the book--but I'm probably not the audience for that sort of advice.
  • In contrast to the race creation "rules," the monster creation stuff seems to be well done and reasonably detailed without going overboard.
  • I like the sections on playing D&D in different genres of fantasy, but neither the genres nor the audience is served by having all of the examples be from D&D tie-in novels. I'm not against including those for commercial reasons, but having those be the only ones given seems a bit crass.
  • I like the number of variety of variant rules, though I don't know that I'll use any of them.

Friday, November 28, 2014

An Assortment of Faeries & Spirits

The Denham Tracts (1846-1859) on folklore contain a list of fairies and other creatures of the North of England. The list is supposedly based on alist given in Reginald Scot's Discoverie of Witchcraft (1584) but is much expanded (in some cases, by duplication). In fact, the Tract contains beings not otherwise attested, suggesting Denham may have invented them.

Of course, that's not particular bar to their use in-game. Here's the complete list to start statting from:

"ghosts, boggles, Bloody Bones, spirits, demons, ignis fatui, brownies, bugbears, black dogs, spectres, shellycoats, scarecrows, witches, wizards, barguests, Robin-Goodfellows, hags, night-bats, scrags, breaknecks, fantasms, hobgoblins, hobhoulards, boggy-boes, dobbies, hob-thrusts, fetches, kelpies, warlocks, mock-beggars, mum-pokers, Jemmy-burties, urchins, satyrs, pans, fauns, sirens, tritons, centaurs, calcars, nymphs, imps, incubuses, spoorns, men-in-the-oak, hell-wains, fire-drakes, kit-a-can-sticks, Tom-tumblers, melch-dicks, larrs, kitty-witches, hobby-lanthorns, Dick-a-Tuesdays, Elf-fires, Gyl-burnt-tales, knockers, elves, rawheads, Meg-with-the-wads, old-shocks, ouphs, pad-foots, pixies, pictrees, giants, dwarfs, Tom-pokers, tutgots, snapdragons, sprets, spunks, conjurers, thurses, spurns, tantarrabobs, swaithes, tints, tod-lowries, Jack-in-the-Wads, mormos, changelings, redcaps, yeth-hounds, colt-pixies, Tom-thumbs, black-bugs, boggarts, scar-bugs, shag-foals, hodge-pochers, hob-thrushes, bugs, bull-beggars, bygorns, bolls, caddies, bomen, brags, wraiths, waffs, flay-boggarts, fiends, gallytrots, imps, gytrashes, patches, hob-and-lanthorns, gringes, boguests, bonelesses, Peg-powlers, pucks, fays, kidnappers, gallybeggars, hudskins, nickers, madcaps, trolls, robinets, friars' lanthorns, silkies, cauld-lads, death-hearses, goblins, hob-headlesses, bugaboos, kows, or cowes, nickies, nacks, waiths, miffies, buckies, ghouls, sylphs, guests, swarths, freiths, freits, gy-carlins, pigmies, chittifaces, nixies, Jinny-burnt-tails, dudmen, hell-hounds, dopple-gangers, boggleboes, bogies, redmen, portunes, grants, hobbits, hobgoblins, brown-men, cowies, dunnies, wirrikows, alholdes, mannikins, follets, korreds, lubberkins, cluricauns, kobolds, leprechauns, kors, mares, korreds, puckles, korigans, sylvans, succubuses, blackmen, shadows, banshees, lian-hanshees, clabbernappers, Gabriel-hounds, mawkins, doubles, corpse lights or candles, scrats, mahounds, trows, gnomes, sprites, fates, fiends, sibyls, nicknevins, whitewomen, fairies, thrummy-caps, cutties, and nisses, and apparitions of every shape..."

Thursday, November 27, 2014

Happy Thanksgiving


May all your festivities be more than ample.

Wednesday, November 26, 2014

Wednesday Comics: Pax Americana

"In Which We Burn"
The Multiversity: Pax Americana #1 (January 2015), Written by Grant Morrison; Art by Frank Quitley 

Last week saw the release of the fourth installment of Morrison's Multiversity storyline. Pax Americana is perhaps the most ambitious issue to date, being a refiguring of/homage to Watchmen, and either a commentary on deconstruction and comic book violence or the essentialness of violence to American cultural--or possibly both. So check it out.

All that aside, the issue takes place on Earth-4, which is essentially (or possibly exactly) the same as Earth-4 (first appearing in 52 week 52 in 2007), the home of Captain Atom, the "Quantum Superman" that appeared in Final Crisis: Superman Beyond. In other words, it's a mixture of the Pre-Crisis Earth-Four (home of the characters DC acquired from Charlton Comics) and the Earth of Watchmen (characters inspired by the Charlton characters--well, after they were inspired by the Archie/MLJ characters). If that's a bit confusing, there is some background here.

Blue Beetle (Earth-4)
This Blue Beetle is Ted Kord, Earth-4's version of Charlton's second Blue Beetle, who first appeared in Captain Atom #83 (1966). There is mention in this issue of Dan Garrett, who shares a name and probably more with Charlton's first Blue Beetle--who they had purchased and revamped from Fox Comics. The original version of that character (and the likely inspiration of Pax Americana's Dan Garret) first appeared in Mystery Men Comics #1 (1939). Both these Blue Beetles have analogs in the first and second Nite Owls in Watchmen. The Question's accusation of the Beetle's impotence in this issue is a specific reference to Nite Owl.

Captain Atom (Earth-4) 
First Appearance: Final Crisis: Superman Beyond #1 (2008)
The original Captain Atom first appeared in Space Adventures #33 (March 1960). Both that one and this one are Allen Adam, who gained super-powers after being "atomized," then reforming with atomic powers. This Atom's expanded consciousness, almost godlike power, and blue skin are borrowed from Dr. Manhattan in Watchmen.

Nightshade (Earth-4)
Eve Eden is the daughter of the Vice President and a superheroine. The original Charlton Nightshade first appeared in Captain Atom #82 (1966) was the daughter of a U.S. senator and a visitor from another dimension with the power to manipulate shadows. An otherworldly origin for Eve's mother is mentioned in this issue, but her veracity is questioned by both Eve and her father, and her mother is portrayed as suffering from dementia, at least at the time of the story. The Nightshade stand-in in Watchmen is Silk Spectre, though she is not as close an analog as the male characters.

Peacemaker (Earth-4)
The original Charlton Peacemaker (a man who "loves peace so much he's willing to fight for it") first appeared in Fightin' 5 #40 (November 1966). The loose Peacemaker analog in Watchmen is the Comedian. Dialog in Watchmen hints that the Comedian assassinated John F. Kennedy, a parallel to the Peacemaker's actions here, though in a very different context. Unlike the cynical Comedian, the Peacemaker of this story seems to be a well-meaning idealist.

The Question (Earth-4)
One of a couple of similar masked and fedora-ed vigilantes created by Steve Ditko, the Charlton Question first appeared in Blue Beetle #1 (1967). Rorshach in Watchmen was inspired the Question and his non-Code approved doppelganger Mr. A. While taking a role in the story similar to Rorschach's, Pax Americana's Question moves beyond the the black-and-white moral reasoning of Mr. A and Rorschach and espouses of 8 color spectrum theory of moral development (probably from here). He is, however, as ruthless as both of those characters.

Yellowjacket
This is actually Yellowjacket's first DC Universe appearance in any version. The original Yellowjacket was Charlton's very first superhero character, debuting in Yellowjacket Comics #1 (September 1944). That Yellowjacket was Vince Harley, crime writer. This one is Vince Harley, comic book writer. He has no direct specific Watchmen analog.

Monday, November 24, 2014

Down in Troglopolis

The vast system of caverns and passages that riddle the underground of the Land of Azurth are a realm unto themselves, known (appropriately) as Subazurth. Parts of Subazurth are wild and dangerous and in the hands or claws of monsters of various sorts, but other areas are quite civilized and organized into petty kingdoms and even cities. The greatest of these is Troglopolis.

 Troglopolis is a large city, perhaps not so grand as the Sapphire City of Azurth but hardly unimpressive. Most of its inhabitants are pale, large-eyed humans called Underfolk. They busy themselves the the same sorts of tasks that occupy those on the surface: they cultivate mushrooms and lichens, fish underground lakes, mine metals, raise bats and train them to carry messages, drain goblinic slime pools for public safety, and engage in commerce--some of this with the surface world.

The practice of religion is found amongst them, as well, of course. They know of Azulina and her handmaidens, but they also venerate relics they find in their caves. These anomalous items do not seem to have come from Azurth above--in fact, they sometimes seem of more advanced manufacture. The Troglopolitans view these as gifts from the gods.

Humans aren't the only inhabitants of Troglopolis and the civilized regions. Their are little folk like in the world above, though there are some varieties not found in Azurth proper. The troglings (or troggles) are furred and tailed humanoids who typically live rather shiftless lives amid ancient ruins of a pre-human civilization.


There are also the diminutive but industrious deep gnomes (sometimes called red gnomes, for the color of their caps). They enlarge passageways to standard sizes, shore up caves, decorate areas with blocky, angular sculptures, and even cultivate the grow of crystalline rock candy outcroppings that so many creatures use for sustenance. It is quite likely that a great under-city like Troglopolis would not be possible but for their efforts. Deep Gnomes are collectivist, owning everything in common and valuing the public good above all. Other species are sometime derisive of them, even destroying the gnomes’ work when it suites them, but the deep gnomes seem oblivious to such affronts, wholly content in their labor.

Sunday, November 23, 2014

It Came from the 80s

You never know where you might find a map usual for a game.

Need of village of nonhumans to visit/slaughter. How about a smurf village?


Need an Under(not so)dark or a small scale wilderness pointcrawl? Visit Fraggle Rock.