2 hours ago
Wednesday, March 18, 2015
Wednesday Comics: The Multiverse So Far
Too busy tonight for a spotlight on a new world, so I figured it was as good a time as any for a review of what we've covered so far:
Earth-4 (Charlton Earth)
Earth-6 (Stan Lee's Just Imagine Earth)
Earth-10 (Earth X)
Earth-20 (Pulp Earth)
Earth-35 (Awesome Comics Earth)
Earth-37 (Chaykin Earth)
Earth-38 (John Byrne's Generations Earth)
Earth-39 (T.H.U.N.D.E.R. Agents Earth)
Earth-51 (Kirby Earth)
Monday, March 16, 2015
Building Races in 5e
The stats for the races in the 5e PHB always looked like there was a method to their construction. I don't know how strictly in guidelines of that sort were followed, but it certainly looked like the designers had them.
I was a bit disappointed when the DMG came up and didn't really include any guidelines of that sort. Luckily, the internet has come to the rescue with not one but two people claiming to have discovered the formula. Here's one originally posted on Reddit, and another I came across on rpgnet with a pdf and a spreadsheet. I haven't looked at either of them close enough to know how well they match up. They use different numbers, but that doesn't necessarily mean they don't translate.
Sunday, March 15, 2015
Robot Dungeon
I've written before about a world where the dungeoneering was an done by androids who were the remnant of human civilization (all that's here). There's another way to get dungeons crawling with robots, and that's with a future post-apocalyptic world that's been overrun by them. Instead of apes, or fairies, or vampires, let the robots take over something like Screamers (and the Philip K. Dick story it's based on "The Second Variety"), Terminator, or Magnus: Robot-Fighter. Unlike those examples though, human civilization can have been pushed back to pseudo-Medieval levels.
Say the robots have moved mostly underground, leaving humans to limp along on a damaged surface world. The underground bases of the robots would be a lot like dungeons. Robots would have made various robotic or bio-robotic guardians--monsters, of sorts. Maybe the robots are even aliens? A post-sentient, techno-organic swarm that landed and buried itself into the earth, spreading underground like roots, building robotic creatures in a myriad of forms as it went. You'd have a whole underground ecology of robots. Add "magic" (really psionic powers in disguise) and you've got a fantasy world, or close enough.
For a real fantasy world, assume that the alien robotic swarm invaded a fairly D&Dish world (except with maybe less conflict to begin with).
Friday, March 13, 2015
More Entries From the Catalog of Worlds
A follow-up to this post. More excerpts from A Concise Atlas of the Multiverse (2273):
BEDLAM (Pandemonium)
Type: Metaphysical
Reality: Highly Mutable, psychomorphic
Dominant Lifeform: ?
Description: A roiling, colorful manifold filled with psychedelic, pseudo-matter forms spontaneously generated by interaction with the mental imprints of sophont beings, Bedlam is thought to be either a vestige of raw hyperspace prior to manipulation by the Precursors or a walled off area of damaged metric. Its metaphysics have a profound effect on visitors, leading to feelings of depersonalization, paranoia, and sometimes full psychotic reactions among those not properly prepared. Prolong exposure to the naked manifold ultimately leads to dissolution of the physical form, following mental disintegration. Artificial islands of stability exist within Bedlam and these are the primary destinations for visitors. Wildcatters use some islands as bases for attempts to "mine" the metric. Gathziri monasteries are often found in these places, though its unlikely their inhabitants created the islands in the first place.
BLACK IRON PRISON (The Big House)
Type: Metaphysical
Reality: Fixed, paraphysical
Dominant Lifeform: deodands; numerous prisoner species
Description: Black Iron Prison (human designation) is an ancient megastructure, a 4-dimensional hyperoctahedron the size of a dwarf planet, and the pocket universe that houses it. The structure was supposedly constructed by the Precursors as a prison, or maybe as the concept of confinement, itself. It is staffed by a clade of hereditary guards called deodands, who view their job as a quasi-religious obligation. For a fee, they will accept new prisoners from any political body, though very few governments will admit to using their services. No public record of those housed in the Escher-maze cell-blocks of the prison exists, but some of its inmates are likely the descendants of individuals whose accusers have been long forgotten, to say nothing of their alleged crimes.
BEDLAM (Pandemonium)
Type: Metaphysical
Reality: Highly Mutable, psychomorphic
Dominant Lifeform: ?
Description: A roiling, colorful manifold filled with psychedelic, pseudo-matter forms spontaneously generated by interaction with the mental imprints of sophont beings, Bedlam is thought to be either a vestige of raw hyperspace prior to manipulation by the Precursors or a walled off area of damaged metric. Its metaphysics have a profound effect on visitors, leading to feelings of depersonalization, paranoia, and sometimes full psychotic reactions among those not properly prepared. Prolong exposure to the naked manifold ultimately leads to dissolution of the physical form, following mental disintegration. Artificial islands of stability exist within Bedlam and these are the primary destinations for visitors. Wildcatters use some islands as bases for attempts to "mine" the metric. Gathziri monasteries are often found in these places, though its unlikely their inhabitants created the islands in the first place.
BLACK IRON PRISON (The Big House)
Type: Metaphysical
Reality: Fixed, paraphysical
Dominant Lifeform: deodands; numerous prisoner species
Description: Black Iron Prison (human designation) is an ancient megastructure, a 4-dimensional hyperoctahedron the size of a dwarf planet, and the pocket universe that houses it. The structure was supposedly constructed by the Precursors as a prison, or maybe as the concept of confinement, itself. It is staffed by a clade of hereditary guards called deodands, who view their job as a quasi-religious obligation. For a fee, they will accept new prisoners from any political body, though very few governments will admit to using their services. No public record of those housed in the Escher-maze cell-blocks of the prison exists, but some of its inmates are likely the descendants of individuals whose accusers have been long forgotten, to say nothing of their alleged crimes.
Wednesday, March 11, 2015
Wednesday Comics: Multiversal Spotlight: Earth-35
Concept: Earth Maximum Press/Awesome Comics Universe.
Pictured: (left to right) Starcop (analog of Starhunter, analog of Martian Manhunter), Mercury-Man (analog of Doc Rocket, analog of the Flash), Miss X (stand-in for Alley Cat, a pastiche of Black Canary/Catwoman), Morphin' Man (analog of Polyman, analog of Plastic Man/Elongated Man), Majesty (analog of Glory, pastiche of Wonder Woman), Olympian (stand-in for Fisherman, stand-in for Green Arrow), Supremo (analog of Supreme, pastiche of Superman), the Owl (stand-in for Professor Night, Batman analog).
Sources/Inspirations: Maximum Press/Awesome Comics' Supreme #41-56, Supreme: The Return, Judgment Day (1997), Avatar Comics' Alan Moore's Glory (2001).
Analog: None in previous versions of the DC Multiverse.
Comments: Morrison has said this Earth is "a copy of a copy." In 1992, Rob Liefield's Extreme Studios populated his corner of the Image shared universe with dark heroes in 90s style. In 1996, after Liefield's depature from Image, he allowed Alan Moore to remake his characters in the image of Silver Age DC Comics. Supreme went having an inconsistent backstory and being largely vengeful and violent to being a very close pastiche of Silver Age Superman that more would use as a commentary on comics in general and Superman in particular. The other characters mostly just filled out Supreme's world, though Moore had bigger plans for Glory, which were never realized with that character, but seem to have provided the inspiration for Promethea.
Monday, March 9, 2015
From the Catalog of Worlds
A follow up to this post, here are a few excerpts from the Catalog of Worlds:
ANIMAL WORLD
Type: Physical
Reality: Fixed, paraphysical (“cartoon physics”)
Dominant Lifeform: Humanoids resembling Terran animals
Description: Animal World appears to be an alternate Earth, except for it being inhabited by talking, anthropomorphic animals. Beyond the dominate species, all objects, whether ostensibly living or not, are animate to varying degrees. Their technology level is roughly late 20th century, and the populace’s awareness and acceptance of space and multiversal travel is highly variable. The altered physical laws of the world can be disorienting and even dangerous. Visitors are encouraged to spend time in virtually simulations before arrival to acclimate themselves as much as possible.
CONTROL
Type: Metaphysical
Reality: Generally fixed, paraphysical
Dominant Lifeform: polyhedroid machine life with a group mind
Description: Control is believed by many to be substructure of the universe—its underlying operating system. It’s mostly perceived as a 3-dimensional grid of glowing lines in a void, disappearing into infinity, though some visitors have described a hum of unseen machinery. The 4-dimensional polyhedroids are “programs” then, tasked with increasing uptime and eliminating threats. Any traveler who makes it to Control runs the risk of beings perceived as such. Polyhedroids communicate in the “machine code” of the universe, so their transmissions are highly efficient at reality manipulation at cut through the formulae and sigils of other entities.
THE HELL-WORLDS
Type: Metaphysical
Reality: Limited mutability; individual realms are locally fixed
Dominant Lifeform: Diaboli
Description: The Diaboli clade have either formed or modified a mostly barren universe to hold a number of realms and subrealms with environments and physics tailored to the desires of their rulers. They are a very wealthy cultured, enriched by their dealings with other species. Each realm is under the control of a director. There are very few laws to limit the director’s authority, at least when it comes to visitors from other worlds. Their society is very hierarchical, despite their protestations at times to the contrary, and research into protocol prior to a visit is highly advisable.
ANIMAL WORLD
Type: Physical
Reality: Fixed, paraphysical (“cartoon physics”)
Dominant Lifeform: Humanoids resembling Terran animals
Description: Animal World appears to be an alternate Earth, except for it being inhabited by talking, anthropomorphic animals. Beyond the dominate species, all objects, whether ostensibly living or not, are animate to varying degrees. Their technology level is roughly late 20th century, and the populace’s awareness and acceptance of space and multiversal travel is highly variable. The altered physical laws of the world can be disorienting and even dangerous. Visitors are encouraged to spend time in virtually simulations before arrival to acclimate themselves as much as possible.
CONTROL
Type: Metaphysical
Reality: Generally fixed, paraphysical
Dominant Lifeform: polyhedroid machine life with a group mind
Description: Control is believed by many to be substructure of the universe—its underlying operating system. It’s mostly perceived as a 3-dimensional grid of glowing lines in a void, disappearing into infinity, though some visitors have described a hum of unseen machinery. The 4-dimensional polyhedroids are “programs” then, tasked with increasing uptime and eliminating threats. Any traveler who makes it to Control runs the risk of beings perceived as such. Polyhedroids communicate in the “machine code” of the universe, so their transmissions are highly efficient at reality manipulation at cut through the formulae and sigils of other entities.
THE HELL-WORLDS
Type: Metaphysical
Reality: Limited mutability; individual realms are locally fixed
Dominant Lifeform: Diaboli
Description: The Diaboli clade have either formed or modified a mostly barren universe to hold a number of realms and subrealms with environments and physics tailored to the desires of their rulers. They are a very wealthy cultured, enriched by their dealings with other species. Each realm is under the control of a director. There are very few laws to limit the director’s authority, at least when it comes to visitors from other worlds. Their society is very hierarchical, despite their protestations at times to the contrary, and research into protocol prior to a visit is highly advisable.
Sunday, March 8, 2015
The Witch Queen of Noxia
Here's a snippet from the Land of Azurth: Richard Svenssen's rendition of Morthalia, Witch Queen of Noxia. The player's haven't met her yet (which is probably for the best, as they're only 3rd level) but at some point they'll probably hear some version of the tale of "The Doomed Lovers of Noxia" that details Morthalia's rise to the throne as a consequence of the machinations of the Ixian witches Angvaine and Nocturose.
Angvaine is now dead, it is assumed. Nocturose lies in eternal sleep in a glass coffin. She is mourned by the Witch Queen and her goblin subjects.
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