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Sunday, October 8, 2017
Various Azurth Updates
If you're still thinking about getting a print copy of the first issue of the Azurth Adventure Digest, you'll want to do so very soon, because there is (as I type this) 5 copies left. There may eventually be another print run, but probably not for a bit.
A second printing of Mortzengersturm, The Mad Manticore of the Prismatic Peak has left the printers and is on the way, so those of you interested in that keep a look for the announcement.
There will be a second issue of the digest, a "Player's Guide to Azurth" that will incorporate an updated version of the information I gave my players at the first of my home campaign as well as some information that appeared on the blog. Here's a rough, sketch mockup of the cover:
Lastly, if you're new to the Land of Azurth setting, here's an index of a number of the posts.
Friday, October 6, 2017
A Map
The map is intended to get filled in a bit more during play. I didn't want to over-specific.
Thursday, October 5, 2017
The Art of Over the Garden Wall
I've talked about my love of the 2014 Cartoon Network limited series, Over the Garden Wall. Last week I got the gorgeous The Art of Over the Garden Wall put out by Dark Horse Books. It's 184 pages and covers the show from initial concept up through the comic book spinoffs.
The Nerdist had an exclusive preview, so head over there to check out so of the pages, or just take my word for it and buy it. Not convinced yet? Ok, here's a picture of a bunch of frogs, many of whom are playing musical instruments:
Wednesday, October 4, 2017
Wednesday Comics: The Slayer of Eriban (part 2)
i>My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.
Storm: The Slayer of Eriban (1985)
(Dutch: De Doder van Eriban) (part 2)
Art by Don Lawrence; script by Martin Lodewijk
Once the young assassin was meditated and determined their destination, he fills our heroes in on his backstory. On Eriban, boys and girls are taken at a young age to train in the Academy of Assassins. They never know their own parents. They are trained to identify poisonous planets from all over Pandarve and learn to fight with a variety of animal life. They must master every form of weapon and none may graduate until they have killed a dream projection of one of their teachers.
Upon completion of their training, they are given a graduation assassination to perfom. Renter's assignment is to kill the monarch of a small kingdom not far from their location.
His original servants met with an untimely fate. The ship ran into a m'anganesse swarm. The legendary insects swarm in the millions and destroy every living thing in their path.
While his servants sacrificed himself for him, Ranter was safe in a timeless stasis in the regeneration capsule.
On the course Renter dictates, the windstream carries them farther and farther from Pandarve. After a week, they reach their destination:
TO BE CONTINUED
(Dutch: De Doder van Eriban) (part 2)
Art by Don Lawrence; script by Martin Lodewijk
Once the young assassin was meditated and determined their destination, he fills our heroes in on his backstory. On Eriban, boys and girls are taken at a young age to train in the Academy of Assassins. They never know their own parents. They are trained to identify poisonous planets from all over Pandarve and learn to fight with a variety of animal life. They must master every form of weapon and none may graduate until they have killed a dream projection of one of their teachers.
Upon completion of their training, they are given a graduation assassination to perfom. Renter's assignment is to kill the monarch of a small kingdom not far from their location.
His original servants met with an untimely fate. The ship ran into a m'anganesse swarm. The legendary insects swarm in the millions and destroy every living thing in their path.
While his servants sacrificed himself for him, Ranter was safe in a timeless stasis in the regeneration capsule.
On the course Renter dictates, the windstream carries them farther and farther from Pandarve. After a week, they reach their destination:
TO BE CONTINUED
Monday, October 2, 2017
Weird Revisited: Legend & Folklore in a Fantasy World
This post first appeared in October of 2011. It's as relevant today.
Perusing The Sutton Companion to British Folklore, Myths, & Legends got me thinking about the place of the strange, mysterious, and magical in fantasy worlds. The British Isles have got stories of all sorts of fairies, lake (and well) monsters, and more than a few witches--all of which could be easily approximated in local tales of nearby monsters in any fantasy rpg setting.
But real world folklore gets weirder than that. Ned Dickson’s skull on Tunstead Farm in Derbyshire would tap against windows to warn farmers about sick animals or cause the walls to shake as a sort of burglar alarm. Several phantom coaches roam the night roads. Every ghost is a story, not a monster to be battled.
It seems to me that most fantasy game encounters are mundane compared to this sort of stuff--or perhaps, utilitarian is a better word. As it has been said before, there ought to be more weird, unpredictable things in game settings. Not just in the Weird Tales sense, but in the good, old-fashion folktale sense.
Beyond that, there ought to be more stories told by the local tavern denizens that are just stories. I don’t think the demonstrable existence of magic in a world, would make people less likely to make up tales to explain odd events or simply to pass the time--if anything, a world full of magic that the common man doesn't understand would seem likely to increase this sort of thing. More events would need folk explanations; more fears would need comforting.
Player characters (no paragons of scientific rationalism, themselves) ought to never know whether the rumor they’re hearing is the inside-scoop on a local monster or another tavern tale. There ought to be as many fake magic items being horded away as real ones--maybe more.
Perusing The Sutton Companion to British Folklore, Myths, & Legends got me thinking about the place of the strange, mysterious, and magical in fantasy worlds. The British Isles have got stories of all sorts of fairies, lake (and well) monsters, and more than a few witches--all of which could be easily approximated in local tales of nearby monsters in any fantasy rpg setting.
But real world folklore gets weirder than that. Ned Dickson’s skull on Tunstead Farm in Derbyshire would tap against windows to warn farmers about sick animals or cause the walls to shake as a sort of burglar alarm. Several phantom coaches roam the night roads. Every ghost is a story, not a monster to be battled.
It seems to me that most fantasy game encounters are mundane compared to this sort of stuff--or perhaps, utilitarian is a better word. As it has been said before, there ought to be more weird, unpredictable things in game settings. Not just in the Weird Tales sense, but in the good, old-fashion folktale sense.
Beyond that, there ought to be more stories told by the local tavern denizens that are just stories. I don’t think the demonstrable existence of magic in a world, would make people less likely to make up tales to explain odd events or simply to pass the time--if anything, a world full of magic that the common man doesn't understand would seem likely to increase this sort of thing. More events would need folk explanations; more fears would need comforting.
Player characters (no paragons of scientific rationalism, themselves) ought to never know whether the rumor they’re hearing is the inside-scoop on a local monster or another tavern tale. There ought to be as many fake magic items being horded away as real ones--maybe more.
Sunday, October 1, 2017
Very Old Gods
Clerics need somebody to hear their orisons and NPCs (at least) need someone to swear by, so their must be deities for my upcoming GURPS Dungeon Fantasy game. Again employing some creative parsimony, I'm going to utilize some faiths and deities I've employed in my pre-Internet AD&D days, but also wrote about here years ago. In fact, four of these gods were created by my cousin who introduced me to gaming. I still have his original write-ups from the mid-80s. Here's one:
Here's my revision of them a few years back. My idea is that the original polytheistic faith was reconfigured/revised in the wake of at least two reformers/prophets. Current worshippers practicing polytheistic, henotheism, monitism, or even perhaps atheism, with same underlying traditions.
(The game reasoning here was to get to a place approximating the monotheism-inspired D&D cleric, without losing the fantasy polytheism flavor.)
The oldest reformation is Rannism or Rannite Ascensionism. When the ancient emperor and retired adventurer Rann achieved apotheosis he realized the so-called gods were merely older beings in a higher state: Immortals, like himself. The principle doctrine of the faith is that man may achieve apotheosis by following the ancient paths rediscovered by Rann. Ascension is achieved by deeds which may be beyond the power of many, but piety will at least guarantee the faithful who don't ascend a place in the afterlife ruled by their patron Immortal. Rannitism is very much a "bootstraps" belief where the "capable" rightly benefit from their good fortune, and the "incapable's" lesser fortune is just.
Over a century after Rann departed this Plane, a cleric named Issus had a new, further revelation: Issianity. Issus claimed the Immortals (Rann included) had shown him in a vision that apotheosis was the right of all souled beings. The fact that only a scant few achieved it proved the current paths were a flawed approach. These had been set in place by the demiurge, Gigas, and his helpers. The struggles of adventurers seeking these paths was part of some cosmic game for the amusement of Gigas and his fellow. Issus believed in a transcendent god or force above the demiurge and beyond the game, and that this source would rescue the faithful from the Great Wheel of the Cosmos. Good Issians are expected to live a life wherein they seek to perform their given role in the "game" (Issus' teaching and those of latter saints talk a lot of things like "cosmic alignment") while at the same time recognizing its inherent artificiality.
Here's my revision of them a few years back. My idea is that the original polytheistic faith was reconfigured/revised in the wake of at least two reformers/prophets. Current worshippers practicing polytheistic, henotheism, monitism, or even perhaps atheism, with same underlying traditions.
(The game reasoning here was to get to a place approximating the monotheism-inspired D&D cleric, without losing the fantasy polytheism flavor.)
The oldest reformation is Rannism or Rannite Ascensionism. When the ancient emperor and retired adventurer Rann achieved apotheosis he realized the so-called gods were merely older beings in a higher state: Immortals, like himself. The principle doctrine of the faith is that man may achieve apotheosis by following the ancient paths rediscovered by Rann. Ascension is achieved by deeds which may be beyond the power of many, but piety will at least guarantee the faithful who don't ascend a place in the afterlife ruled by their patron Immortal. Rannitism is very much a "bootstraps" belief where the "capable" rightly benefit from their good fortune, and the "incapable's" lesser fortune is just.
Over a century after Rann departed this Plane, a cleric named Issus had a new, further revelation: Issianity. Issus claimed the Immortals (Rann included) had shown him in a vision that apotheosis was the right of all souled beings. The fact that only a scant few achieved it proved the current paths were a flawed approach. These had been set in place by the demiurge, Gigas, and his helpers. The struggles of adventurers seeking these paths was part of some cosmic game for the amusement of Gigas and his fellow. Issus believed in a transcendent god or force above the demiurge and beyond the game, and that this source would rescue the faithful from the Great Wheel of the Cosmos. Good Issians are expected to live a life wherein they seek to perform their given role in the "game" (Issus' teaching and those of latter saints talk a lot of things like "cosmic alignment") while at the same time recognizing its inherent artificiality.
Friday, September 29, 2017
Dungeon Fantasy: A Local Gazetteer
I allowed myself to be convinced to run a GURPS Dungeon Fantasy game. My plan is to do it in a self-aware, classic Gygaxian dungeoncrawl sort of way. We'll see how that goes. Anyway, much of the setting is only vaguely defined (and much recycled from my pre-internet D&D campaigns), but I do know the focus is the Dungeons of Zyrd which are situated (naturally) beneath the half-ruined but still sanity-imperiling Castle of Zyrd. Zyrd in this case being a mad archmage and near-deity.
Lichwode, north and somewhat west of Lake Murrn, is a small forest dotted with several burial mounds. The locals assume these barrows hold ancient Elvish treasure or even far older Coleopteran refuse, but they also assume them to be haunted. The man-shapes burnt permanently into the grass and the curiously life-like statues of some pockmarked stone with faces contorted in abject terror, found in the area may support this belief.
Base-camp for most delvers is the nigh-lawless boomtown, Gryfalcon. The town squats on the left bank of the River Fflish across from the old Imperial fortification of the same name. Located at the head of navigation, it provides a convenient place to deprive delvers of their haul and to bring new treasure seekers from elsewhere.
Lake Murrn is north and west of Gryfalcon. Rustic Mudfoot halfings live in stilt-houses. Villages sometimes build out on the water. There are rumors of human sacrifice of outsiders to appease the giant, alligator snapping turtle, Old Ironjaws. There is quite possibly a crashed alien flier half-buried in silt beneath its waters.
Lichwode, north and somewhat west of Lake Murrn, is a small forest dotted with several burial mounds. The locals assume these barrows hold ancient Elvish treasure or even far older Coleopteran refuse, but they also assume them to be haunted. The man-shapes burnt permanently into the grass and the curiously life-like statues of some pockmarked stone with faces contorted in abject terror, found in the area may support this belief.
The Dharwood is floodplain bottomland forest along the Fflish, haven for humanoid tribes, escaped slaves, and outlaws.
Carsulth is a bustling Imperial port at mouth of the Fflish. Its broadminded folk are friendly with smugglers and pirates, when proper recompense is offered for their lack of prejudice. Some, perhaps many, of its nobles practice diabolic heresy (a perversion of the already self-serving Rannite Cult of Ascension) at least in private.
Carsulth is a bustling Imperial port at mouth of the Fflish. Its broadminded folk are friendly with smugglers and pirates, when proper recompense is offered for their lack of prejudice. Some, perhaps many, of its nobles practice diabolic heresy (a perversion of the already self-serving Rannite Cult of Ascension) at least in private.
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