Sunday, April 28, 2019

Our Elves Are Different

Tired of the same old elves? Here are some alternatives takes that can just be used to reskin the fluff in most editions, though 5e might require some slight ability tweaking.


Changelings
Elves are too busy pursuing their own idiosyncratic interests to do things like raise kids or maintain a society, nations or settlements beyond loose associations. They plant their children in households of other species. When they reach a certain age, they are drawn to seek out their own kind who magically impart elven "history" and "culture" to them, then send them off to do their own thing.

Homo Superior
Elves are the next evolutionary step in humankind. At puberty, their elvish breakout occurs, manifesting in one of several basic ways, analogous to elvish "subraces." Sometimes persecuted by human societies, they tend to form outcast communities in out of the way places.


Runners
Elvish civilization is centered around a sealed enclaves where young elves live in hedonistic splendor. Old age is unknown either due to voluntary suicide or voluntary exile at a certain age. All elves encountered in the wider world are older outcasts.

Viral
Elvishness, or rather the idea of elvishness, is a magical virus of a sort. Those infected first began to act "elvish" then develop half-elvish traits followed by full elvish traits. This often causes a radical shift in personality.

Observers
Elves are visitors from another world. They come the campaign setting for scientific observation or perhaps recreation. Their interstellar societies strict rules do not allow them advanced technology, nor does it allow them to describe too much about their place of origin. Th existence of magic and their innate aptitude for it was a surprise.

Probes
Elves are the sensory organs/interface modules (or perhaps drones or robots) of vast nonhuman intelligences. They are craft to explore the world and have experiences their colonial minds cannot. Elves have autonomy and independent thought, but they always know themselves to be parts of a whole.

Thursday, April 25, 2019

Heroes of the Outer Planes---FIGHT!


I think the Gygaxian Great Wheel, if properly interpreted, could serve as a high-powered fantasy campaign. The planes could be expansive arenas in which martial artists with ever-increasing powers contend for some ultimate prize--like Highlander meets Dragonball Z. Or maybe the planes are just the exotic lands that serve as locales for the high-powered adventures of super-folks, more like the gang in Dreadstar or the Guardians of the Galaxy that a typical D&D adventuring party.

The more I think about it, most cosmic stuff Starlin has written would be good inspiration here.


Exalted and Kill 6 Billion Demons would be good, too, if you've gotta have something besides Starlin.

Monday, April 22, 2019

Land of Azurth Inspirations

This is not an "Appendix N" or list of general inspirations, but rather the likely origins for specific elements in the setting and my Land of Azurth campaign. Likely, because inspirations can be difficult to trace things, and often not completely evident. This is what I remember.

Books:
Frank L. Baum. The Marvelous Land of Oz, Dorothy and the Wizard of Oz
James Branch Cabell. Figures of Earth.
M. John Harrison. In Viriconium, also known as The Floating Gods.
Gregory Maguire. Wicked: The Life and Times of the Wicked Witch of the West.
Jack Snow. Who's Who in Oz.
Catherynne M. Valente. The Girl Who Circumnavigated Fairyland in a Ship of Her Own Making; The Girl Who Fell Beneath Fairyland and Led the Revels There.

Comics:
Amethyst, Princess of Gemworld (1983). Mishkin, Cohn & Colon. DC Comics.
Over the Garden Wall: Tome of the Unknown. McHale and Campbell. Boom! Studios.

Animation:
Adventure Time!
Howl's Moving Castle.
Over the Garden Wall.
Popeye "Goonland."



Sunday, April 21, 2019

Rabbits and Eggs in the Land of Azurth


As I first reported in 2017, there is, in the Land of Azurth, a magical treasure peculiar to the Hara or Rabbit Folk and celebrated in their legends. A number (though no one knows the exact number) of eggs in variegated pastels are forever being lost and rediscovered; they are objects of quests for great heroes and the caralyst for small folk to elevated their station. They are associated with both just rulers and holy madmen.

The eggs are said to have been crafted on the Moon by the rabbit goddess the Bright Lady as gifts to favored mortals or saints on the occasion of the birth of spring. The shell of each egg is held to not be mere eggshell but ceramic made from moonstuff. The eggs have moved down through history, sought, horded, and fought over for their beauty and their magic power--each egg has a unique arcane property. One might have the power to heal, while another the ability to command others to do the bearers bidding. Still another might allow one to see the future.

The Rabbit Folk sometimes make their own mundane eggs for vernal celebrations in honor of the goddess, while unscrupulous relic-dealers occasional try to pass off fakes as the real artifacts. The abundance of imitations has only increased the difficulty of finding the real thing.

It is said that Lapin XXII, King of the Warrens of the Hara, has several of the eggs in his possession, stored in a ceremonial basket.


Friday, April 19, 2019

The Azurth Dictionary


It's been a while since I've shared the Dictionary of Azurth, your abbreviated (but free) guide to assort people, places, and things in the Land of Azurth.

Get it here.

Thursday, April 18, 2019

Weird Revisited: Rumored Mysteriarchs of Hidden Zed

I'm back after a hiatus caused by moving and a lack of internet access. Here's a classic Land of Azurth post from 2015, that soon may have relevance for my current campaign... 


As their name should suggest, little is known of those great magi, the Mysteriarchs of Zed, and this is presumably the way they prefer it. Even great wizards are powerless before rumor and tale-telling, however, and so the names of some alleged members of that shadowy assemblage are widely whispered in the Land of Azurth:

art by Francisco Segura
The Great Enigma may or may not have ascended to a higher plane to compare his knowledge with that of more potent beings than humanity, or perhaps he lingers awhile yet to train worthy apprentices. He has placed himself under a peculiar geas wherein in a challenge he will only cast any spell his opponent hasn't thought of yet, but none that they have.

Art by Algosky
Agar the Green holds unorthodox theories about slime and its place among the primordial elements. He makes a study of various slimes, oozes and jellies, and spends much of his time in a semi-viscid form to aid his research. Some of his colleagues suggest he has even sought the lubricous embrace of Jellia, the Gelatine Princess of the Ooze Folk, but such matters are scarcely the topic of polite conversation.

art by Moebius
Generys the White is said to have lived half her life in the realm of dreams, and this has made her cold and cruel in her affairs in the mundane world. She knows secrets that are only shared in dreams and the making of potions that aid either forgetfulness or memory. Any gift of a jewel or precious stone from her is to be avoided at all costs, but must be refused politely.

Monday, April 8, 2019

On the Nature of Planes

Discussion around my last couple of posts got me to thinking about planes and how one might present them. I don't think there is a right or wrong way to do it, but I think certain approaches imply certain things more than others.

There  may well be interpretations other than the three I've presented below, but hopefully this will delineate where the key differences lie.

First, here are the traits I'll use to describe them:

  • Physical worlds are composed of matter and energy, physics and biology,  and function similarly to our own, though may in some ways be alien. Physical worlds in are generally finite, though they may reside in an infinite substrate (like the astral plane or space of some sort).
  • Metaphysical worlds mimic physical worlds in some ways, but aren't really fully natural or "functional." Examples would include pop conceptions of Heaven (a bunch of solids clouds, with some angels and a set of golden gates) and Hell (a cavernous realm of fire). In literary fantasy settings (be they trad fantasy, pulp science fiction, or superheroes), the difference between physical worlds and metaphysical ones may only be discernible by context. Metaphysical worlds may be finite or infinite, but if they are infinite they are likely only notionally so--characters are always tend to show up "where the action is."
  • A fixed reality is one where things appear to obey mundane physical laws, with exceptions for magic or special powers. The local laws might differ from the primary world's, but they are still rules that govern most everyone.
  • A mutable reality is more dream-like or the power of one or more beings to manipulate its nature is so significant that things can't be taken for granted.


Planets/Worlds/"Alien Sphere": Physical spaces, whatever their actually shape/structure that exist either in the same universe as the primary world of the setting or accessible universes. In fact, they may be the other universe, made up of a number of sub-worlds. The world or universe may be reached or traversed by strictly physical means, but often can only be accessed by some sort of special device or power.
Traits: Generally physical and fixed.
Examples: Marvel's Microverse and Negative Zone; the Marvel Cinematic Universe's version of the Nine Realms; perhaps Yag ("Tower of the Elephant") and other mystically described planets in pulp fiction.

Conceptual Realms: Generally supernatural places of supernatural beings, often arranged in levels or perhaps energy states. They are typically reached by magical or esoteric means, but the magical means may be as simple as walking through a seemingly mundane door or gate. Some can't be visited by physical bodies, but only by spirits, astral forms, or the like.
Traits: Metaphysical and (mostly) fixed.
Examples: various after-lifes, places where demons and gods dwell; The Realm of Dream from Sandman; The Matrix and other virtually reality realms are non-supernatural examples.

Gygaxian Esoteric Planes: Places that often bear the names and some of the characteristics of various historical conceptual realms but are more defined in their characteristics. They are inhabited by supernatural beings that tend to behave like mundane beings, the only difference being "power." Geography tends to be more important than in conceptual realms; planes can be mapped to a degree, and travel along associated terrain may be necessary.
Traits: Physical or Metaphysical, mostly fixed but can be mutable.
Examples: The Great Wheel as presented in AD&D or the 4e Cosmology; Marvel Comic's version of the Nine Realms in Thor.

At first blush, one might suggest the Gygaxian Esoteric Planes are just conceptual realms adapted to the requirements of a game, but I don't think this is the case. In the same way old school games are able to support a more mutable, fantastic, mythical underworld, they could also support conceptual realms (indeed, some rpgs already have them as background elements), but for whatever reason, Gygax and his successors chose not to portray most of the Great Wheel that way. Similarly, weird or magical planets were hardly unknown in the source literature D&D was drawn from (and would eventually show up in Planescape and Pathfinder's Golarion Solar System), but this wasn't the path chosen for D&D either.

Whether the rejection of these options was a misstep or an innovation, depends on your point of view.