The city of Gith is dead and fallen, save for the walled monastery. The looming ziggurat at its center can be seen from some distance across the desert and surely accounts for most of the city's visitors. Some have come in wonder, having heard the tales that the ziggurat was built atop the grave of a vessel fallen from the void beyond.
Sunday, May 23, 2021
The Monks of Gith
The city of Gith is dead and fallen, save for the walled monastery. The looming ziggurat at its center can be seen from some distance across the desert and surely accounts for most of the city's visitors. Some have come in wonder, having heard the tales that the ziggurat was built atop the grave of a vessel fallen from the void beyond.
Thursday, May 20, 2021
Weird Revisited: In the Vicinity of the Unthran Wood
The tents of the traveling Carnival Mirabilis are set up on the outskirts of Worroth town. Its owner, Slytus Ompt (known to authorities in various jurisdictions as Feldsphur Zwand and Archim Greff) purveys the usual shabby wonders: ailing chimerical beasts in cramped cages and faded eidolons from damaged ieldra crystals—but he also boasts a free plasmoid duelist who will engage in a nonlethal prizefight with any takers. The plasmoid (its name is a gurgling something like Gwoothl Ploorl) is a thane of a subterranean freehold captured by Ompt and drugged with injections of thrall slime so that it is too weak-willed to escape, though it yearns to be free. It will promise to reveal the location of underground treasures undercovered by its coalescence for aid in making its escape.
by Wayne Barlowe |
Half-ruined Maggot Tower, deep in the forest, is avoided by most folk, and not merely because its rugose and twisted spire appears unpleasantly like its namesake. The tower is a relic of the power of a rogue ieldri queen with an abiding hatred of humans. The tortures she inflicted on captives and the sacrifices to dark gods are said to have left her tower haunted. Some seekers after the magical secrets of the ieldra and willing to risk phantom horrors for power.
These locales are in the same world as these two posts.
Wednesday, May 19, 2021
Wednesday Comics: DC, July 1980 (part 2)
Monday, May 17, 2021
Sentinel Comics RPG Session 4: "The Heart of Darkness"
Supporting Characters: Moonshadow
Villains: Dark Duplicates (Mindfire, Warhead, Sub-Zero, Talon, Robrute); The Void Crystal, Silver Orb, Gold Orb.
Synopsis: Our heroes enter combat with the five villains, and after a couple of exchanges to gauge their powers, find them surprisingly easy to defeat. Moonshadow, via psychic link, tells them that these are merely "dark energy shadows" of a group of young heroes from alternate futures: The Legion of Alternity. She believes their presence here means they have been captured by Anachronus.
With the duplicates defeated, the group sets out to find the location of the evil energy with the Never. Fibit manages to locate but also draws strange, translucent wasp creatures to them. Their presence shakes our heroes resolve but doesn't cause any real damage. They also have to face dark duplicates of Talon and Sub-Zero again, before they reach their destination: A sinisterly pulsing crystal in which they see scenes of other times, perhaps other worlds. Flying around it are gold and silver orbs that attack the heroes.
The team is confronted with their most difficult battle so far. All of the duplicates are recreated, and they quickly re-appear when destroyed. The orbs work against them and protect the crystal. Il Masso shatters the gold orb and Fibit twice creates duplicates of her own to make attacks on all the dark duplicates. Eventually, Infranaut makes a massive attack that shatters the weakened crystal and destroys the silver orb.
Sunday, May 16, 2021
My Less Popular Setting Ideas
Not ever post is a winner, particularly in these days where blog-reading is at an ebb, but some ideas seem to garner more approval than others. It's not uncommon for a single, dashed off post not to attract an attention, but occasionally there are ideas I write multiple posts on that just don't seem to make what readers I have here and on other social media as enthusiastic as they make me. Admittedly, none of these I've actually tried to play, so maybe they just don't have what it takes despite my blogging interest in them. Anyway, here are three of them:
Scavengers of the Latter Days
Far future, rationalized ("hard"). science fantasy. I've written several posts on various permutations of this. The comments often suggest this appeals to me more than it does others. In fact, after my various riffs on uses of the the Great Wheel, this may be the D&D idea that seems to appeal to my readers the least.
Planet of the Elves
Here, maybe it's about the presentation. I got a bit more positive reception when I presented the same idea but de-emphasized the post-apocalyptic nature and didn't mention elves in the name (and to be fair, the initial post garnered better comment than I remembered on the blog). Anyway, this is Ploog/Bakshi/Wood sort of stoner, fairytale fantasy.
Ways & Sigils
Ok, this one is admittedly a bit weird because it is really a science fiction or science fantasy thing, that just happens to borrow some elements from some classic D&D settings. Anyway, the idea is that in the future, essentially the Great Wheel is discovered via hyperspace, so it's a bit sci-fi Spelljammer+Planescape. I wrote a follow-up post, then sort of did a slightly different version of the same idea later.
Wednesday, May 12, 2021
Wednesday Comics: DC, July 1980 (part 1)
Batman #325: There's a fill-in writer, Roger McKenzie, but weirdly they let him tie up the storyline with the challenge to Gordon's leadership of the GCPD. The title page suggests Batman is trying to kill Gordon, but in Silver Age style, it's a lie. It is actually a scene from the story, though, which is a bit unusual. Not a bad issue, but nothing notable.
DC Comics Presents #23: This one has a lot going on, which is par for the course for Superman titles in this era. O'Neil and Staton set up Dr. Fate as trying to find a cure for a generational curse that is turning his wife into a monster, but he needs the corpse of her ancestor, and that guy isn't in the grave. Meanwhile, on Earth-1, a physics experiment brings a flying pirate galleon from the past of Earth-2 to Earth-1--with Inza'a ancestor as captain. Superman discovers an imp with a grudge against the pirate is involved. Dr. Fate arrives in time to wrap it all up.
Flash #28: Another pretty good one from Bates and Heck. Doctor Alchemy is back, despite Al Desmond's supposed reform. Has Barry Allen's friend reverted to his criminal ways?
Superman #349: Pasko and Swan have Superman returning from a trip into space to a gender-switched Earth--and the various superfolks think he's a notorious criminal! Turns out it's all a trick by Mxyzptlk, which is telegraphed in a couple of clues early on. It's a nice story of the Superman type.
Superman Family #202: The jerk Supergirl is crushing on apparently isn't cured of being accidentally super-hypnotized by her into becoming a superhero. He causes all kinds of trouble until she can recreate the accident and un-super-hypnotize him. A Bridwell/Schaffenberger Mr. and Mrs. Superman tale reveals when the Earth-2 Superman first encountered Kryptonite, and how he found out about Krypton. Rozakis and Calnan give Clark Kent jury duty, where (on the sly) he helps one Angry Man convince the other jurors to acquit. Lois helps a ballerina to defect from Russia by impersonating her in a Conway scripted tale with nice art by Oksner and Colletta. In the final story, Jimmy Olsen gets rescued from criminals by a high school journalism student.
Wonder Woman #269: Stressed out over all her recent life upheavals, Wonder Woman decides to pack it in and return to Paradise Island. There's she's got a giant monster to fight. I've read beyond this, so I know, but on the basis of this issue, I think you'd be hard-pressed to guess where Conway is going with all this.