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Friday, June 27, 2025
What it's Like to Travel The Stars
Wednesday, June 25, 2025
Wednesday Comics: DC, September 1984 (week 4)
Monday, June 23, 2025
The Rpg Art of Kent Burles
I first became aware of Canadian artist Kent Burles via his comic book work in The Adventurers, though I had seen it decades ago in Malibu's Planet of the Apes comics, too. Once I began to associate his style with his name, I connected him with a lot of rpg illustration from the past I had liked but hadn't known the artist. He did work in the 80s through the 00s in a lot of places: Iron Crown Enterprises, Steve Jackson Games, Palladium, and Green Ronin, among others.
Here are a couple of pieces that really showcase his design sensibility. I love the texture on both of these. It recalls for me the work of Stephen Fabian:
His elaboration of clothing decoration, armor, and technology is a bit like Jack Kirby but also strongly classic Sword and Sorcery:
This is just some of the stuff I could find online. Some of his most fantastical work I think is in the MERP Dol Guldur supplement. I don't know if it says "Tolkien," but it's got a strong S&S vibe and hints of Kirbytech, and it really sells the evil and deadly nature of the fortress. Anyway, I think his stuff is under-appreciated, which is unfortunately true of a number of rpg artists' work of the same era.
Friday, June 20, 2025
Triads
Three terrible spectres of the Realm:
Pendhol,who seeks his lost crown and lost head in the hills of Hern,
And Llaithwyn, Lady of the Night Mists, who the wise give courtesy but only fools embrace,
And Black Gawl, the hound loosed by the Beast from the Outer Dark to herald the doom of Men.
Morgna, witch and shape-changer, whose hut wanders the Marshes of Morva,
Wyrthegern the Mad, who lives in the wild and speaks in riddles,
And the Wizard Midhryn of Many Names, who was judged most cunning of all.
Wednesday, June 18, 2025
Wednesday Comics: DC, September 1984 (week 3)
Monday, June 16, 2025
Weird Revisited: The Moving Pointcrawl
The pointcrawl, which abstracts a map to the important points, eliding the empty places/boring stuff a hexcrawl or similar complete mapping would give equal weight, is [in 2025 certainly!] a well-established concept. One unusual variation not yet explored [it wasn't in 2015, and still isn't, so far as I know!] is the crawling of moving points.
Admittedly, these would be pretty unusual situations--but unusual situations are the sort of stuff adventures are made from: Exploring a flotilla of ancient airships or the various "worlds" in a titan wizards orrery; Crawling the strange shantytown distributed over the backs of giant, migrating, terrapin. Flitting from tiny world to tiny world in a Little Prince-esque planetary system. Some of these sort of situations might stretch the definition of pointcrawl, admittedly, and to model some of them in any way accurately would require graphing or calculus, and likely both.
Let's take a simple case--something from an adventure I'm working on. Say the wrecks of several ships are trapped in a Sargasso Sea of sorts. The weed is stretchy to a degree, so the wrecks move to a degree with the movement of the ocean, but the never come completely apart.
The assumption (to make it a pointcrawl, rather than just a hexcrawl, where the points of interest move) is that there were pretty much only certain clearer channels a small boat could take through the weed--or maybe certain heavier areas that a person who wasn't too heavy could walk over without sinking in complete.
The map would look something like this:
Note that this map is pretty abstract, despite appearances. The distances or size of the weed patch aren't necessarily to scale with the derelict icons. Length of connecting lines is of course, indicative of relative travel distance. The colors indicate how "stretchy" an area is: blue can move d4, orange d6, and red d8 in feet? yards? tens of feet? Not sure yet. Anyway, whether this drift is closer or farther away would depend on a separate roll of 1d6 where odds equals farther and evens closer. Of course, they can't come any closer than the distance they are away on the map, so any "extra" distance would be a shift to one side or the other.
Zigzags denote a precarious patch, where there would be an increased risk of a sudden thickening (if I'm going with boat travel) or falling in (if I go with walking). Dots will denote an extra wandering monster or unusual event check.
So there are a lot of kinks to work out, but that's the basic idea.
Friday, June 13, 2025
The Ruin of Mogh's Fort
Mogh's fortress is a ruin. Pigs root in the courtyard and roam noisily in his empty halls or drowse in sunbeams beneath a decaying roof. Mogh's once great chair is little more than kindling, crushed and splintered by generations of stout boars have scratched bulk against it.
The commote, a backwater of Hern trithing since its petty lords yielded to Arrn, is mostly the domain of the pig herds, which are both bane and boon to small and scattered villages. A few old folk have the knack of apprehending the grunting, snorting porcine tongue, and the pigs affirm (or so they claim) what the elders already knew: it is wise to stay clear of the ruins of Mogh's fort, particularly after dark.
The bandit lord and his bloody-handed reavers are long gone, but Mogh's doom is said to have come by a curse, and the curse may yet linger. Sometimes, the elders say (and the pigs, too, perhaps) that not all nocturnal visitors to the fortress come on four hooves. There are those demon swine that may choose to go about on two.
Wednesday, June 11, 2025
Wednesday Comics: DC, September 1984 (week 2)
Meanwhile, we get hints of Changelings vigilante actions in Manhattan, and Cyborg has confronts and then reconciles with his estranged grandparents.
Monday, June 9, 2025
Dread Knights and Dead Lovers
Our Land of Azurth game continued last night, but I haven't written about the previous session, so this covers both. The party only had one more shard of the mirror to collect. A mirror that would free the soul of Nocturose, but if that was for good or ill they didn't know for sure.
The last shard was on an altar amid standing stones on an island within a stinking bog. A poisonous, stinking bog. If all that wasn't bad enough, it had a guardian, a spirit naga. She wasn't much of a match for the whole party, though, but Shade was poisoned by inhaling too much swamp gas.
With all the shards in hand, they returned to the tower. The door was locked, and when Erekose tried to force it, he was blasted by intense cold. Luckily, he's resistant to the elements so it was a minor inconvenience. Within the crumbling tower, they saw a mirror in need of repair and an empty thrown. The ghostly Nocturose asked them to repair the mirror to free her so that she could be reunited with her love, the Dark Queen Morthalia.
The characters surprisingly quickly given a number of potential warning signs, agreed to give it a try. As they did, Nocturose revealed she had left one thing out: there were Dread Knights who guarded the mirror. The wraiths materialized out of shadow and were all "have at thee!"
The fight was on! It was two against five, but the party beyond Erekose had a hard time hitting them. Waylon went down and Erekose was close, but Dagmar's healing kept them in the fight, and she managed to blind one of the knights. Eventually, the party prevailed.
The party repaired the mirror, and Nocturose's spirit appeared within to thank them before fading away to return to her body. The party tried to make a pitch for her convincing Morthalia to join the fight against the Wizard, but it's unclear she got the message.
When they returned to report their success, they found a crowd including their old friend, Commodore Cog, the steam-powered ship captain. The reunion was spoiled when he revealed the monarchs leading the rebellion--Viola, Desira, and Bellona--had somehow been turned to stone.
This adventure was a modified version of Kobold Press' Shadows of the Dusk Queen.
Friday, June 6, 2025
Further Thoughts on Magic
Thinking about my Monday post further (and reading more examples of magic in McKillip's Heir of Sea and Fire), I feel like the part that perhaps the most central element to number of these magic systems I like is that they demonstrate Frazer's concept of sympathetic magic.
Raderle can create a powerful illusion of large lake, by digging a fist-sized hole and pouring water into it. Arthur in The Revolutions can snap a chair leg by snapping the stem of a wine glass. These are both examples of similarity, or like producing like.
The other common employed aspect of sympathetic magic is contagion. It shows up quite a bit in The Revolutions, but I don't think I quoted an example. It's where an item that was once physically connected to someone or something else still has a magical connection to that thing. This is being able to cast a spell on someone because you have a lock of their hair or the like.
Similarity shows up some in D&D spell material components, but I think more of these are sort of jokey correspondences instead. These things are fine and could even be flavorful for bigger spells or more complicated rituals, I think more spells that used a perhaps caster-specific but reasonable application of similarity and contagion.