Monday, April 29, 2019

Azurth Mailbag: Death & Mayhem

This may well become a recurring feature here, assuming I get other Land of Azurth-related questions. Jason Sholtis of Pennsylvania asks: "How do you deal with D&D style violence and mayhem in Azurth and how does it support or thwart the tone?"


D&D is often characterized as "killing things and taking their stuff" and old school play at least tends to to pride itself on "high lethality." Neither of these things seem Azurthian at first blush, given the stated inspirations, so I understand why Jason might question how it all fits together.

First off, my Land of Azurth campaign is run in 5e, which is a bit more forgiving and less lethal (for the players) than older editions. This suits our campaign just fine.

Secondly, Azurth is a D&D world with those sorts of inspirations. It doesn't have an Ozian lack of death, for one thing. Azurth isn't a grim or dark world in any sense, but it's a bit like the Land of Ooo from Adventure Time! in that it is not as saccharine as it might appear on the surface. (And unlike the Land of Ooo, it doesn't have to hold the violence to levels acceptable to Broadcast Standards and Practices.)

I think there's fun in juxtaposing the children's book sort of elements with mayhem, but without doing a "dark" take in the traditional sense. So yes, the D&Dish mayhem thwarts the kiddie nature of some seting elements, but the setting keeps the action of the campaign form devolving into just another D&D world. They work well together.

Do you have a question? Leave it in the comments or email me.




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.