Sunday, June 9, 2013

Ravenloft / Glantri connection

This post might not be all that interesting (I know the WRONG way to start a post) but I have been digging up some old information on an old campaign I ran at the end of the 2nd ed era.




Many, many years ago while I was still deeply involved in the online Ravenloft community I postulated that Barovia, the home of Strahd in Ravenloft, is a domain taken from the Known World of Mystara, and Glantri in particular.
I was very active on the old MYSTARA-L and RAVENLOFT-L listservs.

Here is a post from 2001 where I talk about it.  This might be the first time I even mention it.
http://oracle.wizards.com/scripts/wa.exe?A2=ind0108a&L=mystara-l&P=5201

Hold on a sec I have my combined Ravenloft-Mystrara-Greyhawk Time line here.

Now keep in mind that Ravenloft has funky time.  So Ravenloft uses the
Barovian Calendar (BC) and the present day is 751 (according to the books)
or 753 (according to the kargatane).  That would make it 1,346 AC.  On *my*
time line.
This also coincides with 1,370 DR in the Realms (but who cares about that!).

I am correlating my dates based on the "fact" that the two Blackmoors are
the same in Greyhawk and Mystara and were destroyed at the same time,
possibly splitting Mystara and Oerth (and D&D from AD&D!).  Then I use
Azalin from Ravenloft since we know when he entered the mists and when he
was a king on Greyhawk.

Barovia is founded in "an unknown world" in year 1 BC, or 596 AC.  So what
areas were still ripe for conquest or settlement then?
Strahd is born in 299 BC (894 AC)
The "Tergs" invade Barovia 320 BC (915 AC)
Strahd pushes them back 321 BC (916 AC)
Strahd kills his family, Barovia is "cloned" and sucked into the demi plane
351 BC (946 AC).

So the world that Barovia is from, never knows it is gone since an exact
copy with out people is left behind.  Well, some of Strahd's family remains.

800 AC to 1000 AC is a fairly well documented period of time.

Castle Amber (X2) has some amazing "Ravenloft like" elements.  After all,
Old Averoigne *IS* from Gothic Earth! ;)
As does the Glantri Gazetteer.
Other modules from Mystara also have a very heavy Ravenloft feel to them,
more so than other worlds ("Death's Ride" anyone?)

There is an adventure where the character go to the Prime Material Barovia
around 740 BC (or 1,335 AC). Barovia of this time and place is rules by a
"King Strahd".

If I go with my "Holy Lands of Glantri"  future Time line, 1,335 is a blank
period of time for me. A time between the "true" kings in which a regent sat
on the throne.  It was an attempt by the mage guild to bring back the rule
of the Princes.  They had assassinated the true king and his heirs, but one
escaped not to be "discovered" again till 1,496 AC.

SO, given my time line, I'd say Barovia is/was a principality of Glantri.
Granted this is not conclusive evidence, but it fills the holes I have.

What else do we have?

Warlock.
--
Web Warlock,
Author, the Netbooks of Witches and Warlocks
The Other Side: http://www.rpghost.com/WebWarlock
The DnD Community Council: http://www.dndcommunitycouncil.org/~nbownw
Yeah I was still going by "Web Warlock" online all the time is a vain attempt to keep my academic persona (Timothy S. Brannan) seperate from my gamer geek one.  Finally I said screw it and embraced my inner and outer geek.

There is more here and elsewhere.  With James Mishler online now I should ask him what his theories were.

Here is something I posted years ago that I can't find the original of online anymore.  Though it was quoted at Dragonsfoot.  I have the original Word doc here at home still.
Barovia is from Mystara
While Ravenloft may be my favorite game world, it is not my first. No that (dubious) honor belongs to Mystara. So here is how I have used my two worlds together. We really don't know what world Strahd's homeland came from. Other lands are clearly defined as being from Oerth (Greyhawk), Toril (Forgotten Realms), Athas (Dark Sun) or Krynn (Dragonlance). That leaves both Barovia and Mystara obvious by their absence. So. I speculate that Barovia is a darker version of one the Principalities of Glantri. Of course this long before the Princes ruled. We know that from the adventure "Roots of Evil" that the original Barovia still remains on it's home world. Well Glantri has a principality called Boldavia that is surprisingly like Barovia. It is possible that they were nieghbors, but when Strahd and his Barovia was pulled into the mists, the lord of Boldavia took over the unprotected Barovia.

There are plenty of other clues of a Ravenloft-Mystara link.

The classic module, X2 Castle Amber, takes place in Glantri and the module reads like a proto-Ravenloft setting complete with mists and lands being pulled into demi-planes. X2 was based on the writings of Clark Ashton Smith, one of Lovecraft's inner circle, and both writers have contributed a lot to what makes up D&D and Ravenloft today.

Glantri has a very European feel to it. It is higher tech and higher magic than most of the other lands on Mystara and there is definantly a darker edge to it. Since Ravenloft also uses psuedo-European cultures, the ties fit rather nicely.

Demi-Plane or World
Ravenloft is a demi-plane. Or so they tell us. But this has never been a satifactory world for me. In my mind this only emphasizes the "weekend in Hell" feel of the world. So. With the latest edition of the Ravenloft rules, I have decided that Ravenloft is in fact it's own world. Granted it is a haunted world, but not much different than the "World of Darkness" of White Wolf. This has certain advantages for me. Worlds are easier to deal with. I can have a place that can seem real to it inhabitants and give me a reason to have native players. Plus if I want, I can use my Call of Cyhulhu, White Wolf, or Witchcraft RPG stuff to modernize the world, or give it a future. This is what I liked best about Gothic Earth. With 3E Ravenloft I could do a Gothic Mystara or a Gothic Oerth.

Personally I rather move the lot to Earth. But that is a topic for another time.

Plus this helps bring other ideas from the Ravenloft-list into line for me. Ravenloft has a mostly human population, but there are monsters. So a world can support a larger ecosystem. Monsters can run about. Another idea is move the mind flayers, Illithids, to the moon. This give them a more alien feel and ties in very nicely with Lovecraft. Plus I have the new d20 Call of Cthulhu book sitting on my self next to my Ravenloft one. So I am sure I can get something from their unholy union.

Another idea to flesh out this "world" is to use some of the new d20 products out there. Sword and Sorcery studios has some great books, like the Creature Collections and Relics and Rituals. The Scarred Lands of those books has the dark and gritty feel I like to inject into my games. I also have a few good official Wizards of the Coast products that also make a nice addition. Monsters of Faerun is a good example.

The Dark Powers
Who or what are the dark powers and what do they wnat? That is question that has been bugging players and DM of Ravenloft for a long time. We have had some clues. They could be evil outsiders, or gods. Or they could be Good and Ravenloft is a prison. Or maybe they started out as good and became evil. Who knows. The truth be told. I don't deal with them much in my games. While I dislike the idea of Ravenloft being a giant roach motel of evil, I also like to keep the players and the Dark Lords in check.

Plus there are the Dark Lords. Very powerful, not very mobile. I like to use a bit more flexibility with my Dark Lords and Powers. Granted this has not always worked out as well as I would have liked. But I'll keep experimenting. Normally I like to take a page out of the Masque of Red Death and not have Dark Lords at all. Or rather, they are there, but they are significantly weaker when they leave their area of control.

No Dragons?
How is it there are no dragons in Ravenloft, a Dungeons and Dragons game? Well I have added them. Yes they are evil and there is even a Dragon dark lord. The realm is Draconis, and it is also from Mystara. It is currently an island. It too has it's roots in Glantri. You can download it from PlanetADnD.com. Draconis.

If I continue the world metaphor then there are plenty of places for Dragon Dark Lords and Dragons. While Draconis is based on Glantri, it has it roots in the mystical "Dragon Isle" of so many fantasy stories, including the tales of Michael Moorcock's Elric.

BTW I still have Draconis laying around here somewhere.  I reused large portions of it for my Dragon Ilse in my kids 3.x game.

I'll have to see what else I have laying around.

Friday, June 7, 2013

Willow & Tara: Villains & Vigilantes

I want to continue talking about Villains & Vigilantes today.

It seems like years ago that Tim Knight of Hero Press asked me to do V&V write-ups of Willow & Tara.  I actually remember it being almost exactly 2 years ago because I was sitting in the DMV getting my licensed renewed. I had my copy of V&V 2.1 on my tablet and jotting down some notes on powers.

The biggest issue with any supers game is magic. It really is the "break all the powers" power.  Especially in systems where you can take Magic and then take all the other powers as spells.

Here are the girls in their post Dragon and the Phoenix versions.





Tempting Fate and Pay What You Want

So Evil Hat has released their two new Fate game and also released a new model of how they would like people to pay for their games.

Fate Core System and Fate Accelerated Edition are now out.
And YOU decide how much you want to pay for them.

Think Fate Core is worth $20 (at 308 pages that is a steal for a core book) then pay 20.  You only want to pay 5?  Pay 5.

It is an interesting concept really and I am curious on how it will work out.
Tenkar has listed a number of OSR Pay What You Want books including the very popular Teratic Tome and his own Minor Magiks & Miscellaneous Arcana Volume I.

I can't wait to see how all of this plays out really. I think it will be a success.  You may say but won't people pay less than what you should be charging? Sure, but I think there will be more people buying. Honestly which one is better? Five people paying $5 for a pdf or 50 people paying a $1 for it?  And you will get people that believe in supporting authors and game companies, so they will spend $10.

How about you all?
Would you do "Pay What You Want" for you books (game or novels or otherwise)?

Thursday, June 6, 2013

Justice is Blind, Issue 6: Villains & Vigilantes

Today is the Heroes & Villains Blogfest  hosted by Jackie and Dani.  This is Part 2 of my post for that, Part 1 was posted earlier today.
http://danibertrand.blogspot.com/2013/06/heroes-villains-blogfest.html

I want to continue talking about Villains & Vigilantes I thought it would be interesting to bring back my superhero character Justice and introduce her new arch nemesis.


To bring everyone up to speed Justice is a character I created for the Mutants & Masterminds RPG for a game we were going to play that day.  Her real name is Astra Ka-el, aka Astra Kent and she is the daughter of Superman and Wonder Woman.  I based her off the last few pages of the comic Kingdom Come, which deals with the superheroes we know in about 20 or so years.  I won't spoil it all for you. Read it, it is fantastic (or watch this fan made trailer). But one of the futures they point to is the possibility of Superman and Wonder Woman having a daughter.  You can read the back story I did for her in "Issue 1: Justice is Blind".  The last time we saw Justice was Issue 5. In Issue 6 I wanted her to go to London where she could potentially run into the legendary, but retired, Acrobatic Flea.  This serves a number of purposes. It gets her to England to meet her new arch-nemesis, it ties in Villains & Vigilantes and it gives a shout out to +Tim Knight (the Flea himself!)  who has been wanting me to do more with V&V forever.

So I introduced my hero.  Here is my villain.

Maggie "Mags" Shaw nee O'Neill aka "The Iron Maiden"
Maggie O'Neill was a plain, if brilliant girl, who lived in one of the poorest areas in Belfast, Northern Ireland. Maggie hated being poor, she hate being scared all the time (the Troubles were at their height) and she wanted nothing more than to get away.  To her that mean London.  After a car bomb destroyed the bus she was supposed to get on for school that morning (no one was killed) she had haad enough. At age 14 she ran away from home and made her way to London a couple of months later.  The education she had on the road was a hard one, and it hardened her.  When she got to London she was "discovered" by a talent scout looking for young, and maybe disposable, girls for modeling. Mags, as she called herself now, quickly turned a would-be tragic situation to one where she was on the cover of every fashion magazine by 16 and a national and tabloid celebrity by 18.  She used her keen intellect, charisma and complete lack of moral center to get to the top of the heap.  Her looks, while plain as a child, transformed her into "The Face of London".  Her name even became so synonymous with magazine covers that people thought it was a play on words.
In her 20s her career took a dip when she tried acting and was terrible.  Same with pop songs. She quietly completed degrees in mathematics, engineering and robotics while people suspected she was out partying.
At 24 she stunned the world when she married multinational billionaire Halloran Shaw, depiste being nearly 40 years younger.  She took a keen interest in his business and became a full partner and soon rose (by much of the same combination of lack of ethics and keen intelligence) to a position of VP and a seat on the board.  Her enemies begrudged her polished public image and despised her ruthless private one.  When Shaw died he left everything to her including controlling stock in his company, locking out his own grown children.
Mags would have had it all had it not been for a PR stunt gone tragic.
Shaw International was responsible for making high capacity batteries for cell phones and small electronics.  Their factories though were located in India and were the worse sort of sweat shops.  Thousands, cramped into small spaces to build batteries with caustic chemicals.  Ventilation was poor, and deaths were common, but as they were the only employer for hundreds of kilometers she had all the workers she could want.  Protest groups caught news of this and were making a stink.  Mags herself went to the factory to hold a press conference. Most of the employees where cleared out (with out pay) so tours could be given.
In the midst of this pr stunt the factory exploded.   The death toll was high, but would have been much higher had it not been for Justice, who had been near by and heard the explosion with her super hearing.
One person though she didn't save, because she didn't know, was Mags.  Mags watched and Justice saved all these people, while she was pinned under tons of rubble while chemicals and fire burned her skin.
Mags was found, alive, but the damage was too great.  For a year she was in the hospital. She lost her legs, an arm, part of her face, some the fingers on her other hand.  She eventually recovered, but swore she would have her revenge.  The news (thanks to a healthy pay off) made the claim that eco-terrorists caused the explosion, so popular opinion was for the "poor woman" who had "lost everything".
Secretly Mags has built herself a suit of armor that not only keeps her alive, but also enhances all her physical stats.  She has been using it to steal what she can't buy or make herself.  She has killed and seems likely to do so again.  Though no one suspects that the armored thief the tabloids call The Iron Maiden is really Mags Shaw.  And no one know that she is building a weapon to kill Justice!

Here they are in their Villains & Vigilantes glory.  Justice and her arch nemesis The Iron Maiden!





There might be errors here.  It has been years since I played V&V.

See more posts here:

Heroes & Villains Blogfest: Villains & Vigilanties

Today is the Heroes & Villains Blogfest  hosted by Jackie and Dani.  This is Part 1 of my post for that, Part 2 is later today.
http://danibertrand.blogspot.com/2013/06/heroes-villains-blogfest.html


The idea is to talk about our favorite heroes and villains.  But I do that a lot here.  So I am going to do that today, but I also want to talk about about one of my favorite superhero role-playing games.  It is also the first superhero RPG I ever played.  Villains & Vigilantes.
The current edition is the 2nd edition and you can get the classic version from Fantasy Games Unlimited (the one I played) or the new 2.1 edition from Monkey House Games. They are functionally the same, even with the same text and some art.


V&V was written by Jack Herman and Jeff Dee.  Jeff Dee got his start on D&D doing some of the classic module art and book art for the 1st edition game.   So the game has some obvious D&D roots.
V&V was unique at the time (and still somewhat) in that in the game you play yourself.  You work out with the other players what your strength, endurance, intelligence and the rest are and then you roll randomly on a table of super powers.  It's a very interesting and fun concept that we completely ignored.  Back in the day we liked playing a "multi-verse" so our V&V characters were our D&D characters in a supers universe.  The stats were the mostly the same and both games had levels.  Plus it gave us excuses to have strengths of 50 or more (human max is 18).  I remember it being a very good time.

As typical of many old school games there are lots of random rolls, charts and a fair amount of math involved. I went back recently to make a character and was thrilled to see that Monkey House Games had an Excel character sheet.  The math isn't hard really, but Excel is still faster. Though such things have been around for a long time even with the older edition.

Powers are list by type.  So Power Blast is just a blast of some sort of power. It could be Superman's heat vision, Iron Man's repulsors, or even Zatanna's magical blast.   What is interesting is teh combat matrix of powers vs. defenses and how they interact. Again, the D&D DNA is here since it reminds me of the Psionic Powers Attacks vs Defenses in 1st Ed AD&D.

There is a V&V campaign world as well.  It is loosely defined in the core books, but much greater detail is given in the supplements.  It is also one of the few Supers games I can recall where the characters were working for the government at some level.  The ill-fated City of Heroes RPG was another.

There are a couple of great sections on Being a Superhero and Gamemastering that work great with any supers RPG.

IF you like old school RPGs and want to get into a supers game that feels like those, then this is a great choice.  The price is low and there are plenty of places on the web that support either version of the game with materials, character write-ups and community.

A little later today I'll have a write up of a hero and a villain.

See more posts here:

Wednesday, June 5, 2013

White Dwarf Wednesday #67

July 1985 brings us White Dwarf #67.  We start the issue with something new, a cover from Mark Bromley. I don't believe I have seen him before, but I could be wrong.  Given the size of the door, I am guessing this is a dwarf, but not the eponymous one.  Still though a nice cover.

In the editorial Ian Livingstone talks about how Britain is catching up to the US in terms of Fantasy RPGs.  While hindsight tells me that this is partially correct (the entire industry was hitting the mid-80s slump) it had always been my perception at the time that the best things were coming out of Britain.  Sure it was my perception as a young anglophile, but the games I saw from Britain seemed "grittier" to me and that meant "better" in my 16 year old mind.

Haunters in the Dark brought non-mythos monster to your CoC game.  I had bought this issue for this article alone back in the day.  Though I had forgotten I had until rereading it this week.  I remember wanting to convert the Black Dog to Chill and use some of the other information for D&D.  I was always looking to expand undead and the first house rule "notebook" I put together included some of this information.
Interestingly enough I never cared for Will-o-wisps as undead, thinking them more like some sort of evil Fae creature.

Open box covers Pacesetter's StarAce (or Star Ass as we used to call it) and some Dragonloance modules. StarAce didn't get enough credit from me then, I still prefer Chill and TimeMaster for my Paesetter fun. It barely got any credit though from Marcus Rowland, giving it a 5/10.  Graham Staplehurst covers DL2, DL3 and DL4 from the Dragonlance Modules giving them 7, 8 and 9/10 respectively. He praises the amount of information in modules and says there is plenty for DMs to do with them.  I reread them recently myself, I did find them to be fairly rail-roady, even moreso that I recalled.  Oliver Dickinson wraps us up with 6/10 review for Monster Coliseum from Avalon Hill. It gets knocked down I think due to the price.

Critical Mass has an embarrassment of riches, claiming that by 1987 there will only be enough room in the column to list the names of the books and authors and that's it.   I am not sure if the out of Sci-Fi/Fantasy books ever reached that, I do know it began to wane though soon after.  For my part I had moved over to the darker stuff like Lovecraft and Clark Ashton Smith.  Insights anyone?

RuneRites covers Barbarian magic.  Useful for any FRPG with Barbarians in a magical world that distrust magic.  Odd thing really.  Is this trope from Conan?

A Champions/Golden Heroes adventure is next, "Peking Duck".  Phil Master wrote this so I am likely to to like it.  But I know so little of Golden Heroes it is hard to judge.

Starbase covers "Wordly Wiles" or Social Customs in Traveller.

Michael Heaton brings us A Murder at Flaxton, an AD&D adventure for low-level characters. Pretty simple and straightforward, but easily dropped into any game.
There is also an article "Parlour Game" about the Arachnid Assassin.

Fiend Factory takes an odd turn this issue.  First it is now listed as Bi-monthly.  Also it presents an NPC.  I say its and NPC, but it could be a type of "monster" or a PC class with some work.  The vivimancer or a spiritual helper.  I am not happy that FF is going to every other month.  On one hand it was my favorite feature, on the other the quality has been suspect for a while.

Tabletop Heroes covers photography of minis.
Treasure Chest has a collection of useful backpacks for AD&D.

We end with ads and the notice board.

In general the quality of the issue is up even if the amount of useful material to me personally was down.


Threshold Mystara Magazine

I am a big fan of Mystara, aka The Known World from the "Basic" versions of D&D.

So I am very pleased to see on the Piazza that there will be a Mystara fan-zine.
http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=10361 and
http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=10610&start=0



Details on Threshold are here:
https://docs.google.com/file/d/0B9ThpIUzMhtLRF85WFJNNnpqZW8/edit

Don't know if I have anything yet I want to contribute, but I'd love to find something uniquely Mystara.

Tuesday, June 4, 2013

OSRchive updates

I have a couple one more games to add today and need to tweak the background image a bit.

After that I am going to be looking for some serious feedback.  The OSRchive blog is really only a "draft", the idea is to get the files onto a physical medium.

On my to do list:
- Banner image
- fix the background image CSS
- figure out if I am going to link other sites
- figure out what other games we need
- look for cheap flash drives
- something else that I just forgot...

http://osrchive.blogspot.com.


Monday, June 3, 2013

Announcing the OSRchive

So I have spent the last few hours putting together the new OSRchive.
http://osrchive.blogspot.com/

The first two games are now up providing free copies.

Spellcraft & Swordplay: Basic Set
Lamentations of the Flame Princess Rules & Magic

More as I get the permissions to add them.
Once I get a decent amount I can start putting together a CD-Rom/zip/archive for you to download and share.

Sunday, June 2, 2013

OSR Distribution CD-ROM, Part 2

I have a new proof of concept up at http://osrchive.blogspot.com/.

I will add more games as I get the permissions (and remove the Witch since that is not free).

OSR Distribution CD-ROM?

So I was posting this comment over at Once More Unto the Breach!:
I have run plenty of demos in my time.
The thing about running a demo game is if you are good then the players will want to go out buy that game. If I do it in a game store (my prefered place to run demos) then I like to take them to the product.

The problem with the OSR is that often the product is not there. I have taken books before and sold them at cost, but I am not a retailer so it's an as-needed/as-I-think of it thing.

I suppose what would be nice is if had permission to redistribute the free OSR books on a CD. Maybe build some nice interface and have the PDFs.

Pop in the CD-ROM and it runs on any machine.

Hmm. That sounds like an idea.
And that got me thinking.  What about a FREE OSR distribution CD-ROM?
We put on the most popular free products that we have the permission to use, build a front end (HTML) that has the links to the PDFs on the disk and then links to the various sites and links to whatever else.

Each game would need some promotional "Ad" copy written.

The idea then is we, you, me, whomever demos the game then gives out copies of this disk to the players.

Off the top of my head I think we should include:
There could be and should be more.  Plus I want to state right now I have not sought permission for ANY of these yet.  This is just a crazy half-baked idea, but it is one I have done before.  In the pre-WiFi, pre-HiSpeed, stuck in the dial-up days of the Internet I put together a lot packages like this, so I have a pretty good idea of what I want to do.

Would anyone be interested in such a thing?
Would anyone out there be interested in contributing to something like this? (Free PDFs to redistribute not money!)

Friday, May 31, 2013

QotA: Elvyra Queen of Witches

While re-reading Quest of the Ancients I thought a good way to bring one of the few stated up characters back over to D&D via The Witch.   I also it might make for a nice homage if one of Vince Garcia's signature characters lived on with my rules.  Like I mentioned in my review of Quest of the Ancients it was obvious to me that we had read a lot of the same books, watched a lot of the same TV shows and listened to a lot of the same music to get to our respective witches.

Plus Elvyra has a connection to the Daughters of the Flame/followers of Brigit. So she has a "hook" in both games.

Here she is in both sets of stats, Elvyra (pronounced "EL-veer-uh" according to the book) the Queen of Witches.  In Vince Garcia or anyone with a copyright claim wants me to remove this then of course I will.

Elvyra Queen of Witches


Elvyra -- Queen of Witches (25th level witch)
Quest of the Ancients stats
Armour rating: 0 (-5)
Tactical move: 10' or as applicable in different form
BAR: 17/10/54
Stamina paints: 70
Body points: 13
Stats: St 12; Ag 20: Con 14; IQ 20; Ch 20: Ap 20: Lk 19
Attack 1
Dmg: 1D4+5 (dagger) or by spell
Ethics: I
Size: 6' tall
Special note: Shape change at will; possesses Artifact of Power-the Scarlet Flame: her symbol is a 4-armed spiral, eagle or hummingbird.

Elvyra appears as a tall elf with flaming red hair, typically attired in blue and white with a red sash but her waist. Upon her head she wears a silver crown over which floats large emerald acting as a device that doubles her 1st-3rd rank spell slots. She thus possesses 40 slots of each of these spell ranks, and 20 slots each of ranks 4th-7th
The flame removed from the temple was later enchanted into her wand focus, creating an Artifact of Power known as the Scarlet Flame. It appears as a wood and silver scepter with a huge ruby set into its tip, containing a burning name within. The wand absorbs all spells directed at the possessor, converting their ranks into potential that regenerates any stat loss, similarly to the Mind Sapphire of Serpen. In addition, the wielder is able to use any fire-based spell at the 35th level of skill at a cost of 1 charge off the wand per spellrank, castable in a single phase.
Elvrya's rarely used melee weapon consists of a BF 5 unicorn horn dagger, which provides the further benefit of making her immune to poison and disease of any sort.
One interesting fact about her relates to her ability to shape change (as per the witch spell) at will. When she remains in a single form, her eyes change color each minute.
The Queen has existed in legend since the dawn of time, and most believe that if she yet lives, she and her followers no longer remain on the Nexus, but instead dwell with their goddess, the Queen of Faerie, within Her enchanted realm. Nevertheless, some have claimed to have encountered the Witch Queen in the midst of isolated sylvan woodlands, and in a rugged area of volcanoes in Naz-Al. It is even been reported that she frequents the Witchwood, a forest in Avalon, but this story is given little credence.
If she is encountered, she will either be accompanied by her familiar, her chief handmaiden or both (20%/30%/50%). Last of all, Elvyra is believed to know lost spells that are vastly more powerful than many used today.

Elvyra - Queen of Witches (25th level witch)
The Witch stats

Strength: 12 Death Ray, Poison 5
Dexterity: 18 Magic Wands 6
Constitution: 14 Paralysis, Polymorph or Turn to Stone 5
Intelligence: 18 Dragon Breath 8
Wisdom: 18 Rods, Staffs, Spells 7
Charisma: 18

Hit Points: 55
Alignment: Neutral
AC: 1 (Bracers of Defense)

Occult Powers (Faerie Tradition)
Familiar: White Dragon Tiger
7th level: Speak to Plants/Animals
13th level: Fae Shape
19th level: Curse
25th level: Shape Change

Spells
Cantrips (7): Alarm Ward, Daze, Detect Curse, Object Reading, Open, Spark, Warm
First (7): Bewitch I, Cause Fear, Command, Faerie Fire, Minor Fighting Prowess, Sleep, Spirit Dart
Second (7): Alter Self, Biting Blade, Blast Sheild, Enthrall, Evil Eye, Hold Person, Phantasmal Spirit
Third (6): Astral Sense, Bestow Curse, Continual Fire, Feral Spirit, Fly, Improved Faerie Fire
Fourth (6): Air Walk, Betwitch IV, Dance Macabre, Neutralize Poison, Spiritual Dagger, Withering Touch
Fifth (5): Anti-Magic Candle, Blade Dance, Dream, Primal Scream, Song of Discord
Sixth (5): Break the Spirit, Control Weather, Find the Path, Moonbow, True Seeing
Seventh (4):  Ball of Sunshine, Breath of the Goddess, Etherealness, Serpent Garden
Eighth (4): Astral Projection, Greater Mislead, Mystic Barrier, Wail of the Banshee

In my games Elvyra didn't steal Brigit's Flame, but rescued it.   There is still a long standing cold war between the Queen of Witches and the Daughters of the Flame covens (the Eula want to forgive her, the Brenna want her to pay for what they still feel is the theft of the flame), though both factions of the coven want a better accounting on how she made the wand the Scarlet Flame.


Oh and if you don't have this song going through your head while reading this then you are not as old school as you think you are.

Blogfest: The WIP It Good: EW Cover reveal!

Today is the The WIP It Good Blogfest
http://dlcruisingaltitude.blogspot.com/2013/05/the-wip-it-good-blogfest.html

We are supposed to talk about our current WIP or Work in Progress.


I am going to be talking about Eldritch Witchery!  AND...my big cover reveal.

Eldritch Witchery is my next book for role-playing Witches.  In this case the game is Spellcraft & Swordplay.  The book will include a Witch AND a Warlock class.

And without further ado here is the new cover!

Lilith by Isra2007
I was able to get this wonderful piece of art of Lilith from Isra2007.
It will be updated in the Spellcraft & Swordplay trade dress, but nothing else will be done to the image.  It is too perfect as is.

Like the Witch, Eldritch Witchery will have new spells, magic items and monsters.  It will have traditions, but all new ones, different from the Witch, so new Occult Powers too.   Warlocks also have Lodges they belong to.  The biggest addition is the inclusion of all the demons and devils to the Spellcraft & Swordplay game.  If you were around for my April A to Z posting then you have an idea what will be included.

The book is done, more or less.  The first part with the witches, spells and magic items is being reedited.  The demons and devils are wrapping up.  I know this one has been delayed, but we are looking for a Halloween or earlier release.

So yes if you have the Witch then there is still plenty of new material here even if you don't play Spellcraft & Swordplay.  It can be played with OD&D as well.

It is a big piece of work. Maybe larger than The Witch.  I hope you all enjoy it.

EDITED TO ADD: Forgot the template.  Been one of those weeks.

WIP Title: Eldritch Witchery
Word Count (projected/actual so far): 150,00 projected 117,588 right now
Genre: RPG
How long have you been working on it?:  Seriously about 2 years. Of on on though for only the first 6 months

Elevator Pitch (if you came across an agent in an elevator ride, what couple of lines would you use to summarize your book):  EW is the follow up to The Witch for the Spellcraft & Swordplay game.

Brief Synopsis (300 words or less):  The witch and warlock classes are detailed along with hundreds of new spells, magic items, monsters and tons of demons and devils.

Are you looking for a Critique Partner?  Not really that kind of book.

Are you looking for a Beta Reader? Same.

Thursday, May 30, 2013

Quest of the Ancients: The Obscure Fantasy RPGs Appreciation Day

"Look upon this, old-schoolers, and know that this path has been tread before." -  Jeff Grubb

Today is The Obscure Fantasy RPGs Appreciation Day hosted by Mesmerized by Sirens.

On this day I want to go back over some ground I have tread before.  Today I want to talk about Vince Garcia's magnum opus Quest of the Ancients.


QotA was the topic of one of my A to Z posts a few years ago. http://timbrannan.blogspot.com/2011/04/q-is-for-quest-of-ancients.html. It seems I was not the only one to use it for Q, Jeff Grubb posted about it the same year and Charlie Warren the year after.   There is surprisingly little information out there about this game.  The Wikipedia article is sparse and the RPGNet database entry only has the basics.  There is very, very little else on the web and the author, Vince Garcia, seems to have no net presence I can find.  Plus there is no legal pdf of it out there. In fact if you search for "Quest of the Ancients"  + "legal PDF" you will only find me asking for it on RPG.Net.  I would also like to find a copy of the 2nd edition print.  It has different (and better) cover art but that is all I know for sure.  I have heard it was never printed and in other places I have heard it is longer by a few pages.  No idea.



So, obscure? Yeah. It has it in droves.
I don't even remember where I learned about it.  I am pretty sure I know how and about when though.
I was finishing up my very first netbook on Witches for AD&D 2nd ed and I wanted to collect all the AD&D  compatible witch classes that were ever made.  My idea was I was going to play test all the classes with the same character (same background and stats) and see how they all played out.  Something I still do to this day. I discovered the Judges Guild Witch Class and was not overly thrilled with it.  Somehow I discovered or was told about Quest of the Ancients. I picked up a copy on eBay and that was that.

Quest of the Ancients can be best described as an AD&D clone, an AD&D add on or as a collection of someone's AD&D house rules.  The author, Vince Garcia, had some publications before QotA came out including some material for AD&D2 and White Wolf magazine.  So he was not new to this. In deed the copyright date on this book lists 1982, so some form of these rules were around at least then.  Likely it was a collection of house rules.  What I noticed though right away was the Witch Class.

Let's be 100% honest here.  Vince Garcia loves the Witch class as much as I do.  Really.  The book is easily 70-75% class material and the class that gets the most attention and the most text is the witch.  Before I get into that let me talk about what the book has.

We start out with the title/author page.  He dedicates the the book to "Miss Stevie Nicks".  Ok. So let me be honest here.  I get this. No, I really do.  That doesn't not make it weird. But I get it.  He also thanks "Angelique".  Yeah, I did the same thing.

The QotA game (and I am unsure if this is intended to be a seperate game or as thinly veiled add-on to AD&D) characters have nine (9) stats.  They are rolled differently depending on the race of the character and sometime the gender.  Nearly everyone has the same mins and maxes (1-20), but the different dice and pluses usually mean different mean, median and modal scores.   The big stat is IQ (Intelligence) since it determines how high level you can go.  The ability adjustments for these abilities are D&D standard (+0 for average up to +3 for 18 and beyond). Our abilities are Strength, Agility, Conditioning, IQ, Charm, Appearance, Luck, Stamina, and Body (which is the average of Strength and Conditioning).
The book covers the standard races (human, elf, dwarf, half-elf, gnome) and some ideas on how to make other races like the ogre or a "furrfoot" (halfing) work.  This bit is not bad advice really and certainly expands on the ideas of races.

Chapter 2 covers the classes.  This is the reason you buy this book.
There are  Fighter classes. These include the Cossack, Gladiator, Knight, Legionnaire, Rouge (not a thief), Saracen, Viking, and Woodsman.  Another group are the Tricksters which are the Assassin, Bard (with some spell-songs), Cutpurse (this is the thief), and Gypsy.  The gypsy is interesting since there is a difference between male and female gypsies.  The males are more like a Bard/Cutpurse/Rogue while the females are more witch-like.  Lastly we have all the  Spellcasters.  Each class is presented and all their spells follow after.  This includes the Druid (different from the AD&D one), Earth Priest, Necromancer, Sorcerer, and Witch.    The Necromancer is more akin to the original idea of a Necromancer, one that speaks to the dead.  He does have plenty of death-related spells.  The Sorcerer is a "do it yourself" sort of spell using class.  No spells are even listed for this class assuming the GM will make their own or use some "from magazines".

Let's talk about the Witch now.
Like I mentioned the classes take up pages 13 to 157 (of 214),  the witch has 52 of those pages. Who does that remind you of?
 She has a lot of new spells up to the 7th level and about five new powers. The witch is also the only class to get a detailed NPC. Actually she gets three.  The "Queen of Witches" Elvyra, her familiar and her chief handmaiden. The rules limit advancement to 20th level; Elvyra is 25th and Night (the handmaiden) is 23rd.   Look. I am the last person that can throw stones at this one OK.  Part of me is face-palming over this, and another part is impressed with the shear bravado of it.
Notably the "iconics" from the cover are not stated up anywhere in the book.
The Witch and Gypsy are both pretty interesting classes.  I think what happened here is the author wrote all this material for the Witch and then had a bunch of spells and ideas left over that used for the other classes.  Or maybe I am projecting too much.  Hard to say.

There are some interesting rules on multi-classing.  It reminds a little of the D&D4 Hybrid class rules.  Basically you advance in two classes at the same time, taking the more advantageous options.  The experience points are a little more than 75% of the two classes added together.  So on the average a multiclassed character takes 1.5 times longer to level up than a single class character.  Neat idea on paper, not sure how it works in reality.

The rest of the book goes by fast, really just enough to call it a complete game.  There is a chapter on skills. only a couple of pages really but for an AD&D Heartbreaker it has some neater ideas.  A chapter on Equipment, one on "the Adventure" and another on Combat.  The Combat is a d30 deal which is again interesting, but not one I would ever use to be honest.
You might think the Chapter on Magic would be longer than it is. But it is only about 3-4 pages.  Though there is some interesting ideas on magical research for all classes.
There are chapters on Rewards and some Monsters.  The only thing that sets it apart is the listing of female vs. male unicorns.  One (female) is white and good and the other (male) is black and not as good.
There is also a chapter on the campaign world of Islay.  It is a typical game world where lot of quasi medieval and semi-mythical lands are clumped together Xena-style.
There is some historical  detail about the worshipers of Brigit and his witches which made me smile.  Vince Garcia and I read a lot of the same books it seems.

In the end I can't dislike the game and I admire the author intents.
I am not likely to use anything from it really,  but it is a fun book to pick up a flip through. Plus I kinda like that there is not a whole bunch known about it.  Gives me the illusion that I am some sort of occult expert in a very narrow field of expertise.  I can pull on my old professor clothes and have a snifter of age brandy; "Islay you say? Let me tell you about the lands of Islay. Her unicorns, demons and most of all about the Witch Queen.  Yes. You must hear about the Witch Queen Elvyra..."

Jack Vance

Unless you have not read all your blog roll today you know that Jack Vance has died.
http://www.jackvance.com/

Vance was one of the Godfaters of D&D to be honest.  The "cast and forget" spell system D&D has used since day one is called a "Vancian Spell system".  The Lich Vecna is an anagram of Vance.  Ioun stones and a whole host of other things I am not thinking of too.

To me though the great contribution of Jack Vance to D&D is his Dying Earth series.  There is a feel to those books are are so D&D.  Even more so than say the worlds of Connan or Elric.
If you want another good source of inspiration, try his Lyonesse trilogy.  I remember these from the 80s and thought they had a style and sophistication above and beyond the dross I was reading then.

Indeed we mark the passing of another giant.

Wednesday, May 29, 2013

The Obscure Fantasy RPGs Appreciation Day

oie Umu0 PWl3 Ploq
Tomorrow is The Obscure Fantasy RPGs Appreciation Day hosted by Mesmerized by Sirens.

http://mesmerizedbysirens.blogspot.com/2013/05/announcing-obscure-fantasy-rpgs.html

I am just about ready to go myself.

Looking forward to this one.  I love really obscure RPGs.

White Dwarf Wednesday #66

White Dwarf Wednesday #66 takes us to June of 1985.
Up first we have a more classical fantasy cover from Chris Achilleos. Interesting that this dragon has a lot of similarity to the kobolds of 3rd ed era.

Based on the success and popularity of Citadel Miniatures and the new Warhammer, Ian Livingstone is wondering about the return of the War Game.  I don't recall if it ever really happened, but certainly Warhammer in its various guises remain popular.

Open Box is up first and it does something interesting.  It brings in computer games into the reviews. Something that had been handled by a separate column.  Reviewed are:  Battledroids (part of what will become Battletech) by Trevor Mendham, 7/10.  The Talisman Computer Game for the Spectrum 48k.  Also a 7/10 by Trevor Mendham. The Halls of the Dwarven Kings is a generic game aid designed for many games (but AD&D in particular) B Y Rowe gives it 8/10.  Two Fighting Fantasy books are also reviewed, House of Hell and Talisman of Death.  Chris Mitchell gives them both 9/10.   Finally, we get a review of the Warhammer Fantasy Battle Second Edition.  Robert Alcock praises the changes, even if he does call them "predictable" and gives it an 8/10.

Critical Mass has praise for the "newest" Piers Anthony book "On a Pale Horse" the first part of his massive Incarnations of Immortality series.  I will admit a love/hate relationship with Anthony myself.  I loved the Immortality books, even if I thought the last book was actually kind of terrible.  I read his Xanth books and they became part of the backdrop of my gaming past.

There is a full-color ad for a new game called GURPS from the American Steve Jackson.  Wonder if it will catch on?

Graham Staplehurst has a long form review/advertisement of the Middle Earth Role-Playing Game from ICE. He makes a case on how MERP is better at MERP than AD&D would be.  Ok.  Though he is quick to mention that he doesn't like the magic system and gives too many powers to characters.  I can see that.  That is actually the issue I have with most Middle Earth games.

Heroes & Villains details two powers not found in Golden Heroes, Webslinging and Darkness Control.
Crawling Chaos has some clippings of clues for investigators in Call of Cthulhu, but could work with any horror/pulp game.

A larger article on Ambushes in Warhammer is up.  One of the larger ones I can recall.  Warhammer is certainly making a name for itself in the pages of WD.  Wonder why...(not really, I know).

We have a nice long Call of Cthulhu scenario, The Horse of the Invisible.  Again I want to point out that CoC has changed so little in the years I could run this without much in the way of edits under my newest 6th ed rules.

A long AD&D scenario (not "adventure"), The Philosopher's Stone, for 1st and 2nd level characters is next. It also includes some ideas for alchemy in AD&D.  A nice touch really.

Fiend Factory looks like it is back to its old form with some interesting monsters and a short connected adventure.  Most are swamp and marsh related creatures.

Treasure Chest has a good article with an interesting idea. The five rings of Alignment.  There are rings of Law, Good, Evil, Chaos and Neutrality.   Each is an artifact and each is also guarded by a specific spirit.   This, of course, reminds me of Fred Saberhagen's Twelve Swords.  The idea certainly has some merit and could be fun.

We end with some ads.

In general, I felt this was a much better issue of White Dwarf than we had been getting of late.  The extended look into MERP was very interesting, the adventures all had some good utility and regular features like Fiend Factory and Treasure Chest were more enjoyable.

Hopefully, this is a trend that will continue for a while longer.

Kickstarter Roundup

Here are some of the Kickstarters I have been keeping an eye on.  Most of these are funded now so it is about the stretch goals. Most of these are also ending soon.

Tome of Horrors Complete - 28mm Heroic Scale Miniatures
For 200 bucks you can get close to 50 minis.  They are white metal, like the old days, but not (as far as I can tell) painted. They look awesome, but even in my 3e game I am moving away from minis.
Still though these are very nice.

Adventures Dark and Deep Bestiary
This one should be well known to all in the OSR crowd.  900+ monsters in a format that should be easy to translate to any old-school game.
The more backer's this one gets the more art it gets.  See to me this is how to do a Kickstarter.
Joesph delivered on all his promises for his last Kickstarter and even got them in early.  The next book in the series he didn't even need a Kickstarter for.  So Bloch is quietly building his game, delivering quality books and supplements and generally just getting it done.  So backing this one is the right thing to do.  Really he kind of is the model of what you should do in a Kickstarter.

Cartoon Action Hour: Season 3
Loved Cartoon Action Hour: Season 2, so this one is a no-brainer for me.

Deluxe Exalted 3rd Edition
This one is just crazy.  First off it needs $60k for the book.  They go on to get close to half a million bucks!
I liked Exalted 2nd ed but I never got a chance to play it. 

Jeff Dee: Re-Creating AD&D Module Cover Paintings Part 1
This one has not met it's funding yet.  Some reproductions of some of Jeff Dee's module work. Featured are images from:
T1 Village of Hommlet (Back Cover) 
D3 Vault of the Drow (Back Cover) 
X1 Isle of Dread (Front Cover) 
S2 White Plume Mountain (Front Cover)
I'd love to see this one get funded too.

Adventure Maximus!
From Eden's George Vasilakos.  Funded, but still looks like a lot of fun.

And yesterday's newest one, Call of Cthulhu 7th Ed.

I was asked if I am going to back this one. I am not.  It's not that I don't like CoC, I love it. But to me this is not what a Kickstarter should be about.
CoC7 is funded. I like to fund Kickstarters though that look like they NEED my help. The ones that won't see the light of day without my input. Makes me feel like I am accomplishing something really.

Tuesday, May 28, 2013

Call of Cthulhu 7th Ed on Kickstarter

The new Call of Cthulhu is now up on Kickstarter.
http://www.kickstarter.com/projects/448333182/call-of-cthulhu-7th-edition

First off the $40,000 goal seems lofty for any game book, but it is likely that CoC can pull it off.
Afterall, funding just started and it is already at $10k.

No. The odd thing to me seems to be the changes in the rules.

Call of Cthulhu is one of the steadfast games in my collection.  Book from my 2nd ed work with my 5th ed, 5.6th and 6th editions.

A change like this could introduce some new sort of horror to the CoC fans, the Edition Wars.

So I am not 100% certain on this one yet.  I am certain it will be fantastic and quality work.
I'll be keeping an eye this one.

Bloghop and Giveaways

Hey everyone!

May is winding down but there are still plenty of things to do here at the Other Side.
First things first.

I mentioned on the first day of the Hop Against Homophobia and Transphobia that I would donate all the money this site made to charity.
http://timbrannan.blogspot.com/2013/05/blogfest-hop-against-homophobia-and.html

And the total is...$15.37 in affiliate sales and $5.90 in sales of the Witch for a total of $21.27.
Not bad for this site, I was hoping for some more.  I will likely round it up to an even 25 or 50.

There is also the business of giving away a copy of the Witch!
http://timbrannan.blogspot.com/2013/05/bloghop-giveaway.html

Waiting to hear back from the winners (yes winners!) now.

I must be crazy because in June I am going to do some more giveaways.
Yes to celebrate 1,000,000 hits here I am going to give away copies of my books, gift cards and who knows what else.  No contest. No promotion. Just me giving stuff to you as a thank you for supporting me over the years.

That's coming in June.  So stayed tuned.

EDITED TO ADD:  The winners have been notified.  Rachel Ghoul and RQRobb both received a copy of the Witch!

Monday, May 27, 2013

Blogfest: Towel Day Blogfest

Towel Day Blogfest
http://lgkeltner.blogspot.com/2013/04/announcing-towel-day-blogfest.html


This one is easy.  I am going to talk about what is the best RPG to play a "Hitchhikers Guide to the Galaxy" game.

So what makes a good Hitchhiker's Guide to the Galaxy game?
Well it needs to have a lot of aliens, or at least the ability to make a lot of aliens.  The weirder the better.
Faster Than Light travel is a must.  Lots of different ways to get from A to B.
Things it doens't need. Details.  Remember Ford Prefect and Arthur Dent didn't know how spaceships worked. Especially Arthur.  They didn't care about the trillions of calculation Marvin could do. All Arthur knew was the ship's computer could not make a decent cup of tea.

So lets evaluate my choices.

Warhammer 40k
No.  The HHGTTG is about fun and lighthearted romps through the universe.  Warhammer is where fun  goes to die.  Not saying you couldn't do it, but it would break things too much.  Though HHGTTG does have a Galactic Emperor who is also thousands of years old. Though he is in a state of perpetual death.

Traveller
Ah now we are talking.  I like to ignore a lot of the tech in Traveller anyway.  The publishing firm of Megadodo Publications of Ursa Minor Beta has some similarity to the Traveller's Aid Society, in that they are an organization that gives plot reasons to go all over the Galaxy.  There are plenty of races in Traveller and I bet you there are online resources dating back to the Mainframe and FTP days of resources to play a Hitchhikers Guide-like game in the Traveller universe.

Star Frontiers
Another good choice really.  In fact one of my SF characters was named Zaphod.  SF though doesn't have enough aliens to fit the bill.  Afterall this is a universe where mattresses are grown and not manufactured.

Star Wars or Star Trek (any Version) 
In both cases there is too much emphasis on combat in these games.  Star Trek at least has the exploration bits down. But really too much emphasis on combat really.

No there really is only one game perfect for playing in a Hitchhiker's Guide to the Galaxy game.

Doctor Who Adventures in Time and Space
The new Doctor Who game is perfect for HHGTTG. With it's easy to use (and easy to get out of the way) rules fits the tone of what I want.  The rules also focus on the talkers and the runners not the fighters, so that helps us get past that issue.  Also let's not forget that there is a strong Doctor Who/Hitchhikers connection.  Douglas Adams was the script editor on Doctor Who around the same time he was working on Hitchhikers Guide.  I also always felt his episodes were very much the model of the of the Hitchhikers universe.  I always thought the Zygons and Vogons were the creatures or at least closely related.  There is also the overt connection, the 10th Doctor after his regeneration refers to himself as being "very Arthur Dent" and commenting "now there's a nice man".  Establishing that at least some version of Douglas Adams' worlds exist in Doctor Who canon.

All the characters can be created using the basic Doctor Who rules, Trillian for example is pretty much a Boffin archetype.  Ph.D. in Math and Astrophysics? She is like a 5th Doctor companion.  Ford and Arthur are easy and Zaphod...well Zaphod he is just this guy you know...

So I think my next Doctor Who game might end up being a little bit Hitchhikers as well.
I think I have a few characters I could even use.


Saturday, May 25, 2013

1,000,000 Page Views!

I hit 1,000,000 pages views earlier today!


Not too shabby really!

Planning some stuff to celebrate! Keep an eye open.

Zatannurday: More redesign

Superheroine redesigns seem to be all the rage today.

Here is a Zatanna redesign by Meredith McClaren.
http://iniquitousfish.blogspot.com/


I like her look here to be honest.  The vest still pulls in elements of her old style.  I would have made her pants pinstripes myself and of course given her a top hat.

Friday, May 24, 2013

Castles and Crusades: Liath and Bodhmall

I want to wrap-up my week on Castles & Crusades with a post of two of my favorite characters of Irish Myth.  Liath Luachra & Bodhmall the Druidess.

One of my favorite stories is that of Fionn mac Cumhail.  I used him as character in the very first Buffy RPG adventure The Dark Druid. The back ground of the adventure had Fionn coming to the 21st century and that the characters in the game were the new incarnations of people from his past.  My conceit was that his foster mothers Bodhmall and Liath were Willow and Tara respectively.   I expanded on this in my Willow and Tara based Buffy/Ghosts of Albion games. Episode 5 of The Dragon and the Phoenix expands on this and makes the connection well known to the characters.  Episode 11 of Season of the Witch establishes that in the game world Liath and Bodhmall were also the founders of the Daughters of the Flame coven.   So these are some characters with game history for me.

So whenever I need a "D&D Version" of Willow and Tara I turn to Liath and Bodhmall.  This way I can direct their fates in new and different directions and not mess with my "modern age" versions.
I have stated them up for D&D4 here before. In fact I spent a lot of time on it since the D&D4 druid couldn't do what I wanted till Essentials.

Bodhmall as expected makes a better druid under the Castles & Crusades rules than she did under D&D4.
Liath though needs some tweaking. Ranger in C&C is a little different and not really what my mental image of what she is.  It is very, very close, but missing the key ingredient.  I have this mental image of the first time Bodhmall meets Liath.  Bodhmall needs a protector/body guard while she is taking a babe to be fostered to the north.  She sees Liath standing on a raised log. On either side of her on the log are her brothers. They are fighting with long staves and the men are trying to knock her off the log.  She is more than holding her own. Her hair is long and braided and despite her young age is already graying; thus her name "The Gray of Luachair".

Some might balk at me taking two established mythological figures (however obscure) and making them same-sex lovers.  In truth I wondered about this too.  But I was doing research and I picked up a copy of Morgan Llywelyn's  Finn MacCool and there was an interesting typo on the character pages.  It listed Liath as being Bodhmal's wife.  That clenched it for me.

Character Creation
If you ever made a character for 1st Ed AD&D then you can make for C&C in about the same time.  If you have familiarity with 3e, then it might go even faster.
(Honestly I am wondering at this point if C&C should just be the AD&D game I play.)

I like the way the powers for the classes work out for the characters.  I made the right choices.
Since I am using this with the Codex Celtarum, the characters both get a Fey power at 1st level, plus something special

Bodhmall
1st level Human Druid, Female, Neutral Good

STR: 10 (0)
DEX: 10 (0)
CON: 14 (+1)
INT: 14 (+1) P
WIS: 18 (+3) P
CHA: 11 (0) P

AC: 13, Leather Armor
HP: 7 (d8)

Staff +0, 1d6
Scimitar +0, 1d6

Nature Lore
Druid Spells
- First Aid, Light, Purify Food & Drink
- Entangle, Magic Stones
Second Sight (1), p. 93 CC
Anamchara*

Liath Luchara
1st level Human Barbarian, Female, Chaotic Good


STR: 13 (+1) P
DEX: 10 (0)
CON: 18 (+3) P
INT: 10 (0)
WIS: 16 (+2) P
CHA: 11 (0)

AC: 12, Leather Armor
HP: 13 (d12)

Spear +1, 1d6
Short Sword +1, 1d6

Combat Sense
Deerstalker
Intimidate
Primeval Instincts
Shapeshifting (Salmon), p. 94 CC (based on Morgan Llywelyn's work)
Anamchara*

All in all I am happy with those write-ups.

Of course I can't introduce Liath and Bodhmal and not have their Anamchara quality.  It is what helps define them.

So here it is for use with the Codex Celtarum.

Anamchara
Level 6 Druid, 6 Witch

CT na D 10 rounds R self + one other
SV none SR none Comp n/a


“The only thing more frightening than meeting a Celt in battle is meeting a Celt in battle with his wife at his side.” 
- Attributed to Pliny the Elder, 1st Century CE

Anamchara (“on-um-kor-ah”), or soul-mate, is the Gaelic term used to describe a deep and powerful bound shared between two people. This goes beyond mere companionship and even beyond love; the souls of the two people are connected at a deep and fundamental level. Some occult scholars even speculate anamchara share one soul between two physical people.

The anamchara (singular and plural) are often aware of each other on a preternatural level. While this not a full blown telepathy or even empathy it is beyond what the normal senses would allow. This manifests itself in mundane ways as two lovers humming the same song at the same time with no outside influence, husband and wife completing each others sentences, separated twins living parallel lives, or even one sibling knowing her other sibling is about to walk into a room before the event happens.

Anamchara can be, and often are, lovers, but they are not limited to that alone. Some anamchara can also be very close siblings or very deeply devoted friends. Sometimes the connection can be forged in battle, giving rise to a “brothers-in-arms” effect. The Anamchara can also have a deep connection resulting from life times of being together.


Extension of the senses (“I Will Always Find You”). This acts like a mild form of Empathy or a lesser Situational Awareness that extends only to their anamchara. This grants +2 to locate their anamchara via mundane, magic or psychic means. This also gives each anamchara a broad sense of the other’s health and well being.

Boost Morale (“I’ll Stand By You”). When anamchara are together even dire situations do not seem as grim. With a soothing word or even a knowing look a character can grant her anamchara +5 on any one test or roll. Best of all, she can do it after the player has already made this test. The granting character spends her round or turn explaining she is doing this to aid her beloved. This can only be done once per game session per character.

Combat Effects 
The benefits detailed above have some application in combat as well. The extension of the senses translate into making the anamchara a particularly effective fighting team. In order to gain this benefit the anamchara actually need to train together in a fighting style. Players should decide which style (martial arts, medieval weapons or even magic) they will train together in. This training offers a +2 bonus to all attacks of that type and damage for each. Both can also effectively fight against one opponent with out penalty due to room. Anamchara naturally avoid each others weapons. 



I am curious to see what the Castles & Crusades players think of this power.

I am also posting this as part of my giveaway for the Bloghop Against Homophobia and Transphobia.
Win a copy of the Witch and help me support the Trevor Project!

Guest Posting on A to Z: The Value of the Blogfest

I am guest posting over at Blogging from A to Z Challenge today.  Here is a copy of my post.

Hello everyone and my name is Tim Brannan, some of you might know me from either of my two blogs The Other Side (gaming, horror and geek life) or The Freedom of Nonbelief (atheism, science and human rights).  I also am one of a groups of bloggers at Amazon Princess and Red Sonja - She Devil with a Sword.  I am guest posting at the Blogging from A to Z Challenge.

One of the reasons I first got into blogging was to expand my abilities as a writer and help build an audience for my various game books.  I started my blog, The Other Side, as a design journal for my then WIP The Witch.  Then something interesting happened.  I became part of a community.  Sure I had been part of an online community before, via message boards, chat and even going all the way back to BBSes and Telnet.  But a blogging community is something a little different.  I can say my bits here and then others respond, I respond back and there is the back and forth that is very nice.  I then go to other blogs and repeat the process as a responder.   Over the years I have integrated nicely into a community of other bloggers in both gaming and atheism.  I continually get ideas based one what ever the topic du jour is.

I do not underestimate the value of community here.
That is one of the reasons why I feel the Bloghop or Blogfest is critical part of my blogging experience.  For the month of May I am participating in seven different bloghops/blogfests.  I am considering adding an eighth.

I enjoy participating in these for a number of reasons.

First off it exposes me to new bloggers.  I get to read something new and potentially someone new to follow with each one.  For the A to Z challenge I end following a dozen or so new bloggers.  Likewise it exposes me to a new audience and potential followers to my blogs. There are a lot of blogs out there. There are even blogs out there that have similar interests to that I never saw before.  Joining a Horror-related bloghop, for example, is a good way for me to find people with similar tastes outside my normal circles, but joining a "First Loves" bloghop really gets some diversity for me!

Secondly it stretches me a writer.  So with all of these blogs you think I have a lot to talk about.  Yet I have to admit that there are some days that I open up Blogger and stare at a blank screen. A good bloghop gives me ideas, and failing that it gives me motivation.    One of the more obscure ones I joined was one dedicated to silent film star Mary Pickford.  Now you might ask how a game-blog with an emphasis on old-school games and horror can have anything to say about a silent film star, but in truth there was a movie that had a huge influence on my future writing.  Being able to share that with my primary audience (my regular readers) and my new audience (people in the blog hop) was great, especially since I needed to write from the point of view to satisfy both.

At this point I do want comment on not alienating your audience.  I know there are some people, not a lot, but some, in my regular blogging circles that do not like blogfests, and the A to Z one in particular.  I want to be cognizant of this.  Not tailoring my involvement to the loudest minority mind you, but what it means to my primary audience.  If I were for example were to spend the entire month of June doing nothing but talking about silent movies the people that come to my blog for gaming material will be turned off and leave.  I participate in these bloghops/blogfests, but I have to make sure that anything I post would have been something I would have posted anyway.

I enjoyed being in the A to Z blogfest the last three years.  Each year I do something a little different.  I am thankful to all the mods, helpers and minions that made this years' run so much smoother.  A real special thanks goes our to Arlee Bird for driving this Leviathan every year.  This year I was more focused and did things that will end up in my next book Eldritch Witchery.  Again, stuff I was going to write anyway and share.  This time it ended getting more diverse feedback than say if I had done it in June.

In the end I guess these things are what make of them.  For me they have been a great experience both as writer who happens to be blogging and as a blogger in a community of bloggers.   Now if there was only a central place where all the blogfest and bloghops were advertised that would be great!

Maybe someone else can take that on. I have some posts that are screaming at me to write. ;)

About the Author: Tim Brannan is an author and blogger living in the suburbs of Chicago.  He has worked on a number of games including the Buffy the Vampire Slayer RPG, Ghosts of Albion, and The Witch.  He is currently working on Eldritch Witchery for Elf Lair Games and Darwin's Guide to Creatures for Battlefield Press for the Gaslight RPG.  When not working on game material or blogging he spends time with wife and two sons.  During the day he designs curriculum for universities going online. Prior to this he was teaching Statistics at the university.