Going to be out for a bit. Hope to be back in time for Friday Night Vidoes.
In the meantime. Have a great holiday!
Thursday, December 24, 2015
Tuesday, December 22, 2015
I Dream of Worlds
One of the reasons the Hobbit struck a chord with me was not the adventure, though that is true, but because I share Bilbo's love of maps. I love maps, especially old ones. I have walked the fog cloaked streets of Victorian London. I have gone on gondolas in waterways of Glantri. I have walked across fields in the Flannaes. I have also talked about all these before.
There are still some lands that I look at and they just scream at me to visit them.
Pangea Ultima / Dying Earth / Zothique
I want to play a game at the end of time. The sun lies huge and red in sky. The moon, if still there, has broken up. The night sky is filled with stars as the Andromeda Galaxy collides with our own. Society is crumbles and the human race is in decay.
I loved the Zothique stories of Clark Ashton Smith and there is just so much I could do with this.
I also love the idea of the continents of the Earth have moved via plate tectonics to new positions. So there is only one great land mass.
I had already thought that the Earth in 150 million years looks a lot like the Hybora from REH's Conan. It seems like to me to such a logical fit. Hell. I might even use some of the less squicky bits from Carcosa; mostly because it captures the mood so well.
I also have to admit I loved the Elric stories, the Books of Magic comics and the Doctor Who episodes that all take place at the end of time.
There is one little issue though. Clark Ashton Smith's own Hyperborea was very much in the past. But not to worry. I have a way to scratch that itch too.
Doggerland
I will admit I am fascinated by Doggerland. I talked about it a while back as a quasi-mythical; Middle-Earth. It also fills that ancient land niche that Hyborea tried to convey. I am not sure if my interest is enough to translate it into a gameable world. Afterall, Doggerland at it's largest was 16,000 BC and was flooded by 7,000 BC. It would be another 1000 years till humans learned how to brew beer! Though there are some Atlantis parrells that could be played with here.
Maybe while humans were still running around whacking each other with sticks, or the weapon of mass destruction of the time, the stone axe, there were elves or something else in magnificent cities of glass and steel or even of unknown metals ruling the lands.
In truth this reminds me a lot of Jason Vey's "Wasted Lands" idea.
Maybe I'll through the lot into a blender and hit frappé.
Maybe...maybe at the end of time reality breaks down and it allows the Old Ones to return and people of ancient forgotten lands and times are pulled in. So I can have Picts, Vikings, Romans and Dinosaurs with ancient forgotten necromancies. Maybe all the characters (PCs that is) of the past are drawn here. Something like Tanelorn or even "Lost".
And there is this quote that keeps running around in my head after hearing it on the season finale of Doctor Who, "At the end of everything, one must expect the company of immortals.".
There are still some lands that I look at and they just scream at me to visit them.
Pangea Ultima / Dying Earth / Zothique
I want to play a game at the end of time. The sun lies huge and red in sky. The moon, if still there, has broken up. The night sky is filled with stars as the Andromeda Galaxy collides with our own. Society is crumbles and the human race is in decay.
Wouldn't this make for a great night sky. |
I also love the idea of the continents of the Earth have moved via plate tectonics to new positions. So there is only one great land mass.
- https://en.wikipedia.org/wiki/Pangaea_Ultima
- https://en.wikipedia.org/wiki/Novopangaea
- https://en.wikipedia.org/wiki/Amasia_(continent)
I had already thought that the Earth in 150 million years looks a lot like the Hybora from REH's Conan. It seems like to me to such a logical fit. Hell. I might even use some of the less squicky bits from Carcosa; mostly because it captures the mood so well.
I also have to admit I loved the Elric stories, the Books of Magic comics and the Doctor Who episodes that all take place at the end of time.
There is one little issue though. Clark Ashton Smith's own Hyperborea was very much in the past. But not to worry. I have a way to scratch that itch too.
Doggerland
I will admit I am fascinated by Doggerland. I talked about it a while back as a quasi-mythical; Middle-Earth. It also fills that ancient land niche that Hyborea tried to convey. I am not sure if my interest is enough to translate it into a gameable world. Afterall, Doggerland at it's largest was 16,000 BC and was flooded by 7,000 BC. It would be another 1000 years till humans learned how to brew beer! Though there are some Atlantis parrells that could be played with here.
Maybe while humans were still running around whacking each other with sticks, or the weapon of mass destruction of the time, the stone axe, there were elves or something else in magnificent cities of glass and steel or even of unknown metals ruling the lands.
In truth this reminds me a lot of Jason Vey's "Wasted Lands" idea.
Maybe I'll through the lot into a blender and hit frappé.
Maybe...maybe at the end of time reality breaks down and it allows the Old Ones to return and people of ancient forgotten lands and times are pulled in. So I can have Picts, Vikings, Romans and Dinosaurs with ancient forgotten necromancies. Maybe all the characters (PCs that is) of the past are drawn here. Something like Tanelorn or even "Lost".
And there is this quote that keeps running around in my head after hearing it on the season finale of Doctor Who, "At the end of everything, one must expect the company of immortals.".
Monday, December 21, 2015
Kids vs. Krampus
Had a great time this weekend.
We went out to see my in-laws on Saturday. My wife's sister was in and she also has two boys close to the same ages as my boys. We took out Dungeon! a game they really love and on the advice of my wife took out some D&D 5th edition, some minis and the Krampus adventure I was going to run for my kids.
Once out there I didn't want to get right into playing; long drive and I wanted to visit first. So my oldest took it upon himself to help them roll up new characters and he started running them through some quick and simple adventures. He was hesitant at first, but soon really got into a groove DM'ing his first game. He was having fun doing the voices and playing all the npcs and really coming up with a cool little adventure on the fly. I was very, very pleased with him. The kids enjoyed it because they played they played till almost 1:00am; about 12 hours straight! So now I need to pick up a D&D5 starter kit for the other two boys so they can play at home.
On Sunday I ran the Krampus adventure, "Twas the Night Before Krampusnacht". I had been working on one for a little bit but something was not quite right about it. So I was reading through some adventures for another campaign and I came across +Pete Spahn's Stealer of Children. It did 90% of what I wanted to do I just made some tweaks. The Grombel was now Krampus, the dryad Merrit was now La Befena the Christmas Witch, I even used the Burgomeister Meisterburger and Grimsley from Santa Claus is Coming to Town (though here they were good) and the village became more like Whoville. The kids discovered that Father Christmas was also captured by Krampus and if he is killed on the eve of Krampusnact the entire area will be plunged into endless winter. They were able to defeat Krampus, thanks to a potion cooked up by La Befana.
The boys are already talking about when they will play next and my oldest is considering running the Rise of Tiamat adventure for them on Christmas eve when we seen them next.
We went out to see my in-laws on Saturday. My wife's sister was in and she also has two boys close to the same ages as my boys. We took out Dungeon! a game they really love and on the advice of my wife took out some D&D 5th edition, some minis and the Krampus adventure I was going to run for my kids.
Once out there I didn't want to get right into playing; long drive and I wanted to visit first. So my oldest took it upon himself to help them roll up new characters and he started running them through some quick and simple adventures. He was hesitant at first, but soon really got into a groove DM'ing his first game. He was having fun doing the voices and playing all the npcs and really coming up with a cool little adventure on the fly. I was very, very pleased with him. The kids enjoyed it because they played they played till almost 1:00am; about 12 hours straight! So now I need to pick up a D&D5 starter kit for the other two boys so they can play at home.
On Sunday I ran the Krampus adventure, "Twas the Night Before Krampusnacht". I had been working on one for a little bit but something was not quite right about it. So I was reading through some adventures for another campaign and I came across +Pete Spahn's Stealer of Children. It did 90% of what I wanted to do I just made some tweaks. The Grombel was now Krampus, the dryad Merrit was now La Befena the Christmas Witch, I even used the Burgomeister Meisterburger and Grimsley from Santa Claus is Coming to Town (though here they were good) and the village became more like Whoville. The kids discovered that Father Christmas was also captured by Krampus and if he is killed on the eve of Krampusnact the entire area will be plunged into endless winter. They were able to defeat Krampus, thanks to a potion cooked up by La Befana.
The boys are already talking about when they will play next and my oldest is considering running the Rise of Tiamat adventure for them on Christmas eve when we seen them next.
Saturday, December 19, 2015
Déjà vu blogfest: Class Struggles & PWWO: The Blood Witch
Here is my post the Déjà vu blogfest for 2015.
http://www.dlhammons.com/2015/12/the-deja-vu-blogfest-2015.html
I am picking something, not from early this year, but this summer. I am choosing Class Struggles & PWWO: The Blood Witch. I liked this post because it was one of the first of the Class Struggles post I made which has become one of my favorite features of late and I have always loved Plays Well With Others.
Hope you all enjoy this repeat!
--
Class Struggles & PWWO: The Blood Witch
Yesterday I reviewed the newest book from +Johua De Santo New Class Options. One of the classes in the book, the Blood Witch, struck me as familiar. I remembered I had seen an earlier version of it in Dungeon Crawl #3. Today I want to go into a bit more detail about this class.
Class Struggles
The class is an old archetype of a blood mage or a blood witch going all the way back to ... well forever really. Right up into the Enlightenment people believed that there were magical properties to blood. This is why "witches" signed contracts with the devil in their own blood.
There have been other blood witches in the past. Notablly the Blood Witch Prestige class from Relics & Rituals and from Mongoose's Ultimate Prestige Classes vol. 1. Both books have the same class. Blood Witches used whatever spells they gained from their previous spell casting class.
The Blood Witch in New Class Options is a bit similar. It uses magic-user spells. This is perfectly fine really, but some new spells would add some more flavor.
I was looking forward to this class the most and I still think it works well, but I have some issues with it. Let's start at the top.
The Blood Witch uses Constitution as her main stat. Very, very appropriate.
She needs a Con of 13 or higher. Again appropriate. Constitution scores above 16 also grant an additional +1 to hit points. Nice. She is going to need that.
Then we get to the next bit, quoting from the text.
Here is the part I am not crazy about. The Blood Witch needs to roll against her Constitution in order to cast spells. So the high her Con score, the less of chance she has of success. Again, from the text.
So a witch with a 16 Constitution could only cast spells up to 4th level, unless of course a 20 allways means a success.
I think what might work better here is limit the number of spells known. The blood witch might be able to cast this she completely out of blood (not advised) but maybe she only knows X per level. Like the 3rd Edition Sorcerer. This would impose a limiting factor.
Then give her a bonus to her roll equal to her level.
So our Blood Witch with 16 Con and 5th level would need a 15 or better to cast a 4th level spell (16 + 4 -5 =15). That seems to work well.
The experience levels for Blood Witch seem a bit high, granted this class has the potential for a lot of power. I'd still like to play one sometime just to be sure.
Somethings you see in the the myths and stories of blood magic is sacrifice (which is covered here as personal sacrifice) and proxies. So could this blood witch use an animal sacrifice for some spells? I think where appropriate yes. Proxies could be things like the animal but also proxies for blood itself, like purified water (possibly for healing spells if you use one of the witch spell lists) or even wine (blood of the vine). Personally I would allow such proxies for some of the more benign or even mundane spells.
The Blood Witch is any interesting type of character and something that could add a air of different to a game. A Blood Witch doesn't have to be an evil character, but it not likely she is going to be trusted by a party and certainly looked down on by other casters especially proper wizards.
Plays Well With Others
The best thing about the Blood Witch is that fits a great niche in any gaming group or campaign. It also works with a number of great OSR books. Obviously the blood witch will work mechanically with 99% of all the OSR and old-school books out there, the real question is will it work thematically. For example, the blood witch would work fantastic with Lamentations of the Flame Princess, but thematically it might be a bit redundant since all magic-users are assumed to have some sort of dark(-ish) pact.
I already mentioned The Complete B/X Adventurer. The witch class as presented in that book works as a great base for the Blood Witch. Combine the two classes into one works rather nicely. The B/X Witch has spells up to 10th level which is nice, but the New Class Options Witch only goes to 7.
I mentioned that the Blood Witch is really missing some really cool spells. The Vivimancer from +Gavin Norman's Theorems & Thaumaturgy and Complete Vivimancer offer some really nice choices. I created a few for both my witch and the vivimancer here. In particular I would suggest Blood Augury, Feel My Pain, Share My Pain, Stay Death's Hand, and of course Hell Hath No Fury because every witch needs that spell.
A while back I made some suggestions about witch spells for the vivimancer and vivimancer spells for the with. The nice thing is the blood witch is perfect cross section of both classes and can use all these spells.
The blood witch also works great with +Jeff Talanian's Astonishing Swordsmen & Sorcerers of Hyperborea. The style and type of magic used by the blood witch would be very much in tune with AS&SH. Sacrificing blood for magical effects...yeah very much in tune. There are also plenty of great witch spells in that book as well.
I would be remiss if I didn't mention my own book, The Witch: A sourcebook for Basic Edition fantasy games. I am going to have to play a Blood Witch sometime, but I also think I want to try her out as Blood Witch "Tradition" using my own rules and see how well they work together. Maybe twins...same level but one is a DeSanto Blood Witch while the other is a Brannan one. Interesting idea really.
If you are in the mind to some conversions, there is a great set of blood magic rules and spells in +Owen Stephens' magnum opus Deep Magic for Pathfinder. The blood magic system in that book could work nicely for a blood witch as well as a blood mage.
Again this passes the most basic test for a class for me. Can I think of a character for it and would I play it.
Kimbra & Kelleigh
Kimbra and Kelleigh are twin sisters with magic deep in their blood. They often have said to each other that it is because they have shared blood that their ties to each other and magic was so strong.
Though in their darker moments they felt their connection to magic and to blood came from the moment they were born. Kelleigh was first. Right after her birth their mother died. Kimbra was born when the midwife noticed that there was still something in the lifeless body. To this day Kelleigh has had a great connection to blood and Kimbra to death. Kelleigh acts as the older sister. The sisters only trust each other.
These are two characters I have had for a while now. They began as modern characters for a WitchCraft RPG game and then morphed in a life-span development project I never quite finished.
Yes, the names are based on Kim and Kelley Deal. But also an homage to Kim Harrison and Kelley Armstrong, two of my favorite authors in the modern supernatural genre.
Kelleigh
5th level Blood Witch, Female
Neutral
Strength: 11
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 16
Hit Points: 24
AC: 9
Saves: 12, +2 vs. Magic
To Hit: +1 / THAC0: 19
Spells:
Kimbra can cast the follow spell levels. Will choose spells based on the official list.
First: all
Second: 4
Third: 6
Fourth: 3
Fifth: 6
Sixth*: 1
Kimbra
5th level Witch, Blood Witch Tradition, Female
Neutral
Strength: 11
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 16
Hit Points: 16
AC: 7
Occult Powers
Familiar: Blood Spirit of her dead mother (treat as a ghost, neutrally aligned)
Spells
Cantrips: (5) Analyze Fertility, Detect Poison, Inflict Minor Wounds, Object Reading, Warm
First: (2+2) Bad Luck, Bewitch I, Cause Fear, Tattoo
Second: (2+2) Agony, ESP, Fever, Hold Person
Third: (1+1) Bestow Curse, Lifeblood
I like these two. I like that they are twins and really mostly the same but have classes that are different takes on the same thing.
I would not make these two part of the Witches' Nest. I feel their back story is too tragic and their personalities are not one to take advantage of others. Though they will have a place in my new WIP "West Haven", mentioned briefly here.
When I try this class out more I will let you all know.
--
ADDENDUM. I have tried it out more and really enjoy it. I am pleased with how this witch works and I still really love Kimbra and Kelleigh. I really want to do more with these characters.
http://www.dlhammons.com/2015/12/the-deja-vu-blogfest-2015.html
I am picking something, not from early this year, but this summer. I am choosing Class Struggles & PWWO: The Blood Witch. I liked this post because it was one of the first of the Class Struggles post I made which has become one of my favorite features of late and I have always loved Plays Well With Others.
Hope you all enjoy this repeat!
--
Class Struggles & PWWO: The Blood Witch
Yesterday I reviewed the newest book from +Johua De Santo New Class Options. One of the classes in the book, the Blood Witch, struck me as familiar. I remembered I had seen an earlier version of it in Dungeon Crawl #3. Today I want to go into a bit more detail about this class.
Class Struggles
The class is an old archetype of a blood mage or a blood witch going all the way back to ... well forever really. Right up into the Enlightenment people believed that there were magical properties to blood. This is why "witches" signed contracts with the devil in their own blood.
There have been other blood witches in the past. Notablly the Blood Witch Prestige class from Relics & Rituals and from Mongoose's Ultimate Prestige Classes vol. 1. Both books have the same class. Blood Witches used whatever spells they gained from their previous spell casting class.
The Blood Witch in New Class Options is a bit similar. It uses magic-user spells. This is perfectly fine really, but some new spells would add some more flavor.
I was looking forward to this class the most and I still think it works well, but I have some issues with it. Let's start at the top.
The Blood Witch uses Constitution as her main stat. Very, very appropriate.
She needs a Con of 13 or higher. Again appropriate. Constitution scores above 16 also grant an additional +1 to hit points. Nice. She is going to need that.
Then we get to the next bit, quoting from the text.
Shattered Soul: Every day the Blood Witch has a 60% chance of losing herself in the song of magic. If this occurs the Witch will be able to cast 1 level above her level, however, she cannot know what is real or delusion.Ok. A neat bit a of flavor. But 60% every day? That seems a bit high and then she can cast as a level higher? Well sometimes that helps. But who makes this roll the GM or the player? Personally I would have it at 25% myself. Or tie it to the phases of the moon or time of day. THEN also a 25% where she can cast as a level lower. I GET what is trying to be done here, but I would need to play it over a few sessions to see.
Here is the part I am not crazy about. The Blood Witch needs to roll against her Constitution in order to cast spells. So the high her Con score, the less of chance she has of success. Again, from the text.
The first is that the Blood Witch must roll her constitution score + the spell level or higher in order to cast her spells. If the Blood Witch fails her spell roll the spell is swept away in the song of the magic and will not return to her for a day. The second is that for every spell cast the Blood Witch must sacrifice 1 + spell level of her health in order for the spell to be effective. If the Blood Witch refuses to make the sacrifice the spell and 1d4 other spells will be swept away in the song of magic for a two day period.Ok. So mechanically I get what Johua is trying to do here. I also spoke with him. It is to limit the amount of spells a witch can use. Since a witch can use theoretically ANY spell once she gets to the right level. In some ways her spell casting is more similar to the witch in +Jonathan Becker's The Complete B/X Adventurer than it is to anything else.
So a witch with a 16 Constitution could only cast spells up to 4th level, unless of course a 20 allways means a success.
I think what might work better here is limit the number of spells known. The blood witch might be able to cast this she completely out of blood (not advised) but maybe she only knows X per level. Like the 3rd Edition Sorcerer. This would impose a limiting factor.
Then give her a bonus to her roll equal to her level.
So our Blood Witch with 16 Con and 5th level would need a 15 or better to cast a 4th level spell (16 + 4 -5 =15). That seems to work well.
The experience levels for Blood Witch seem a bit high, granted this class has the potential for a lot of power. I'd still like to play one sometime just to be sure.
Somethings you see in the the myths and stories of blood magic is sacrifice (which is covered here as personal sacrifice) and proxies. So could this blood witch use an animal sacrifice for some spells? I think where appropriate yes. Proxies could be things like the animal but also proxies for blood itself, like purified water (possibly for healing spells if you use one of the witch spell lists) or even wine (blood of the vine). Personally I would allow such proxies for some of the more benign or even mundane spells.
The Blood Witch is any interesting type of character and something that could add a air of different to a game. A Blood Witch doesn't have to be an evil character, but it not likely she is going to be trusted by a party and certainly looked down on by other casters especially proper wizards.
Plays Well With Others
The best thing about the Blood Witch is that fits a great niche in any gaming group or campaign. It also works with a number of great OSR books. Obviously the blood witch will work mechanically with 99% of all the OSR and old-school books out there, the real question is will it work thematically. For example, the blood witch would work fantastic with Lamentations of the Flame Princess, but thematically it might be a bit redundant since all magic-users are assumed to have some sort of dark(-ish) pact.
I already mentioned The Complete B/X Adventurer. The witch class as presented in that book works as a great base for the Blood Witch. Combine the two classes into one works rather nicely. The B/X Witch has spells up to 10th level which is nice, but the New Class Options Witch only goes to 7.
I mentioned that the Blood Witch is really missing some really cool spells. The Vivimancer from +Gavin Norman's Theorems & Thaumaturgy and Complete Vivimancer offer some really nice choices. I created a few for both my witch and the vivimancer here. In particular I would suggest Blood Augury, Feel My Pain, Share My Pain, Stay Death's Hand, and of course Hell Hath No Fury because every witch needs that spell.
A while back I made some suggestions about witch spells for the vivimancer and vivimancer spells for the with. The nice thing is the blood witch is perfect cross section of both classes and can use all these spells.
The blood witch also works great with +Jeff Talanian's Astonishing Swordsmen & Sorcerers of Hyperborea. The style and type of magic used by the blood witch would be very much in tune with AS&SH. Sacrificing blood for magical effects...yeah very much in tune. There are also plenty of great witch spells in that book as well.
I would be remiss if I didn't mention my own book, The Witch: A sourcebook for Basic Edition fantasy games. I am going to have to play a Blood Witch sometime, but I also think I want to try her out as Blood Witch "Tradition" using my own rules and see how well they work together. Maybe twins...same level but one is a DeSanto Blood Witch while the other is a Brannan one. Interesting idea really.
If you are in the mind to some conversions, there is a great set of blood magic rules and spells in +Owen Stephens' magnum opus Deep Magic for Pathfinder. The blood magic system in that book could work nicely for a blood witch as well as a blood mage.
Again this passes the most basic test for a class for me. Can I think of a character for it and would I play it.
Kimbra & Kelleigh
Kimbra and Kelleigh are twin sisters with magic deep in their blood. They often have said to each other that it is because they have shared blood that their ties to each other and magic was so strong.
Though in their darker moments they felt their connection to magic and to blood came from the moment they were born. Kelleigh was first. Right after her birth their mother died. Kimbra was born when the midwife noticed that there was still something in the lifeless body. To this day Kelleigh has had a great connection to blood and Kimbra to death. Kelleigh acts as the older sister. The sisters only trust each other.
Luis-Salas |
Yes, the names are based on Kim and Kelley Deal. But also an homage to Kim Harrison and Kelley Armstrong, two of my favorite authors in the modern supernatural genre.
Kelleigh
5th level Blood Witch, Female
Neutral
Strength: 11
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 16
Hit Points: 24
AC: 9
Saves: 12, +2 vs. Magic
To Hit: +1 / THAC0: 19
Spells:
Kimbra can cast the follow spell levels. Will choose spells based on the official list.
First: all
Second: 4
Third: 6
Fourth: 3
Fifth: 6
Sixth*: 1
Kimbra
5th level Witch, Blood Witch Tradition, Female
Neutral
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 16
Hit Points: 16
AC: 7
Occult Powers
Familiar: Blood Spirit of her dead mother (treat as a ghost, neutrally aligned)
Spells
Cantrips: (5) Analyze Fertility, Detect Poison, Inflict Minor Wounds, Object Reading, Warm
First: (2+2) Bad Luck, Bewitch I, Cause Fear, Tattoo
Second: (2+2) Agony, ESP, Fever, Hold Person
Third: (1+1) Bestow Curse, Lifeblood
I like these two. I like that they are twins and really mostly the same but have classes that are different takes on the same thing.
I would not make these two part of the Witches' Nest. I feel their back story is too tragic and their personalities are not one to take advantage of others. Though they will have a place in my new WIP "West Haven", mentioned briefly here.
When I try this class out more I will let you all know.
--
ADDENDUM. I have tried it out more and really enjoy it. I am pleased with how this witch works and I still really love Kimbra and Kelleigh. I really want to do more with these characters.
Friday, December 18, 2015
Friday Night Videos: Guest VJ Bruce Heard and The Calidar Soundtrack
Tonight is a very special night here at the Other Side.
I have +Bruce Heard helping me out with the Guest VJ spot tonight. He is sharing some of the songs and tracks that would make up a Calidar Soundtrack.
So without further ado, here is Bruce!
--
Hi, I’m Bruce Heard, the creator of Calidar, a game world inspired from the Voyage of the Princess Ark stories I used to write for Dragon Magazine in the 80s and 90s. Some of you may remember me as the direction behind the D&D’s Mystara Gazetteers at old TSR.
I had a chat with Tim regarding Calidar and the Kickstarter campaign for my present project, “Beyond the Skies.” It is a massive compendium about the gods of this universe, their shenanigans, and a monstrous peril plotting their doom. Writing about this conjures a number of thoughts in my mind, among which music takes an interesting dimension. During the past decade I developed an interest in movie scores. Keeping with my focus on fantasy, sci-fi, action, and adventure, my tastes target certain titles particularly.
As a go through “Beyond the Skies,” the first that comes to my mind is Highlander’s “Who wants to live forever.” This is especially true with the first part of the book, which describes the gods, their personalities, and their motivations. It also alludes to Calidar’s epic heroes brought up in the first book, “In Stranger Skies.” They stop aging as long as they qualify as epic heroes, their first step before aspiring to become demigods in the service of a divine liege.
There are of course the dwarven gods, and I had a good laugh when I described them as steampunk space warriors. The best score for this, in my mind, was from Jerry Goldsmith, Star Trek’s Klingon Battle theme. Kragdûras dwarves sound a bit like Klingons and pretty much behave like them. They’re just shorter and hairier. They don’t use dilithium but rather a kind of coal they mine on their moon. So yes, they use steam-powered dreadnaughts.
Other fine neighbors are Calidar’s version of the Norse, best described as space Vikings who collect abandoned alien weapons. With their giant longships, they hurtle through the “Great Vault,” raiding both known and lost worlds, in search of fortune and forbidden technology. Another one from Jerry Goldsmith, “The Warriors” theme from the 13th Warrior truly seized the image for me.
Naturally, when talking about the gods of the Norse, my hand reached for Thor’s “Sons of Odin” theme from Patrick Doyle. The deities portrayed in Calidar are alter-egos of those from real world mythology, and they know it! These gods are aware that they ascended from the minds of mortals (who’d been abducted to Calidar from the real world), and they debate whether they should endorse traditional sagas or forge for themselves an entirely new fate. Some believe that Ragnarok still hangs over their heads while others argue that it does not have to be so.
There is a section of “Beyond the Skies” that dwells upon the Dread Lands, Calidar’s giant living wilderness that fights off intruders. It is connected to the planet’s World Soul, a semi-sentient pool of magic binding the souls of all sapient creatures to the worlds on which they were born. For this, James Horner’s theme “Climbing Iknimaya, The Path to Heaven” from the Avatar movie was unavoidable.
The Calidar series feature a recurring skyship theme, as they draw their inspiration from the original Princess Ark stories, D&D’s idea of what Star Trek would be in a medieval high-fantasy world. This led me to enjoy various Pirates of the Caribbean themes from “At World’s End,” especially Hans Zimmer’s “One Day,” a big favorite of mine.
Another score that I do like a lot is Klaus Badelt’s “Time Machine.” The movie itself wasn’t immensely popular, but the music is great for an adventurer/explorer genre, especially the “Eloi” theme. This one reminds me of forgotten worlds and the nature-loving tribes dwelling in the Dread Lands. Their secret is that they’ve learned to adapt to this monstrously dangerous place and tap into the magic of the World Soul.
In the genre of lost civilizations, another well know score works well, and is also a favorite of mine: David Arnold’s “Stargate.” It does fit well in that Calidar has an ancient culture generally inspired from ancient Egypt. Though part of it was conquered by another power, another escaped into space where its people attempt to regain their lost glory. Ancient Egyptians in space—no doubt about it!
The topics are endless. For Calidar’s Arabian-style setting, I relied on “The Mummy” with Jerry Goldsmith’s “Camel Race” theme. This also connects with the ancient Egyptian setting mentioned earlier. These two genres are directly related in Calidar. Many others come to mind, such as Maurice Jarre’s classic Lawrence of Arabia main theme.
Then we have Calidar’s “bad guys,” at least from everyone else’s point of view. The Nicareans are (very) loosely inspired from the early Byzantine with a strong strain of Spanish Inquisition-like behavior. They are conquerors in their own right, and with them, when they march to war or line up their skyships for a fight in the Great Vault, it’s Vangelis’s “Drums of Gaugamela” from the “Alexander” motion picture that comes to my mind—huge, fearsome, glorious, and rousing! It’s one that I play when I get discouraged or run out of steam.
This is turning into quite a long article, longer than I first expected, and I don’t believe I’ve made a dent in the pile of music that I can think of when writing for for this setting. I would be remiss if I didn’t mention the elves of Calidar. Their lunar empire of Alorea is more akin to a tree-hugging tyranny, somewhat like Star Trek Romulans turned totalitarian biologists, for which Hans Zimmer’s “The Battle” theme from the motion picture “Gladiator” works well. Imagine a three way space battle between Nicareans, Kragdûras dwarves, and Alorean elves. That’s an awful lot of drums!
The elves of Calidar’s main world, on the other hand, are much more peaceful, and their theme ends up being Howard Shore’s “Evenstar” composition, from Lord of the Rings’ “The Two Towers.” We all know this one I’m sure, and it stands as a peaceful, friendly manner to part ways. Hope you enjoyed this journey across fantasy, space, and popular movie scores.
--
Thanks Bruce! That is really an epic soundtrack.
Don't forget to check out his Kickstarter tonight as well.
https://www.kickstarter.com/projects/ambreville/calidar-beyond-the-skies
I have +Bruce Heard helping me out with the Guest VJ spot tonight. He is sharing some of the songs and tracks that would make up a Calidar Soundtrack.
So without further ado, here is Bruce!
--
Hi, I’m Bruce Heard, the creator of Calidar, a game world inspired from the Voyage of the Princess Ark stories I used to write for Dragon Magazine in the 80s and 90s. Some of you may remember me as the direction behind the D&D’s Mystara Gazetteers at old TSR.
I had a chat with Tim regarding Calidar and the Kickstarter campaign for my present project, “Beyond the Skies.” It is a massive compendium about the gods of this universe, their shenanigans, and a monstrous peril plotting their doom. Writing about this conjures a number of thoughts in my mind, among which music takes an interesting dimension. During the past decade I developed an interest in movie scores. Keeping with my focus on fantasy, sci-fi, action, and adventure, my tastes target certain titles particularly.
As a go through “Beyond the Skies,” the first that comes to my mind is Highlander’s “Who wants to live forever.” This is especially true with the first part of the book, which describes the gods, their personalities, and their motivations. It also alludes to Calidar’s epic heroes brought up in the first book, “In Stranger Skies.” They stop aging as long as they qualify as epic heroes, their first step before aspiring to become demigods in the service of a divine liege.
There are of course the dwarven gods, and I had a good laugh when I described them as steampunk space warriors. The best score for this, in my mind, was from Jerry Goldsmith, Star Trek’s Klingon Battle theme. Kragdûras dwarves sound a bit like Klingons and pretty much behave like them. They’re just shorter and hairier. They don’t use dilithium but rather a kind of coal they mine on their moon. So yes, they use steam-powered dreadnaughts.
Other fine neighbors are Calidar’s version of the Norse, best described as space Vikings who collect abandoned alien weapons. With their giant longships, they hurtle through the “Great Vault,” raiding both known and lost worlds, in search of fortune and forbidden technology. Another one from Jerry Goldsmith, “The Warriors” theme from the 13th Warrior truly seized the image for me.
Naturally, when talking about the gods of the Norse, my hand reached for Thor’s “Sons of Odin” theme from Patrick Doyle. The deities portrayed in Calidar are alter-egos of those from real world mythology, and they know it! These gods are aware that they ascended from the minds of mortals (who’d been abducted to Calidar from the real world), and they debate whether they should endorse traditional sagas or forge for themselves an entirely new fate. Some believe that Ragnarok still hangs over their heads while others argue that it does not have to be so.
There is a section of “Beyond the Skies” that dwells upon the Dread Lands, Calidar’s giant living wilderness that fights off intruders. It is connected to the planet’s World Soul, a semi-sentient pool of magic binding the souls of all sapient creatures to the worlds on which they were born. For this, James Horner’s theme “Climbing Iknimaya, The Path to Heaven” from the Avatar movie was unavoidable.
The Calidar series feature a recurring skyship theme, as they draw their inspiration from the original Princess Ark stories, D&D’s idea of what Star Trek would be in a medieval high-fantasy world. This led me to enjoy various Pirates of the Caribbean themes from “At World’s End,” especially Hans Zimmer’s “One Day,” a big favorite of mine.
Another score that I do like a lot is Klaus Badelt’s “Time Machine.” The movie itself wasn’t immensely popular, but the music is great for an adventurer/explorer genre, especially the “Eloi” theme. This one reminds me of forgotten worlds and the nature-loving tribes dwelling in the Dread Lands. Their secret is that they’ve learned to adapt to this monstrously dangerous place and tap into the magic of the World Soul.
In the genre of lost civilizations, another well know score works well, and is also a favorite of mine: David Arnold’s “Stargate.” It does fit well in that Calidar has an ancient culture generally inspired from ancient Egypt. Though part of it was conquered by another power, another escaped into space where its people attempt to regain their lost glory. Ancient Egyptians in space—no doubt about it!
The topics are endless. For Calidar’s Arabian-style setting, I relied on “The Mummy” with Jerry Goldsmith’s “Camel Race” theme. This also connects with the ancient Egyptian setting mentioned earlier. These two genres are directly related in Calidar. Many others come to mind, such as Maurice Jarre’s classic Lawrence of Arabia main theme.
Then we have Calidar’s “bad guys,” at least from everyone else’s point of view. The Nicareans are (very) loosely inspired from the early Byzantine with a strong strain of Spanish Inquisition-like behavior. They are conquerors in their own right, and with them, when they march to war or line up their skyships for a fight in the Great Vault, it’s Vangelis’s “Drums of Gaugamela” from the “Alexander” motion picture that comes to my mind—huge, fearsome, glorious, and rousing! It’s one that I play when I get discouraged or run out of steam.
This is turning into quite a long article, longer than I first expected, and I don’t believe I’ve made a dent in the pile of music that I can think of when writing for for this setting. I would be remiss if I didn’t mention the elves of Calidar. Their lunar empire of Alorea is more akin to a tree-hugging tyranny, somewhat like Star Trek Romulans turned totalitarian biologists, for which Hans Zimmer’s “The Battle” theme from the motion picture “Gladiator” works well. Imagine a three way space battle between Nicareans, Kragdûras dwarves, and Alorean elves. That’s an awful lot of drums!
The elves of Calidar’s main world, on the other hand, are much more peaceful, and their theme ends up being Howard Shore’s “Evenstar” composition, from Lord of the Rings’ “The Two Towers.” We all know this one I’m sure, and it stands as a peaceful, friendly manner to part ways. Hope you enjoyed this journey across fantasy, space, and popular movie scores.
--
Thanks Bruce! That is really an epic soundtrack.
Don't forget to check out his Kickstarter tonight as well.
https://www.kickstarter.com/projects/ambreville/calidar-beyond-the-skies
Friday Night Videos: SNEAK PEEK!
Tonight is a very special night here at the Other Side.
I have +Bruce Heard helping me out with the Guest VJ spot tonight. He is sharing some of the songs and tracks that would make up a Calidar Soundtrack.
Please join us tonight at 11:30pm Central time to see his list of epic songs for Calidar.
Don't forget to check out his Kickstarter tonight as well.
https://www.kickstarter.com/projects/ambreville/calidar-beyond-the-skies
Bruce has a lot of great music tonight. For me though Calidar has more of a mystical, prog-rock feel. My Calidar soundtrack includes Uriah Heep's "Traveller in Time".
See you all tonight!
I have +Bruce Heard helping me out with the Guest VJ spot tonight. He is sharing some of the songs and tracks that would make up a Calidar Soundtrack.
Please join us tonight at 11:30pm Central time to see his list of epic songs for Calidar.
Don't forget to check out his Kickstarter tonight as well.
https://www.kickstarter.com/projects/ambreville/calidar-beyond-the-skies
Bruce has a lot of great music tonight. For me though Calidar has more of a mystical, prog-rock feel. My Calidar soundtrack includes Uriah Heep's "Traveller in Time".
See you all tonight!
Kickstart Your Weekend: Die Kitty Die!
A bit of change of pace this week. A comic that I had not heard of till pointed out to me recently.
Die Kitty Die! is a comic by Fernando Ruiz and Dan Parent about a comic witch, Kitty, who has come to the end of her run.
https://www.kickstarter.com/projects/14732987/die-kitty-die-by-fernando-ruiz-and-dan-parent/
It looks like a lot of fun.
Die Kitty Die! is a comic by Fernando Ruiz and Dan Parent about a comic witch, Kitty, who has come to the end of her run.
https://www.kickstarter.com/projects/14732987/die-kitty-die-by-fernando-ruiz-and-dan-parent/
It looks like a lot of fun.
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