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Thursday, February 1, 2024

The Enchanted World: Wizards and Witches

The Enchanted World: Wizards and Witches
 Let's start this series with the book that has the most meaning to me and the first one in the series: Wizards and Witches. Fitting for Imbolc on Thursday really.

Overview of the Series

The Enchanted World books from Time-LIFE were a series of high-quality, hardcover books sent to you via mail from Time-LIFE subscription. The first one you got for free was Wizards and Witches. This also makes it the most common one and the one you can find in most secondary markets. Fortunately for me, it was also my favorite.  

Imagine, if you can, a time when one of the world's largest publishers decided to invest in a series of books (21 in total) filled with full-color art, cloth-bound covers, and access to some of the world's greatest libraries and scholars. Libraries like the Bodleian Library at Oxford, Cambridge Library, and the London Library. Scholars like Prof. Tristram Potter Coffin (Chief Series Consultant),  Ellen Phillips (Series Director and Editor), and Prog. Brendan Lehane (author of this volume).

Well, that time was 40 years ago, and the Enchanted World series sought to capitalize on the growing fascination with all things fantasy, not in a small part due to the popularity of Dungeons & Dragons.

Over the years, I have seen a lot of collections of other folks' RPG books. It is no surprise when you see one or more of these books stuck in their mix of FRPGs.

Many of the books follow a similar pattern. Usually, 3-4 chapters of the book detail different aspects of the myths and folklore being covered. These are usually interspersed with some of the stories themselves or excerpts, as well as art. The art is often from classical sources or paintings depicting the stories or characters involved. There are also new pieces of art throughout. There are margin notes or marginalia with some other related tidbit of information. Each chapter ends with a longer story.

There is a bibliography, art credits, and some publication notes in the back.

These books were published around the world. Some of the European publications also had dust covers.

Wizards and Witches

by Brendan Lehane, 1984 (144 pages)
ISBN 0809452049, 0809452057 (US Editions)

This book is divided into three sections covering ancient wizards, wizards of the Middle Ages, and witches. There is quite a lot of art from Arthur Rackham here. 

Chapter One: Singers at the World's Dawn

Here, we begin with a tale of the old Finish wizard Väinämöinen and the young upstart Joukahainen in what could be considered a magical sing-off. The line between Bard and Wizard was very thin in ancient Finland. Thus it was when the world was young and youth could aspire to wizardry. We learn of other powerful names like Volga Vseslavich, Cathbad, Manannan Mac Lir, Taliesin, and, most well-known of all, Merlin. Not all were old men. Ceridwen, Circe, and Louhi were there too.

Time-LIFE The Enchanted World: Wizards & Witches

The thesis here is that in those olden days magic was something people could aspire too, but few could truly master. We get snippets of stories of all these wizards and sorceresses, each playing into the next. It is somewhere between a bedtime story and an undergraduate survey of various wizards. In between we get longer stories, like the "Wizard of Kiev" and "The Welsh Enchanter's Fosterling."  All cover magic in a semi-forgotten age that seems to have one foot in history and another in mythology.

Chapter Two: Masters of Forbidden Arts

If the last chapter dealt with magical using men and women as heroes as often as villains, then this chapter leaves no ambiguity on where it sees (or rather history sees) the wizard of the Middle Ages. Here the singing battles of Bard-Wizards are given way to the academic study of magic in dusty tomes of forgotten lore and those who sell their very soul for power. We encounter the likes of Roger Bacon (1219-1292), Oxford Scholar, Empirical Philosopher, Franciscan friar, and dabbler in magic. There is even a bit on Michel de Nostredame (1503-1566) aka Nostradamus. But for the most part we see magic going from a force of nature in a world where the rules are not yet set in stone, to men (for the most part) partaking in deals with demonic or devilish figures for power. All it takes is their soul.

Time-LIFE The Enchanted World: Wizards & Witches

We spend quite a bit of time on the legend of Faust and his deal with Mephistopheles. In fact, this one is so set into our vernacular that a "Faustian Deal" hardly needs any explanations. 

Given the time period, there is also a wonderful overview of the Tarot and its origins with some rather fantastic art. 

Time-LIFE The Enchanted World: Wizards & Witches

But most of all I loved the "Legions of the Night" section with its coverage of Demons. The descriptions of just the few here and the art by Louis Le Breton from the Dictionnaire Infernal by Collin de Plancy were enough to make me want even more strange demons in my game. More so since it featured Astaroth. A demon that already fascinated me from when I first saw him in Best of Dragon II.

Time-LIFE The Enchanted World: Wizards & Witches


Harry Clarke's illustrations of Mephistopheles should be how the devil appears all the time. 

Time-LIFE The Enchanted World: Wizards & Witches

Along with the Tarot, there is some coverage on astrology. This predates the Middle Ages by, well, thousands of years really, but there was new keen importance on it at this time. 

Chapter Three: The Shadowy Sisterhood

Ah. Here are my witches. We get some cover on what could be called Folk Magic or Hedge Witchery, on how these natural healers were initially an important part of everyday life. The magic was simpler and more in tune with nature.

Time-LIFE The Enchanted World: Wizards & Witches

Throughout this chapter, the "helpers" of witches are mentioned. We call them Familiars. Up first is the hare, which they claim (and back up) was closer to the witch than the black cat we associate with today. This reminds me that rabbits and hares should really feature more in my games. The others include spiders, ravens and crows, cats, snakes, and toads, which they claim as one of the first animals to be associated with witches. I have read that before as well.

As the chapter professes the old Black Magic vs. White Magic trope appears. While less in favor today among Real WitchesTM (remember the ads with Litney Burns?) it is an important distinction of the time. It is almost the same divide as the "Natural" vs. "Academic" wizards of the first two chapters, really. 

There are various stories, mostly about how someone was suspected of witchcraft and what happened. But also the machinations of witches in general. 

There is a section flight and witches and how brooms were not used at first, but rather things like butter churns and distaffs. I even added distaffs to my games in part because of this connection. 

Our story at the end of this chapter is a classic tale of Baba Yaga and Vasilsa the Fair. Again featuring amazing artwork, this time right from Vasilisa the Beautiful by Ivan Bilibin.

Use in FRPGs

With so many books out there, there is no end to the ideas they can generate. Upfront, it should be noted there is nothing "new" here. The stories, the folklore, and even a lot of the art are things we have all seen before. The stories of wizards like Väinämöinen, Merlin, Faust, and Circe should all be known to anyone who has a passing interest in fantasy and, indeed, to anyone who has played FRPGs. But that is not where their value lies. These books do have tidbits that the causal pursuer of these tales would not know, and maybe even some for the more advanced students.

To be sure, while there is academic rigor here, these are not textbooks. But they are educational.

Reading these tales one could use them as the basis for other characters. There is more than just a little bit of Taliesin in my own Phygora, for example. These tales, often set right on top of each other, can give the reader and player plenty of means of comparison. 

This book also makes good arguments for the separation between, say, Wizards, Warlocks, and Witches (as represented by the three chapters) but less of an argument on where bards fit in. Are Taliesin and Väinämöinen wizards or bards, for example? It is not up to this book to decide but rather the reader.

If you are playing a game like D&D that lives in a different world, then ideas abound. I mean we know Gygax, Arneson and the early designers of the game were very much into folklore and mythology. Those elements are the hook for more of these, beyond the Greek, Roman, and Norse myths we were all raised on.  Like any good synthesis, it should make you want to check out the primary stories these are all from.  If you are playing a Medieval game, say Chivalry & Sorcery or Pendragon, then this is practically a sourcebook for you. I would even say it is a must-have for a Mage: Dark Ages or Mage: Sorcerers Crusade game.

Wizards & Witches

Witches

I can't let it go unsaid, even if it is obvious, but this book profoundly affected me when it was out. While I did not own my own copy until much later on, I had friends that had it. Since this was the first of the series, many people had it. The art in this book set the feel for how I wanted my Witch class books to look. I have since included the art of Arthur Rackham and the Pre-Raphelites in many of my books. This was one of the books that made me want a witch book for D&D. When none showed in the stores I took it on myself to make it. I do know that my first encounter with the "Black School" of the Scholomance was from this book.

Time-LIFE The Enchanted World: Wizards & Witches

While I can't say with any certainty other than the timeline, this book was likely a contributing factor to one of my favorite themes in games; Pagans vs. Christians and how magic would later be demonized by the Church.

This series is lovely, and each book, while filled with things I already knew, also has many things I did not. 

My only real complaint? At 12.25" x 9", they just don't fit nicely into a standard bookcase.

Next Time: What is love?

Thursday, June 25, 2020

Review: M1 Into the Maelstrom (BECMI)

In some ways, I do wish I had read M1 before I had picked up M3.  I had picked both modules up around 10-13 years ago while looking for a good epic level adventure for my kids then D&D 3.x game.  They were into the epic levels of D&D 3, with the lowest level at 24 and the highest at 29.  They were on this huge campaign against what they thought was the machinations of Tiamat.  M1 was very good choice since I love the idea of flying ships (D&D should be FANTASTIC after all) but the base plot didn't work for the adventure in mind.  M3, along with some other material, worked rather perfectly.  Plus I can't deny that the Carnifex played a huge role.  So M3 went on the table and M1 went back on the shelves.

Until that is Bruce Heard began producing material for Calidar.

M1 Into the Maelstrom is really a fantastic adventure for the D&D Master's Set that realizes that set's potential.  It is also a great lead-in to not just the Immortals Set coming up, but also the future of the Mystara-line and even pre-sages Spelljammer and the adventures of the 90s.   Additionally, and somewhat forgotten, this book introduces us to our first named Immortals and introduces demons to BECMI.  

There is a lot going on here.  Let's get into it.


For this review, I am going to consider my original print module and the PDF from DriveThruRPG.  There is a Print on Demand version as well, but I do not have it.

By Bruce and Beatrice Heard.  32 pages, color covers, black & white interior. Cover art by Jeff Easley, interior art by Valerie Valusek and maps by Dave "Diesel" LaForce.
Into the Maelstrom deals with the machinations of three Immortals, Koryis (Law), Vanya (Neutral) and Alphaks (Chaos), and are featured on the cover.  Alphaks is our focus here.  He is the focus of the next few adventures and is one of the "Big Bads" of the later BECMI and Mystara lines.  He was the ancient Emperor of Alphatia AND he is the first demon we see by the name demon in any BECMI book to my knowledge.  He is a "Roaring Demon" or what 1st Edition calls a Type VI or Balor demon.  We won't learn more about them till the Immortal set, but here they are. Demons in Basic D&D.

Our adventure starts in the Known World. We bring back King Ericall of Norwold and he needs the characters to investigate the source of some poisonous winds coming from the north between Norwold and the Island Empire of Alphatia (to the east).  The poisonous fog/winds are the result of Alphaks trying to reenter the world via a two-way portal from the Sphere of Death (call back to Death's Ride!)

The three immortals are essentially playing a game. Alphaks wants into the world, Koryis doesn't want him in and Vanya is going to side with the winner.  As the adventure progresses each immortal will earn points for the actions, successes and/or failures of the PCs.  The DM keeps track.  The PCs can also gain curses or boons as the adventure continues.

So another new addition is the "Sea Machine" or water-based battles as an addition to the War Machine.  Pretty nice bonus add if you ask me.

The first part of the adventure goes pretty normal. That is until the seagoing vessels encounter the titular maelstrom.  The PCs are sucked into the swirling vortex of death and spit out into a starry void with air they can breathe!  How's that for adventure?

Here this becomes a proto-Spelljamming adventure, there are several locations (Islands) that the PCs can stop at, but each has their own unique set of hazards.  

The PCs must navigate, in all senses of the word, the machinations of these three immortals.  There is even a giant battle with a navy of the dead controlled by Alphaks.

In addition to the new monster stats (the Roaring Demon), there are PC/NPC stats in back for characters to use in the adventure.

So for the first time, we get a BECMI adventure into the other planes.  Here the characters get a chance to travel the outer planes via a flying ship and even dip a toe into the Astral plane.  
Depending on the outcome the characters can also be set on the path to Immortality.

This adventure is "bigger on the inside" as has been described.  There is a lot here that can be expanded on to a near-infinite degree.  With a ship that can transverse the planes a good argument could be made about even returning to the Known World and Norwold.  

Let's also take a moment and talk about Diesel LaForce's maps.




These things are works of art really. I am not sure how as a DM you can look at them and NOT want to run this adventure.  "Dimensional Guide to the Star Kingdoms?" Hell yeah!

Into the Maelstrom, along with the other modules in the M series work not just as a Master's level set of adventures, but also our introduction to plane hopping and dealing with immortals in the D&D game.  Compared to the same treatments in AD&D, such as the H Series, the M series is more subtle in it's approach.  The H series is largely about kicking in doors, killing monsters and taking their stuff.  Only in the H series, the doors are planes, the monsters are gods and demons and their stuff are artifacts.


Going back to the beginning, if I had known more about the arc (let's call it the "Norwold Saga") then all of these adventures do tie into all the others in a nice, dare I say it, Adventure Path.  Maybe that is something that WotC could do to reintroduce Mystara is give us this for 5e rules.

Keep in mind that this "Adventure Path" or even meta plot was alive and well in the mid-80s. Long before the 90s that this sort of gaming is most associated with.  I might have to explore this idea further.

In the meantime, M1 Into the Maelstorm stands out as not only a great adventure, but a groundbreaking one in many ways.

Thursday, January 14, 2010

Going (Up) to Hell? Cosmology


I was reading a very interesting post by Mike Mearls the other day about dropping the structure of the planes in favor of something more local. Read his post here, http://kotgl.blogspot.com/2010/01/kill-planes-abyss.html.

Ok? good.

I think his reasons of course are sound and fit nicely with something I have wanted to do forever. When I first picked up that 1st Ed copy of Deities and Demigods I loved the Planes. It had so many interesting places and so many things to do. I got very attached to the Great Wheel cosmology that I began to evaluate fantasy and later horror on how closely it fit that model. Then I began to get lazy. Not in the sense that would not write, quite the opposite, I would come up with elaborate schemes to make things fit the model or not. Whether it needed to or not. Even in my AD&D Grand Opus Adventure the characters went to Hell to confront the evils that invaded their world there was still the Great Wheel. It worked, then, but now I feel it's limitations. Well along came 3rd Edition and suddenly the planes are mutable, changing and even expected to be different depending on how you look at them; 4E changes this even more.

Mike Mearls mentions in his blog that one of the issues of the planes being "out there" that they lose some of their value. History tells us that demons, devils and other bad things came from under-ground, or beyond that mountain or from across the sea; here there be monsters. Monsters come from "beyond the sky" in Lovecraft related fiction, which is fine for tentacle horrors, but devils at least are concerned with the same things humans are. Devils need to be close. They need to be something the common man, woman and child fears. Not just because they are evil, but because they are nearby.

Mike says move the Abyss to your world, I say move Hell.




Hell in 4e now seems to be a planet floating somewhere in the Astral Sea. This puts it on par with everything else, even Heaven. Now I am not a religious person, but doesn't Hell lose some of what makes it Hell if it just a planet with bad environmental conditions? They describe it as planet some 7,000 miles in diameter with the "layers" lower and lower subterranean continent sized caverns. Like Mearls, I say take all that and shove it inside your world. Drill down a few hundred miles and there is the entry way to Hell. Just like Dante described. What keeps the devils in? Same thing that keeps them there now, gates. Like the roach motel it is, it is easy to get, impossible to get out. Or nearly such. Of course the point between the Underdark and Abyss sharing a nature is sound, I think I can get the same thing with the Nine Hells really. In fact I might even make Lolth more like a devil (she is more devil like than demon like anyway) given her status as former Goddess, cast out and down. Sound familiar? It certainly fits with what Hell is supposed to be better, an underground dungeon for the damned. The Abyss is a maelstrom of evil and chaos, it fits better in the planes.
Of course this is not without issues. First, and the one that concerns multi-versal games the most, is that Hell inside a planet means that for every copy/twin/multiverse that planet is in there is a corresponding Hell. This might be fine really. I don't care for some of the changes made to some of the Arch Dukes in the last few books (3 & 4), but I can write that off as that is just the way things are in that universe. Which is something we all do anyway, I am just making it explicit. Of course the new 4e cosmology also gives us the Shadowfell and the Feywild, which I like, but if they are dark and twisted reflections of our own world then what about the Hell for those worlds? I say that their Hells are ours. That if you drill down in the Shadowfell you end up in the same Hell as if you did it in the Feywild or the campaign world.
Back in the day there was a great series of Dragon articles about the various Arch Dukes and Dukes of Hell. The article began with a bit of fiction about a Paladin (a holy warrior for good) marching on to Hell to defeat evil at the source. This scene works better today than it even did then with Devils now generally evil rather than exclusively "Lawful Evil". And it works better if the Paladin is marching to Hell, not paying a wizard for an Astral Projection spell.

Sure *where* it is physically located might mean little to PCs and DMs with access to magical means of travel, but the world should make sense to normal people too. What is there to fear about a creature, evil and immortal or not, if it takes a great amount of magic to get them here.

Gygax was a reader of Dante, Milton and of Ovid. These authors, as much as anything and maybe more so, shaped what we think of when we think of Hell. "Planet Hell" inside the Earth/World then fits very well with all these writers. More than a plane "out there" somewhere. Which does bring up an interesting point. Here is a quote from Milton's "Paradise Lost",

"Orcus and Ades, and the dreaded name Of Demogorgon."
— John Milton, Paradise Lost II. 966.

So. Lucifer is cast out of Heaven and down into Hell, he meets up with these demons in some…what, ante-chamber of Hell, a place where Chaos rules with Night. Sounds like the Abyss, but where is that again? I have often wanted to merge Hell and they Abyss into one place where demons are the masses of creatures and devil are the upper-class. If I put Hell inside my world (or the Abyss like Mearls) then do I have room for both? Do I need both? Are they the same thing with different names? Then there are other issues I have avoided because of the aforementioned laziness. Tiamat is described in myth as "chaos" and her body is destroyed to make the firmament of the Earth. But then she gets tossed into Hell? Sure, it fits the outcast god model, but Tiamat is chaos. Lilith is also cast out, but she wants order, her own order, but order all the same; at least that is how I read it. Grazzt looks like a Devil, but is a Demon or maybe he is not. And there is the bit from Milton. So what is a world builder to do? And where is this antechamber of Hell were Demogorgon and Orcus act as the Welcome Wagon for Lucifer and the cast out Angels, now Devils? Hell has the River Styx, where the souls of the dead are ferried across, but now the souls of the dead move through the Shadowfell. This makes me want to break out the WitchCraft RPG seprioths and see if I can't make it all work.


Well here is my stab at it. The Antechamber is of course the Underdark. It is hundreds of miles below the surface of the planet. Here in the deepest pit was where the fallen angels were cast. It is here that they meet the demons. There is a great battle, Orcus (then a dark god) is killed only to come back from the dead, Demogorgon has his head cleaved in half (to regrow as two heads) and Ades…well that was the last anyone heard of him. The devils (as they are now known) take the realm once controlled by demons. Once there though the devils discover that Hell is not the home of the demons, it was only the realm they could control this close to the world. The devils seal the opening to the Abyss, place Tiamat there to guard against demonic entry and the devils themselves descend lower into Hell. Physically the Abyss and Hell (and Tarterus and Pluton and Gehenna) are all the same place locked deep within the Earth in a area were the Prime Material, Shadowfell and Feywild all intersect. The nine layers controlled by the Arch Dukes and Devils is known as Hell. Everything else is simply "The Underworld". The conditions are, well Hellish, it is inside a planet afterall, but great and powerful magics keep the denizens alive, though it warps other magic and prevents them from escaping. The areas known as the Abyss are open and there is much fighting, the area known as Hell is gated. It is supposed to be a prison after all.

At the bottom there is a dark chasm who feeds into the elemental chaos. I like the description of the Abyss in the new Manual of the Planes, it makes it sound like a black hole in the Astral.

It needs some work to be sure. Demons, like Demogorgon, Orcus, Pazuzu and others have more interest in human affairs than the mindless hoards of demons because they are more devil like, and thus, more human like. Older demons such as Dagon are more elemental chaos. Even Tiamat now is more demonic than diabolic. This helps explain the Bloodwar a bit better, explains the similarity between demons and devils and why in popular parlance (in the world) they are often confused. It also helps explain why some seem to switch sides every now and then. Or simply put, devils are the cast out immortals of good that betrayed or otherwise became evil. Demons always were evil.

Of course I could keep the Abyss as is in 4th Ed. There are plenty of good reasons to keep it in the elemental chaos in the Astral. Demons are more elemental, more chaotic obviously and more alien. Of "demon" can just be a term to refer to anything that is evil that is not a devil. If I go that route then "Devils" would refer only to the Fallen and things like Ice Devils, Malebranche and the like are demons, just a different kind. After all, Succubi were demons and now they are devils, so it's not like there isn't precedent.
What does removing the demons and devils from the "outer planes" rob us of in D&D? Well, Planescape to a large degree would need to be rethought. To a lesser extent the nature of Tieflings will need to be changed, though maybe not. Typically to get to those outer planes takes characters of some power, so there is the build up to go to their home turf and fight that is now gone; ie. anyone can find the opening to Hell and stumble in.

OR maybe demons come the "Hells" of the Shadowfell and Feywild.

Of course there is one huge advantage of reshaping the planes. I can shape them in a way to work with either my 4th Ed game or my OSR/Basic game or even something like Ghosts of Albion.

That is the fun thing about fantasy cosmology, it can be a mutable as I need it to be.

Thursday, December 21, 2023

The Empty Chair: R. Michael Grenda

R. Michael "Evil" Grenda
 Well. I didn't expect to be doing this today. I just got word that my old High School and College DM, R. Michael Grenda, died yesterday.  The cause of death is unknown, but it is suspected it was a heart attack.

I have mentioned him here many times, usually not by name, I don't name people unless they have explicitly said it was fine. But we began playing in my early high school days. We met via our school's theatre group. Yeah, we were both theatre kids. We bonded over our shared love of D&D and the fact that we both owned TRS-80 Color Computers

He had his world, based mainly on the World of Greyhawk and I had mine, based on the Known World, or what would later be known as Mystara. And we would go back and forth between these worlds. Eventually, we would merge them and he made a map for it that I would eventually lose and then much, much later find the Mystoerth map I still use today. We played chess together often, had similar tastes in fiction, and discovered computer games together.

When I left town to go to University, he eventually followed me there. He was a computer science major and would eventually end up working with databases for the State of Illinois (which is as much archaeology as it is computer science) and met his future wife while we were all at school together. His wife (then his girlfriend) introduced me to Gopher sites and even this new thing called the World Wide Web.

Much of what happened in our games lives on in my work here.  The "Big Bad" of my Buffy campaign "The Dragon and the Phoenix" was Yoln Shadowreaper, one of his NPCs. The entire background of TDaTP was my big War of the Dragons, which was our world-ending battle before college.

Our "D&D on the Computer" game BARDD was largely written by him. When I6 Ravenloft came out I bought it and then made him run it. Back in college, we even did the "Dreams of Barovia" campaign where the characters shifted from one reality to the next, with him running House on Gryphon Hill and me running the original I6. I ran my first test of my witch class with him and we tried out his Riddle Master, Beastmaster, and Shadowmaster classes.

We had met up recently, back in July, and that was great. We had not seen each other in a long time. Family, jobs, kids. You know the story.  I hate to say it, but when his wife called me last night, I was not 100% surprised. I thought he looked a little unwell. But hell, we are all in our 50s now. None of us look "great."  

I have not quite processed it all yet, to be honest.  I owe a lot of my my current writing to him and the games we played. Thought we might roll some dice one more time, but I guess not.

Grenda

I'll end with him flipping me off at a party a bunch of us were at in college. He would have found it funny.

Tuesday, December 21, 2010

Could my Answer be in the Realms?

I am moving my 3.x game over to a 4e one soon.    I have been buying up the Essentials books and some modules and I generally have what I think is a cool idea for campaign.  The world is fleshed out and I know what I am going to use and what I am not.

Except there is one little-bity problem. So much of what was true in my 3.x world no longer "works" under 4e.  Or rather it works so differently now that it is hard to see it working the same way when I was playing 3.x.  Then there are other issues.  My kids want to play the children of their D&D 3.x characters and these characters have some serious magic.  And there is the whole killing Tiamat thing they want to do.   How do I explain the changes?

Turns out the answer was under my nose this whole time.  In the Forgotten Realms Player's Guide.

I was never a fan of the Realms.  I considered it to be a pretender to Greyhawk and not a very worthy one at that.  I picked up the 3.0 Realms Guide when it came out and I liked it.  I felt it was a good book and all it really was missing was monsters.  The new 4e campaign books are a good model too.

But what I like the most about the Realms book is how completely gonzo it is.  Smash two planets together to get one world! I love that!  Spell plagues? Bring it on!

I know I have talked around all of this before in many posts, but it is time to make it more real I think.

So what will I include from the Forgotten Realms book in my Game World?

First, well, it is going to be in the future.  I am going to say about 25 to 30 years.  Not 100% sure, but long enough to have the world changing events happen at least a generation ago.  The Characters of this game have only know the world as it is now, never the world before.

Next, there will be a Spellplague.  The defeat of Tiamat and the Ascension of Asmodeus are just parts of that.  I am also going to have Raven Queen in my game and she just killed Nerull.  There will other things of course, but it was a series of Cosmos-shaking events that left the world changed.  The Fey-wild is now easier to get too, as is the Shadowfell (previously only known as the Plane of Shadow).  The main effect for the PCs is that some of the old magic no longer works.  So there is a quest for sources of "Old Magic" or even "True Magic".  With this, some older magic items are now useless.  Of course the spellplague was chaotic so some normal items are now magical.  There is still magic to be found out there "New" and "Old".
Living things touched by it have been altered.  There will be spell scarred.

The ancient Astral empire of the Tieflings, Bael-Turath, has crashed into the world.  Here I am taking inspiration from the 90's TV show "Alien Nation".  Though this is a "magical crash" so there are now lands where there are ruins of the Tiefling society that seem ancient and always part of the land.  Bael-Turath had warred against Asmoedeus and the devils for countless centuries.  Part of Asmodeus' ascension was to reclaim the power that emperors of Bael-Turath had stolen from the Nine Hells.  The tieflings are now a broken, homeless race with members now fond all over the world and many still in the Astral Sea.

The Blood War is over.  With Asmodeus' Ascension and the Reckoning of Hell, the long war with the demons is over.  Asmodeus even managed to conscript entire demonic species under the auspices of Hell.  With the the power he gained Asmodeus broke the paths through the Astral that the demons and devils used to attack each other, effectively blocking demons from being able to enter the Prime Material.  If a demon wants to get to the Prime Material plane it has to go through Hell first.  By the time of the new game the distinction between "demon" and "devil" is a loose one in most peoples minds.  Plus the entire race of yugoloths were sacrificed in the process, with many seeking refuge in either the Abyss or Hell.
Asmodeus covets the Material World and wanted to bring Hell into it.  Here he failed, but managed to get it much "closer" metaphysically speaking.

One repercussion of this though is demons now focus on the Prime Material.  While it is harder for them to reach it now, many still do and with out the Blood War to contend with it is possible that more demons than ever are now attacking mortals.   This is something Asmodeus wants.  He has placed members of his cult in areas to fit demons and rally humans to his cause.  As the game progresses the influence of this cult will be more readily felt. To combat this the Gods will be using the mortal realm as their battlefield.

I think this is a good start and gives me a good idea of what my end game needs to be too.  Lolth, in one form or another will have hand in all of this too.  Events that began in my Shadow War of 1st Ed are now coming to a head.

Now I need to figure out who the main bad guys are and what they want to get out of all of this.

Friday, October 30, 2020

5e Witch Project: Witchcraft: Magic of Hereva (5e)

This one is a last-minute find.  I am going to have more to say on all my 5e reviews and how they might work together.  But for now, let's look at this one on its own merits. 

Witchcraft: Magic of Hereva (5e)
From Xacur

This one caught my eye with its very striking art. Downloaded and the art continues throughout the book and the layout and design are top-notch.  I do want to get into detail about the art, more so than other products I have reviewed, but first I want to talk about the 5e content.

The PDF is 121 pages for $13.00.  That might sound like a lot, but given my guidelines of 10 cents per page that is only a buck more.  So that is fine.  You also get a mobile version for your phone or tablet.

This looks like the first OGL book for this author, prior to this they have had some DMsGuild Titles. 

This witch appears to be based on the Web Comic "Pepper & Carrot" which helps explain the art. Again, more details on that in a bit.  But for playing purposes this is part class and part world guide. The world of Hereva to be precise. 

The Witch Class

The witch class presented in this PDF is a full 20 level caster.  They do get spells up the the 9th level, but they do not have the normal spell progression as say Wizards or Clerics. They have known Cantrips (max 4) and known spells (max 15). It is the same as the warlock, without the Invocations. They do get Spell Research starting at 11th level and something called Rea ("Reality") Points starting at 1st. Rea points to power your spells.   Doing some quick mental calculations this means that there are many spells that will tap out your Res points quickly.  This makes this spellcaster a bit underpowered compared to others. They do have some other powers though.

I supposed here it should be noted that this is not a generic Witch class, but rather a Witch of Hereva. 

This witch gets 1d8 hp per level and is a Charisma-based spellcaster.   You do get familiars, and they have a mechanical benefit to the characters.  

Witches of Hereva's archetypes or subclasses are known as Houses. A nice change from the others I have reviewed all month.  You get your House at 2nd level.  

These witches also can brew potions (3rd level) and get Broom riding at 5th level. 

There are six Witchcraft Houses. Each provides an additional list of spells and powers. Each also has its own special niche to cover in the world. 

There is a chapter on Player's Options. This includes a number of backgrounds. Most are specific to this world, but all can be altered as needed and easily done.  There are some Feats as well that fit both the world and the witch in general. 

The magic chapter has the witches' spell lists as well as 43 new spells. It also 74 new magic items for witches. Making this chapter a step above many of the other witch classes I have reviewed all month long. 

There are also two Appendices. The first covers Familiars. The second monsters. Both feature creatures that are unique to this world. 

We end with some art credits and the OGL.

The Art and Artist

I grabbed this product because of the art. It has a cool "Kiki's Delivery Service" vibe about it and that is something I have been wanting to play lately. I thought this might be the product to do that, but I was prepared to like it anyway if it wasn't.  

Since this is based on a webcomic I thought I should check it out. After all, the art here is fantastic.  The webcomic is "Pepper & Carrot", Pepper is the witch and Carrot is her cat familiar. It is created by David Revoy.  You can find him at davidrevoy.com and the comic at peppercarrot.com.

It was here I discovered that Revoy releases his comic into the public free as Open Source!  I mean wow. The comic is supported by his Patreon who charges per comic released. That is seriously cool. The comic looks fantastic and I am going to have to start reading it.   I went to his story to see if there was a paper/dead tree version of his comics, there are, and to see if there was a paper or even PDF version of this D&D 5 supplement.  There wasn't.  Ok, no big. Did some digging.

So according to this post the Witchcraft: Magic of Hereva (5e) was a Kickstarter project (again, no big deal) BUT the comic creator didn't know anything about it. He was not consulted or asked.  Now that all seems to be fine with Revoy, he released the comic as Open Source after all, so it fits with his overall philosophy.  There is a bit about how any new art created will be released back into the public domain via Creative Commons. That sounds nice and Revoy seems to take that as good enough.   The author of this game supplement Xacur did in fact do that.  But it was only two pieces of new art; a broom and a wand.  The Kickstarter for this PDF raised a little over $3,100.00.  You would think that most of that money would go for art, as typical for a Kickstarter, but all of the art was free/open source.

I can't help but think that this PDF adheres to the letter of Revoy's Open source philosophy while violating the spirit of it.  No mistake, the class is fun and the spells and magic items are very nice, but I was drawn to this product based on the art and style. That all belongs to someone else's vision.   Strip away what started with David Revoy and what is left?  Well. Mostly an underpowered warlock with some powers I have seen in various "Hedge Witch" products.  I mean the author didn't even have the decency to list Revoy as the artist on the DriveThruRPG page. Note: He is listed on the supplements for this class. 

Is this a playable class? Yes.  Is this a fun playable class? Absolutely.
Could have Xancur created this class without the influence of the webcomic? I don't think so.

But there is something here that I feel is a bit distasteful. I know that David Revoy is likely ok with all of this. But it feels a little off to me. 

Here are the links to David Revoy's sites.

In the end, you have to decide if this product is the one for you. 


Tuesday, June 8, 2021

Classic Adventures Revisited: X2 Castle Amber

X2 Castle Amber (Chateau d' Amberville)
What can I possibly say about Castle Amber?

This adventure had always been something of a Holy Grail quest for me. I was a huge fan of Tom Moldvay, I had heard this adventure took place in Glantri and it was full of horror elements. As time went on and I still never found a copy I began to hear more; that it was a crazy dungeon full of crazier NPCs. That it is was more of a thinking module and not a hack and slash one and finally, it was heavily influenced by Clark Ashton Smith, whom I always felt was superior to Lovecraft in many respects.

I did finally get a copy from my FLGS, paid a lot for it, and I also got a copy from DriveThruRPG. The module lives up to the hype. It is not a particularly easy module to run and you better spend a lot of time with it. But for me at that time (the mid-90s when I finally got a copy) it became a great addition to my growing Ravenloft collection. It was not officially part of Ravenloft mind you, but so much of it feels the same that it would have been a crime not to bring them together.  

Later I ran it for my family under D&D 5e rules and it quickly became one of their most favorite adventures ever.  I started a trend in my family's games; they love anything done by Tom Moldvay. 

For this review and retrospective, I am considering my original Castle Amber module, the PDF and POD from DriveThruRPG, and the Goodman Games hardcover of the Original and 5e update.

X2 Castle Amber

Castle Amber is an adventure for characters level 3 to 6 for the D&D Expert Set.  It was written by Tom Moldvay, who gave us D&D Basic set half of the B/X D&D line. This adventure shows that.  While the Expert set was more focused on wilderness adventures, this is a romp through a "haunted house."  For many gamers of a certain age this became the template for all sorts of Haunted House dungeons that are still being published today.

Physically the original adventure was a 28 page book with color covers by Erol Otus with the maps of the titular castle in old-school blue on the inside covers.  The art inside is black and white and done primarily by Jim Holloway.  The art has a duel effect here.  Otus was the prime B/X cover artist, so the feel here is 100% his weird fantasy vibe of B/X.  Jim Holloway was also at this time the primary artist for the Horror game Chill.  Come for the weirdness, stay for the horror. 

Averoigne

The adventure is overtly an homage to the tales of Clark Ashton Smith.  The area where it all takes place, Averoigne, is used right out of the works of CAS.  The Amber family would fit right-in in one of his tales and that is the Colossus of Ylourgne, or rather his D&D counterpart, on the cover.  The adventure even includes a reading guide for those that want to read up on the tales of CAS, and I highly recommend doing so.

CAS, and his contemporary H.P. Lovecraft, were no strangers to the D&D world by 1981.  Indeed Molday's pulp sensibilities shine throughout in this adventure as much as they did with X1 The Isle of Dread and B4 The Lost City.  All three adventures have also been updated by Goodman Games for 5e in their hardcover Original Adventures Reincarnated series, making Moldvay their most reprinted designer. Even more than Gygax himself who as of this writing only has 1, soon to be 2.

There is a lot to love about this adventure too.  There are monsters to kill yes, but this is not a kick in the doors and kill the monster sort of deal.  There is a mood and atmosphere here.  In fact this is the prototype for the horror adventures of later date, in particular Ravenloft (which I will discuss).

On one hand, we have a haunted house filled with the not-quite-dead members of the Amber family.  This can be a pulpy nightmare or even a Gothic tale.  The room with the Tarot cards and their abilities gives us a sneak peak of some the things we will see in Ravenloft. On the other we have creatures from beyond that are quite Lovecraftian.  The Neh-Thalggu, or the Brain Collector, is a creepy ass aberration that can give the Mi-Go a run for their money.  

There is travel to other worlds via some strange mists and 16 new monsters. Some of these monsters also appeared in The Isle of Dread, but here they feel a bit different.  Plus what other B/X D&D book can you name that has "Demons" and "Pagans" in it. 

The background of this is rich enough that you want more of it. More on Averoigne and its connection to Glantri, more on the Amber family, and more on the world that this adventure implies.  It is no surprise really that much of this adventure and what it all implies found welcome homes in the BECMI version of Glantri.   

For me though the best connection is the one to Ravenloft. I have to admit the last time I ran this adventure I made the tie-ins to Ravenloft more specific, but I did not have to do much. I have to admit I was rather gleeful inside at the scene where they have to run from the "Grey Mists" to get into the castle.

Classic Modules Today & Revisited

I mentioned the Goodman Games hardcover above, but it really is a gem of a product.  With it, you get the original adventure and a 5e version of the adventure (where was that when I needed it!) as well as some fantastic comments about the adventure itself.  I wish Tom Moldvay had still been alive to give us his thoughts on this.   The 5e version expands on the Castle and those within.  There are a lot more monsters included and there are full NPC stat writeups for members of the Amber family. 

NPCs

Most of all this new version expands Averoigne in ways I would have loved to have had years ago. 

Additionally, there is the Classic Modules Today version published on DMsGuild by Chris Nolen. This one is a straightforward conversion. You need the original adventure but it is a fraction of the cost of the Goodman Games version.  I have both and have used both to great effect.   

Plays Well With Others

Castle Amber is a fantastic adventure and I am a big fan if you can't tell.  What I enjoy the most about it is that by the nature of the adventure itself and how it is written it can easily be added to any world and slotted into any sort of campaign. For me it was a no-brainer for my Come Endless Darkness campaign.  While that campaign is overtly a "Greyhawk" again the nature of it allowed a side trip to Mystara/The Known World. I would later use it as the "front door" to my Ravenloft adventure.  It was something I have wanted to do for so long and it worked so well I want to do it more.  A lot more.  While I gladly mixed and matched Basic, AD&D, 3e and 5e in my games, it is now much easier now that everything I want speaks the same, 5e, language.

Castle Amber & Ravenloft 5e

I have long postulated that not only is Castle Amber a Proto-Ravenloft, but Barovia is from Mystara/The Known World.   These connections are made more explicit with the D&D 5e adventure Curse of Strahd.  With the 5e Curse of Strahd, 5e Van Richten's Guide to Ravenloft, and Goodman Games 5e Castle Amber this is now a trivial effort.

Ravenloft and Castle Amber

In fact, using the same process from Chapter 2 of Van Richten's Guide to Ravenloft you could easily make the Averoigne of Castle Amber into a Domain of Dread. 

Averoigne is Gothic Horror and Dark Fantasy, with some Cosmic Horror and some Folk Horror.  I could turn up the horror elements a little, but I would not need to do much, to be honest.  Thinking back to my original running of X2 Castle Amber and I6 Ravenloft using the then-new 5e rules I had great fun. If I had tied them closer together then it would have been fantastic. 

Black Rose

Back in the early days of this blog I discussed a game I wanted to run; Black Rose, a combination of Blue Rose and Ravenloft.  Now with the 5e version of Blue Rose out, it would be a lot easier. 


I will have to write my review of the new Blue Rose Adventurer's Guide

This also begs for a good (or Goodman) version of B3 Palace of the Silver Princess for 5e.

Castle Amber is easily one of my favorite adventures and the appeal of it has only grown for me over the years.

Links

The Black Gate ran a fantastic series on Clark Ashton Smith.  I won't link all of them here, just ones that are germane to this discussion, but they are all good.

Friday, December 3, 2010

Gypsy Elves for Basic Era Games

Another in my series of posts for Basic era (late 70's to early 80's) games.
This one expands on my sub-race of elves known as Gypsy Elves.

The Gypsy Elf

"Thousands of years ago the elves were a unified race.  The elven people stood strong and diverse.
Then the War came and the Elves were Sundered. The elves were divided by the war.
But some chose not to fight, some took in their brothers and sisters from all sides.
These elves were cursed by the Great God of the Elves to wander the lands till the day when all elves stood as one people again.  The other elves took pity on them, calling them, in their own tongues The Wanderers.  But not the Wanderers themselves.  They knew a powerful secret.

They knew they were Free."

- From the Songs of the Ranagwithe

The Witches Beck by Nichole Marie Grubb
by Nichole Grubb
The Gypsy Elf, or as the call themselves "The Free Elves" (Ranagwithe in their own language) , wander the world, in and out of the land of faerie, searching for their lost home.  They will find it only on the day when all the elves are reunited as a race.  Until then they wander.

Like their human counterparts, Gypsy Elves travel all over the known world. However, unlike the Human Gypsies, Gypsy Elves are much more gregarious and less xenophobic. The origins of the Gypsy Elves date back to what has become to be known as the Sundering of the Elves. When the Dark elves broke free from the light elves they split into several races.

There were elves that remained outside of the conflict. One group was a band of light elves that protected both the dark and light elves from each other. When the gods split the elves apart, the gypsy elves were left without a home to call their own. Since they never harmed another elf before they were not forced into the dark underground. Ever since then the Gypsy Elves have wandered from place to place looking for a home. While Gypsy elves tend to be neutral to all other races, they are always treated as “good” to other elves. There are several universal elven customs that apply only to Gypsy Elves.

  1. No Gypsy Elf may harm another Elf. Even Dark and Light elves.
  2. No other elf, Dark or Light, may harm a Gypsy Elf.
  3. No Elven community may refuse lodging to a band of Gypsy Elves. The Gypsy then must agree to be on their way soon after.
At any point in time other elven species may be found in a group of Gypsy Elves, as they may freely travel as long as they abide by the Gypsy Elves rules and lifestyle. These “Free Wanderers” can make up to 10% of the tribe’s population.

As long as the other elves do not fight amongst themselves or the other Gypsy Elves they may remain with the tribe as long as they like. Also any Gypsy Elf is invited to remain in any Elf community, but few rarely do.

Gypsy Elves are on friendly terms with humans. They find Human Gypsies to be too xenophobic for their tastes, but they will travel with them for mutual benefit.

Gypsy Elves, like their Elf cousins, produce fine art, in particular music and dance. Many have excelled in woodcarving and sell these pieces of art in communities they pass through. What these elves cannot make, they buy. In this respect they are very good terms with humans.

Gypsy Elves are careful never to take more from the land or their hosts then they absolutely need. It has been said that there will be no evidence of a gypsy elf camp 24 hours after they leave.

Gypsy Elf  (Ranagwithe)
Armor Class: 6
Hit dice: 1*
Move: 120' (40')
 - Caravan: 90' (30')
Attacks: 1 Weapon
Damage: By Weapon
No. Appearing: 2-8 (2d4) / 5-40 (5d8)
Save As: Elf 1
Morale: 12 or see below
Treasure: Same as Elf
Intelligence: 12
Alignment: Neutral
XP Value: 5

Monster Type:  Demihuman (race)
Gypsy Elves are typically found traveling in caravans across the world.  Any given caravan will have 5 to 40 members with an a advance scouting troop of 2 to 8 members.  Each caravan has a "Caravan Master" who will be a 5th level or greater elf and a "leader", typically an Elf Seeress (known as a "Kuruni") of 6th level or higher.  Most gypsy elves will be armed with a short sword (75%) or a cross-bow (25%).  All will have daggers as well.

There will also be a variety of random faerie creature travelling with the gypsy elves.  These creatures do not fight if the caravan is attacked, but will flee.

Each Gypsy Elf will know a 1st level elf spell, the Kuruni will know spells as a 6th level elf.  The Caravan Master and the Kuruni will typically have magic items appropriate for a fighter and a wizard respectively of their level.

Moral will be 12 unless their Caravan Master or Kuruni is dead, then it will be 9. If both are killed it will drop to 6.

Like elves, gypsy elves are immune to the touch of a ghoul.


Section 15 Copyright Notice

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Liber Mysterium: The Netbook of Witches and Warlocks is Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team.

Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.

Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.

"Gypsy Elve for Basic era FRPGs" Copyright ©2010, Timothy S. Brannan

Monday, June 6, 2022

Monstrous Mondays: Faerie Lord, Scáthaithe, The Umbral Lord

Scáthaithe, The Knight of Swords
I have been in a bit of a creative slump here lately. By "lately" I mean the last few months.  I do want to get my various monster books done though.  So here is a guy been rattling around in my brain now for a while.  I am combining a couple of different ideas here that I have wanted to explore for a bit.

Faerie Lords

I have been working on a number of Faerie Lords for the Basic Bestiaries and the High Witch book.  These lords provide a number of interesting background NPCs and are also the various Powers that both Faerie Tradition Witches and Fey Pact Warlocks can honor/serve.   I have already detailed a few here, Titania, Queen of FaerieNicnevin, Faerie Queen of Witches, the Queen of Lies, and the Prince of Beasts.

My focus lately has been building the court of Nicnevin (also known as Nic an Neachneohain).  Hers is not a court of deep intrigues like Mab's or Titania's, but a powerful court all the same. Since those Courts are typically (if somewhat incorrectly) described as the Dark and Light courts (more properly Winter and Summer) I need a few independent "Shadow" Courts.  Nicnevin is the Queen of the Autumn Court.  Not a major court to be sure, but still powerful.  

Shadow Elves

There are more than one "Shadow Courts."  Last year I did a big series on Shadow Elves and various other shadow fey.  I was trying to come up with a good idea for Shadow Elves in my world and I looked to the Shadow Elves of Mystara and the Shadow Fey from Kobold Press and even into the ideas of the Shadowfell from D&D 4th Edition.   This lead me to do an adaptation of Kobold Press' The Dusk Queen.  But she is PI so I won't be using her in my books, save for maybe as a special guest in my home games. 

While reading more about the Shadowfell, the mortal world, and the Feywild for D&D 4 and 5 I came up with an idea of my own.

Just as the Mortal World (the Prime Material) intersects with the Shadow World (Shadowfell) and the World of Faerie (Feywild) they also intersect with each other.

So less this:

Planes according to D&D 4th Edition

And more this: 

The Three Worlds

Excuse my lack of artistic ability here.

All three worlds intersect.  The intersection point of the Mortal and the Faerie is already detailed in many D&D books as the Feywild.  The intersection of the Mortal and Shadow is the Shadowfell.  The Shadowfey is the intersection of the Realms of Shadow and the Faerie Realms independent of the mortal world.  This is the area I am working on.  This is the home of the Umbral Elves.

Last Bits

Among other things I also needed a Faerie Lord, or at the very least a high level Faerie/Elf to be the father of a particular character.  I needed to have that character spend 13 years "stuck" in the faerie realms while she was getting instruction by her "faerie godmother" (Nicnevin).  And finally, I needed to develop a group of Elven Cavaliers for various reasons.  This particular group of Cavaliers is linked to witches and witchcraft.  Essentially they are the Elven Cavaliers from Dragon Magazine #114 tied more closely to the witch class that appears in the same issue. 

I also wanted a character that recalled the B/X Elf class that used sword and spell with equal proficiencies. 

Putting all of this together a new Faerie Lord emerges.

Scáthaithe, The Umbral Lord
Faerie Lord

Frequency: Unique
Number Appearing: 1 (1)
Alignment: Neutral [Chaotic Neutral]
Movement: 120' (40') [12"]
  Fly: 240' (80') [24"]
Armor Class: 2 [17]
Hit Dice: 13d8+52*** (111 hp)
To Hit AC0: 6 (+13)
Attacks: Sword +2 x3 or by spell
Damage: 1d8 +2 x3 or by spell
Special: Attacks three times per round, darkvision, harmed only by cold iron and magic weapons, 30% magic resistance, Wizard spells (12th level) 
Languages: Common, Elven, Sylvan, Giant, Abyssal
Size: Medium
Save: Magic-user 13
Morale: 12 (NA)
Treasure Hoard Class: U (VI) x10, See below
XP: 5,150 (OSE) 5,300 (LL)

Str: 16 (+2) Dex: 18 (+3) Con: 20 (+4) Int: 20 (+4) Wis: 16 (+2) Cha: 24 (+5)

The Faerie Court of Autumn is ruled very loosely by Nicnevin the Faerie Queen of Witches.  Her sometimes consort and Cowan is a being known in court as the Knight of Swords. He is also known as Scáthaithe ("skaw-he"), the Umbral Lord.  He is the melancholy lord of the Shadow Elves. 

Scáthaithe appears as a tall (7') tall elf-lord.  His skin is pale with an almost bluish tint to it. His hair is long and black and often tied back.  His eyes are bright green and his pupils are slitted like that of a cat's.  He wears the armor of a knight and carries a long darkened sword he calls "Moonblade."  He is often astride a black warhorse with large black wings.  The barding of this warhorse makes it at first appear to be some dark unicorn but is more akin to the pegasus.

When not in the court of the Witch Queen he will be found with his six sons, the Umbral Knights, patrolling the lands of the Shadowfey.  His sons act as 8-10 HD versions of their father. Their role is to patrol the Shadowfey and keep intruders out. This includes mortals and creatures of the outer planes.  Elementals can be found here if they have the leave of the local lords or ladies. 

Scáthaithe will attack intruders to the Shadowfey with both sword and spell.  He will use a long-range spell, such as magic missile to start with and then switch to his sword which he can attack three times per round.  He can cast spells as a 12th level magic-user.

The Umbral Lord has a keep deep in the Shadowfey, Scáthchoimeád where he resides with his sons. He had a Lady, his sons' mother, but that was long ago and he never speaks of her.  Presently he has taken up with a young human witch. It is also rumored that he is the son of a great lord of the Summer Court and a great lady of the Winter Court, possibly even Oberon and Mab. 

Scáthaithe as a Witch/Warlock Patron:  By agreement with his Queen Nicnevin, Scáthaithe does not take on witches as part of the Faerie Tradition. Though he can be invoked by these witches through Nicnevin.  He does however work as a Patron for warlocks. He can be used as a Fey Pact Patron and is particularly well suited as a Pact of the Blade warlock.  His warlock can manifest a dark sword similar to his one Moonblade.  He is also favored by half-elf warlocks who see themselves as being a member of two different worlds and also being of neither; like a shadow.

Scáthaithe, The Umbral Lord

Scáthaithe and an impressionable young witch


Thursday, September 28, 2017

This Old Dragon: Issue #132

Dragon magazine for April 1988 is quite a memorable issue.  First, it's an April Fools issue, and it's one I actually kinda liked. Secondly, I LOVE that cover. I mean, Elmore, Snarf. What's not to love?  I am still a Freshman in University still and living the life.  I think I bought this issue when it came out, which is something because most of my money was going to drugs, beer, books. Yeah, books.  It's April 1988 and this is issue #132 of This Old Dragon!

Let's admire this cover for a bit.  I don't care, I love Elmore's art.  Though I have to admit I thought Aveeare was silver and not gold.

So this is an April Fools issue, but the content is limited really.  The first entry has the infamous "Chainsword" in Bazaar of the Bizarre by Stewart Wieck.

Role-playing Reviews which is ©1988 by Jim Bambra.  We cover some now-classic games; Paranoia, Ghostbusters, and Teenagers from Outer Space.

Up next is the first big article of the issue is Beyond the Gate of Dreams by John Nephew.  This deals with the "semiclass" of the Dreamer.  Now there is a lot of REALLY cool things for this class. I don't think the class actually works as written, to be honest.  I like the idea really and there are a lot interesting spell ideas.   There is the option to play this as a single class or as part of a dual class.

Resourceful Sorcery which is also ©1988 by Michael DeWolfe and it covers some helpful hints for RuneQuest game sorcerers.  It's a cool article really, makes me want to get a RuneQuest game going sometime.

With All the Trappings by Gregg Sharp deals with trap construction and using some psychology to draw victims in.  I'll be honest, I never had the trap fetish that so many gamers seem to have.  Sure they can be fun occasionally, but all the time? I got my fill in the early 80s to last me a lifetime.

Skip Williams and Sage Advice cover a variety of topics.

Page 37 gives us an ad for New Infinities' Cyborg Commando!  The fate of the world is in metal handsTM. I should not give Gygax shit for this.  We now know his world was crumbling down and the new heads of TSR were being colossal dicks to him.    Anyone play Cyborg Commando at all?


Scott David Gray is up with Let the Good Dice Roll. This is a collection of individual and cumulative frequency tables for the various methods of rolling a given ability score in AD&D.
A nice brief article that is informative, but also a relic of its age.  While the numbers are still good and even still apply to any version of *D&D,  these can be generated on the fly with the tools we all have at our disposal now.  Not just with Excel, but with Google Sheets which is free and nearly as powerful.

Out of Hand by Nina Kiriki Hoffman is the fiction piece of this issue.

Mark Feil gives us a rare non-Ed Greenwood (at least for the last few issues) Ecology Of article. The Ecology of the Aurumvorax covers the MMII monster also known as the "Golden Gorger".  Not a lot of information, but I did learn do not eat one of these things if you kill it. It gives you metal poisoning!

The big feature of this issue is +Bruce Heard's Orcwars game. Set in the Known World you get to play in the Great Orc Wars. It looks like it would be fun for a rainy afternoon. Set it in your own world.   Each player (2-4) gets to play one of the tribal coalitions of orcs.  I like it to be honest.  It is not exactly taking D&D back to it's wargame roots, but it is honoring those roots. Given the campaign I am currently running I could see using this as part of a flashback to an ancient battle.  Something to add more depth and color to the history of my game world.  Much like Traveller always did with their RPG and tie-in board games set in the Imperium.

Arcane Lore is up after all of that with some spells based on traits of animals. Like Oxen Strength and Lion's Courage.  Naturally (ugh) for druids. There are some goods here too.

Keith Polster has a bit on Gen Con and what to expect in 88 with The King of Conventions.  I certainly get the feeling here that Gen Con was growing more at this point.  This article covers the combined Gen Con/Origins Game Fair.  Robert M. Bigelow follows up on the next page with how miniatures events will be run at the combine con.  Now an aside.  I consider myself knowledgeable about the history of our hobby, but I also fully admit I am far from knowing everything.  I had no idea this happened! And I have some vivid memories of reading this issue.  How long did Origins and Gen Con stay together? When did they split up again?  Checking the internet I see this was done in 1988 and 1992. And yes Gen Con was seeing a lot of growth during this time.

Cash & Carry, Gamma Style covers the economic structure of Gamma World or least a small part of it.

Some small ads.
TSR Previews gives us a look ahead at some new releases.  This includes two of the biggest disappointments, for me at least, in adventures.  First is WG7 Castle Greyhawk.  While I do appreciate the humor in some of the levels and I respect how deadly this module actually is, it does not make up for the fact that it is also not very good. It was also not the Castle Greyhawk we have heard about for years and years.  I ran Castle Greyhawk once.  Not likely to run it again. Next is OP1 Tales of the Outer Planes.  If Castle Greyhawk was bad, this one was just lackluster.   The Outer Planes would get a huge boost in a few years with the advent of Planescape.

Jon Slobins is next with variable hero creation for the DC Heroes game. This produces heroes a little less super. Ah yes, we are moving to the 90s and the age of the gritty "street-level" hero.

Mike Lane has new ships for Star Frontiers.

And in a move that would surprise new readers of today, Jeff Grub gives us a Marvel-Phile of "joke" (or no joke depending on your read) hero; Rocket Raccoon.



The Role of Computers has expanded to 6 pages now including a huge review of Beyond Zork.

We have a couple of pages of Dragonmirth. Some ads. 5 pages of the Con Calendar.

We end with SnarfQuest on his prospecting mission.  About this time I began to loose interest in Snarf. I think a lot of people did. If had completed its big arc and now seemed to be a little lost.   OR what is more likely I could not keep up with it like I used to because I was not buying Dragons regularly anymore.

Wormy is also here.  About this time Tramp would disappear.  Little did I know at the time he moved to the same town I was living in.  I could have passed him in the grocery store and never knew.

Really a pretty solid issue.  AD&D 1 was showing its age at this point and the world outside was changing.  Soon word would come down that AD&D 2 was on the way and the 90s would start.  But until that time there was plenty to do.  The Dragon was more and more focused on TSR-only games, but still, a few others snuck in every so often. They were more inclusive than say White Dwarf was at this time.  In fact, April 1988's White Dwarf #100 would be the last White Dwarf I ever owned.

We are certainly on the verge of something in this issue. That might be my retrospective on it, but some big changes had already happened here and more are coming.