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Saturday, September 20, 2025

Saturday Morning Cartoon Action Hour!

Dungeons & Dragons Cartoon Book 3 The Witch's Spellbook
 This one came about in a weird way. 

So my oldest and I have been playing AD&D 1st ed. Forgotten Realms at night when he gets off work. He is a chef and works till midnight. Recently though, we have also dipped our toes into the Fantasy Flight Games/EDGE Star Wars, which caused me to pull out a bunch of my original Star Wars figures.  These have been sitting on my desk for a while. Much to my wife's chagrin.  Anyway that is the background.

I have all these Star Wars figures on my desk along with some of the ReAction figures, including a Sorceress I repainted to look like Larina (I am dedicated to my obsessions). I also have a collection of various witches and the Dungeons & Dragons Cartoon characters decorating my desk. We were talking about how much I still prefer d20 Star Wars because of the D&D connections. Liam dislikes it for that reason. He wanted to know if there was a system out there that could do both. So, I told him about Cartoon Action Hour.

I spent some time with Cartoon Action Hour Season 3 a while back and even detailed Zatanna for Super Friends.

We pulled it out and thought about making a silly game with his Mandalorian Bounty hunter (using my Boba Fett from 1979, sent in my Proofs-of-Purchase!), Larina, and my repainted astromech droid KE11-N3R, or "Kenny". Cause why not, anytime we pull out a new game we try something familiar. And there may have been some beers involved. 

Star Witches

It was fun and silly, and we had a great time, really. 

While I was hungover the next Thursday (and Liam was not) I was thinking that this game might make for a good system for the Dungeons & Dragons cartoon. Cartoon Action hour specifically calls out D&D as a great example of the Saturday Morning Cartoon they loved. So, I started to think about what would work.

Dungeons and Dragons Marvel Productions / TSR Entertainment, 1983-85 When an amusement park ride goes nutty, a group of kids riding it find themselves in an entirely different world: a fantastic realm of knights, monsters and wizardry. Each of the kids is given a magical item or weapon by a kindly, diminutive sage with a habit of vanishing inexplicably at inopportune times. The heroes roam the land in search of a way back, while facing numerous threats and hazards, chief among them an evil wizard named Venger. Our Take: When it comes to fantasy retro-toons without sci-fi elements, this is the one that people instantly think of. It was consistently written, nicely animated and boasted a wide variety of adventures. It has very little in common with its namesake roleplaying game (aside from creatures and such), but it stands on its own merits nonetheless.

A while back, I had talked about the new D&D cartoon minis and how Shelia was missing from set. I said this at the time:

 I did not watch the D&D cartoon much, but I was aware of it. I can't help but wonder if the red-headed girl with a penchant for wearing purple and hoods in 1983-85 didn't somehow influence my red-headed witch with a penchant for purple dresses and black hoods in 1986?  I honestly can't say.

In fact, I didn't even think about it until I scored this D&D Cartoon "kids" book at my local game auction.  It is called "The Witch's Spell Book."

That is the image above. 

The basic plot of this  Choose Your Own Adventure is that you have the Golden Wood by finding Agnes the Witch's Spell Book. The spell causes Tiamat's heads to argue among themselves. For reasons, only Shelia can read the spell. You would think Presto, but no, it is Shelia. Each of these books featured a different character, and they tend to go for a lot of money now on eBay. See the books for Bobby (written by Margaret Weis!), Shelia, Hank, and Eric. No idea if Presto or Diana got one, but someone was Book 2. Glad I got mine a lot cheaper than that. 

Now, not to go out on a limb too far, but does this make Shelia an initiate witch?  It would in my games. She is 13 in the show, the age witches often "hear the Call of the Goddess" in my game worlds. (BTW this is what makes Larina special, she heard the Call at age 6.) There is a witch in this book, Agnes. So I guess it is possible. 

I am not 100% out in left field here. Sheila is called "La ilusionista" (The Illusionist) in the Latin American dubbing of the cartoon. And in at least one of the Spanish intros Presto and Sheila are called, "Los Magos," or "The Wizards." Same for the German dub. In the German dub, Diana is "The Princess of Acrobats."

Why not try to make an adventure of this book? I speculated that Shelia was not going to be part of my War of the Witch Queens, but maybe this could be a side-quest. Anyway, I worked up some details for Cartoon Action Hour. I mean, a spell to get Tiamat's heads to argue with each other? That is some profound cartoon logic. don't know if I'll run it yet, but I have everything I need, really.

Dungeons & Dragons Cartoon, 1986 Season

The Dungeons & Dragons Cartoon did not make it to 1986, which is too bad, really. While I did not watch it a lot when it was on, I did watch it a ton with my kids.  I can imagine a continuation of the series (many have) where we finally get to see Skylla show up. Also, since it is my 1986, my witch would show up as well. Plus, I already did stats for her.

So here is my premise. Sheila, having realized she has a knack for witchcraft due to the events of The Witch's Spell Book, seeks out some answers. She finds two witches, one good and one evil, in Larina and Skylla, but which is which? Great cartoon logic, and a chance for me to use some of the ideas originally planned for Skylla in the Cartoon. Plus the title "Which Witch" kinda writes itself. In a perfect world, it would have been written by Paul Dini.

Which Witch is Which? Written by Tim Brannan

Here is our star, Sheila the Thief. I am posting the sheets instead of text because these sheets are just to damn fun NOT to post. I gave her Cloak of Invisibility a score of 6 because it is supposed to be an artifact. 

Sheila the Thief for Cartoon Action Hour


Skylla belongs here. She is a great evil character and always up to no good. Besides, what are heroes without their villains? 

Skylla the Evil Witch for Cartoon Action Hour

Here is Larina, for her as a GMC I would tone her down a bit to the same level as Skylla.

Larina Nix the Witch Queen for Cartoon Action Hour

I fully expect some of my numbers to be off. Please remember, we were drinking while doing this. Well, I am sure Sheila's stats are good.

I also just noticed that the Dungeons & Dragons Cartoon premiered on Sept. 17, 1983. So 42 years ago!

We will have to come back to this game more often.

Wednesday, July 30, 2025

Witches of Appendix N: Robert E. Howard, Part 2: Horror Stories

The Horror Stories of Robert E. Howard
 I am continuing on my journey through the titles of Appendix N, looking for the Witches that haunted those pages. This week, I have Part 2 of my overview of the Witches of Robert E. Howard, this time focusing on his horror tales.  As I covered in Part 1 of Howard, his DNA is deeply woven into the core of D&D. This is easy to see in Conan, the wandering mercenary (in many tales) having adventure after adventure. what I didn't expect was see so much, maybe even more, from his tales of horror.

Howard's horror runs all over the place.  He was obviously significantly influenced by Celtic history, especially with his Bran Mak Morn character, and a lot of these feed into his horror tales. There is a Conan-like character in his "The House of Arabu" doing battle with none other than Lilith herself and other demons. He even dips into Lovecraftian tales. Now, some people have called these "pastiches," but to me, they are nothing of the sort; they are original contributions to the mythos that are every bit as valid as Lovecraft's own and on par with Clark Ashton Smith. Where Howard shined, though, was "Southern Gothic"; he was to the south and south-west (esp. Texas) what Lovecraft was to New England. Many of tales are interlinked and there is some good opportunities for deep scholarship on how his tales link to each other and to his contemporaries (like Lovecraft) and even how his stories influenced others. I can't say for certainty, but his tale "The Haunter of the Ring" (already steeped in his own mythos connected to Conan) feels like it could have influenced Fritz Leiber's "Conjure Wife."  

What really surprised me was not that Howard was a good writer; he is full stop. But how great his horror stories are. Lovecraft himself sang Howard's praises, and he was worthy of them.

So who are the witches of Howard's Horror tales? Let's take a look.  Instead of going by witch, I am going to go by tale. Each witch is very much situated in each tale.

"Sea Curse" (1928)

Moll Farrell is an archetypical "Sea Witch." She lives in an old hut near the sea, where the tide almost comes to her doorstep, with her daughter. She collects shells and mussels and everyone thinks she is a witch. She proves it by laying a deadly curse on the two men who raped and killed her daughter. The men die, more or less, at each other's hands.

The tale drips with old-world superstition, the inevitability of doom, and the slow, creeping vengeance of the sea. Moll is an agent of vengeance and could have been found on a different coast on the Atlantic in some Celtic dream-hidden past.

The best part of the tale is the Ghost Ship filled with sailors who have committed foul crimes coming up from Hell to take the souls of the men. The image is fantastic. 

"Rattle of Bones" (1929)

A short Solomon Kane tale involving a haunted inn, a skeleton that rises from its resting place, and hints of ancient sorcery. Our "witch" here is an ancient necromancer from Russia who comes back from the dead for his vengeance. Not explicitly a witch, but the tale feels like it was ripped right out of a D&D adventure. 

"The Hills of the Dead" (1930)

Another pivotal Solomon Kane story where Kane teams up with N’Longa, a powerful African shaman and necromancer. N’Longa gifts Kane the magical Staff of Solomon, a potent artifact used to destroy vampires. N’Longa’s magic includes spirit possession and resurrection.

N'Longa's magic is called "voodoo" but that word wasn't used in Kane's time. The religious practices that went into voodoo (Vodún) did exist. 

Again, no explicit witch, though N'Longa is a great character, this tale is great for the abandoned city of vampires.

"Dig Me No Grave" (1937)

What would you get if Howard decided to write about the death Aleister Crowley 10 years before he died? You might get something very much like "Dig Me No Grave."

This tale deals with the temptation of forbidden knowledge. A scholar inherits an occult tome linked to a demon-worshipping cult. The story is Lovecraftian in tone, but the ritual magic and descent into damnation echo the witch-pact trope.

"The Children of the Night" (1931)

This tale is filled with ideas that Howard would come back to many times. 

First, there is the dream/reincarnation story that ties modern characters to ancient, savage rites. In later tales he even he explicitly links Conan and Bran Mak Morn to modern day people. 

Secondly, it features the Serpent People and hints at sorcerous cults and blood sacrifice. The Serpent People are the literary creature from whence a lot of D&D monsters spring. The Yuan-ti and Ophidians are the obvious ones, but in truth, these creatures bear more than a little resemblance to the class D&D Troglodytes. It might be that these were the root of those creatures. 

Third, and this one is big, it contributes to the Lovecraftian mythos by introducing the "Unaussprechlichen Kulten" of von Junzt. This is it's first appearance in print. This is one of the reasons why I say that Howard is not an imitator of the Lovecraftian mythos, he is a bona fide contributor. 

Lastly, the infamous "Black Stone," which will feature in many of his tales in one form or another.

"The Black Stone" (1931)

Speaking of which. This tale also features the Black Stone and "Unaussprechlichen Kulten.

Arguably Howard’s most Lovecraftian tale. A monolithic stone and the rites performed there by a degenerate cult speak to primal, prehistoric sorcery. There’s an implied witch-queen who led the rites.  The monolith is now located in a village in Hungary called "Stregoicavar," meaning something like "Witch Town."  

Howard gives us a lot of history with ancient rites and even connects this to Margaret Murray's work on the Witch Cult of Europe. The toad-god the witches are worshiping is likely CAS;s Tsathoggua, a creature who would appear again in "The Thing on the Roof."

The Necronomicon gets name checked here as well.

"The Thing on the Roof" (1932)

This tale features forbidden books (Unaussprechlichen Kulten) , temple ruins, and an occultist who ignores all warnings. 

There is even a pre-Aztec Lich worshiping evil gods (likely Tsathoggua, but only described as a toad-like thing), and evil rituals.

I included this tale and the previous two not so much for their witches, but for their cults and their connection to the Mythos. 

"People of the Dark" (1932)

A man relives a past life where he was involved in betrayal and murder. This tale our narrator, John O'Brien, is the reincarnated Conan, and he enters Dagon's Cave to kill a rival for the hand of a woman. This one features almost everything. Conan, Lovecraftian connections, and even the Little People/Children of the Night. 

"Worms of the Earth" (1932)

Bran Mak Morn allies with a banished witch named Atla to awaken the Worms, ancient subterranean horrors, to take vengeance on the Romans. The story is primal, grim, and unrelenting. 

The worms appear to be another name for the quasi-human Children of the Night. The more and more I read about them the more I am convinced this where the D&D interpretation of the Troglodytes came from. 

Alta, the witch-woman of Dagon-moor, is one of our very few named witches. She is half-human and "half-worm" or Children of the Night. The implication here is that the Children were human or at least akin to humans.  She is human enough that her price to help Bran is that he must spend the night with her. Likely meaning there is some new half-human descendant of Bran out there now. 

This also features the Black Stone. Are these pieces all part of the monolith of ancient times? Hard to say. The piece that Bran uses is small enough for him to carry. 

Dagon's Moor, Dagon's Meer, and Dagon's Barrow are all mentioned here as further connections to the Mythos.

"The House of Arabu" (1952)

This tale was also published as "Witch From Hell’s Kitchen" though that title doesn't do it any justice. 

This tale features Pyrrhas, who is Conan in all but name really. Our main antagonist (well...) is Lilitu (really summoned by one of Conan's, I mean Pyrrhas's enemies), she appears very much as does the Lilitu of ancient myth with her mate Ardat-Lili. Of course Ardat-lilî is also a female demon (like the same sources as Lilitu) so imagine my humor when Howard describes Ardat-Lili as male. I guess somethings were still a bridge to far when he wrote this.

There are spells and the most interesting thing to me is the Lilith - Tiamat connection. Something I have explored more on these pages. 

"Black Canaan" (1936)

Southern gothic horror meets voodoo-style witchcraft. The antagonist is Zekura, a beautiful and deadly sorceress who wields spiritual power and commands zombies. She’s both feared and revered.

Normally I don't comment on the racism of some of these tales, but this one seem a bit much even for the time. Or maybe I just know how bad it actually was. Apropos of nothing, Lovecraft thought this was one of Howard's best tales. 

"The Haunter of the Ring" (1934)

A ghostly avenger stalks the land after being wronged in life. The haunting is linked to curses and violated oaths. No witches, but damn, this feels like it could have influenced "Conjure Wife."

It does feature the Ring of Thoth-Amon, a magical artifact possessed by a spirit that can possess its wearer. A form of sympathetic magic, where the curse leaps through the ages. This ring has appeared in Conan tales before. 

"Pigeons from Hell" (1938)

Howard’s most famous horror story. Southern gothic with heavy voodoo and ghost-witch elements. A woman in the Blassenville family turned to witchcraft and exacts revenge from beyond the grave as a zuvembie. Features zombified servants and spectral appearances.

Stephen King called this Howard's finest tale.

--

So there is a lot to dig into here. Howard obviously had heard of or read Murray's Witch Cult Hypothesis, since so many of tales embrace the central themes. Where Murray saw a continuous line of ancient fertility cults in a positive light, Howard saw an ancient pre-Christian and degenerate religion honoring dark, forgotten gods. In reality both points of view are as real as the other, and both suit my purposes well.

Moll Farrell and Atla are his main "named" witches, and each serves her role well. Moll feels like a solid Sea Witch, whereas Atla is something else. I have been exploring the concept of "Dragon Witches" within a tradition I've coined the Scaled Sisterhood. I could include ideas from ancient serpent cults too. 

Again, no "Conclusion." I want to venture deeper into the tales of Kull, Solomon Kane, and Bran Mak Morn for Part 3.

Monday, June 23, 2025

Monstrous Mondays: Rulers of Dragonkind

 Last week I posted about the D&D Rules Cyclopedia, and in it, it had the rulers of Dragons, Diamond, Pearl, and Opal. 

As an aside, I asked. "What if the Dragons were divided like this: Pearl = Chaotic, Opal = Neutral, Diamond =Lawful, Bahamut = Good, Tiamat = Evil?"

Since I already updated and redid Tiâmat for my Left Hand Path book, I thought, why not update the others as well?

Dungeons & Dragons Dragon

I have been working on a Dragon book off and on forever, so I have already figured out various mythological dragons and dragon-like creatures to add. To take inspiration for a Lawful Neutral, Chaotic Neutral and True Neutral rulers of dragons was a matter of going through some material I have already written...and cleaning it up a little. 

So here are the five rulers of Dragon kind, minus Tiâmat. She is already in my book along with Leviathan. 

Note: I consider my Tiâmat to be Chaotic Evil.
Note 2: These dragons are scaled to match my LHP version of Tiâmat.

I'll most certainly redo these over time, like I did with Tiâmat.

Vritraxion

The Star Dragon, Lord of Law

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –4
MOVE: 9” / 24” (fly)
HIT DICE: 32 + 256 (400 hp)
% IN LAIR: 80%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 3 or by breath/spell
DAMAGE/ATTACK: 2–16 / 2–16 / 6–60
SPECIAL ATTACKS: Breath weapons, spells, aura of command
SPECIAL DEFENSES: Magic resistance, immune to illusions, charms, hold, or mind-affecting spells
MAGIC RESISTANCE: 75%
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful Neutral
SIZE: L (75’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 1%

Vritraxion is the embodiment of cosmic order, the radiant Star Dragon who codified the pacts that bind dragonkind. His body is a lattice of luminous crystal and stellar fire, and he enforces balance with absolute resolve.

Breath Weapons (3/day each):

  • Stellar Disjunction – Cone 8", dispels all magic and slows chaotic creatures for 1 turn
  • Law Pulse – 40' radius; chaotic creatures save vs. spell or be banished for 1d6 turns
  • Prismatic Flame – Line 10", 90 hp radiant/fire damage, save vs. breath for half

Spells: Casts 3 spells per level (1st–8th); chooses spells related to binding, banishment, light, and planar control.

Aura of Command: All dragons within 240’ must save or be affected as command or geas, lasting 1d4 turns.

Summoning: May summon 2d6 lawful dragons or planar creatures from the planes of Law once per day.

Lóngzihua

The Moon Pearl, Dragon of Chaos and Storms

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –2
MOVE: 12” / 30” (fly) / 18” (swim)
HIT DICE: 30 + 240 (375 hp)
% IN LAIR: 70%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 6 (3 bites, 2 claws, 1 tail) or by breath/spell
DAMAGE/ATTACK: 3–18 / 3–18 / 2–16 / 2–16 / 3–24
SPECIAL ATTACKS: Breath weapons, illusions, spells
SPECIAL DEFENSES: Displacement aura, blur effect
MAGIC RESISTANCE: 65%
INTELLIGENCE: Genius
ALIGNMENT: Chaotic Neutral
SIZE: L (70’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 10%

Lóngzihua is a brilliant, serpentine dragon whose every movement paints the sky with color and thunder. Her coils shimmer like pearl and stormcloud, and her presence warps fate and form alike.

Breath Weapons (3/day each):

  • Prismatic Mist - Cone 8", causes confusion, mirror image, and color spray effects
  • Storm Spiral - Line 10", 10d10 lightning + concussive force (save vs. breath for half)
  • Moon Pulse - 40' radius; all within must save or go berserk for 1d6 rounds (chaos effect)

Spells: 2 spells per level (1st–8th), focused on illusion, weather, charm, transformation.

Special: Can polymorph at will, and once per day can reshape terrain within 120’ (as hallucinatory terrain + move earth).

Displacement Aura: 50% miss chance from melee attacks.

She can also cast illusions, mirror image, polymorph self, and feeblemind once per day each. 

Anantanatha

The Opaline Coil, Dragon of Deep Time, and Balance

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –3
MOVE: 6” / 21” (fly)
HIT DICE: 31 + 248 (390 hp)
% IN LAIR: 85%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 5 (2 bites, 2 coils, 1 tail) or by breath/spell
DAMAGE/ATTACK: 3–18 / 3–18 / 2–20 / 2–20 / 3–30
SPECIAL ATTACKS: Breath weapons, dream magic, entropy field
SPECIAL DEFENSES: Time suspension aura, magic resistance
MAGIC RESISTANCE: 70%
INTELLIGENCE: Supra-genius
ALIGNMENT: True Neutral
SIZE: L (80’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: Never

Anantanatha, the World Coil, slumbers beneath the roots of all reality. His voice echoes in dreams, his coils define time, and his presence ensures the turning of the Great Cycle. He is impartial, inexorable, and eternal.

Breath Weapons (3/day each):

  • Entropy Cloud – 40’ radius; creatures age 1d10 years (save negates), magic items must save or be destroyed
  • Balancing Breath – Line 12", 10d8 damage to all summoned/extraplanar beings (save for half)
  • Chrono Pulse – Cone 8", save or be suspended in time for 1d4 turns (temporal stasis effect)

Spells: 3 spells per level (1st–8th), typically divination, abjuration, or dream magic (e.g. legend lore, astral spell, time stop, foresight)

Special: Aura of Stillness: Spellcasting within 60’ requires a save or is delayed 1 round

Dream Gaze: Once/day, forces target into a dream-vision for 1 turn. Target is incapacitated for the duration while they see visions of their past and possible futures.

May commune with any spirit, even across time.

He may also cast legend lore, commune, astral projection, and dream once per day each.

Bahamūt
The Platinum Dragon, King of Lawful Good Dragons
The Silent Pillar, The World-Serpent of Light

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –3
MOVE: 9” / 24” fly / 6” swim
HIT DICE: 30 + 240 (375 hp)
% IN LAIR: 75%
TREASURE TYPE: Special (H ×4, I ×3, R, S, T, V)
NO. OF ATTACKS: 3 or by breath/spell/special
DAMAGE/ATTACK: 2–16 / 2–16 / 6–72
SPECIAL ATTACKS: Breath weapons, divine spells, shapechange, fear aura
SPECIAL DEFENSES: Magic resistance, immunity to evil magic
MAGIC RESISTANCE: 75%
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful Good
SIZE: L (72’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 1%

Bahamūt is the Platinum Dragon of Heaven, a radiant being of sublime peace and immense power. He dwells in the Citadel Behind the East Wind, said to drift between the Elemental Plane of Air and the Seven Heavens. His vast form gleams like a storm of pearl and silver light; when he breathes, stars flicker and silence falls.

He is the immortal foe of Tiâmat, whom he cast into the Deep in ages past. Though he rarely intervenes directly, his arrival signals the end of great evils and the restoration of cosmic harmony.

Bahamūt may choose between physical attacks, divine spells, or breath weapons each round.

Physical Attacks: 2 foreclaws (2d8+6 each), 1 massive bite (6d12+8), Tail sweep possible if airborne (3d10+6, 180° arc, save or fall prone).

Breath Weapons: (3×/day each), Freezing Wind Cone (8" length, 3" base), 10d8 cold damage, save vs. breath for half.

Celestial Vapor Cloud (40' radius). Save vs. breath or become gaseous (as gaseous form) for 12 turns

Voice of Disintegration (12" line), 10d10 force damage, save for half. Structures suffer full effect.

All saving throws vs Bahamūt’s breath weapons are made at -3.

Special Powers

Fear Aura: All evil creatures within 120' must save vs. spell or flee in panic (as fear).

Shapechange: Can assume the form of any creature or object at will (as shape change).

Summon Allies: Once per day, summons 1d6 gold dragons or 7 celestial canaries (each a disguised ancient gold dragon of max age and HD).

Aura of Grace: Allies within 60' receive +2 on saving throws, protection from evil, and regeneration 1 hp/round.

Spellcasting

May cast any spell (arcane or divine) of levels 1–8

Spells per day: 3 per level

Casts as 20th-level spellcaster

No verbal/somatic/material components required

Most often chooses dispel evil, true seeing, heal, blade barrier, holy word, gate, and wish.


Friday, June 20, 2025

Fantasy Fridays: Dungeons & Dragons Rules Cyclopedia

Dungeons & Dragons Rules Cyclopedia (1991)
 While my Fantasy Fridays are overtly about featuring fantasy RPGs other than Dungeons & Dragons, I feel a pretty solid case can be made for this as a different game. The truth is that the 1991 edition of the Dungeons & Dragons Rules Cyclopedia is worthy of more love and attention. Well, at least more love and attention by me.

June, after all, has traditionally been my month to celebrate all things Basic-era D&D, and this is a perfect choice. 

Dungeons & Dragons Rules Cyclopedia (1991)

Edited by Aaron Allston and based on the work of Frank Mentzer, Dave Arneson, and Gary Gygax.

There’s something magical about the Dungeons & Dragons Rules Cyclopedia. It’s not just a book, it’s a time capsule. Released in 1991, this single volume condensed the sprawling BECM,  Basic/Expert/Companion/Master (excluding Immortals, which I'll address later) sets into one massive, 300+ page tome. When the standard was established and continues to be three-volume sets for AD&D/D&D, the Rules Cyclopedia broke the mold, providing everything in one book.

I have already gone on record stating that I didn't pick this up at the time, despite my initial interest in it. I was heavy into AD&D, and as a broke college student, and my drinking spending money was limited. 

Dungeons & Dragons Rules Cyclopedia

One Book to Rule Them All

Sort of. The Rules Cyclopedia was certainly an ambitious project. Take the well-loved BECMI pentalogy and try to rearrange it into a cohesive whole. By this point, we had already had the Original D&D game, which was reorganized into the Holmes Basic game, which was in turn re-edited into the B/X Moldvay/Cook/Marsh books, and then finally those gave rise to the Mentzer BECMI. There was a lot of play and a lot of history here to try to gather together.  The DNA of all of those works is still visible here.

If you are familiar with Basic D&D in its many forms (Basic, B/X, BECMI) you have four basic human classes: Cleric, Fighter, Magic-user, and Thief, and the three demi-human races (races was still used here, so let's stick with that) Dwarf, Elf, and Halfling. Human classes go to an impressive 36 levels. Demi-humans have level limits, but still have ways to improve with experience. There are a LOT of things characters can do in these 36 levels, too. Neutral Clerics can become Druids, Lawful Fighters can become Paladins, and there is more. Magic-users at 36th level get 81 total spell levels. There is a lot more like this. There is also a Mystic class, sorta like the D&D Monk. 

I also still feel that BECMI and the RC have some of the best high-level play advice in D&D. In truth, there is a lot of great "D&D" advice here that is great for any D&D edition, but obviously the best translation is to AD&D 1st ed. Some of this advice does exist in different wording in the DMG. But without all the High Gygaxian. And better organized. 

The trick here is, of course, not how the rules are the same, but how they are different. A great example is how dragons are handled. There are small, large, and huge sizes for starters. Something we would not see in AD&D until 2nd edition. Plus all sorts of Gemstone dragons which include the rulers of Dragons, Diamond, Pearl, and Opal. (An aside. What if the Dragons were divided like this: Pearl = Chaotic, Opal = Neutral, Diamond =Lawful, Bahamut = Good, Tiamat = Evil?)

Lots of fun monsters here and despite the lack of art (or maybe because of) there is a lot of intersting entries. The entry on Monster spellcasters is uniquely BECMI/RC and something I wish I had adapted more back in my AD&D games. 

The D&D planes are covered, similar to the AD&D planes. But only the inner planes are covered. 

Some of the best bits are cover the D&D Game World, Mystara, and the Known World. Here we see a departure from BECMI, where the game world was called Urt and was a living world. The map from the Expert Set is back for the Known World, which we learn on later maps is just a small section of the world. AND the Known World is Hollow, which was a revelation to me when I first read it. I rather love it. 

Appendix 2 covers conversions to and from AD&D, which is rather fun. 

D&D vs. AD&D

The character sheets are rather plain, to be honest. 

Immortals

I call this one out specifically, because it is one of the main differences between the Basic and Advanced games. In the D&D Rules Cyclopedia, Immortals are discussed, but specific Immortals are rarely mentioned.  Ka, Odin, and Atzanteotl, are mentioned by name and have appeared in other BECMI products over the years.  The conversion notes for D&D to AD&D 2nd Ed in the Cyclopedia gives us this little tidbit:

The Immortals of the D&D system and the deities of the AD&D system should not be converted between the game systems.

They were really set on the whole Immortals ≠ Gods thing. But this works for me since it is possible and even desirable for characters to become immortals. 

The most interesting parts cover the PCs' acquisition of immortality. We would see this again in D&D 4e, though in a different form, the idea is the same. 

Summary

I have not covered this book in detail and certainly not in the detail that it deserves. This is a masterpiece really. 

Larina Nix for D&D Rules Cyclopedia

Larina got her start as a witch in Glantri (the Country) and wanted to move to Glantri City to attend the city's magic school. Of course, this was before I picked up the Glantri Gazetteer. Who knows what I would have done with her had I bought that Gazetteer back then? 

For this I am going to use my "The Witch." While not exactly for the Rule Cyclopedia nor BECMI, but for "Basic-era games" going to level 36. It does work for this and honestly the book was created largely based on Larina as my major play-test character.

Larina by Jeff Dee
"Larina" by Jeff Dee
Larina Nix
36th Level Witch, Classical Tradition
Human Female

Strength: 10 (+0)
Intelligence: 18 (+3)
Wisdom: 18 (+3)
Dexterity: 12 (+0)
Constitution: 12 (+0)
Charisma: 18 (+3) * (+15% XP)

Death Ray or Poison: 2
Magic Wands: 2
Paralysis or Turn to Stone: 2
Dragon Breath: 2
Rod, Staff, or Spell: 2

THAC0: 6
Movement: 120 (40)

Occult Powers
1st level: Familiar ("Cotton Ball" Flying Cat)
Herb Use
7th level: Temporary Magic
13th level: Permanent Magic
19th level: Witch's Blessing
25th level: Ability Bonus
31st level: Timeless Body

Spells
Cantrips: Black Flame, Chill, Dancing Lights, Inflict Minor Wounds, Object Reading, Quick Sleeping
First Level: Bewitch I, Black Fire, Burning Hands, Charm Person, Endure Elements, Fey Sight,  Glamour, Read Languages, Concentration (Ritual)
Second Level: Alter Self, Candle of the Wise, Enhance Familiar, Ghost Touch, Hold Person, Produce Flame, Scare, Suggestion, Calling the Quarters (Ritual)
Third Level: Bestow Curse, Bewitch III, Clairvoyance, Danse Macabre, Dispel Magic, Fly, Scry, Tongues, Imbue Witch Ball (Ritual)
Fourth Level: Analyze Magic, Arcane Eye, Divination, Ethereal Projection, Intangible Cloak of Shadows, Mirror Talk, Phantom Lacerations, Spiritual Dagger, Drawing the Moon (Ritual)
Fifth Level: Bewitch V, Blade Dance, Death Curse, Dream, Endless Sleep, Eternal Charm Person, Hold Person, Primal Scream, Telekinesis
Sixth Level: Anti-magic Shell, Death Blade, Eye Bite, Find the Path, Greater Scry, Mass Agony, Mirror Walk, True Seeing, Legend Lore (Ritual)
Seventh Level: Ball of Sunshine, Breath of the Goddess, Death Aura, Etherealness, Greater Arcane Eye, Insanity, Wave of Mutilation, Widdershins Dance, Vision (Ritual)
Eighth Level: Astral Projection, Bewitch VIII, Damming Stare, Discern Location, Mystic Barrier, Prophesy, Wail of the Banshee, Descent of the Goddess (Ritual), Protection of the Goddess (Ritual)

Immortal Sphere: Energy

This is a good build. This is Larina right before her ascension to Immortality. If I review Wrath of the Immortals, then that is where I will go next.

Dungeons & Dragons Rules Cyclopedia with Larina

Who Should Play This Game?

Honestly, anyone who has ever played AD&D or played any version of D&D after this should give this a try. The rules are different enough to be a new experience and familiar enough to make it easy to get into. The Race-as-Class will feel odd to most other veterans of D&D, but it is such an important piece of D&D history that everyone should try out. 

The newer Print on Demand version is reasonably priced and easier to read than the previous versions, but it makes for a great choice for people who do not want to pay eBay prices for it. 

Links

The Known World

Print on Demand Review


Tuesday, April 1, 2025

More Forgotten Realms: Introducing Moria Zami

Mizora, human form
 I have been out of town for a few days; it was my Father-in-law's 90th birthday. But right before we left, my oldest son and I were talking about our AD&D 2nd Ed Forgotten Realms game that he is running for me. He is having fun, but what he REALLY wants is to play. And AD&D 1st Ed at that. Yeah, he got a taste at Gary Con, and now he really wants to play AD&D more. Plus, we are both a little fed up with Wizards of the Coast, especially with their recent antics

Since we are both huge fans of Baldur's Gate 3, we wanted to add in some things from the video game. We have more connection to that than, say, Drizzt or Elminster. Trouble is, BG3 takes place in DR 1492, and we want our 1st ed game to take place in DR 1357, a year before the Time of Troubles. While in my 2nd ed game, I have a minor connection with Arnell Hallowleaf, but I also wanted something for this game. We are assuming that while my characters are exploring the Sword Coast, his characters will be exploring the Sea of Fallen Stars. This opens up a lot to us. But there are more than 130 years between our games and the events in BG3. So, there are not a lot of characters that are around for both times. Even Jaheira would only be about 10 years old at this point. Maybe they can rescue her and her family at some point. Set her on her path to become a Harper.

As it turns out, I have wanted to explore some of the past of the Cambion, Mizora. She is a rather entertaining character in her own right and deserves some further development. She is the servant of Zariel, but the trouble is there was no Zariel in AD&D 1st ed. Well, we are already ret-conning some details, and truthfully, I was never a fan of Tiamat as the ruler of Avernus. I might use Bel, the former ruler. I'll check Descent into Avernus for ideas later on.  But for now, I need to figure out who Mizora is, and more to the point, who is she in AD&D 1st Ed.

In BG3/5e she is a sorcerer, but this is AD&D, so I am going to make her a magic-user. I am also going to say she spent a lot of time in Avernus prior to BG3, so this is the time before that. 

I am not sure how long cambions live. I do think her mother was human, maybe even a witch. Now that would be fun.

---

A few hours later...

Ok, change of plans, sort of.

I AM sticking with Mizora, but not the Mizora he (and everyone) else knows. I am going with Mizora as a teenager. She knows there is something different about her, but she doesn't yet know what.

Moria Zami ("I am Mizora") is just a 16-year-old witch caught in the same pirate raid on the Sea of Fallen Stars that grabbed the characters. She is going to stay with them for a while. Until something bad happens. This also gives me the chance to try out some new things for my Left Hand Path book and something new I am starting later this summer.

Moria Zami
Moria Zami
Witch 1st Level (Diabolic Tradition)
Lawful Neutral

S: 14            
I: 14             
W: 12           
D: 15           
C: 16           
Ch: 20

Paralyzation/Poison: 13
Petrification/Polymorph: 13
Rod, Staff, Wand: 14
Breath Weapon: 16
Spells: 15

HP: 5 (d4)
AC: 10
Weapon: Dagger

Occult Powers
Familiar: Dog "Mephisto Fleas"

Spells
First Level: Back Fire, Fey Sight, Sleep

So far, she is a good girl, but that is going to change.

Monday, March 10, 2025

Monstrous Mondays: FOR1 Draconomicon

FOR1 Draconomicon
For today's Monstrous Monday I want to get back into exploring the Forgotten Realms. I was exploring the early AD&D 2nd edition books when I last left off.  Next on my list is one of the classic books for the Realms; so classic that we will get 3rd, 4th, and sort of a 5th edition versions of it.  I am talking about the Draconomicon. 

FOR1 Draconomicon

1990. by Nigel Findley, et al. Softcover, 128 pages. B&W art with magenta and some full color pages. 

For this review I am considering my original softcover book and the PDF from DriveThruRPG.

Obviously named after the Necronomicon and the more in-universe Demonomicon. I grabbed this one fairly late in my gaming life to be honest. I knew about it, of course, but I never bothered to grab it until my oldest began an interest in D&D at a very young age. He had a copy of the Draconomicon for 3rd Edition that he had carried with him everywhere (he was 5). It was so beat up and abused I thought it might be nice to get him the AD&D 2nd ed one as well, so I grabbed it at the local Games Plus Games Auction a few years ago.  He loved that one too, but took better care of it!

So I suppose, this book really isn't part of *my* collection. 

In any case this book feels more like the "Complete Handbooks" and "Dungeon Master Guides" books than it does an Forgotten Realms one. Thus the "FOR" code vs. the "FR" one. And yes, while there is a lot of Realms specific lore here, it reminds me enough of the old "Ecology of..." article from Dragon to be portable to any other world, save for maybe Krynn. That world has some very specific dragon lore already.

Chapter 1: Reference

This covers some history of how dragons first came into the world. There is an interesting piece on dragon evolution from the early Eodraco to "modern" dragons. Love the supposedly "extinct" line of dragons, perfect for an enterprising DM to come up with their own. We also see the return of the taxonomic nomenclature for dragons from the the 1st Ed. Monster Manual. 

The various "main" dragon species are described in detail, including a "racial preference" table common to the time. 

There are even Draconic Gods other than Bahamut and Tiamat listed. Note Bahamut and Tiamat are not listed here, but Zorquan is. I like the notion that dragons also worship "human" gods, they just appear draconic to them. This honestly makes a lot of sense and helped pave the way for Dragonborn in my mind. 

And to come full circle there is even some information on human who worship dragons. We will see more of this in future books.

Chapter 2: Geography

As expected, this covers the area where the dragons are found, listed by dragon type. Only slightly expands on what has been seen already in the AD&D 2nd Ed Monstrous Compendium/Manual.

Chapter 3: Dragon Psychology

A little more detail here, and this feels like the old Ecology of articles more. It discusses what motivates dragons, including their hoarding behaviors, and how to deal with such a long-lived creature. 

Chapter 4: Role-Playing Dragons

This chapter flows, concept-wise, from the previous. That is, how do dragons become (or be) "Dragons." How do they deal other species, how do they learn to fly, talk, do magic, what do they eat. All of these are discussed. There is even some discussion on how to raise a dragon. 

Need to know how long a dragon needs to incubate an egg? That information is here as well. Interestingly enough it mentions that chromatic dragons can interbreed. More on that later.

This chapter is good for an DM that uses dragons in their game and either wants to them be more fleshed out as a character or wants them to be a greater threat in combat. 

Chapter 5: Dragon Hall of Fame

Here we get some unique dragons. Bahamut and Tiamat seem "demoted" here to just special unique dragons. Others mentioned are Lareth, Aurus, Nexus, and Lux to name a few, I recognize. 

Chapter 6: New Dragon Species

We have some tables on dragon interbreeding. This section also has Monstrous Compendium style sheets for you to use. They are not numbered, so I wonder if the idea was you cut them out for use? No chance of that today! I'll just print mine from the PDF. These include the Mercury Dragon (with all of page 65's text on the back side!), Dracohydra, Steel Dragon, and Yellow Dragon. 

Dragons for my Monstrous Compendium

Chapter 7: Magic

Spells and magic items. I like the idea that some of these spells are so rare that only dragons know them. 

Chapter 8: Hunter's Guide

I mean, the game is called "Dungeons AND Dragons" so hunting dragons will come up. This chapter has some good advice and role-playing tips for both sides of the DM's Screen. 

Chapter 9: Miscellaneous Information

It covers everything else not touched on in the previous chapters, including details on the in-world Draconomicon itself. There is a bit on dragons and Spelljamming too. 

Adventures

The last 30 or so pages gives us three mini-adventures. 

Dragons should be awe-inspiring, or at least terror-inspiring, in the *D&D game and this book moves us a little closer to that. 

For a book about dragons, it is great. I would have eaten this one up back in 1990, but I would have chaffed under Bahamut (and Tiamat) getting such ill-treatment.  As a Forogtten Realms book tit dosen't push my understanding of the Realms any further save for the fact that there are colleges of scholars who spend a lot of time talking about dragons, but little time actually near dragons! (maybe they are smarter!)

It does help build a world where this is some mystery. What about that extinct line of dragons? Where are they? What were they? Can I learn new spells from dragons? What treasures do they hoard?

Great way to start adventuring in the world.

Catching up with Sinéad

Since I am using my character Sinéad as my discovery point of view of the Forgotten Realms, I think it is time I check in with her and her band of adventurers. When we last left them they had run into some trouble in Waterdeep ("Ill Met in Waterdeep" a year ago!). Since then they have been wandering the lands. With this book, my son and I decided that they see a yellow dragon flying overhead, ala, Ash Ketchum and his Ho-oh Pokémon. We thought that was funny given my son's love of dragons and Pokémon growing up. 

The party consists of Sinéad, the thief Nida, the barbarian Jaromir, Rhiannon the witch (not Grenda's Rhiannon), Arnell the cleric, and Argyle the dwarf fighter. Right now I am still using their 1st Edition AD&D sheets, but I will need to update them soon. There are no real barbarians in AD&D 2nd ed, so I think when I do update, Rhiannon and Jaromir will have moved on. Too bad really, I kinda liked Rhiannon. I will have them show up again when Sinéad and company get to Rashemen. We decided that while Nida and Rhiannon get along well, Sinéad and Arnell do not. Well. Sinéad want to know everything about elves from Arnell, but he is uncomfortable talking to a worshiper of Sehanine Moonbow. I am playing him as having a crisis of faith at this point; his faith vs his attraction to Rhiannon. 

Not sure who is making the cut to AD&D 2nd Edition yet, but I better figure it out soon.

Wednesday, March 5, 2025

Witchcraft Wednesday: More Witches on TV

A Discovery of Witches
 This past week, I finished a couple of newer witch-related TV shows. One was because we watched it all, and the other was because I just couldn't finish it. Both were based on popular books.

A Discovery of Witches

This was the treatment of Deborah Harkness's books. I read book 1 and book 2 some time back and had issues with them, enough that I avoided the series until now. But my wife wanted to watch it, and who am I to say no? 

Well. I am happy to report that the series was much better than the books. A lot of what annoyed me about the books was lessened or done differently when it hit the small screen. Diana Bishop was much more assertive in this, and any issues she had with being uncertain about the world of "creatures" were just that: uncertainty about a world she had chosen not to participate in not because she deflected to Matthew all the time. She even showed off some power which was nice. 

The casting was good, really, with Alex Kingston as a constant favorite. Matthew Goode performed well as the vampire Matthew Clairmont, making him much more interesting than he was on the page. Teresa Palmer was good as the witch Diana, though often I felt the script worked against the part she was trying to play. There were moments when the Diana I wanted to see came out. But maybe my expectations were out of line. Swedish actress Malin Buska was Finnish witch Satu Järvinen, who got a much larger role in television. Honestly, I wanted a lot more of her. Even Emily gets better treatment here, even though she still dies in the end of Season 2/Book 2. But it was not an empty, off stage death like it was in the books.

They made a little more sense of the time travel aspects, which is good, cause the book made zero sense. Still the rules of Diana's Time-Walking are a bit fuzzy.

I can't judge how well the story in Season 3 stuck to the events in Book 3, but it was much better than expected series. It also was nice to watch a series with a proper beginning, middle, and end. 

It was produced by Doctor Who's Bad Wolf Studio, which also gave us the televised version of "His Dark Materials" (for more great witch moments). Netflix described it as "Outlander meets Twilight," and that is fair. 

All in all, it was enjoyable and redeemed the books in my mind. I mean, I am not going back to re-read them, but the bad after-taste is gone.

Mayfair Witches
Mayfair Witches

I really, really, REALLY wanted to enjoy this one. The AMC version of "Interview with a Vampire" has been great even with, or maybe because of, the changes. And I loved Anne Rice's Mayfair Witches books. Well...the first two anyway. And I adore Alexandra Daddario, who I still hope will get to play Zatanna one day soon.

But this show is a train wreck. Ok, the casting is great really. Harry Hamlin is brilliant as Cortland Mayfair, Beth Grant gave us a Carlotta Mayfair you both want to hate and understand at the same time. 

But there are just so many places where this show doesn't fall short; it falls right on its face.

Lasher is just annoying. Not the evil pervasive influence in the lives of the Mayfairs, but more like a stalker boyfriend or that ghost Beverly Crusher was having sex with in Star Trek: The Next Generation. 

And where the hell is Michael Curry? Some other characters are missing or seem to be merged with others. For example, Ciprien Grieve seems to be a combination between Aaron Lightner and Michael Curry. 

There is also a fair share of "idiot plot" here, the characters, who should be smarter than this, doing stupid things. 

I am not sure how far I am in this one, but I am ready to bail. I mean it has been 25+ years since I read these books, maybe my opinion of them could be less favorable now, but the series is just not great. 

Netflix still has a few more witch series I can check out, maybe one of the European ones I should check out.

Tidelands
Honorable (??) mention, Tidelands

Ok. I am slightly embarrassed to admit this one. 

Described as "beautiful garbage" by IMDB it is really an excuse to watch attractive Australian people run around without any clothes on. It deals with a group of people known as "Tidelanders" who are the offspring of sirens. They have a drug smuggling operation to fund their Queen's (Elsa Pataky) search for an ancient Sumerian (sure why not) clay horn that summons sirens (their mothers) and maybe destroys all the men in world? or Humans? Not clear. There is a rogue Tidelander, Cal aka Caliope (Charlotte Best), who spent 10 years in jail for a murder her human mother set her up for. She is really a powerful Tidelander and her brother (full human) sells all the drugs. 

Cal takes a lot of showers, a lot of baths, has sex with a lot of people and learns that the Queen wants her dead. 

The series ends on a cliffhanger and that was from 2018. Though given the lifespan of Tidelanders Season 2 could take place 10 from now. 

Why mention it? Well, it came up on my suggested watching and I was done with Mayfair Witches. My wife and binged watched the whole thing just to see how bad it would be. Spoiler it was bad. But like I said beautiful garbage. 

Maybe I should go back to watching questionable and dubious documentaries on Tubi.

Use in NIGHT SHIFT

I think I have done witches in NIGHT SHIFT, but the idea of Tidelanders, or more specifically the offspring of sirens or mermaids, has not been done by me.

Photo by Polina Tankilevitch
Photo by Polina Tankilevitch
Daughters of Tiamat

I'll take the Sumerian horn seriously for a minute and say that these half-sirens are offspring of the ancient Goddess Tiamat. Back when she was spawning monsters to fight the new Gods, one of her creatures was the Siren. Their role was to seduce and kill Tiamat's enemies. They also worshipped Dagon, but their ancestry is from Tiamat.

Sirens (full or half) gain the following abilities.

Saving Throws: Sirens gain +3 to Toughness Saving throws. This increases by +1 per 3 levels (3, 6, 9, etc.)

Ability Bonus: Sirens gain +1 to Strength and +1 to Toughness. This may raise their abilities above 20.

Sea Adapted: Sirens can breathe air or water with equal ease. Full-blooded sirens adapt quickly, while half-sirens need one round to fully adapt to breathing the new element. Additionally, Sirens can see in darker depths and withstand the pressures of deep-sea life.

Charming Voice: Sirens can charm as per the spell. Once per day per the number of character levels the siren has.

Slow Aging: Sirens age slower than humans to age of about 300 years. Subject to their Feed (below).

The Feed: Sirens must return to the water, particularly the oceans or seas, or they will begin to lose their abilities and age like humans. Abilities are lost at random for each month, whether the half-siren is land-bound or each day, the full-blooded siren is.

Many sirens also believe that they must lure a human to the water to drown. In truth, they are compelled to do so, and they do derive pleasure from the act, but it is not required to keep their powers. 

Monday, February 24, 2025

Monstrous Mondays: DMGR4 Monster Mythology (2e)

DMGR4 Monster Mythology (2e)
 I want to pick back up my reviews of my collection of Forgotten Realms books, I also want to keep up my exploration of various monsters that have appeared in past versions of the *D&D game. With the lack of "playable humanoids" in the current Monster Manual, I returned to my collection and found a book that fits my needs.  While this means I am skipping over a couple of books in my chronological order, they are all connected to each other, so I can justify it. 

Of note, this is another book I obtained from the Grenda collection. So that is also a good reason to feature it. It can also stand-in as an entry to my "One Man's God" series. 

DMGR4 Monster Mythology (2e)

1992, by Carl Sargent. Art by John Lakey, Laura Lakey, Keith Parkinson, Terry Dykstra. Softcover, blue&white and full color art. 128 Pages.

This book was the fourth in the DMGR, or Dungeon Master's Guide Rules, series for AD&D 2nd edition. I did not purchase many of these when they were new. At this point, most, if not all, of my gaming money went to Ravenloft-themed products. 

This book covers, not monsters really, but their gods, demigods, and heroes. The format is simialr to that of new Legends & Lore book for 2nd Edition, and it would be a prequel of sorts to various Forgotten Realms "Faiths & Avatars" books, with Demihuman Deities being its direct descendant. 

Now to be fair, Monster Mythology is not a Realms book per se. A lot of what goes on in this book will later get adopted to the Realms. Author Carl Sargent, also know for his Greyhawk From the Ashes boxed set, makes many mentions of various Greyhawk secific gods. It seems that he felt these two products would work together. And they do, quite well in fact, but the Forgotten Realms are also explicitly mentioned. 

What does this book actually have in it?

There are gods for the Elves (including sea elves), Dwarves, Gnomes, and Halflings, specifically for the Forgotten Realms, though we have seen these before in one form or another. There are "Goblinoid Deities" of the orcs, goblins, bugbears, kobolds, and others.  

There are the Gods of the Underdark: For Drow, Underdark Dwarves, Illithids, Beholders, Myconids, and Deep Gnomes. 

Gods for the Giants, for other monsters, and many more are also mentioned. This includes the Elder Elemental God, aka the Elder Elemental Eye. This book does nothin to clear up that confusion, but that is fine. I like my gods messy. Case in point, the Demon Lord Juiblex is listed as a Lesser God here. Indeed, one man's god is another man's demon.

In addition to Juiblex, other demons are mentioned and get deity-level treatment. This includes Demogogn, Yeenoghu, Kostchtchie, Baphomet, and Lolth (naturally). Additionally, other "monsters" get god-like treatments, such as Bahamut and Tiamat. 

Vampires, liches, and even hags get gods. Though I am not sure I'd ever use them as gods and more as "powerful examples" of each type. 

It is an interesting mix, especially rereading it with 2025 eyes. Some gods were ported over from the various Gods of the Demihumans articles from Dragon magazine, and others from previous Realms-based books and earlier as well. The Underdark gets more detail. It's no surprise; the early 1990s were all about the Underdark and Drow in particular.

All gods get mentions of their Specialty Priests. So in general, this book has more value to the game than does the Legends & Lore book proper. 

A couple of thoughts, though, of my own.

I'm not sure what happens with the gods of the Kobolds as they became less "goblin" and more "dragon."  I am likely to say that these gods were once powerful kobold heroes that fell into a sort of ancestor worship. 

I also can't see the Illithids or the Beholders having gods. For the Illithids, I say that their two gods, Ilsensine and Maanzecorian, are not real beings but rather constructs of the Illithid shared mindscape, something akin to a Tulpa. The beholders, on the other hand, have their "Great Mother," who I say is not so much a divine figure, but actually the mother of all beholders. So in a way she is more akin to Vlaakith of the Githyanki. 

The book is flexible enough to be used in any campaign setting, and it mentions just about every campaign setting from that time. 

While the book has been superseded by newer AD&D 2nd Ed books in the Forgotten Realms and by shifts in the pantheons in different editions, this is still a solid book.

The details on specialty priests alone makes it worthwhile.  

Legends & Lore with Monster Mythology


Wednesday, October 2, 2024

October Horror Movie Challenge: Godzilla x Kong: The New Empire (2024)

Godzilla x Kong: The New Empire (2024)
 Every year, I also watch a Godzilla movie. I mean these were the "Monster Movies" my dad and I watched. So this time I was joined by my oldest son to watch this. We had an absolute blast.

Godzilla x Kong: The New Empire (2024)

Let's not pretend this movie is anything more than what it is, a big fight by giant Kaiju. This is the second Kong and Godzilla team-up, and they are going after another giant primate, The Skar King, and his pet dragon. 

Is this movie a horror? No, unless you count the horrors committed to the laws of physics here. But it is a fun romp with a great soundtrack.

Kong fights monsters, gets his butt kicked, and has to go get Godzilla as backup. Godzilla, suspecting something was up anyway, got supercharged by feeding on the energies of Tiamat (much to my son's delight and explaining why the big G was pink). 

I DO find the Hollow Earth very entertaining. While it makes as much sense as a gigantic Kaiju, it is still fun and reminds me I should write more Hollow Earth content.

This is not an Oscar-winning entry in the Godzilla franchise, but no one, least of all me, goes into these expecting that.

Featured Monster: White Dragon

The Kaiju/Titan Shimo is a white dragon in all but name. She doesn't have wings, but I can live with that. The Kaiju/Titan Tiamat does not have any resemblance to the D&D Tiamat, but maybe to the mythological Tiamat if you squint your eyes.

White Dragon

Shimo doesn't have wings, but she does make for a good White Dragon. There is a great bit where Shimo breathes frost into the sky to make it cloud over. It was not a damage-causing attack, but fun, all the same.

--

October Horror Movie Challenge 2024
Viewed: 2
First Time Views: 2

Monster Movie Marathon

Wednesday, May 8, 2024

I Am Now Become Death, Destroyer of Worlds

 Spoken by J. Robert Oppenheimer, quoting from the Bhagavad Gita, it could very easily have been said by Vecna in the latest offering for D&D 5th Edition.

I know I have been down on Wizards of the Coast for the last year and half after they pull some moronically stupid shit with the OGL and Pinkertons, but also for completely dropping the ball on both Baldur's Gate III tie ins and celebrating the 50th Anniversary of Dungeons & Dragons. Well, this adventure at least goes a little bit into the right direction.

Vecna: Eve of Ruin

Vecna: Eve of Ruin

Basically, the plot is this. Kas is going to destroy the D&D Multiverse and rebuild it in his own image. You have to stop it.

This is part Marvel's Infinity Saga and part DC's Crisis on Infinite Earths, so it already has my attention. Then in what can only be described as Wizard's trying to win me back, your characters are "hired" by Alustriel Silverhand and Tasha the Witch. Then there is a romp through the D&D Multiverse to reassemble the Rod of Seven Parts. I don't care that I did that once before I also like to rewatch the Doctor Who serial "The Key to Time."

The Wizards Three

So Vecna is the Big Bad. Yeah, I also fought him in the past, but I still don't care, glad he is back. Plus, I can work all the shit he did on Taldorei before this. 

In addition, we have Kas, Tiamat, Count Strahd Zarovich (punching way above his weight class here), Lolth, Lord Soth, Acerak, Mordenkainen, Miska the Wolf Spider, and even a FREAKING ASTRAL DREADNOUGHT.

There are a ton of twists and turns here and I have no idea how it runs, but I love what I am reading. 

This is not the first time D&D has given us big Universe shaking events between editions. The Forgotten Realms had their Time of Troubles, the Spellplague, and the Second Sundering. This one takes it up several notices.

I am a little disappointed that Mystara doesn't show up here, but that is fine I can deal with that.

The adventure is for levels 10-20, so it is meant to be big and deadly.

If I were to run this, I think I would let players pick their favorite characters from any game they have played in the past. It wouldn't matter if they were from the same timelines; in fact, that is a plus. 

And this seems appropriate; play us out, Barry!

No. Not that one. We need to remember the first battle with Vecna and the loss of a great bard.


Tuesday, April 23, 2024

The Enchanted World: Dragons

The Enchanted World: Dragons
 It has been a month since I have done one of these. My plan was NOT to do one during April with the whole A to Z thing, but today is St. George's Day and he rather famously killed a dragon. It is also still year of the Dragon and the 50th Anniversary of Dungeons & Dragons, so my choice was made for me.

This is also the second book in the series, after Wizards and Witches.

Dragons

by Editors of Time-LIFE Books, 1984 (144 pages) 
ISBN 0809452081, 080945209X (US Editions)

While I have mentioned the Eurocentrism of the other volumes, this one does a good job of presenting both European and Eastern dragons. It also has a bit of others from around the world. 

Chapter One: Chaos Incarnate

This covers the early tales of dragons, not just in medieval European myth but also the ancient tales of dragons like Apep, Tiamat, and the various monsters of Ancient Greece.  One of the things this chapter hits home is the dragon as a force of chaos and nature. In the case of many, like Tiamat, the dragon is a destructive force.  This is one (of the many) reasons why I always have Tiamat in my game as Chaotic Evil rather than Lawful Evil. Tiamat is even called the "Enemy of Order" and her myths are referred too as Chaoskampf

Dragons

We hear tales of the Midgard Serpent and the dragon Nidhoggr, which gnaws on the roots of the World Tree.  These are not the dragons for mortals to deal with, but the domain of the gods. There were heroes that fought these creatures, but they were often demi-gods themselves. Like the tale of Cadmus who fought a dragon and built the city of Thebes where the dragon had once ruled. The dragon was cast into the sky to become the constellation Draco. 

We even get some Indian myths of Sesha, also known as Ananta the Endless, a multiheaded serpent that wrapped around the world. 

This chapter also has a wonderful Field Guide to Dragons. A visual guide to help you tell the differences between the amphiptère, the wyvern, the heraldic dragon, the lindworm or lindorm, and the snake-like guiver. It also has some habitats.

Dragons

Chapter Two: Glittering Gods of the East

This chapter takes us East, mostly to China and Japan, where dragons had a very different role. They were spirits of the weather, air, and water. They were considered divine and had a place in a very ordered universe. Though not all were benevolent. They were still prideful creatures and could be offended. So offerings were made for rain, or even to keep destruction at bay.

Dragons

In any part of the world, an angry dragon was terrible to behold.

We learn that these dragons fly not due to their wings, but the magic crests on their foreheads and many are the descendants to water snakes. Or maybe there are water snakes that are in fact baby dragons. 

These dragons are incredibly long-lived. It spends 1,000 years in its snake form, where it will grow feet and an elongated head with a beard. After 500 years in this form, it will grow antlers. After 3,000 years, it will reach its final form with a branch-like protrusions from its body. The oldest dragon is the Dragon King and it is 1000-feet long. 

Chapter Three: The Serpent Ascendant 

As with many of these books, there is a chapter that focuses on the Medieval era, which is where we get many of the tales we know today. This is that chapter.  

Since our focus is mostly on Medieval Europe, we often link the Dragon to the Devil. This is in keeping with the notion held in Medieval times that the dragon was the bringer of disease, famine, and ruin. This chapter also has a great map of Europe showing where various dragons were spotted and when.

Where Dragons Dwelled

The section on Maidens and Dragons is great and discusses the complex relationship women and dragons had in these tales. There is the sorceress Marina and her pet dragon, the French Le Succubé (The Succubus) who rode a dragon, and the many maidens kidnapped by dragons. There is even the tale of Margaret of Bamburgh who was transformed into a dragon.

We even get a tale of the Tarasque who could not stand up to a Saint and her faith. 

Chapter Four: Rise of the Dragonslayer

It is St. George's day today, so only fitting we open up with the tale of St. George in this chapter. Maybe to most storied dragon slayer after Sigurd, who we also talk about later on in this chapter. 

Dragon Slayers

We get a nice mix of dragon slayers from all over Europe and some of Asia. All usually have to deal with how pure and virtuous the would-be slayer needs to be. Often their reward was a maiden of equal purity and virtue. 

Even though this book is the same size as the others, it feels like a lot more is packed into it.

While many of these tales are known to us all (and that is the point) there are enough details here to still educate and entertain. This one is certainly a must read for any Fantasy RPG and in particular Dungeons & Dragons. I also see a lot of value here for players of more "serious" medieval fantasy games like Pendragon or Chivalry & Sorcerer. Even Dark Age Mage players can benefit.


Next time: We celebrate Walpurgis Night!