Wednesday, June 12, 2024

The Enchanted World: Magical Beasts

The Enchanted World: Magical Beasts
I love monsters. Monsters and mythology is what got me into Dungeons & Dragons to start with. Well, that and the fact that everyone in my school seemed to be playing it all at once. So, today's Enchanted World volume, 1985's Magical Beasts, is a rather nice treat for me. In a way, it was a major publisher that paid tribute to my hobby's roots.  While I have no concrete evidence that the Enchanted World series came about due to D&D's popularity, I am not ruling it out either. 

Magical Beasts

by Editors of Time-LIFE Books, 1985 (144 pages)
ISBN 0809452294, 0809452308 (US Editions)

This book is divided into the standard three sections, as with Wizards and Witches it is divided into larger chronological sections. 

Chapter One: Vestiges of the Elder Days

We begin back 40 centuries ago when humans were still primitive hunter-gatherers and how the monsters of our lives, the cave bear, the wolf, the large cat, were just animals that we were barely equal to. Monsters, it seems, go back as least as far as magic. This is not the first or last parallel this volume will have with the W&W book.

This chapter largely covers the creatures of ancient Greece and their mythology. We begin with the minotaur, though its conception is glossed over. The greek myths have quite a number of animal-human hybrids like the minotaur. Also discussed are the centaurs, both noble and savage, satyrs, and stranger creatures like the chimera. Thrown in are the maenads, who look human (are human), but can be as savage as any other monster. From Greece, we head to Egypt to discuss Set, Hours, Tawret, and other animal-hybrid gods. From here, we go on to Ireland and the Fomorians, described as animal-like, though they interact and inter-marry with the more noble Tuatha Dé Danann. The Tuatha defeat the Fomorians and their great ruler Balor of the Evil Eye. 

Chapter One: Vestiges of the Elder Days

We make quick stops to talk about various dog headed humans, like the inhabitants of the islands of Andaman and Macumeran, whose locations are lost to time. 

In the sub-section, The Tale of the Monkey-God, we go to India and recount the tale of Hanuman, the Monkey King, and Ravana, the many-headed king of demons (Rakshasa). Humans and Monkeys joined forces to defeat the evil king.

Chapter Two: Riders of the Wind

Humankind has always looked to the sky and marveled at the flight of birds. So it is natural that there are so many flying creatures. From the legendary Pegasus, to China's Feng-huang, Japan's tengu, to the Roc, Griffins,  and the Harpies. This chapter hops (flys?) around the globe to give us tales and creatures from all over. Even the hubris of man is discussed in the tale of Daedalus and Icarus. 

An Enchanted Bestiary gives us a brief overview of some "lesser-known" creatures—lesser known if you weren't playing fantasy games in 1985, that is. 

Chapter Two: Riders of the Wind

Chapter Three: Paragon of Purity

Lastly, we get to the unicorn. Following the format of the other books in this series, they equate the death of the last unicorn with the death of magic in the world. But before we get to that the unicorn is discussed at great length. We even get coverage of related creatures like the Yale and the Japanese Ki-rin. And more distantly related creatures like the Mi'raj and Shadhavar.

A Peerless Mount for World-Conquering Alexander ends our talk on unicorns with a tale of the Macedonian King and his quest for a unicorn mount.

Chapter Three: Paragon of Purity

Reading this, I think they maybe could have made a book of Unicorns like they did for Dragons

This particular volume feels like an extended "Ecology Of..." article. Indeed, of all the ones I covered so far, this one might have the most actionable content for your Fantasy RPG. Especially if you want to add more details to some tried and true monsters.

Monster books

There are only a few monsters here that will be new to anyone who has ever played D&D; this is still a great resource.  I *do* have more than a few of these new ones ready to go for Basic Bestiary, but I was still happy to see one or two that were still new to me.

Tuesday, June 11, 2024

Reviews: The Villains and Heroes of the Forgotten Realms

 Getting back to my Realms reviews I am still in that strange liminal times of 1988-1989 when both AD&D 1st Edition and 2nd Edition were still being supported. I have two books today from the "FR" series that ride that line. 

FR6 and FR7 Villains and Heroes of the Forgotten Realms

Both books have very similar trade dress, if not identical. I am reviewing the PoD and PDFs from DriveThruRPG. 

FR6 Dreams of the Red Wizards (1e)
FR6 Dreams of the Red Wizards (1e)

By Steve Perrin (1988)
64 pages. Full-color covers and maps, monochrome interior.

Even with my comparative lack of Realms knowledge I knew about the Red Wizards of Thay. I guess I didn't realize how quickly they had been introduced as the big bads. 

This book reminds me a lot of the old D&D BECMI Gazeteer series in that we we get some history and geography of the lands with some NPCs.

The book teases that it is compatible with the BATTLESYSTEM  rules, but you have to build all of those armies on your own. Too bad, I wanted to do a big battle with the armies of the undead from Thay. Though I still might do that.

The Introduction tells us what this book is about and who and what the Red Wizards of Thay are.

History of Thay. This section gives us a brief overview of Thay's foundation. There is a brief timeline, but it works well here. Some of this information is also found in the later Spellbound boxed set, but that is a way off yet. 

We cover the People and Society of Thay next. Perrin does give us a good explanation of how a whole country can, in fact, be evil, from the Zulkirs to the middle class to the masses of slaves. Honestly, the place sounds like a powder keg waiting to explode, and it is the will and fear of the Zulkirs that keeps everything in check.

Geography of Thay is next and it is good read, though I think it could have been combined with the History of Thay chapter since much of Thay's history has been shaped by its neighbors. This is also a good chapter for me, the newbie, to have a map handy.  I think I am going to need a big wall map of the Forgotten Realms like I do for Victorian London

We get get two chapters that cover the Current Economy and Politics of Thay, respectively. This includes a helpful glossary and a player's guide to Thay.

Magic in Thay, as expected, is one of the larger sections. It has what seems to be a Realms staple; lots of new spells. 

Religions in Thay, is actually an interesting chapter. The Red Wizards themselves seem to be areligious, but not atheists. They acknowledge the gods and do their best not to piss them off. I imagine there are big "media circuses" for when a Zulkir visits a local temple to Mystra for example. 

This has given me an idea. So, according to this book, the slaves of Thay mostly worship Ilmater, who we know from Ed Greenwood's "Down to Earth Divinity," that Ilmater is derived from Issek of the Jug. What if there were some events like "Lean Times in Lankhmar" where Ilmater, via a new follower, took on a role like that Fafhrd did for Issek, but instead of a religious conversion/resurgence, it became the basis for a full-scale slave revolt. Now that is a BATTLESYSTEM game I'd enjoy running. 

Personalities of Thay cover the expected cast of neer-do-wells. OF note here The Simbul does not have a personal name here, yet.

Adventures in Thay give the reader some ideas of things to do in and around Thay. But let us be honest. It is an evil filled with Nazi-like evil wizards who keep slaves. The ideas abound already. 

FR7 Hall of Heroes (1e/2e)
FR7 Hall of Heroes (1e/2e)

Many authors (1989)
128 pages. Full-color covers, monochrome interior.

This book looks like a 2nd Ed book on the cover, but 1st Ed inside. 

This is a "robust" rogues gallery of early Realms characters, and frankly, I am happy to have it since so many of these names are new to me. The stats are an odd mix of AD&D 2nd Ed and 1st Ed, but mostly 1st Edition. So yeah, there are Neutral Good Druids and lots of classes from Unearthed Arcana and Oriental Adventures. 

It also has something that is not entirely a Realms-specific problem, but one I associated most often with the Realms. There are lot of characters here that straight up break the AD&D rules. Yes I get that some (many) are here because of the Forgotten Realms novels. So people like Shandril Shessair is a "Spellfire Wielder," and Dragonbait is a Lizardfolk Paladin. This used to bother me. Not anymore. I am more irritated by the fact that most of the women NPCs all have Charisma 16 or 17 (11 out of 15). Where are my hags? 

There are some personal spells and again The Simbul makes an appearance sans proper name. 

Still, this is a good resource for me to have. I like to have it on hand as I am going through other books to double-check who I am reading about. 

The POD versions are nice. The text has a bit of fuzziness, but far less than other PODs I have seen. They are not perfect for, say, collectors but perfect for what I need them for, and that is used at my game table. 

Monday, June 10, 2024

Monstrous Monday: Forgotten Realms Monstrous Compendiums

Forgotten Realms Monstrous Compendium
It's June! As an academic there is still something not wholly tangible in me when June hits; it is just something I feel. Starting in the 1980s, June also meant days at the library, riding my bike, rolling skating (yes, I used to be really, really good), and nights playing D&D. For seven years straight that meant Basic and Advanced D&D.  So these days I try to focus on Basic D&D in June, but this year is different. 

I am celebrating 50 years of Dungeons & Dragons AND I am also doing my deep dive into the Forgotten Realmsthe Forgotten Realms. Plus in addition to the weekly 5e games, my oldest son and I are starting a new 2nd edition AD&D game set in the Forgotten Realms. This works very well for me since I am already shifting my Realms focus to AD&D 2nd Edition.  

To this end I have been buying a lot of Forgotten Realms PDFs from DriveThruRPG. This has also given me many new monsters from the AD&D 2nd ed era in "ready to print" Monstrous Compendium format. 

Forgotten Realms Monstrous Compendiums

I have talked about the AD&D 2nd Monstrous Compendiums at length before. I have even talked about the Forgotten Realms ones in detail.  So when I began printing out the various Monstrous Compendium sheets from the various PDFs I have bought it became very obvious to me I would need a binder just for them.

This was sealed for me when I remembered that the Forgotten Realms MC Appendix had been labeled "Vol. 3" on the cover. My choice had been made for me. Turns out is was a good choice, because there are TONS of Forgotten Realms Monsters.

Forgotten Realms Monstrous Compendium Vol. 3

I grabbed some alphabetical tabs and began loading this up. I concentrated on monsters from the MCs I already had that were Realm-Specific. Then, I went through the pages of monsters I rescued from my This Old Dragon copies, unless they were too far gone due to water or mold. In these cases, I printed them out from my Dragon Magazine CD-ROM. But my "rule" was I had to have had a physical copy first. There is some 1st Ed monster material here, but that is fine, really.

Monstrous Compendiums

Then, every time I bought a Forgotten Realms PDF, I printed the monsters.

Monster pages from the Forgotten Realms
Campaign Setting boxed set

Monster pages from the Forgotten Realms

Monster pages from the Forgotten Realms
Dragon Mountain

Monster pages from the Forgotten Realms
Oh, look at that. Lawful Good orcs from 1995.

In the cases where I had loose Forgotten Realms pages, like from the AD&D 2nd Ed Campaign Setting boxed set, I made copies to keep the set intact. 

It has been a great experience to discover all the unique creatures I have found in the Realms versus Greyhawk or other worlds.

Currently, I do not have monsters for I, J, and Y. I could mine my other compendium for these, but I am also waiting to see what creatures I might find in other PDFs of Realms material. I still have a few I bought before I started this project, and they might have a few treasures for me. There are also more monsters in my Dragon magazines. Ones written by Ed Greenwood go to the top of the list. 

Right now my Forgotten Realms campaign has no focus. This is on purpose. I have so many campaigns with Big IdeasTM and Lofty GoalsTM. I don't need another one. Maybe I'll just do an old-fashioned monster hunt to mirror my real-life monster hunt.

This has, though, given me another realization. I had planned to get through all of my Realms books this year, but that was before I started buying more. Now, I think this year will just be about AD&D 2nd Edition. Who knows, really? 

BUT I will say this. I am having a lot of fun with this.

Friday, June 7, 2024

Kickstart Your Weekend: Last Chance to support Thirteen Parsecs!

Thirteen Parsecs

Thirteen Parsecs

http://tinyurl.com/13psignuptim

We want this game to be your sci-fi RPG of choice, so help us make that happen.

This uses the same O.G.R.E.S. as NIGHT SHIFT and Wasted Lands. 

Much like NIGHT SHIFT, there are core rules for playing in all sorts of Sci-Fi genres; Space Opera, Action, Comedy, Horror (of course!), and more.

There will be "Solar Frontiers," mini-settings you can use to start your game (much like the Night Worlds for NIGHT SHIFT). My Solar Frontiers will be "Space Truckers" and the currently titled "Dark Stars," my "aliens and horror in space" setting.

Jason will provide the bulk of the core rules and his two Solar Frontiers, and our long-time collaborator (and demo game GM extraordinaire) Derek Stoelting will also add his Solar Frontiers. We are all working on adding rules and expanding what worked best in NIGHT SHIFT and Wasted Lands. We have over 75 years of game design experience for a couple dozen different companies/publishers.

Speaking of our other games, Thirteen Parsecs is 100% compatible with NIGHT SHIFT and Wasted Lands.  Do you want to play deeper, dark sci-fi horror? NIGHT SHIFT + 13P has you covered. Want to pilot your Time Ship back to after the KT extinction and find a world populated by the proto-human experiments of the Great Old Ones? Wasted Lands + 13P! Or combine all three.

I am planning an epoch-sweeping adventure that takes you from Wasted Lands to NIGHT SHIFT to Thirteen Parsecs, in the vein of one of my favorite books and movies, 2001: A Space Odyssey. It's not exactly the same, of course (I do not liken myself to a Clark or a Kubrick), but it's an echo of a time when I read both 2001 and Lord of the Rings one summer.

Help us make this a reality! We are going strong out of the gate but let's hit those stretch goals.

We are exactly the type of publisher these crowdfunding sites are really for: small professionals with grand ideas and the desire and skills to get it done; we just lack the capital for some art and printing costs upfront.

All of our and Jason's crowdfunding has met our goals, and more importantly, we have delivered on time. We are even offering some nice perks for early backers.

So please check us out!

http://tinyurl.com/13psignuptim

THESE ARE THE FINAL HOURS!

 

Wednesday, June 5, 2024

Dracula, The Hunters' Journals: 5 June Dr. Seward's Diary (kept on phonograph)

Dr. Seward keeps us apprised of his patient and his strange addiction.

Dracula - The Hunters' Journals


5 June.—The case of Renfield grows more interesting the more I get to understand the man. He has certain qualities very largely developed; selfishness, secrecy, and purpose. I wish I could get at what is the object of the latter. He seems to have some settled scheme of his own, but what it is I do not yet know. His redeeming quality is a love of animals, though, indeed, he has such curious turns in it that I sometimes imagine he is only abnormally cruel. His pets are of odd sorts. Just now his hobby is catching flies. He has at present such a quantity that I have had myself to expostulate. To my astonishment, he did not break out into a fury, as I expected, but took the matter in simple seriousness. He thought for a moment, and then said: “May I have three days? I shall clear them away.” Of course, I said that would do. I must watch him.

Notes

Moon Phase: Waxing Gibbous

With all of Seward's notes we have to wonder, is the Count affecting Renfield from afar or have they had prior encounters as so many of the movies, FFC's "Bram Stoker's Dracula" in particular, have implied.

Like Seward, we must keep an eye on him

Tuesday, June 4, 2024

Go for the Eyes Boo! New Monster Manual 2025 Cover

 The new cover for the 2025 Monster Manual has been revealed.

Monster Manual 2025

That is Minsc and Boo on the front and a character I do recognize but can't name at the moment.

A beholder makes perfect sense really. 

I know some people out there won't like it call it a "crash grab" but the truth is anyone that cares about that isn't buying this anyway and anyone buying it doesn't care.

Me? I like it! Lots of monsters, a call back to some classic characters. Yeah, this looks great.




Witches in Space for Thirteen Parsecs

"Any sufficiently advanced technology is indistinguishable from magic." 

 - Clarke's Third Law

 Come on. You knew I was going to go here.

Before I start I will say this, there is no "witch" class in the core Thirteen Parsecs book. But that doesn't mean you can add one yourself. As I mentioned yesterday, Thirteen Parsecs is 100% compatible with NIGHT SHIFT and Wasted Lands, and those games have witches and sorcerers, respectively.  Rules-wise, there is nothing at all stopping you from adding either to your sci-fi game of Thirteen Parsecs

The only thing that remains is "How?"

Well. I have you covered.

Witches...in SPAAACE!!

While there are not a lot of witches in science fiction, they are there and they have made quite an impact. 

Bene Gesserit

The easiest one to talk about, and the one we should really talk about first, is the Bene Gesserit Order from Frank Herbert's Dune Series.  This order of Sisters practice extreme mental control, have psychic abilities, and have secret, occult even ways. They often even play the role as witches when being set up against the "Holy Order" that Paul is trying to create. I don't pretend to be an expert on Dune at all, but it is my wife's favorite series, and she can go on and on about much in the same way I can about Dracula or Lord of the Rings. So, I trust her assessment of this. Note that we both ignore the Brian Herbert books. Me out of no desire to read them and her for "dancing on the corpse of his dead father to make a buck with high school English class level writing." 

The Nightsisters, the Witches of Dathomir

Ok. What is not to love about the force using, Dark Side, magic (or even magick) Nightsisters, aka the Witches of Dathomir? Nothing. That's what.  There is even a great meme out there for them. 

Nightsisters

I learned about these witches, and really, that is what they are, via the Star Wars RPG. I don't recall if it was a later book in the d20 line or if it was from the Saga system. But my very first experience was getting a box of Star Wars minis from Wizards of the Coast and there was a "Dathomir Witch" in the pack. Well, you can imagine my surprise.

We finally saw some on screen in the Ahsoka series. We even got Claudia Black to play one! 

Bellerians

Ok...I am not really serious here, but hey, if I can have a Pumpkin Spice Witch, then certainly, space is large enough for the Bene Gesserit, the Dathomir Witches, and the Bellerians. BUT if we take the equally not-so-serious idea that Space Mutiny exists in the same universe as the original Battlestar Galactica, well, they already had Space Angels and Devils. Witches don't seem to be that much of a stretch. 

Plus Bellerian sounds enough like Raëlian for me to have some fun with. 

Occult Themes in Doctor Who

I talked at length about this in a full post. Based on a recent line dropped by the Head of U.N.I.T. Kate Lethbridge-Stewart in the recent "73 Yards," supernatural elements seem to be going to become more common. 

And these are only a few easily accessible ones. I have not even gotten into books, like the Morgaine Saga by C.J. Cherryh, that have witches or witch-like characters. While Trek is notoriously light on witches, there was mention of the Wiccan religion in Season 2 of Discovery. Even Babylon 5 had "techno-mages." So yes, there is room in a large universe for witches. 

Witches in Darker Stars

While I have had witch-like characters in my play-tests of Darker Stars, there are no witches. The two starships I have been using in my games, The Protector and The Imbolc Mage, have their roots in my Witchcraft/Buffy games. But even the "witch" characters only have psychic abilities, and none to any great extent. I like to play-test with normal characters to start with, to get a feel for the game.

I do acknowledge that my own Sisters of the Aquarian Order would fit right into my Darker Stars setting and maybe even other "Solar Frontiers."  While overtly designed for the White Star system, they do work with NIGHT SHIFT and Thirteen Parsecs. But my habit is to make a new Tradition for different games. If I had the inclination to update the Aquarian Order, I might instead come up with something new for Thirteen Parsecs.  

My idea at this point? Something like the Aquarian Order, but maybe not so "light." An order of witches that began in the Dreaming Age of the Wasted Lands, part of the supernatural underground of NIGHT SHIFT, and then to the stars in Thirteen Parsecs.  An ancient, primordial witch cult that spans æons and light years. 

I certainly have my work cut out for me.