Showing posts sorted by relevance for query romulans. Sort by date Show all posts
Showing posts sorted by relevance for query romulans. Sort by date Show all posts

Tuesday, February 18, 2025

Orcs and Drow, Klingons and Romulans

Star Trek as Space Fantasy
Today is the release day of the new D&D 5.5 Monster Manual. It does not have "monster stats" for orcs or drow (nor elves, dwarves, halflings, gnomes, and other playable species). In general, I am okay with this. I can add my own if I want. But the treatment of orcs, in general, seems to have some people bothered. My post on Nouveau Orcs has been constantly in my weekly top five posts since I posted it back in July. It also seems the most noise is coming from a section of gamers who have also bragged about how they have not played any D&D published in the last 10 or 25 years.

Frankly, we are still on the same road that Gygax put us on.

Drow and Romulans

I have mentioned that my wife and I are rewatching all the episodes of every series of Star Trek. Right now (tonight even) we are going to rewatch the classic "The Balance of Terror."  The first time since we rewatched it's alternate-timeline counterpart, "A Quality of Mercy."

The Balance of Terror changed Star Trek forever. We see its effects in the "Reunification" trilogy of episodes, its effects on Star Trek The Next Generation, Star Trek Picard, and Dungeons & Dragons.

I have mentioned it many times here before, but the introduction of the Drow as "Evil (with a capital E) Elves" was a parallel to the Romulans as Evil Vulcans in Trek. It was obvious to me back in the early 1980s when I first played through it, but sadly, that plot point was spoiled for me. I don't know the effect either the D-Series adventures or The Balance of Terror had on those unaware.  Since then, Drow and Romulans have followed a similar development path. 

Both of our pointy-eared races have begun to be more like their good-aligned cousins since their mutual rediscoveries. Relations with the Romulans were beginning to get better even in the time of the Next Generation and practically friendly in Picard to allies in the later seasons of Discovery. Same is largely true for the Drow, save we have not hit the friendly part yet.

I would add that the same relationship and development cycle has become true for Orcs and Klingons.

Orcs and Klingons

When the Next Generation was in the idea stages, creator Gene Roddenberry originally did not want any Klingons in it. The rumor is that the fall of the Soviet Union, the "Evil Empire" of so many decades, prompted him to change his mind and see Klingons as becoming part of the Federation. Good thing too. Klingon episodes were always some of the most interesting ones in the franchise. 

Orcs are taking a similar role to Klingons. Granted, while there are individual good, even heroic, orcs, none have stood out yet like Worf Son of Mogh or Drizzt Do'Urden. But this is the early days of orcs now being a part of our Dungeons & Dragons "Federation."

Personally, I have stopped using orcs as pure antagonists for a long time. I almost always got for undead, demons, or evil cultists of any humanoid sort. Does this mean orcs are off the menu? No more than Klingons were. It is amazing for allies how many battles between the Federation and Klingons we saw not just in The Next Generation, but also Deep Space Nine and Voyager. Discovery even began with a fight with the Klingons that started the Federation-Klingon war.

So really. Maybe it is time to shift away from orcs as always evil. They can still be warlike and brutal, but giving them a little more credit can only make them more interesting. Take Orkworld, for example. John Wick was doing what D&D is trying to do now, 25 years ago. 

Games should evolve. Otherwise, you are just doing the same old thing all the time. And if I choose to say have orcs and drow and whatever as antagonists again? Well. I can still do that.

But maybe, just maybe it is time to see what orcs can add to the game as a culture.

Thursday, February 2, 2012

"Let's Play 1st Ed. Dad!"

Those are the words I heard after I told my boys that 5e was on the way and there were going to be reprints of the 1st Ed AD&D books.

Part of me is thrilled, another part of me is wondering what the hell am I going to do with all the 4e stuff I bought. ;)  You might recall my Big PlanTM was going to be have the kids fight Orcus.

Here are the adventures I am thinking of running with them at the moment.  You will note that these all have a large amount of undead and "horror" themes to them.  As with the "Dragonslayers" I'd run this to level 20 or so.


    • T1 The Village of Hommlet, levels 1-2. 
    • B1 In Search of the Unknown, levels 1-3
    • B2 The Keep on the Borderlands, levels 1-3 (this should be higher really, the caves are a killer)
    • L1 The Secret of Bone Hill, levels 2-4
    • X2 Castle Amber, levels 3-6 
    • I6 Ravenloft, levels 5-7. That is if I don't use it as a convert Ghosts of Albion adventure. Use some of the Ravenloft campaign/world setting stuff here too.
    • I10 Ravenloft II, House on Gryphon Hill, levels 8-10. (maybe)
    • I9 Day of Al'Akbar, level 8-10. Useful for the Cup and Talisman of Al'Akbar.
    • S1 Tomb of Horrors, levels 10-14
    • S3 Expedition to the Barrier Peaks, levels 8-12 (this is an odd one.)
    • G123, Against the Giants, levels 8-12
    • D12 Descent into the Depths of the Earth, levels 9-14
    • D3 Vault of the Drow, levels 10-14
    • Q1 Queen of the Demonweb Pits, levels 10-14 (maybe)
    • CM2 Death's Ride, levels 15-20. (If I don't use it in my current games. Thematically it fits better here.)
    Then there are these modules:
    • H1 Bloodstone Pass, levels 15+
    • H2 The Mines of Bloodstone, levels 16-18
    • H3 The Bloodstone Wars, levels 17-20
    • H4 The Throne of Bloodstone, levels 18-100
  • Interestingly enough this is almost EXACTLY the same path my characters took when I played back in the day.  Some of these will be my first time running, others (B1, I6) I can run in my sleep.




  • Others I have a bigger issue with.  As muchas I LOVED the D series, we live in a post Drizzt world.  Drow are not the TOS era Romulans anymore.  They are the DS9 era Romulans.  The mystery is gone. Drow are no longer a big secret anymore.  Plus how does Lolth fit into the Orcus plot?  No idea.  She doesn't have too, but I want a big sweeping epic.  Something my kids will talk about when they are older.

  • If I do keep with 4e, I can do my original plan.  In both cases the Big Bad is Orcus.  And I kinda like that idea to be honest.



  • If do 1st Ed I am very likely to include information from JB's B/X Companion Rules and the Rules Cyclopedia to deal with the higher level play.

  • Who knows, maybe 5e will give me the power to use all this stuff under one game system.





  • Of course there is one other option.  Play the 1st ed games as a "Flash back" game or even (gasp!) a time travel one.  The characters (whether 4e or 5e) spend some time in the past.  I would stat up the characters as 1st Ed ones.  I kinda like this idea to be honest.  Play my 4e plan, and then hit some of the past adventures too.  I could then be more selective about which older adventures to use.



  • So many games to play and so little time....
  • Thursday, February 4, 2021

    Star Trek: Mercy and BlackStar Characters

    One thing I wanted to accomplish with the recent Character Creation Challenge was to create characters that I could use in my War of the Witch Queens campaign AND get ideas for a multiverse of witches.

    But that is not the only thing I wanted from it.

    I also wanted to see the differences between various Star Trek-like systems in order to find good NPC for my BlackStar and Star Trek: Mercy games.

    Of course, my main source is going to be the challenge founder Carl Stark at Tardis Captain's blog (and of course his Star Trek RPG page). 

    Reading through all of these (and it has been great!) I am more convinced now that my Star Trek Mercy game needs to be a FASA Trek game while BlackStar can be something else; most likely Star Trek Adventures.

    Star Trek: Mercy Title Card

    Star Trek: Mercy

    As I have mentioned previously Star Trek Mercy will take place aboard a Federation Hospital Ship.  Its mission is a bit like Doctors Without Borders; they fly into dangerous situations with the goal of helping.  While it is a Federation/Starfleet ship I am going to open up character choices to any and all Star Trek races.  So humans, Vulcans, Andorians will be expected, but also Romulans, Klingons, Deltans, even Gorn, and Orions if someone can give me a good reason.  These crew will not be members of Starfleet, they still belong to their respective worlds, but I also have to, want to, work within canon.  

    For this, a few guidelines are needed.  No Klingon Starfleet officers. Worf was the first and the Federation and the Klingon Empire are at a period of cooled tensions.  They are not allies per see, but they are also not shooting at each other.  We know from the TNG episode "The Neutral Zone" that Romulans have not had any relations with the Federation since the Tomed Incident of 2311.  There is still a Romulan Ambassador on Earth in 2293.  That gives me 18 years' worth of gameplay.

    I stated in my first post on this that 2295 would be a good year to set this in.  Seems like I was on to something.  I can even use the Plasma Plague of 2294 as the first mission of the Mercy. We even get a Stardate for it, 38235.3, though that date can't really work for 2294, it doesn't even work well for The Original Series Stardates. That date gives you Wed Feb 24 2360 for TNG and Tue Oct 28 2279 for TOS. Might need to use the FASA Trek Stardate calculations to make this one work!

    Also since this is FASA Trek I can borrow some ideas from The Next Generation Officer's Manual.  In particular, the notion that there were a bunch of different uniforms in use. Gives me an excuse to use the ones I want.  These would be new here and old by the time the USS Protector and the Mystic-class ships roll out.

    Star Trek Command Circa 2295

    Star Trek Sciences Circa 2295

    Star Trek Support Circa 2295

    I am going to need a new ship design too.

    What would also be nice is to work in some Original Series Apocrphya into my game; Saavik being half-Vulcan/half-Romulan, Chekov working for Starfleet Intelligence and a touring Chess Master (loosing to the Betazoids), Scotty as a Professor of Engineering at Starfleet Academy before getting lost near a Dyson Sphere in 2294, Sulu as the Captain of the Excelsior and Harriman as Captain of the Enterprise B. Uhura as Demora Sulu's Godmother. I would also like to find out more about Lt. Elise McKennah, played by Michele Specht in Star Trek Continues.

    McCoy becoming an admiral, Spock continuing his role as Federation Ambassador, and Kirk disappearing on the Enterprise B. Though those are not really disputed. 

    I like this idea since it is also the first Trek game my Star Trek loving wife has mentioned she would like to play.

    Wednesday, May 22, 2013

    White Dwarf Wednesday #65

    What was the RPG scene like 28 years ago? Tales of the RPG market in decline! Rules vs. Role-playing! New Star Trek! New stuff from Tolkien and Herbert!  Hmm.  Doesn't sound too different from today to be honest.  Let's get the details in this edition of White Dwarf Wednesday with issue number 65.

    #65 has a place of honor in my collection. Honor that is if you consider it one of the issues where I decided that WD just wasn't as good as it used to be.  I know such things are highly subjective, especially considering the source of this was my 15 year old self.  I remember this cover though, another Chris Achilleos.  This is one of his more famous ones to be sure.

    Ian Livingstone talks about the rise of FRPGs worldwide even if the market is cooling in America.  This tracks with what we know of the world wide sales of D&D falling after the heyday of early 80s.  May 1985 was nothing but the start of a downhill slide.  Makes the whole nostalgia thing a little sour I guess...

    Phil Masters is up first with NPCs in Superhero games.  Still a pretty good read, well.  Minus the terrible red art over 80% of the page.

    Open Box has some classics. Marcus Rowland covers Paranoia. He enjoyed it but not sure he would run it as a long term game.  He gives it 7/10.  There are some Traveller Alien books next. Aslan, K'Kree and Vargr they get 9, 7 and 9/10 respectively from Bob McWilliams.  I remember reading these all a couple years later in my university's book store.  New reviewer R. Jarnor covers three new Trek books, The Romulans, The Orion Ruse and Margin of Profit.  I had always wanted that Romulan one.  I thought they were an under appreciated race. He gives them 9, 9, and 8/10 respectively.  All of these books I did not see till college a couple years later.  I played Paranoia and concur with Rowland; fun for a few hours and then that is it.

    Critical Mass covers the new Dune book, Chapter House Dune, and the reissue of the older Dunes.

    WD tries out fiction again with a tale from Dave Langford.

    Graham Miller has a Traveller adventure for us.  At some point they became "adventures" and no longer "sceanrios".  Not sure when that happened.

    Mike Lewis has the meaty article of "Rules and Role-Playing Don't Mix" in "Balancing Act".  The basic gist here is that long involved rules impede real role-playing.  I am not sure i buy into that really. That constantly pausing to look up rules is a determent to the flow of the game; which has some merits but it is not as dire as I think he makes it out here.

    The Shuagin's Heel is next, an AD&D adventure for 6-8 characters of 2nd to 4th level.   It is a pretty good sized with 6 islands and a dungeon level. Good little side adventure for some seasoned characters.

    Starbase has some more organizations for Traveller, in this case something for civilians.
    RuneRites covers forecasting and divinations.
    Fiend Factory has some very interesting monsters this time around.  The Noegyth Nibin or  "Petty Dwarfs" from Tolkein's Silmarillion.  The art makes them look like a cross between gnome, dwarf and goblin.  Instead though of presenting them as a race we get NPC stats for 9 different personalities.

    Treasure Chest has more weapons for AD&D.  Some of which I recall seeing in Dragon and/or Unearthed Arcarna.

    Tabletop Heroes covers painting horses.

    Newsboard tells us of a rumor of the Buck Rogers rights being sold to TSR.  Not the TV series, but the old original Buck. They also mention some "board room shuffles" at TSR.

    We end with adds.

    Again, not a great issue, but there are some moments.  The AD&D adventure is nice.
    A lot of new names on articles so maybe there are some changes on the way.

    We will see.

    Saturday, August 7, 2021

    #RPGaDAY2021 Day 7 Inspiration

    RPGaDAY2021 Day 7

    Going with another alternate word today.

    Day 7 Inspiration

    Every so often I get asked what sort of things inspire me.  I usually half-jokingly say 70s metal, cheesy horror movies, and comics.

    Only half-jokingly because there is a not-so-small amount of material in my bibliography of published material and blog posts that are exactly all of that.

    Presently I am re-watching Star Trek Enterprise with my wife. We only saw bits and pieces of it when it was new, our kids were babies then, and keeping up on TV was not our main priority. 

    So Enterprise takes place before The Original Series, thus the ship feels a little "low tech" and everything has a frontier feel to it.  While I am enjoying it for its own merits I am getting a ton of ideas for my two Star Trek campaigns; BlackStar and Mercy.  Season 1 deals with the Temporal Cold War and the Temporal Accords, which comes up later in Star Trek Discovery.  This is also putting back into the mood for a combined Star Trek/Doctor Who game which means FASA rules.  BUT inspiration aside I don't want to start YET another Trek game. I haven't even gotten the ones I am planning off the ground.

    SO...maybe I can add some of these ideas to Mercy, BlackStar is a bit full as is.  Maybe I can add a character from the 31st century on my medical starship.  But why is he/she there?   Maybe I'll leave that to the player.  

    Getting back to music for a bit, there is a song that has some solid Trek connotations to it.

    One of my all-time favorite songs by the band Queen is '39.  Written by the guitarist, and Ph.D. in Astrophysics, Brian May.   The song deals with 20 astronauts that leave Earth on a one-year-long mission. One of the astronauts says goodbye to his wife and daughter, but due to the time dilation effects of moving near the speed of light, it is many, many years later when they return.  While he is "older but a year" his daughter is a grandmother now.   In the song, they had discovered a new world.

    I have often thought it would be possible that later warp drive ships would run into older, slower relativistic ships with a crew that had left Earth decades if not a century before.  You see this played out really well in Arthur C. Clarke's The Songs of Distant Earth.   It was one of my favorite books of his and I loved the idea of "gritty" space travel and one very removed from the notion of warp drives.

    Now we have seen visitors from the past in Trek before, TNG's first season episode "The Neutral Zone" has frozen humans from the late 20th century, the second season "The Emissary" with frozen Klingons, and the awkwardly named "The 37's" from Star Trek Voyager's second season with humans from 1937 found on a planet in the Delta Quadrant some 70k light-years from Earth. 

    This would be an adventure for Mercy.  The starship Mercy gets a distress beacon from a ship that left Earth in 2139, just prior to the wide adoption of warp drive. Yeah, there are cargo ships that can go warp 1.8 or so, but most ships are going to be sleeper ships. Mercy, being Mercy, goes in to investigate and discovers a crew from 156 years ago.  Likely the ship, I might call the Arthur C. Clark, was headed to a planet that is now claimed by the Klingons, or Romulans, or some other species.  

    I'll need to ponder this one a little more. In any case, I guess I'll keep looking for inspiration.


    RPGaDAY2021


    Tuesday, April 5, 2016

    A to Z of Adventure! D is for Descent into the Depths of the Earth

    D is for Descent into the Depths of the Earth

    Growing up in the 80s it was not uncommon to have multiple, independent groups of people playing D&D.  I have fairly vivid recollections of different groups talking about this adventure or some other book.  But the epic of the time was GDQ series and everyone was playing it.  I'll talk about the Giants series on "G" day and Queen of the Demonweb pits on "Q" day.  But today I want to talk about the "D" series, Descent into the Depths of the Earth and Vault of the Drow.

    Once upon a time, back in the days of Walkmen, MTV, and Rubik's Cubes, the Drow were not what we think of them today.  This was the Pre-Drizzt Do'Urden days.

    For those that didn't live this at the time the Drow are dark elves, cursed to live underground and worship the demoness Lolth.  Elves were good, and fair and full of light.  Drow...not so much.  The big reveal of the Drow as the main enemies of the GDQ series of adventures is akin to the Classic Star Trek episode "The Balance of Terror" that introduces the Romulans as a big bad. Not just as another race, but an offshoot of the Vulcans.  Evil Vulcans if you will.  The drow were everything the elves are not and they are also the cause of the giants and the kuo-toa raids.

    These two (originally three) adventures are the action sequences to the big plot build up, though even the drow are just pawns in a larger threat.

    I have such great memories of these adventures. I started playing them, but like so many others I never finished them.  They are the next adventures for my kids and I in our "Come Endless Darkness" campaign.

    The one thing I have struggled with though is we live in a post-Drizzt world now.  Drow are no longer the scary dark-elf threat of the unknown.  Today they are potential heroes and a viable race option.

    I want to take the drow back to the days where they were a mostly unknown threat.  Also I have proposed a number of other changes to them as well.  Making them more blue in skin tone like the Morlocks of the Time Machine movie.

    These days the drow you are most likely to run into are not so much evil, but more emo or goth elves.
    I covered some of this a while back in my post "Drow should be Lawful Evil, among other things."  So instead of covering that ground again I will let that stand and move forward.

    The nice thing about running these adventures so many years after the fact is there is a wealth of information about them out there.  I have read reviews, play-by-plays and even read the novelization by Paul Kidd.  The book was actually kind of fun and the characters, introduced in the earlier White Plume Mountain, are likable.   I am thinking of introducing Evelyn, the half-pixie ranger as my own homage to the novel.  She would be the daughter of the two main characters Escalla and The Justicar.

    Eclavdra
    One of the best things about these adventures and the G series before and the Q after, is the number of really cool NPCs.  Top of that list has to be Eclavdra, drow priestess.  She has been described as being a priestess to Lolth, an attaché to Grazzt and even a convert to the worship of the Elder Elemental Eye, who in my game is another name for Tharizdûn.   This fits in so nicely with my plans that I feel the need to detail her more.

    We know she is a drow and an exceptionally beautiful drow at that. She is introduced in the module G2.  Here is what is said about her there:

    Eclavdra (10th level cleric/fighter; H.P.: 60, Wisdom 17, Dexterity 18, Constitution 10, Charisma 18; Armor Class -8 = +3 shield, +5 chainmail, and +4 dexterity bonus), the one who fomented all of the trouble.

    The Vault of the Drow (D3) features her on the cover (see above) and describes her as a 10th/4th cleric/fighter.  These are of course AD&D 1 stats.  I am going to use here under D&D 5.   Also, I want to emphasize her "conversion" to Tharizdun more.   I am going to make her a 10th level Cleric/4th level Warlock with a Pact of the Blade and Tharizdûn as her patron.

    To prepare I have also been buying up Drow minis.



    Really, really looking forward to running these.

    Links
    Grognardia

    Friday, January 28, 2011

    Season of the Witch: Episode 3

    Episode 3: Strange Sort of Homecoming

    Late Summer 2004
    Willow & Tara go to Tara's home town in Alabama to attend the funeral of Robert Maclay, Tara's father. While there they discover more about Robert's past and how it is connected to Willow and Tara's future.

    Synopsis
    The girls return to Tara's hometown where they stay with her brother Donny, his new wife Leah and their new baby Megan (named after Tara's mother). Though without knowing Leah has set the girls up in seperate rooms as if they were "just friends". One of the themes of this episode was actually confronting the issues of homophobia as opposed to dancing around the issues. This was at the request of my player/testers who felt that the show never did a very good job of this.

    The girls arrive in town. Go to the wake. Tara decides she needs a drink and heads to the local bar. She runs into a guy (Dan) that had a crush on her in high school who never quite understood she was gay. As well as cousin Beth. People in the bar begin to talk and whisper about Tara being back, and with a girlfriend no less.  To bust the tension of the moment my Tara player decides to break into a bit of dirty dancing with Willow to Prince's "Gett Off".  They of course get kicked out of the bar, much to Beth's delight.

    During the funeral Tara and Donny get into a fight over the minister Donny chooses to speak. They get into a fight, Tara storms out, Beth comments on "Tara running away again".  Beth mentions that she cast a spell to set everyone against Tara for leaving her behind. Willow punches her.  Willow follows Tara, tells her about Beth's spell.  Discover that Beth did cast a spell, but it had no effect.    Next day things seem to be better, Donny apologizes. Beth has left town. Tara is given her mother's things including her journal that details this entire life she had working with her father as part of a covert ops group to take out supernatural threats.  Donny also gives the girls Robert's car, a blue 1967 Ford Thunderbird.  Tara, now feeling welcomed in her old home decides to head back to her new home.  On the drive back though the ghost of Robert McClay informs them they have work to do.

    Notes: This was not an action packed episode, but rather one of interpersonal actions and reactions.  I wanted to delve deeper into Tara's past and her family life, plus fix some of the problems from the show (demons in female side of the family?? WTF?? yeah, I fix that too). Things learned in this episode:  Tara, her mother and grandmother are/were all power witches. Megan was a "Craft Worker" assigned to Robert's unit to aid his group in hunting the supernatural.  Her job was the "Cleaner", or the removal of spirits.  Robert didn't want to work with a witch, but orders are orders.  Now for their group I just used my old 1980's Chill game.  So Bob and Megan were part of S.A.V.E., but something happened back then and they never finished their mission and Bob and Megan left, never to talk about it again.  We also learn that Megan was from Sunnydale.  Donny is not an dick really, just a jerk that listened to his father's anti-demon, anti-witchcraft tirades a little too much.  He is after all Megan's child too, though he does not have any magic.  Beth though does have some magic, though hers never works.  Her role here is smaller than originally planned, but that is fine, she comes back in Web of Lies.

    The big deal here of course is Bob, the Ghost.  He needs to lead Willow and Tara through his failed 1976-79 mission in order to find peace.  This mission is also tied to the what the girls are dealing with now and the Awakening.  They also are given Megan's journal which has the cut scenes of the action in the 70's. 

    So you are a young gay woman on a road trip with your girlfriend in a cool convertible, what else could you want?  That's right the ghost of your ultra-conservative, way strict father hanging around.  That's got comedy gold written all over it!  Too bad that the trip is to discover what supernatural force might be taking over the world soon and may have had an impact on why your mother died and why your dad is such an asshole.

    Now about Bob: Bob of course was on the show, but never given that name.  I named him that cause he looks like a Bob to me, plus it was a nod to a friend of mine author Robert Black.  Funny thing is Robert Black goes to the same church as does Steve Rankin who played Mr. Maclay in the episode "Family" (one of the highest rated Buffy episodes). This is my chance to try to redeem the character a bit instead of making him a two-dimensional cliche.  Since he played a number of military types on various shows (including multiple characters on various Star Treks) he is portrayed here as a Marine (he has played Klingons, Romulans and Cardassians, and as the infamous Col. Green, I think he can pull off a Marine too).  He was later convinced to work with SAVE after seeing something really scary.  In 1976, when he meets Megan O'Kelly he is in his late 20's

    "Megan" was my Tara player's idea.  Originally she was named Deirdre (I had just read the Irish tale "Deirdre of the Sorrows" and thought that Bob should be much older than his wife), but in the end came to like Megan more.  Deirdre then became her grandmother.  Megan, who I figure was 22 in 1976 when she joined Bob's team was something of a California girl.  Long blonde hair, Led Zeppelin concert tee, and wearing hip hugger bell bottoms.  For Megan think of a young Eliza Roberts (Eric Robert's wife), though she does not make any appearnces here except in photos and flashbacks.
    We learn that Bob had been in the military when he was younger, but left for an unknown reason.  He was getting followers and cards from people Tara had never heard of before from all around the globe.  Donny didn't even know them.

    The town the Tara lived in had been her family home for years.  Her father's family had been her for generations.  People talked about how Tara left AND also how Bob had left when he was roughly the same age.  Both came back with a strange new woman from California in their lives (Willow and Megan respectively).  This was the start of building a lot of parallels between Bob/Megan and Willow/Tara.  Each generation did something that the other generation could relate too.

    We also learn about Tara's first crush. Tara had been in Jr. High and her crush had been a red-headed high school girl that worked at the "Tastee Freeze" (no, there are no Tastee Freezes in AL). Tara would go there to buy a small vanilla ice cream cone just so she could see her, even if she never actually said anything to her. The girl found out, thought it was cute, and began dipping her cone in that strawberry stuff that freezes when it comes in contact with the ice cream. We called them dip-cones. Of course, the girl had a boyfriend, which broke Tara's heart, but her taste for red-headed women remained. Not sure about the strawberry dip-cones though.

    Strange Sort of Homecoming was also the first of the "Road Stories" sub arc.  We had planned this as the first series even before Dragon and the Phoenix.  The 67 Ford Thunderbird was our nod to Thelma and Louise, though we already did that ending in Dragon.

    We now had our cast whole.  Willow and Tara, our two witches. Bob the ghost and Cordy the Whitelighter.  It was good that the last two could move in and out at will since the Thunderbird can only seat two.

    Next Time: Willow, Tara, Bob, and Cordy get caught up in the crossfire of a voodoo war, meet an unlikely ally, and find what may be the most haunted house in the entire Western Hemisphere in "Under a Cajun Moon".

    Friday, December 18, 2015

    Friday Night Videos: Guest VJ Bruce Heard and The Calidar Soundtrack

    Tonight is a very special night here at the Other Side.

    I have +Bruce Heard  helping me out with the Guest VJ spot tonight.  He is sharing some of the songs and tracks that would make up a Calidar Soundtrack.

    So without further ado, here is Bruce!
    --
    Hi, I’m Bruce Heard, the creator of Calidar, a game world inspired from the Voyage of the Princess Ark stories I used to write for Dragon Magazine in the 80s and 90s.  Some of you may remember me as the direction behind the D&D’s Mystara Gazetteers at old TSR.

    I had a chat with Tim regarding Calidar and the Kickstarter campaign for my present project, “Beyond the Skies.”  It is a massive compendium about the gods of this universe, their shenanigans, and a monstrous peril plotting their doom.  Writing about this conjures a number of thoughts in my mind, among which music takes an interesting dimension.  During the past decade I developed an interest in movie scores.  Keeping with my focus on fantasy, sci-fi, action, and adventure, my tastes target certain titles particularly.

    As a go through “Beyond the Skies,” the first that comes to my mind is Highlander’s “Who wants to live forever.”  This is especially true with the first part of the book, which describes the gods, their personalities, and their motivations.  It also alludes to Calidar’s epic heroes brought up in the first book, “In Stranger Skies.”  They stop aging as long as they qualify as epic heroes, their first step before aspiring to become demigods in the service of a divine liege.



    There are of course the dwarven gods, and I had a good laugh when I described them as steampunk space warriors.  The best score for this, in my mind, was from Jerry Goldsmith, Star Trek’s Klingon Battle theme.  Kragdûras dwarves sound a bit like Klingons and pretty much behave like them.  They’re just shorter and hairier.  They don’t use dilithium but rather a kind of coal they mine on their moon.  So yes, they use steam-powered dreadnaughts.


    Other fine neighbors are Calidar’s version of the Norse, best described as space Vikings who collect abandoned alien weapons.  With their giant longships, they hurtle through the “Great Vault,” raiding both known and lost worlds, in search of fortune and forbidden technology.  Another one from Jerry Goldsmith, “The Warriors” theme from the 13th Warrior truly seized the image for me.



    Naturally, when talking about the gods of the Norse, my hand reached for Thor’s “Sons of Odin” theme from Patrick Doyle.  The deities portrayed in Calidar are alter-egos of those from real world mythology, and they know it!  These gods are aware that they ascended from the minds of mortals (who’d been abducted to Calidar from the real world), and they debate whether they should endorse traditional sagas or forge for themselves an entirely new fate.  Some believe that Ragnarok still hangs over their heads while others argue that it does not have to be so.



    There is a section of “Beyond the Skies” that dwells upon the Dread Lands, Calidar’s giant living wilderness that fights off intruders.  It is connected to the planet’s World Soul, a semi-sentient pool of magic binding the souls of all sapient creatures to the worlds on which they were born.  For this, James Horner’s theme “Climbing Iknimaya, The Path to Heaven” from the Avatar movie was unavoidable.



    The Calidar series feature a recurring skyship theme, as they draw their inspiration from the original Princess Ark stories, D&D’s idea of what Star Trek would be in a medieval high-fantasy world.  This led me to enjoy various Pirates of the Caribbean themes from “At World’s End,” especially Hans Zimmer’s “One Day,” a big favorite of mine.



    Another score that I do like a lot is Klaus Badelt’s “Time Machine.”  The movie itself wasn’t immensely popular, but the music is great for an adventurer/explorer genre, especially the “Eloi” theme. This one reminds me of forgotten worlds and the nature-loving tribes dwelling in the Dread Lands.  Their secret is that they’ve learned to adapt to this monstrously dangerous place and tap into the magic of the World Soul.



    In the genre of lost civilizations, another well know score works well, and is also a favorite of mine: David Arnold’s “Stargate.”  It does fit well in that Calidar has an ancient culture generally inspired from ancient Egypt.  Though part of it was conquered by another power, another escaped into space where its people attempt to regain their lost glory.  Ancient Egyptians in space—no doubt about it!




    The topics are endless.  For Calidar’s Arabian-style setting, I relied on “The Mummy” with Jerry Goldsmith’s “Camel Race” theme.  This also connects with the ancient Egyptian setting mentioned earlier.  These two genres are directly related in Calidar.  Many others come to mind, such as Maurice Jarre’s classic Lawrence of Arabia main theme.


    Then we have Calidar’s “bad guys,” at least from everyone else’s point of view.  The Nicareans are (very) loosely inspired from the early Byzantine with a strong strain of Spanish Inquisition-like behavior.  They are conquerors in their own right, and with them, when they march to war or line up their skyships for a fight in the Great Vault, it’s Vangelis’s “Drums of Gaugamela” from the “Alexander” motion picture that comes to my mind—huge, fearsome, glorious, and rousing!  It’s one that I play when I get discouraged or run out of steam.



    This is turning into quite a long article, longer than I first expected, and I don’t believe I’ve made a dent in the pile of music that I can think of when writing for for this setting.  I would be remiss if I didn’t mention the elves of Calidar.  Their lunar empire of Alorea is more akin to a tree-hugging tyranny, somewhat like Star Trek Romulans turned totalitarian biologists, for which Hans Zimmer’s “The Battle” theme from the motion picture “Gladiator” works well.  Imagine a three way space battle between Nicareans, Kragdûras dwarves, and Alorean elves.  That’s an awful lot of drums!


    The elves of Calidar’s main world, on the other hand, are much more peaceful, and their theme ends up being Howard Shore’s “Evenstar” composition, from Lord of the Rings’ “The Two Towers.”  We all know this one I’m sure, and it stands as a peaceful, friendly manner to part ways.  Hope you enjoyed this journey across fantasy, space, and popular movie scores.



    --
    Thanks Bruce! That is really an epic soundtrack.

    Don't forget to check out his Kickstarter tonight as well.
    https://www.kickstarter.com/projects/ambreville/calidar-beyond-the-skies

    Tuesday, March 2, 2010

    Drow should be Lawful Evil, among other things

    I have been thinking about the Drow of late.  We are going through some of the classic modules and I really am looking forward to doing the GDQ series again.  Now I have every faith in DM to make it interesting and new to me while keeping the same thrill I originally had for me and the kids.

    But I have a problem with Drow.  Actually, I have had a lot of problems with drow for a long time.  Let's work backward.  In the GDQ series, Drow are the "secret enemy" the big reveal is they are elves! who are evil!  It was like when we first saw Romulans in "The Balance of Terror".  Elves, especially to those who lived on a steady diet of Tolkien, were light and good.  The drow were evil and dark.  And that is the other problem.
    Why are drow dark skinned?  Really shouldn't they be albino?  And let's not even go with the dark = evil meme.  I am not suggesting any sort of racism on the part of the creators here; this is something that has appeared in fantasy and fairy tales for thousands of years, but that still doesn't mean it has to be that way in my games. I prefer the "Shadow Elves" from Mystara in many respects over the Drow.  They are described as smaller and pale.

    You can see a visual evolution of the Drow through the eyes of fellow bloggers, James Maliszewski and Eiglophian Press.

    The next problem is frankly Drizzt.  He is a symbol of everything I felt was wrong with 2nd Edition and uber-munchkin playing in general.  Since his advent, the drow went from hidden secret evil to S&M fetish elves.  Now I am not against S&M or fetish of any sort, but what makes for an interesting diversion does not make for an interesting enemy.

    Finally Drow are nearly universally described as an oppressive, hierarchal society ruled by the Priestess of Lolth in an iron-fisted dictatorship with harsh laws of behavior.  That sounds positively Lawful Evil to me.   This is not a new idea, it was mentioned in Mongoose's "Drow War" books (which I do not have). They are described here as being like Nazis. That works for me.  Plus if elves are freedom loving do-gooders (Chaotic Good) then the ultimate expression of evil to them must be an evil, rigid society of absolute laws.  Lolth then needs to be closer to a devil than a demon;  she was a Goddess then was "cast down" by her fellow gods.  That sounds more devil like to me.  Plus unlike demons, which are manifestations of anger, destruction and hate, devils have agendas.  So does Lolth.

    So combining features of my "The Church of Lolth Ascendant" and "Going (Up) to Hell?" I think I have a way to work the Drow into my world.

    Drow and Lolth in Mystoerth
    The story of the fall of Lolth has been detailed by many.  Regardless of the reasons for her fall one thing is known for sure, she and her children the Night Elves were cursed.
    The Night Elves were regarded by many to be the most beautiful of the elven races.  They were as Lolth herself was before the fall; described by Corellon as a "piece of pure midnight and her hair reflected the light of the stars above".  When Lolth fell her sons and daughters were cast out as well (Well there was that business with the Elven Civil War, but that is another lesson).  They resided in a place they called "The Abyss" and it eventually became known as the Demon-Web as Lolth's new form attracted spiders and arachnids of all sorts.
    While the Church of Lolth Ascendant maintains that their Goddess awaits only the chance to reunite with the other Elven Gods, the Drow, as the Night Elves became to be known, decided that the only means of reunification was by violent take over to the point of killing all the other elven races.  For this they train. Their society is everything elven society is not.  Elves are free with equality to all; all drow are slaves to the hierarchy or cast above them, with the priestesshood of Lolth at the top.  Drow males are second class citizens, a concept most elves can't understand.  But like their cousins above Drow excel at magic.  Maybe they are even a little better.

    Lolth does not reside in the Abyss.  That was an error from a mistranslated document.   Lolth resides on the first layer of Hell.  Here lair is still called the Demon Web and she does have some demons in her employ, but Lolth herself is not a demon but a fallen Goddess.  This makes her closer in nature to the Devils whose prison she shares.  In Dante's Inferno Lolth occupies the area of Pagans.  As can be expected she has great enmity  with Beelzebub, the Lord of Flies.  She is on well enough terms with Glassya, having supported her rise to power, but Lolth maintains her neutrality and her own agendas.

    The Drow
    The Drow of the underdark live close, not just in word but in relative proximity, to their Goddess.  With the Underdark as the Antechamber to Hell, the Drow are as cast out as race as one could hope to find.  Due to their prolonged sojourn in the darkest places of the world their one dark skin is now pale.  Some Drow are nearly white and others maintain a pale blue coloration.. Oddly enough it is Drow that make regular trips to the surface world that find their natural coloration returning.    These are the Drow that most surface dwellers are most common with.  It is no coincidence then that surface dwellers and Drow have prejudices regarding Drow skin color.  Surface dwellers see a dark skinned Drow and automatically think "evil elf".  While a Drow associate the darker color with a Drow that has become more "surface" or "elf" like and thus "good".
    All Drow are born darker in color, but still no where near what their Night Elf ancestors looked like.  As they age their skill becomes more and more pale.  Since like elves they tend to alway look young the one true way to guess a Drow's age is to look at her skin.  The lighter the skin the older and usually the more evil the Drow.
    Generally speaking Drow are smaller than elves or humans.  Shorter, smaller build.

    Drow and Evil
    Drow are completely lawful evil.  But they do not see themselves as being evil.  They are harsh because the survival of their race demands it.  There are rules and hierarchies because they live in a harsh, deadly environment.  The pogroms and breeding programs are in place for the good of the Drow species.  They are doing what they must do to survive.  They survive because they demand revenge on the wrongs committed on them by the elves. Killing a non-Drow is not a crime.  Killing a lower caste Drow is not a crime IF there is reason for it, but even the lowest Drow is more worthy of life than any elf.  Drow do not ally themselves with orcs under any circumstance.  They will work with like minded evil dwarf races, devils, demons or giants but Drow do not have allies, they have servants and minions.
    Their ultimate goal is to retake the surface world from the elves killing them all (they are no longer satisfied with mere reunification). This way the gods would have to take them back as the only elven race.
    Though there is something standing in their way and they are not quite sure how to deal with it. Humans.

    So that's a start on my little pointy eared, underdark Nazis.

    Wednesday, February 5, 2025

    New Release: Dungeons & Dragons 5.5 Monster Manual

     I went to my FLGS yesterday and picked up the last of the new Dungeons & Dragons 5.5 core books, the new Monster Manual.

    Dungeons & Dragons Monster Manual

    It was the original AD&D Monster Manual that got me into D&D originally, so any new Monster Manual has a long climb to impress me.

    Yes, it is true. There are no orcs in this book, nor humans, halflings, elves, dwarves, duergar, dragonborn, or gnomes.

    There are goblins, bugbears, and hobgoblins. Also, monsters still have alignments. So the oft repeated rumor that WotC/Hasbro was getting rid of alignments is not true. There are still plenty of purely evil creatures to kill. Note: Goblins are now chaotic neutral. I actually like this, more akin to how I have been playing them.

    The art is gorgeous, as expected, and there is art for every monster and then some.

    The stat blocks are mostly the same as D&D 5.0 (2014), they are a bit clearer to read. Saving throws are all listed now, even when they are just the same as the ability modifier. 

    The new book sits at 384 pages. The 2014 Monster Manual was 352.

    Monster Manuals

    Following in the footsteps of every major "Even" release (2nd ed, 4th ed, and this as 6th ed) each monster fits on 1, 2, or 4 whole pages. This makes reading the monster stat easy while in game; everything is right there. It also follows the trend established by many OSR and D20 publishers. Lots of monster books have been doing this, going back to the Creature Collection from Sword & Sorcery Studios in 2000. While it does make reading easy, sometimes narrative text and lore takes the hit to make room for stat blocks. I am mixed on that. I love the layout, and I am generally a fan of one-page monsters, but I feel like some monsters get shorted.

    My biggest pet peeve, though, is the alphabetical organization. For example, Blue and Black Dragons are listed under "B" right along with Balor. Red Dragons are under "R."  This continues for all groups, including Giants, demons, devils, and everything. 

    An interesting little quirk of this and a logical extension from the 2014 MM, Succubi are now an independent fiendish creature and Neutral Evil. They are also distinct from the Incubus. They are no longer separated by gender, but by role. Succubi (male and female) drain life via physical touch and Incubi (male and female) drain via dreams. I like the split in roles and it allows us to have two creatures to fill the role of the mythological succubus.

    Succubus

    You can see this movement away from "gendered" monsters throughout the book. The art for the dryad is androgynous, which is fine. I have had male and female Ginko Dryads ever since I learned that ginko trees can be male or female. There are female satyrs. Again, there is precedent for that in art.  Sphinxes are no longer Andro- or Gyno- but rather Sphinxes of Wonder, Secrets, Lore, and Valor. Ok, that I actually like.  But, there are no nymphs.  I came to the D&D Monster Manual by way of Greek myths, so this feels a bit odd to me.

    Monster Manual 5.5e

    Monster Manual 5.5e

    Monster Manual 5.5e

    Monster Manual 5.5e

    Honestly. I have been moving away from Orcs as my big bads for a while now. Goblins have always been too much fun to make completely evil. Give me gnolls, yuan-ti, or beholders as my monsters, and I can slaughter them indiscriminately. 

    Even Star Trek made allies out of the Klingons and, eventually, the Romulans, so why can't D&D grow in its nuanced takes as well.

    While the book is plenty large, I am disappointed there are no named Demons and Devils here. No Demon Princes, no Lords of the Nine, no Slaad Lords.

    Monster Manual

    Dungeons & Dragons 5.5 core rules

    This book completes the Dungeons & Dragons 5.5 aka 2024 version of the Core Rules. I am not 100% sure I'll get much more of this line. I am not playing D&D 5 in any flavor at the moment. But who knows. 

    Tuesday, August 29, 2017

    Review: Module G123 Against the Giants

    Want to get some more reviews in.  I figure since we just finished this one it was a great choice.

    G123 Against the Giants

    Getting to play AD&D at the height of its popularity was one of the best things about growing up in the 80s.  Even living in a small town in Central Illinois there were multiple, independent D&D groups going on everywhere.  It was not uncommon to hear talk of an adventure, or a rules debate or anything else.  One of the adventures that everyone seemed to be playing was the Against the Giants series.

    Talk of Ombi, King Snurre Ironbelly, and Eclavdra were not daily topics of conversation, but they were common enough that there was a shared set of experiences. It was something we all could relate too and talk about even when we knew those other groups were playing it all "wrong"!  It is no surprise then that G1-3 have been ranked as some of the greatest *D&D adventures of all time and have been updated for every version of the D&D rules since it was published back in 1978 (and combined in 1981).

    The Giants series began as three individual adventures. They were run as part of the AD&D Tournament at Origins '78.  When later released they became the first ever published adventures for the then new Advanced Dungeons & Dragons (AD&D) game.  Each adventure dealt with raids from a different race of giants; Hill, Frost and Fire respectively. They were aided by other giants and giant type creatures including ogres, stone giants and even a couple of white dragons in G2.  But what really grabbed the attention of many players, and certainly this player, was the big reveal that the masterminds behind these giant raids were none other than the Drow; evil, dark elves that lived underground.  This elevated the adventure from mere dungeon crawl and searching in giant's bags to a conspiracy.  The giant-Drow alliance became Evil with a capital E.

    The giants themselves were new-ish monsters then.  Giants had appeared in the Original D&D rules, but all six races were "detailed" in a paragraph.  In the (then new) Monster Manual for AD&D 1st Edition giants were given significantly more space and more details.  It would be difficult to say which really came first, but we do know that Gygax worked on and published the Monster Manual before the Giants series came out.  Notes from one certainly could have influenced the other.
    What of the adventures themselves?  I had the chance to play this as a player way back in the early 80s.  So my memories of it are quite fond. So fond in fact that I also ran this adventure with my sons as the players and using the newest edition of the D&D rules.  My experiences playing under 1st Edition AD&D compare very favorably to my experiences running it under 5th Edition D&D nearly 40 years later.


    The 32-page combined adventure splits into three easy parts that represent the three original modules.

    G1 Steading of the Hill Giant Chief
    Here the characters and the players are introduced to the World of Greyhawk, or at least this small section of it.  They learn that giants of various types have been raiding the local villages and the character have been pressed into doing something about it.  Now the original modules put a threat into the characters to investigate, I find that by appealing to their higher moral codes and motives (and the ability to keep all the treasure) works so much better.

    Soon the Steading of Hill Giant Chief Nostra is discovered and even a party of 9th+ level adventurers will soon discover that bigger often does mean better.  Giants, even Hill Giants, are not dumb monsters. They are not bigger orcs or ogres with more hit points.  This is their home and they will defend it.  I am quite impressed anytime I think about how this was run as a tournament.   It took me many sessions to get through all three and when I reran for my kids at Gen Con I had wanted to do each one a different night.  Didn't happen that way.  This adventure requires the players to plan, to hit hard and then run away.  Many times they would send in the assassin to take out a giant and then follow it up with a barrage of magic from a distance.  Combat can honestly be a slog here.  But the action is often very fast paced.  There is a lot going on.



    This adventure shares a lot in common with its sibling B1 Keep on the Borderlands. While designed for two different versions of the D&D game, there are similarities that should not be ignored. In fact, I would like to think that they are there on purpose.  Each represents a "beginner" view of dungeon crawling, but the Giants adventures, if you pardon the pun, get more advanced.
    This adventure gives only our first clues to the larger conspiracy, namely that the Hill Giants are taking direction from Giants, quite literally further up.  Completing this adventure only leads the characters to the Frost Giants.

    G2 Glacial Rift of the Frost Giant Jarl
    Going further up the mountains we get the first hints of how the AD&D game is different than the D&D one.  We now have rules for cold and the wind and most importantly getting lost in the snow.  Like the Hill Giants before, some sections are left to the Dungeon Master to detail.  This is partly due to the desire for a sandbox style play and largely due to the tournament origins of these adventures.

    Again in this adventure planning is required. The characters cannot just rush in blindly and hope to overwhelm these creatures.  In fact, assuming they are mere "monsters" is a good way to get killed fast.  The  Dungeon Master is encouraged to play these giants as the personages they are. Sure, Guard #4 in area 19 might not have a name, but he does have a purpose.  Even the white dragon has a purpose.  I could not help but think that the white dragon cloak worn by Snurre had not been one of the Frost Giant Jarl's dragons.  In fact I hope it was. Their haltered of each other is overridden by the fear they feel at the hands of the drow. How powerful are these dark elves?

    In this adventure, it should become obvious that much more is going on than raids and attacks of opportunity. There is a force uniting these giant clans and directing to grim purpose.

    G3 Hall of the Fire Giant King
    Here the conspiracy is laid bare and the character will discover what and who is directing the Giants. But first they must survive a live and active volcano.  The walls, for example, are hot to the touch. How hot? Try 2d6 hp damage per touch hot.  The giants here are smart and coordinated by a strong King. They will lay traps and ambushes for the party. They will try to stop them at every turn.  This adventure is not only significantly deadlier than the other two, it is also about 50% longer.  Not only do the players have coordinated giant attacks to deal with, burning walls and King Snurre himself but also hiding out on level 3 are the drow.   For many players back in the day this was their first introduction to the dark elves.  I liken it to the big reveal that Romulans were related to the Vulcans in the original series of Star Trek's The Balance of Terror.  It is something in our post-Drizzt world that we have lost.
    Here the Drow are discovered to be pulling the strings, but we don't yet know why.  We do that they are lead by a High Priestess, an unearthly beautiful drow by the name of Eclavdra. She is no monster, but an NPC worthy of her own motives, desires and schemes.
    In the last time I ran this adventure my kids figured out right away that they needed to take out the King in order to not die right away. So they hunted Snurre down.  With him out of the way the other fire giants lost their direction and were much easier to defeat.   The red dragon and the drow though were still a problem.  They managed to kill all but two; Eclavdra and her enchanter.   The characters were last seen chasing the drow down to the Depths of the Earth to complete the next series of adventures.

    While the books are small, the adventures take a while to run.  The combats can be long and the characters really should take the time to explore every inch of the three giant strongholds.  There is more treasure here than any group of characters need but also there are plenty of prisoners to free and some have information on what is going on.

    There had been D&D adventures before this, but this was the first epic.

    Legacy
    There are good reasons why we are still talking about these adventures today nearly 40 years later.

    Some of it, of course, is just good old-fashioned nostalgia.  People loved these adventures then and now they want to share that love with new players today.  That is exactly what I did and there is no shame in admitting it.  But the reason why people loved them is also the reason why they stand the test of time. The adventures are just plain good.  These adventures combined a lot of things that people loved; great locations and sandbox-like play. Iconic and classic monsters mixed with new ones. Not mention an engaging story with memorable NPCs.  When gamers wax nostalgic over adventures like Tomb of Horrors, they think of things like the traps or character deaths.  In the Giants series they also mention things, like the Hill Giant Chief's dining hall, but also they remember names, like I mentioned above; Ombi, Snurre, Eclavdra.  When I played this back in the 80s Ombi nearly killed my whole party.  I survived all these giants just to be killed by a Dwarf with some potions and magic item. Well that and a DM that knew how to make a character memorable.  Imagine my shock and surprise when my kids plan and take out Ombi in two rounds!

    This adventure also shaped much of what would become D&D's own mythology.  Giants of any sort working together soon became shorthand for bad news.  The drow, scantly described here, would go on to become one of the most infamous humanoids in all of the D&D worlds. Their underground city, only hinted at here, would be the template for nearly every Drow-realted product written in the late 80s and beyond to the present day.  G123 is not just the seed, it is also the fertile earth of much of what would become recognizable as "D&D".

    TSR and then later Wizards of the Coast would go back to the Giants again and again. In 1987 TSR combined the G series with its sequels the D and Q modules for GDQ Queen of Spiders, one of the first Supermodules.  In 1999 they were reprinted and expanded again for the 2nd Edition of the AD&D game in Against the Giants: The Liberation of Geoff.  In 2009 Wizards of the Coast released Revenge of the Giants for the 4th Edition D&D game.   For the 5th Edition game Wizards of the Coast went back not once, but twice, to giant country with Storm King's Thunder (2016) and Tales from the Yawning Portal (2017). Storm King is more a spiritual successor to the original Giants series, but G123's DNA is all over it.  Tales from the Yawning Portal is a direct reprint of the original Giants adventures but updated to the new D&D 5th Edition rules with new full-color maps and art.  It has lost none of the punch of the original.




    Not only have there been official Giant-related products from TSR and Wizards over the years, other publishers got into Giant business.  Notably there is a "missing" set of giants from these adventures; the Cloud Giants. I went to track down a cloud giant based adventure to slot in and easily found 4-5 all based on Cloud Giants. Actually, most of them dealt with a Cloud Giant castle.




    Think about it, what was one of the first stories you remember hearing as a child? Jack in the Beanstalk might have been one of the very first.  The giant living in his castle in the clouds with a goose that lays golden eggs and a harp that sings on its own.  Think of the stories from our shared consciousness.  Giants living the mountains, David fighting Goliath, Fionn mac Cumhaill and the Giant's Causeway, the Frost Giants of Norse myth, the Titans of Greek myth, to Attack on Titan, and so many, many more.   These are the tales we tell. Tales from antiquity to last week's Game of Thrones.  It should then be no wonder why these adventures speak to us and call to us to join the battle.

    Saturday, April 17, 2021

    #AtoZChallenge2021: O is for Orc, Desert

    Given I kicked off this whole idea with a detailed round-up of the Orc across the editions, it behooves me to at least stat one up.  But which one?  I have a few.  In truth, there is one I have been sitting on for long while now and I should pull it out for a special occasion.  I think that day is today.  Plus I have done so many water-based creatures, time for something different.  

    So here is a monster that I talked about in the first days of this blog nearly 12 years ago! The Desert Orc.

    Orc, Desert

    He was an orc. That was obvious. Though there was something different about him and the others.  What I had originally taken to be smaller, younger orcs were in fact elves. Orcs and elves! Traveling together across this great expanse of desert. More than that, they acted as if they were kin!  They invited us to their tents where one orc and one elf who referred to each other as “brother” went about an elaborate tea ritual where we were served first. The orc and the elf then presented to each other their cups of tea in something akin to prayer or benediction. Once they drank they turned and smiled at each other. Ritual satisfied, they turned to us. The orc, Nom’dosh Thurgash and his elven brother Nom’dosh Etain, both greeted us in the most cultured elven I have heard outside of the Silver Forests.

    “Welcome fellow travelers. How may the humble members of the Nom’dosh Clan aid you?” 

    - From the Journal of Larina Nix

    Male Orc by Jacob Blackmon
    Male Orc by Jacob Blackmon
    Medium Humanoid (Orc)

    Frequency: Rare
    Number Appearing: 2d12 (3d20) with roughly an equal number of Desert Elves
    Alignment: Neutral [Lawful Neutral (Good)]
    Movement: 120' (40') [12"]
    Armor Class: 6 [13]
    Hit Dice: 1d8+2 (7 hp)
    THAC0: 16 (+3)
    Attacks: 1 weapon (halberd) 
    Damage: 1d8+2
    Special: Can move about in sunlight with no penalty
    Save: Monster 1
    Morale: 10 (12)
    Treasure Hoard Class: I (P) 
    XP: 15 (OSE) 15 (LL)

    Str: 16 (+2) Dex: 12 (0) Con: 16 (+2) Int: 10 (0) Wis: 10 (2) Cha: 12 (0)

    Desert Orcs appear to be normal orcs. However, these orcs have more than just a glint of intelligence in their eyes. While their faces are still animal-like, the fierce scowl has been replaced with a stoic set to their jaw, a purpose in their eyes, and a bearing that can't be described as anything else but noble.  These orcs, with their sandblasted faces and long pale hair strike you as something new and different. 

    Desert Orcs are nomads, their ancestral homes in the deserts were destroyed centuries ago by humans. Though they fought back and shook off the yokes of slavery and tyranny by the humans.  They travel with the only other people that helped them in their great revolution, the desert elves.  Desert elves and desert orcs now consider themselves as one people.  They are brothers and every clan has orc and elf members that are equal in all things. 

    Once united they then discovered that they had skills that were mutually beneficial to each other. Orcs are still militaristic with small war cadres connected to powerful elf families. For an orc, it is an honor to serve since the more powerful the elf family the stronger their own cadre is respected. The stronger the orc cadre, the more respected the family is and the more likely they will get goods to trade. An elf sultan will travel without his wife for example, but never without his orc escorts.

    For every 10 desert orcs, there will be a cadre leader of the 2nd to 4th level.  For every 50 there is an additional war chieftain of 5th to 7th level. For every 100 there is a marshall and for larger groups a general.  Cadres will still fight against each other in mock skirmishes, and while damage will be done they are rarely fatal.  A desert orc will never raise a blade against an elf and likewise, a desert elf will never raise a blade against a desert orc.  Over 1000 years of mutual respect and fighting side by side has torn down the ancient hatred that has infected their rest of their brethren worldwide.

    Tea Ritual

    There is a ritual that all desert orcs and desert elves will practice.  When camp is made the sultan of the elves and the war chieftain of the orcs will meet in their open tent. The sultan will help the chieftain remove his armor while the war chieftain prepares the tea.  When both tasks are complete, and to do this correctly requires practice so both are done at the same time. The sultan and the chieftain offer each other the tea with the renewed promise that their lines will continue to fight and honor each other. Then the remaining elves and orcs will complete their camps.  If guests are present then they are served first but no elf or orc are allowed to drink until their respective leaders complete their oaths and drink.

    The only species they truly distrust are humans. They both recall the tales of depredations at the hands of the Necromancer Kings.  Although humans approaching their camps or caravans with respect will be heard.

    --

    Ok. So yeah I did it. I made "Good" Orcs.  In fact, I made them 12 years ago.  I also did "Good" kobolds.

    Orcs are like Klingons.  Yes, they were two-dimensional and evil in the TOS days, but now we are in the Next Generation and Orcs can be more.  Are violent? Of course! Do they still kill people? They sure can!  Are they inherently evil?  No. Not these orcs.  I have other orcs that are every bit as evil as are demons, but individuals can and do vary.

    Likewise I am almost at a point in my games where Drow are going to split off into two separate factions, the evil demon-worshipping one and a less evil faction that wants reunification with the other elves.  

    So if Orcs are my Klingons, then to use a metaphor I have been using since the early 80s, elves and drow are my Vulcans and Romulans.  Just like them the Vulcans and Romulans are now a new species, the Nivar.  I don't have a name yet for my combined elves.

    I am also adding an occasional bit to some entries, "From the Journal of Larina Nix." Or how these creatures are from the point of view of an adventurer.  I figure my iconic witch is as good as any to present these details.

    April 2021 A to Z