Category Archives: Craft

JUST TO LET YOU KNOW

I will soon be returning to blogging and posting about my own game worlds and milieus, my novels (in this case regarding my fantasy/mythological, my sci-fi, and detective novels mostly), my essays on gaming, the games I have designed and written, TSS scenarios, GPADs, my start-ups that are game related, my Vadding expeditions and urban exploration, and all of my other personal creations, enterprises, and Work.

Recently I have been much too busy with both business and personal matters to post about my own creations. But things have calmed now and that’s about to change.

So from now on I will be posting at least once a week about my own creations and designs. This I will do mostly on the weekends, but if you are a follower of this blog then you will know as soon as it happens.

Have a good weekend folks.

OUT OF THE MOUTHS OF BABES – ALL THING

Very, very nice… from Ed

My 6-Year-Old Designed A Dungeon, And It’s Terrifying

Well met, adventurers! Today I am going to do something you have not seen me do before. Something bizarre and unexpected. I am going to gush about my kid. I had meant to write this prior to Father’s Day weekend, but things here at BardCo have become somewhat hectic, what with school letting out for the summer, sports programs beginning, and new multimedia ventures coming to fruition. Suffice to say, this is a little late, but still retains much of its potency.

There are two things you should know about me. The first is that I am a fan of the old Gygaxian dungeon crawls of yore, with its pitfalls and terrors beyond reckoning. They were punishments disguised as fun, and damn it if he didn’t accomplish both. Never have I had so much fun being rent asunder or crushed to death, or boiled alive, or having my soul torn out or… well, you get the picture.

The second thing your should know about me is that my young son has a strong desire to play D&D or Pathfinder. He can’t decide which cover art is cooler. He likes to play with the minis I have on hand, set up my terrain, draw maps on my dry erase flip mat, and tell a story. Sometimes he even asks to use my dungeon master screen for reasons that are unknown but undoubtedly sinister.

If was a few months ago that he asked me if he could “Make a dungeon” for my weekly group.  I gave a wry chuckle and found myself filled with something I believe to be a mix of pride and amusement. I gave him the go-ahead, handed him a Monster Manual and a Bestiary, a couple magic markers, and a boat load of minis, and he went about his dark work. What he created still gives me pause. It would have been an act of pure cruelty and insidious design.

And it was good.

I’ve given the map he gave me the digital upgrade, as the only remaining picture I have of it (aside from the one seared into my mind’s eye), is blurry as all-get-the-funk-out. I will detail each room of this two level horror show.

The Tomb Of Xandarr, The Cruel
 The first thing you may note about the “Tomb” is that it is a little oddly shaped. The triangles, rectangles, squares, and ovals (all shapes easily recognizable to a Kindergartener) that are connected together by a series of strangely-shaped hallways. But when you really take a look at it, a couple things become apparent.
First, the rooms aren’t the typical square rooms we’re used to in dungeons, leading someone who has no idea the whole thing was designed by a 6-year-old to believe that the entire complex was created by a madman with some issues. The rooms are chaotic, adhering to no symmetry or even consistency. There is no sense of familiarity between rooms since they vary in size and shape with each new chamber. This puts characters on the defensive, never knowing what each room might hold. Granted, this should be the normal state of mind for every character going into a dungeon.
Secondly, those hallways. If you are playing with players who get paranoid easily, these halls are nightmares. Bizarre angles and narrow passages make for an almost claustrophobic setting. Without realizing it, my wee geekling is playing a psychological game with the players, putting them through their paces and tearing away any semblance of peace.
Now, let’s get into Level 1
Section 1 – Orc Encampment: “A crooked and jagged hallway of jutting stones zigs and zags its way toward a mostly rectangular chamber. Grunts from the eastern wall signal that the room is occupied. Half a dozen burly orcs rise from a sitting position gripping cruel axes.”
The dungeon begins with a pretty straight forward fight between the characters and a band of orcs camping in the room. I say camping because that is what my son explicitly said they were doing. In my “Game Master must justify everything” brain, I reasoned the orcs were about to enter the dungeon and made camp in this empty and defensible first room to regain their strength for the path ahead.
For most characters who enter this room, this battle should be a breeze. Since I figure the average party should be about level 8 to take on the bulk of the dungeon, six orcs is a pittance. Still, with good tactics and focused fire, the orcs could still pose a problem, especially if the retreat down the hall in the north end of the room, which would bottleneck the players.
Section 2 – The Pit of Mummies: “This oval, domed, stone chamber is mostly empty. The walls are bare and there are not sconces for torches. The only thing of import seems to be a single, simple stone sarcophagus sitting in the center of the room. Small cracks run the length of the dust-covered floor like a spider web.”
Most dungeons will place their boss at the end. My 6-year-old says “To hell with conformity” and sticks that sonnova bitch in room 2! But he was not content with a simple boss fight. No. He wanted a boss fight with a trap. He wanted a boss fight in a trap! The stone sarcophagus sits in the center of a fragile circle. If a character spends more than two rounds on the surface of the circle, if two stand on it at once, or if two characters pass over it one at a time, the floor will give way into a 40-foot free fall onto a spiked floor. That’s a little rough, especially considering on top of the spikes you are also taking bludgeoning damage from the falling rocks.
But wait! There’s more!
Once the sarcophagus breaks after the fall, it reanimates the mummy lord within. This is Xandarr, and he doesn’t take kindly to being woken up. When I asked my progeny what kind of magic spells he had, he simply said, “Ones that make characters fall down so when they fall down they fall on spikes.”
That’s actually kind of evil. So, here is the scenario. If the floor collapses (because the encounter is actually entirely avoidable), any poor bastards that find themselves on the floor need to make dexterity or reflex saving throws. Anyone that screws the pooch ends up at the bottom of a 40-foot deep pit of spikes fighting a mummy lord that can put them back on those spikes with a wave of his hand.
 “Are you my mummy?”
Did I mention the second mummy down here? Oh yeah. Impaled on one of the spikes is yet another mummy. Granted, this is just your run of the mill mummy, but damn! That just ups the chances of the poor characters stuck in the pit to get a fun case of mummy rot (still sounds like an STD).
What’s more, the rest of the characters would be stuck up above, trying to find something to attach  a rope to, of which there is nothing. Melee characters would either have to traverse the rope and hope the mummy lord isn’t leveling spells at them or jump and deal with the spiky goodness. Those that choose the rope are looking at a 2-3 round commitment since the  average climb speed is 15-feet, and the pit is more than twice that.
The walls of the pit are flat and smooth (not to mention round, so no corners to shimmy up), making climbing out without assistance a virtual nightmare as far as difficulty is concerned (and failure meaning another trip to spike town).
On the plus side, the mummy lord is carrying an amulet that can make your skin as tough as stone, so hooray for loot. On the downside, the mummy lord is wearing said amulet, and would be foolish not to use it.
Evil, evil child.
 “There is nothing more precious than the laughter of a child.”
Section 3 – Trapped Hallway: “The door opens to a 25-foot long hallway. The hallway stretches off into a straight line, but there seems to be a five-foot deep, 10-foot long recess on the eastern side. Seven stone tiles make up the floor, each emitting a clicking sound when stepped upon. A stone door stands at the far end of the hall.”
My kid loves Minecraft. Moreover, he loves pressure plates and making them do things. This is a simple hallway, but a very complicated hallway at the same time. Immediately, a canny rogue is going to realize that every single inch of floor is a pressure plate. This makes the rogue’s job so much more difficult. Not to mention that recess. What is that? What even is that? Is it a trap?
Oddly enough, no. It’s just the shape of the hall. The mean part comes when an unfortunate character stands in front of the door leading out of the hall. Should they fail to disarm the trap, or if they step on the pressure plate before the door, that entire 10-foot section of wall on the eastern side of the door springs forward and crushes anyone standing there.
 “Holy broken bones, Batman!”
It’s sort of a fake-out. A trap fake out. The recess screams “look at me!” when it’s the stationary wall that is the killer aspect here. I am both proud and afraid on the kiddo.
Section 4 – Go Ahead. Touch It: “This triangular room is lit with a pair of torches on the northeastern and northwestern  walls. The torches burn with a sickly blue flame that casts the chamber in a ghostly light. A small pedestal stands at the apex of the triangle. Atop it rests a smooth violet jewel that size of a child’s fist. There is a pair of stone doors on the eastern wall.”
“What’s in this room?” I asked my son as he drew the funny triangle.
“A stone.” he replied matter-of-factly, “It’s purple. If you touch it it automatically steals your soul.” he continued, drawing a tiny stone in the room.
That’s right, the ultimate game of “I dare you to touch it.” The danger in this room is easily bypassed. Just walk on out. But that gem. That gem is likely to get someone into trouble. Let’ss face it, we all know that one player that can’t talk past a shiny red button without pressing it. Even if the button had a “Do not touch the red button” sign hanging over it, they would still have to push it, just to know what happens. Hell, more than one of us has been that character at one point or another.
“Touch not, lest ye be touched.”
The punishment for greed or curiosity is the loss of your soul. No save. Yeah, I made sure to ask him about that, but he insisted that it was automatic.
I asked, “Why?”
“Because they touched it.”
Can’t argue with that.
Section 5 – Dragonfire Pass: “This curved hallway has intricate carvings of dragons set into the stone walls. The doorways on the west and south are carved into the shape of dragon’s jaws. A strange and pungent odor fills the air here, leaving a sort of haze. The ground is wet, with a shimmering purple film seeping in between tiles and cracks.”
When I told my son about a dungeon I’d created where a bunch of kobolds lit everyone on fire with flammable liquid on the floor (such are out dinner conversations), his eyes grew wide and he couldn’t help but tell his grandmother, and anyone else who would listen. It was, I think, cool to him.
So cool, in fact, that he wanted to do something like it in his dungeon. The hall, as he told me, had dragon heads near the doors. The center of the hall marks the trigger for a burning hands spell to erupt from the dragon heads on both ends, and set the oil-soaked floor ablaze.
  “It’s a disco inferno.”
Sweet. Simple. Barbeque characters. Even if they didn’t get a soul stolen, the hall can easily become a serious pain in the ass, especially for those bringing up the rear. What’s worse is that the door at the end of the hall is locked. How good is your rogue? Picking a lock while burning to death good?
Section 6 – Treasure Room: “The door opens revealing a large rectangular room with heaps of gold coins and overflowing chests of treasure. The room is lit by torches in each corner. The flickering firelight dances upon each glinting bobble. An iron door stands against the south wall.”
Treasure! Who doesn’t love treasure? And there are piles of it here. Coins, gems, magic weapons, and armor. Everything an adventurer could want. But apparently, I have raised the kind of child that doesn’t let anything come too easily. I blame years of telling him to clean his room.
Something lives in the piles of treasure. Well, lives may not be the word. A pair of dread wraiths haul ass out of the coins like a demonically possessed Scrooge McDuck. Dread Wraiths, as I am sure you know, are not kind creatures. My son equally so. With a plethora of enemies at his disposal, he hand picked the wraiths because, of course, they looked cool.
 “Rule of cool.”
Section 7 – The False Exit: “The iron door opens to a long hallway with a simple wooden door at the end. Hanging over the door is a small sign that says ‘EXIT’. The walls of this hall are bare.”
The characters beat the bad guys, got the treasure, and managed to live. Now it is time to get out and  enjoy the spoils. Except, this isn’t an actual entrance. That wooden door leads to nothing. The hall, on the other hand, does lead somewhere, and it’s nowhere good.
The hall, according to my spawn, is like a seesaw. If more than one character heads to the door, the weight will tilt the entire floor, effectively turning the hall into a massive chute. A chute to where?
Well… Nightmareville, basically.
Room 8 – Arena With Two WHATS?!: “The chute leads to what looks like a large arena with a dirt floor. Empty seats encircle the arena, void of spectators. Two large creatures hover above the ground. They have massive, fanged mouths with a sickeningly huge, singular eye. A number of stocks jut from this monstrous floating head, each with an eye of its own.”
 “Eye see what you did there.”
 I had to ask him three times to be sure. He was sure. Not only had he taken the notion of escape from the players, he pitted them up against not one, but two beholders, or as he called it, “The monster on the front of the book.”
“No. Just no.”
The fight is pretty straightforward, or at least as straightforward as a fight with two beholders can be. All the characters need to do is defeat them and they can get out. According to my son, the door only opens when both are dead.
I don’t think everyone will be getting out of this one alive.
“Kids these days.”
There we are. Short, simple, brutal. I should be making some comment about child-like innocence, but honestly, after that… I think he might be pure evil.
The kid has a promising future as a Game Master.
Roll well, my friends,

+Ed The Bard 

HIGH CRAFT – LOST LIBRARY

HIGH CRAFT

This article on Viking clothing reminded me of something I’ve been meaning to discuss for some time now. In my games and in my writings, Craft (and by that I mean High Craft), often plays a large and beneficial role in both individual matters and even in larger events.

Using boots and shoes as an example characters have both found and had created for them (by master craftsmen) footwear that is not magical but rather so well crafted that it provides real benefits, such as resistance to extreme temperatures, resistance to wear and replacement, comfort befitting improved endurance or resistance to things like trench foot or blistering, and when they concentrate upon certain tasks (such as running, hiking, climbing, jumping, or stealth) they give definite though temporary advantages.(The characters must concentrate upon the task, for instance, and declare or show evidence that they are trying hard to sneak, or paying attention to their climb – but then such boots give temporary but definite advantages).Such boots or other items and gear (weapons, clothing, tools, etc.) are not magical at all but rather of such high quality and clever construction that they give measurable advantages over other items not constructed by master craftsmen.

(Though really well constructed items of High Craft might very easily be discovered far more susceptible to being enchanted at a later date than more mundane items. That is to say items of High Craft can be far more easily enchanted or ensorceled and such magics will far more easily affix and permanently secure themselves to objects of High Craft than to less well made implements.)

 

The same could be said to apply in a larger sense to whole groups of people. Nations with master craftsmen or smiths or even entire shops, foundries, and industrial operations devoted to High Craft (and invention and innovation) can produce gear and weapons and armor and equipment that gives a particular army a real and measurable advantage over another less well equipped force. Maybe even, en masse, a very large advantage. Again, not a magical advantage but a qualitative advantage of High Craftsmanship.

Though in a Tolkienesque sense it could easily be argued that High Craft is a form of “magic.” That High Craft is precisely what much magic really is.

With me however, at least in games, I usually use Magic as something “added to” or above and beyond even the Highest of Crafts. Though in my writings and novels High Craft and Magic are sometime synonymous and interchangeable or fungible, depending upon the particular circumstances of precisely what is being discussed.

I know that some use craft as a part of their game(s) and writings and some do not, but if you do, then what are some of the ways you use High Craft as an advantage on any level?

How do you use and employ High Craft in your own creations?

 

The Vikings Used Comfortable Shoes

Osberg Ship Viking Shoe One of the original boots found in the Oseberg Burial Mound dating back to 834 AD. (Photo:skinnblogg.blogspot.no)A number of complete Viking Age shoes found in Scandinavia and England have the same characteristics. They are flexible, soft and mostly made of cattle hide, but also other kinds of leather was used.There are complete shoes found in the Oseberg ship burial mound in Norway, Hedeby trading center in Denmark, and Coppergate (York, Viking Age Jorvik, Editor’s note) in England.

All three of these discoveries show a similar construction and form typical for the Middle Ages.

The shoes found in the Oseberg ship consists of two main parts, soles and uppers, and are so-called “turn shoes”.

(Article continues)

Reconstructed Oseberg Viking Shoes

Reconstructed boots found in the Oseberg burial mound, by Bjørn Henrik Johansen. (Photo: Bjørn Henrik Johansen/ skinnblogg.blogspot.no) 

The shoemaker stitched the shoe together inside out, and then turned right side out when finished. This hides the main seam, prolongs the life and prevents moisture from leaking in.

Viking Age shoes (793 – 1066AD) were well suited for use in wintertime by using thick, felted wool socks and fur inside.

Materials and Tools

Studies of the leather shows that mainly cattle hide was used from the 9th to mid-11th century and was typically 1 – 3 millimeter thick.

(Article continues)

Coppergate Viking Shoe York

Anglo-Scandinavian Shoe found in Coppergate, York, England. (Photo: definedlearning.com via Pinterest)

A bristle or metal needle was used stitching flax, hemp, or a combination of the two. Shears or blades were used to cut the leather, and a simple awl to punch the holes.

At Coppergate twelve examples of iron shears were found.

Tanning and Color

Vegetable tan was the primary method for tanning, but also alum tans and oil tans were used in luxury leathers.

(Article continues)

Reconstructed Coppergate York Viking Shoe

Reconstructed Anglo-Scandinavian Shoe found in Coppergate, York, England by Bjørn Henrik Johansen.  (Photo: by Bjørn Henrik Johansen/ skinnblogg.blogspot.no)

Modern vegetable tans are much stiffer due to industrialization and shortening of the process and are unsuited for turn shoes.

Like today, elaborately made clothing and shoes were visible proves of high social status.

Scientists have concluded that the better-quality shoes and boots had much more color than can be seen from archaeological discoveries.

ENIGMA – DESIGN OF THINGS TO COME

Enigma: A Steampunk-Themed Cafe Filled with Kinetic Sculptures Opens in Romania 

Welp, now we’ve seen everything. Just last week, a new cafe opened in Romania called Enigma that claims to be “the world’s first kinetic steampunk bar.” We have no way to verify if that’s true, but it certainly looks impressive from these photos, if you’re into that sort of thing. A slightly terrifying humanoid robot with a plasma lamp cranium bicycles by the door, and a variety of kinetic artworks churn and rotate on both the ceiling and walls. Watch the video to take a peek inside, and if you’re in town you can visit Enigma Cafe at Enigma at Iuliu Maniu, Nr 12, Cluj-Napoca, Romania. Photos by Zoly Zelenyak from The 6th-Sense Interiors. (via Steampunk Tendencies)

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enigma-1

kinetic-2

enigma-2

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kinetic-4

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WHICH NOVEL WOULD YOU PREFER TO READ?

This year I have decided to participate in National Novel Writing Month. And this year I have several good ideas for a potential novel I’d like to write for NaNoWriMo.

However I am trying to solicit the opinions of others on which idea and novel they’d prefer to read. Of the three novel ideas/plots I’ve I’d like to write for this November and that I have personally shown to family and friends so far I have the following results:

13 votes for The Old Man

10 votes for The Cache of Saint Andrew, and

4 votes for The Wonder Webs (all have been kid votes)

So I’d like to ask you, as my readers and internet friends, which novel story would you prefer to read: The Old Man, The Cache of Saint Andrew, or The Wonder Webs?

Right now I’m leaning towards The Old Man but still have a couple of days or so to finally decide. So if you wish to voice your opinion then just let me know. If you want to tell me your reasons that would be appreciated as well.

The Old Man – The Old Man is a mixed genre novel/novella consisting of three or four related stories about the same character set in different eras and story genres. In the story the child or children of a deceased man discover some old and unknown recordings which reveal their father in a totally different light and engaged in a fantastic set of secret lives. One section of the book will involve the science fiction genre, another the fantasy genre, another the detective/espionage genre, and the fourth the horror/weird genre. Despite the complexity of the story and the various genres it should be very easy to research and plot.

The Cache of Saint Andrew – The Cache of Saint Andrew is a literary genre novel involving a white man who marries a black woman. Although I did eventually marry a black woman the book is not autobiographical because I first had the idea for the novel in college and began writing it in college and I didn’t marry until I turned thirty, and at the time I began the book didn’t ever expect to marry. The story involves an older established, fairly wealthy white man who marries a younger (college student aged) black woman. The book describes their courtship, marriage, and the things that eventually dissolve their marriage, such as the loss of their first child shortly after childbirth. The novel is called the Cache of Saint Andrew because of the fact that the man, for years, plants secret messages inside the cache of a grave marker at the Orthodox Church of Saint Andrew in North Carolina. The Cache of Saint Andrew is actually the third book I ever started writing and the first one I started writing as an adult, but I put it aside to start my first business. I have replotted it many times but never actually finished it. It will require fairly complex plotting although I already have the main story well sketched out.

Wonder Webs – The Wonder Webs is a young adult book I first started plotting out a couple of years ago in a writing class. It involves a fictional city, park, and zoo based upon Greenville, SC. It involves three main characters, two boys and a girl of late Middle School/early High School age. It also involves a secret “underground world” in which dwell three magical/supernatural spiders who are capable of building “Wonder Webs” or webs that help miracles occur. This book will be very complex to plot because of the characters involved but especially because of the complicated background/world involved, which is multi-faceted.

THE WIZARD

DUAL AND MULTIPLE USE EQUIPMENT – ALLTHING

DUAL AND MULTIPLE USE EQUIPMENT: MUNDANE AND MAGICAL

A friend of mine and I were having a discussion last night and this morning on primitive bow-making and historical facts. She informed me that ancient men and later frontiersmen used their bow staves as primitive one stringed lyres (or musical bows) and their arrow shafts as primitive bows to play very basic music. See one reference below.

This idea only makes great sense and you can easily see how this would have led to to the development of primitive musical bows and lyres specifically for music.

Anyway this gave me both a gaming and literary idea. In gaming you would have a bow specifically designed for Bards (or that they create themselves as part of their unique gear – like a warrior who forges his own sword) that can easily serve as a modified musical instrument that would allow him to both enchant enemies and opponents and entertain or in some way heal or bless allies and companions. A magical version would then have both combat and Bardic advantages, and it is so very natural since such equipment could easily serve dual or even multiple functions (it might also serve as a 4 to 5 foot pole or as a climbing rod/tool when unbent or in stave form).

As a literary device for my novels it could serve the same basic functions but, of course, would not be described in that way. There is a Welsh bard in one of my novels who would naturally easily employ such a bow.

This is hardly the first device or weapon or piece of gear or equipment I’ve made use of for dual or multiple purposes (either in real life, games, or in literature or poetry) but it is a rather fascinating and new employment for me. Bow staves as musical instruments.

Now all of that being said what items do you use in your games or writings or even in real life as dual-use pieces of equipment or gear?

Further Reference: Work Songs, Plutarch, and the Scythians

HARD EARTH – DESIGN OF THINGS TO COME

This week, for the Design of Things to Come we go back to the old ways.

My old man was a tool and die maker. So I was around metalworking and metalworkers most of my youth. Both at his shop and at home. I also met more than one blacksmith.

I’m going to watch this entire with no little fascination.

Thanks to Jake Powning Swords. Who also does superb and beautiful work.

 

YEAH I WOULD and THE VIKINGS

Yes I would. Scandinavia was a hotbed of technological innovation and experimentation at that general time. Metallurgy, ship-building, social organization, navigation and exploration.

I consider it the early Northern Technological Renaissance.

Which reminds me, the premier of The Vikings is on tonight.

This is superb work by the way.

 

Norwegian Artisan Creates 3D Printed Replica of 6th-Century Sword

You probably wouldn’t consider 6th century Scandinavia a hotbed of anything, much less technological and artistic innovation, but that’s precisely what was happening in that region of the world as a result of increased migration in an era that’s actually called “the Migration Period.” From around 400 to 550 CE (Common Era), the northern migration of Germanic tribes, following earlier encroachment by the Romans, brought a great deal of change to Scandinavia–now Denmark, Norway, and Sweden–a region that was predominantly tribal and populated with small farms and settlements. This is the epoch that gave birth to the Vikings and it began with an influx of ideas from the south.

The hilt of the original, 6th-century sword.

One modern-day Norwegian paid homage to that long-ago period of awakening in his home country by replicating an artifact from that era of burgeoning technology and artistic mastery: Teacher, game developer, and 3D design- and printing enthusiast, Nils Anderssen used his expertise to produce a stunningly accurate reproduction of a 6th-century, double-edged, iron sword with a bronze hilt, which was originally crafted in Snartemo in Southern Norway. Anderssen used the cutting-edge technology of today to recreate a symbol of his country’s ancient, expert craftsmanship.

It has certainly been possible before 3D printing to undertake a project like Anderssen’s, but it has been more expensive and far more time-consuming. Also, Anderssen, who has many talents, is not a professional goldsmith, so he was willingly heading into uncharted territory when he began his Snartemo Sword project. What he did possess was an enthusiasm for history and historical artifacts and, of course, a maker’s curiosity and ingenuity, so he began his project, spending a couple of years figuring out how to go about using 3D printing to create a believable replica.

Eventually, Anderssen uploaded the results of his ongoing project on his website, which prompted the National Museum of Art in Oslo, Norway to approach him about creating a replica of the sword as a companion display to the real sword (which, as we understand it, is part of the permanent collection of the Museum of Cultural History in Oslo). The museum insisted, quite reasonably, that the copy should resemble the original as closely as possible. Visitors would be able to handle the replica, so it needed to feel like the original sword as well.

Equipped with photos and measurements of the sword, Anderssen used 3D Studio Max to create his 3D design. “In Studio Max,” he explained, “I have good control over the thickness and size of the patterns and therefore avoided problems in printing.” The sword’s sharp edges were easily modeled in 3D Studio Max. His secret was to use “almost exclusively…the basic features of the polygon modeling tools…”

3D printed hilt

Without the capacity to 3D print in bronze himself, Anderssen needed to find a 3D printing service to help him undertake this major part of the sword project. He did his research and opted to enlist i.materialize, whom, he found, could print larger sizes than most other companies. Not unlike the original process of crafting the sword, Anderssen’s replica was created in parts. After he received the 3D-printed bronze pieces from i.materialize, he smoothed them and then had them gilded. He did make one important change: With his design, the hilt was hollow and later filled with wood to make the finished piece more stable and to facilitate easier assembly.

It isn’t clear how and where the blade was produced, but the various pieces of the sword were assembled by Anderssen and the results were spectacular. He had the pleasure after completing the project of seeing his replica placed next to the original sword, by far the greatest test of his success. As the photo emphasizes, the similarities between the reproduction and the original really are remarkable. What a brilliant means of both preserving history without compromising the physical state of an ancient artifact and allowing those of us who want to appreciate such objects to do so in a more interactive way! We hope that this becomes a trend with museums and archives; 3D printing certainly makes it plausible and far more budget-friendly.

both swords

 

Let’s hear your thoughts on Anderssen’s work in the 3D Printed Replica Sword forum thread on 3DPB.com.

3D Print (Left), Original (Right)

ORICHALCUM? – THE RICHES YET DISCOVERED

This opens up a whole new and fascinating venue of ancient, historical, fictional, and even gaming metallurgy. And shipwreck, ruins, mining, production, and smithing sites that would produce such alloys and materials.

Divers Retrieve ‘Atlantis’ Metal Orichalcum from Ancient Shipwreck

By Rhodi Lee, Tech Times | January 10, 2:01 AM

Atlantis Map
Divers exploring an ancient shipwreck discovered 39 ingots believed to be made of the legendary metal orichalcum that Plato said was forged and used in the city of Atlantis.
(Photo : Athanasius Kircher)

atlantis-map

A group of divers who were exploring a 2,600 year-old shipwreck off the coast of Sicily discovered ingots believed to be made of orichalcum, a metal that the ancient Greek philosopher Plato wrote to have been forged in the legendary city of Atlantis.

The orichalcum, whose composition and origin remain widely debated, is said to have been invented by a mythological Greek-Phoenician alchemist named Cadmus and was considered very valuable in the ancient times it ranked next to gold.

In the fourth century B.C., Plato, one of the greatest geniuses of all time, mentioned the orichalcum in the Critias dialogue with his description of Atlantis being a realm that flashes with the red light of the mysterious metal.
He said that the orichalcum was mined there and that was used to cover the floors and structures of floors of Poseidon’s temple. Many experts today believe that the metal is a brass-like alloy produced in the ancient times using a process known as cementation.

Sebastiano Tusa, Sicily’s superintendent of the Sea Office, said that 39 ingots had been found by a team of divers who were exploring a shipwreck that dates back to the first half of the sixth century.

The sunken ship, which was found about 1,000 feet from the coast and at a depth of 10 feet, is believed to have likely been transporting cargo from either Greece or Asia Minor when it sank on its way to the port city of Gela in southern Sicily, probably during a storm.

Tusa hailed the finding as a unique discovery given that no similar object has yet been discovered before.

“Nothing similar has ever been found,” Tusa said. “We knew orichalcum from ancient texts and a few ornamental objects.”

An expert who conducted an analysis of the 39 ingots using X-ray fluorescence found that these were an alloy with up to 80 percent copper, up to 20 percent zinc and a small percentage of lead, iron and nickel.

Some experts however said that the newly found artifacts were not made from the orichalcum. Enrico Mattievich, who used to teach at the Federal University of Rio de Janeiro (UFRJ), is one of the scholars who do not think the metal has a brass-like nature.

Contrary to views of other experts, Mattievich claims that a metallic alloy characterized by fire-like reflections similar to the Plato’s description was found in metallic jaguars associated with the Chavín civilization that thrived in the Peruvian Andes from 1200 B.C. to 200 B.C and these were made of 9 percent copper, 15 percent silver and 76 percent gold.

 

WHEN A HELM IS A CROWN

Absolutely beautiful!

EĻDEVÅLAËRAŅE – ĦLO’SĶIEŊL

III. Being a Small Section of the Lay of the Myth of the Eldevens – Below is to be found a small section of one of the most ancient versions of the Lay of the Eldeven.

EĻDEVÅLAËRAŅE
THE LAY OF THE ELDEVEN

ĦLO’SĶIEŊL
Before All

Being the Account of the Arrival and of the Old World

Before all there was another Iÿarlðma (another world, another Ghanae). In those days many ancient and wondrous things visited Iÿarlðma from elsewhere, wandering this world and inhabiting it for brief seasons, yet never long lingering. The world in those days was broad, and deep, and untamed, filled with many archaic and dangerous creatures full of strange life. Many things did creep and crawl and did seek out the untrodden secrets of hidden recess which are now long buried beneath the deep mounds of great age. But none with mind and soul, as we think it now, yet lived to walk upon Iÿarlðma, or to measure out her expanse, or count her passing years. Those days were long, and many, and continued unabated, huge and unknown creatures stalking all the lands both near and far.

Then came the Nephýařla (the Neph, the Other Ones). They settled upon the lands, reshaping the djarńae (ground?) after their own will, planting, growing, hunting, and killing the huge creatures which then freely roamed the world. Still other creatures they tamed or remade according to their own secret intentions, so as to befriend or to belabor that creature as they best saw fit.

With them the Nephýařla brought the H’alel, the forebears and forefathers of the ancient Nephili, the mighty Tardeek. And the Neph made living souls as mates for the H’alel, and to serve them, and they mated and bore forward offspring who became the Nephili, the ancient Tardeek. And even the young Tardeek were as very large, tall, and strong Eldeven, but as they grew they became gigantic, and some became monstrous, and all of them were fearsome to behold. And the Tardeek were great and grave in battle, so that any who saw them watched in awe, and fled from them for fear of their great strength and tremendous height and might.

And for long ages the H’alel and the Nephili lived together, and the H’alel taught the Tardeeks many useful arts and many cunning and clever things. For the Tardeeks were monstrous and powerful, and being versed in all the H’alel taught them they could move great weights and build many terrible and wonderful monuments and could carve out mountains to build homes in which to dwell. And the H’alel were proud for a season with their offspring, and yet the H’alel were beings of craft and lore, and ever did they seek to know more craft and lore, and as time passed they grew dissatisfied with the labors of their children and grandchildren, and with the crudeness and naïf of their mates. For their mates were not as they, and were more sensual and unrefined, and more like their children, who often disdained subtlety in favor of strength and power. And the thoughts of the H’alel grew dark, and did wander far and wide throughout Iÿarlðma seeking those more like themselves for companionship. And they found none, for the Nephýařla who had brought them into Iÿarlðma had moved into the deep places of the world, and to dwellings far sundered, engaged in their own pursuits, and had left the H’alel to their own devices and pleasures. And the H’alel despaired of finding any like themselves, as mighty as themselves, or as subtle and cunning as themselves. Then in the Spring of the Morning of the faring of the Eldevens upon the earth did the Sidh arrive, and the H’alel were taken unawares.

THE BAER PASSES

Goodbye and Godspeed Ralph. You did us a solid.

Ralph Baer, inventor of first video game console, dies at 92

The man largely credited as “the father of video games” has died at age 92, according to a report from Gamasutra. Ralph Baer, a German immigrant and inventor, created the very first home video game console in the late ‘60s. It was simply called the “Brown Box,” and it later came to be known as the Magnavox Odyssey in 1972 after he licensed out the design.

The device set the footprint for home consoles to this date: a computer in a box that was manipulated with controllers and connected to a television. He also developed a “light gun” controller that was bundled with a shooting game. It is widely believed to be the first-ever video game peripheral. Later, he designed the Simon pattern-matching electronic toy that’s still available today.

Baer was awarded the National Medal of Technology from President George W. Bush in 2006, and he received the Pioneer Award during the Game Developers’ Choice Awards in 2008 (video below). For more on Baer, check out this excellent interview from 2012 and this wonderful profile from Ars Technica.

DWINE

The man is a True Artist

Dwine – Broadseax

Dwine – intransigent verb \ˈdwīn\

: to waste or pine away: languish

– Merriam-Webster Dictionary

 

Between the words in old sagas, between the rhyme and meter, I sense a presence—the words not said, the gods not named. I imagine these characters, the unspoken ones. One of them is called Dwine. In the world of mythology there is balance, what is lost in one place is found somewhere else. As the warrior diminishes, something else grows. His name is like the sound of bare branches in the wind. The second half of life is his domain. The force and wrath and strength of the young, that drains away as time passes goes somewhere. It goes into Dwine.

Germanic peoples during the migration period carried elaborate swords with pattern welded blades and bright ornamented scabbards and hilts. They also carried big knives, which grew larger over the period. These were brutal unlovely things; the blades had a strange looking humped back with a straight edge. Archeologists call this family of knives seaxes, after the Germanic word for ‘knife’.

 

Swords embody a world of stories, of dragon slayers, leaders, and noblemen whose ancestors are gods and kings. The knife has a different story and like the gods I imagine, it is untold. It’s an implied story, unlovely as the blades themselves. The characters are common folk, not descended from kings, yet their story is older. The seax cut hearth wood and slave-taker, it protected crops not castle walls. The gnarled-handed people who held these knives called on names that weren’t recorded.

 

 

I forged the blade for this Seax as a demonstration at a smith’s moot called CanIron VIII with help striking from my friend and fellow swordsmith Jeff Helmes.

The blade is constructed from five strands, the four spine strands are nine twisted layers each and the edge bar is 700 layers of folded steel.

 

I’ve been exploring seax hilts on paper for years. It’s a challenging form to design with few examples of intact hilts. Petr Floriánek has been doing allot of work in exploring ancient Germanic aesthetics, especially as it relates to the seax. His work has inspired me to look deeper into this form.

I decided to follow my sense of the grimness of these blades. I chose oak for the grip and leather for the sheath. Oak has commonness; it’s the wood of the spade handle, the door lintel. It’s a peasant wood with roots in the oldest myths. It’s the wood of Thor and Taranus and Zeus— lightning gods and unpredictable protectors.

 

Blank faces look out from the ferules, turning away from the centerline of the knife to be clothed in expression along the edge and spine, where the blade speaks its knife language.

The sheath is woven with dream creatures, neither man nor beast, twisting in and out of sense.

 

 

The grip is carved from oak with skeletal beaked serpents.

 

 

I carve the fittings from wax and cast them into bronze.

 

 

Finally I assemble the parts, capture the light they reflected yesterday and collect words together, try to describe what I was doing, what the grim faces mean, but this story is not told in words.

blade – 32 cm / 12 3/4″

hilt – 24.2 cm / 9 3/8″

blade width – 4.5 cm / 1 3/4″

overall length – 56.2 cm / 22 1/8″

 

“One look in his eye

everyone denies

ever having met him.”

-Tom Waits

THE SWORD-SEED

The Gate of Apsu

A dagger is like a distillation of a sword, a sword-seed, and therefore perfect for a wizard.

finn10

Perhaps the world is not as it seems. The forces that hold things together may be uncertain, not as we imagine them. The fourth dimension, ancient time, might be filled with secrets— secrets from long before humans scuttled and promulgated across the land. The light of dead stars watches down across the eons, and only the crystal sharp mind of the wizard, opened to portals of time and multiverse, can begin to fathom its meaning.

finn9

This dagger is the second piece in a slowly unfolding project called “The Archeology of Dreams — The Unspoken Ones”. The first was the Seax “Dwine”.

Constructed from Hynninen wootz steel, horn, wood, leather, fur, bronze and silver, this dagger implies its wielder, the wizened searcher for arcane truth.

Length – 43.4cm/17 1/8″

Width – 5.6cm/2 1/4″

gateofapsu4web

To follow the process of making this dagger, have a look here —

Forging the Blade

Making the Scabbard

Carving the Hilt

and here is a blog post about carving the wizard’s staff that accompanies the dagger in some of the photos —

A Gramary of Art

gateofapsu3web

 

THE SAXON SMITHS

Incredible work in any age or epoch …

IVAN’S BLADE?

Sure look like it would have been a beautiful thing when new. The inscription is incredible…

Could rare sword have belonged to Ivan the Terrible?

By Anna Liesowska and Derek Lambie
21 November 2014

Intrigue over how German-made 12th century blade, adorned in Sweden, reached Siberia.

The scientists would be keen to hear from European experts who could throw more light on its origins. Picture: The Siberian Times

The medieval sword was discovered buried under a tree in Novosibirsk region, and scientists are keen to unlock its secrets. The weapon was unearthed by accident  in 1975 and remains the only weapon of its kind ever found in Siberia.

An exciting new theory has now emerged that it could have belonged to Tsar Ivan the Terrible, and came from the royal armoury as a gift at the time of the conquest of Siberia. The hypothesis, twinning an infamous Russian ruler and a revered battle hero, could turn it into one of the most interesting archaeological finds in Siberian history, though for now much remains uncertain.

What Siberian experts are sure about is that the beautifully engraved weapon was originally made in central Europe, and most likely in the Rhine basin of Germany before going to the Swedish mainland, or the island of Gotland, to be adorned with an ornate silver handle and Norse ruse pattern.

The scientists would be keen to hear from European experts who could throw more light on its origins.

The medieval sword was discovered buried under a tree in Novosibirsk region, and scientists are keen to unlock its secrets.


The medieval sword was discovered buried under a tree in Novosibirsk region, and scientists are keen to unlock its secrets.


The medieval sword was discovered buried under a tree in Novosibirsk region, and scientists are keen to unlock its secrets.

The blade was made in the Rhine basin of Germany in late 12th or early 13th century. Pictures: The Siberian Times

‘Both sides of the blade have ‘rune’ inscription which was abbreviated’, said archaeologist Vyacheslav Molodin, the man who led the excavation – in Vengerovo district – which found the weapon. ‘The style of calligraphy proves that it was made by people with knowledge of advanced epigraphic writing techniques’.

Russia’s leading experts at the Hermitage Museum in St Petersburg decoded the Latin wording on the one metre long blade.

The main inscription reads: N[omine] M[atris] N[ostri] S[alva]t[ORis] Et[eRni] D[omini] S[alvatoRis] E[teRni], with an additional one on the same side of the blade saying C[hRis]t[us] Ih[esus] C[hRis]t[us]. This means:’In the name of the mother of our saviour eternal, eternal Lord and Saviour. Christ Jesus Christ.’

The inscription on the reverse side is harder to read, but the first word  ‘NOMENE’ – clearly seen –  helps reconstruct the rest as ‘N[omine] O[mnipotentis]. M[ateR]. E[teRni] N[omin]e’, which means ‘In the name of the Almighty. The Mother of God. In the name of Eternal’.

There has been widespread debate about how the sword ended up in Russia, with assumptions it was either carried along a trade route, or taken as a spoil of war from skirmishes in the region. In one of the hypothesis, Academician Molodin has suggested the blade –  currently stored in the collections of the Institute of Archaeology and Ethnography in Novosibirsk – could have been taken from Ivan the Terrible’s armoury and brought to Siberia by the legendary warrior Ivan Koltso, ahead of the conquest of the region.

It was during Ivan’s reign in the late 16th century that Russia started large scale exploration and colonisation of Siberia. Cossack leader Yermak Timofeyevich was hired to take on the Tatar forces under Khan Kuchum and Murza Karachi and lead the eastward expansion of the empire, with the sword a possible gift from the Kremlin.

The sword was uncovered at the base of a tree in the Baraba forest-steppe, less than three kilometres from where it is thought Koltso, Yermak’s closest ally, died in battle. He was declared hero in February 1583, with church bells ringing out in Moscow, when it was announced he and Yermak had taken the capital of the Siberian Khanate, Kashlyk. But his new-found celebrity status did not last long, and he was killed with 40 men during an ambush 18 months later.

The medieval sword was discovered buried under a tree in Novosibirsk region, and scientists are keen to unlock its secrets.

‘It was as if it just dscended from some knights’ fairytale’. Pictures: The Siberian Times


Molodin puts a health warning on his new theory but says: ‘Imagine the last battle of the Cossack detachment headed by Ivan Koltso. The attack was unexpected. Picture someone immediately being killed by a treacherous stab in the back, and someone else grabbing a sword to fight the advancing Tatars.

‘They are unequal forces and the Cossacks are trying to break through the crowds of enemies, but the ranks of the fighters are melting rapidly. Ivan strikes not one opponent. In his hands, the glittering giant sword, a gift from the Russian Tsar.

‘In desperation Ivan and a few survivors of the Cossacks literally hack their way to their waiting horses.

‘Ivan’s leg is already in the stirrup and he is racing on the steppe, with his horse taking him further from the bloody battle. Behind him they chase, with arrows flying. And then, suddenly, the sword falls out of the hands of the hero and drops to the ground under a young birch tree.

‘I am not sure that I am right, imagining all this, but the legend is really beautiful.’

He told Science First Hand magazine: ‘I must note that none of the scientists mentioned it, perhaps because they didn’t take it seriously. The only person who really liked that theory was (noted) Academician (Alexei) Okladnikov.  He even mentioned it in one of his last works.

‘The hypnotise looks so brave and even fantastical that these days it is unlikely that I would mention it in a scientific work. But on the other hand, it does look very beautiful, plus life can often be more incredible than anything fantastical.

‘Even now when I am writing this I believe that we should not exclude the version that the sword could have got to Baraba together with Yermak’s squadrons. Despite his Cossacks having sabres and firearms, they were still using swords. So it was quite possible they were using them during that trip’.

The medieval sword was discovered buried under a tree in Novosibirsk region, and scientists are keen to unlock its secrets.

Vyacheslav Molodin: ‘Life can often be more incredible than anything fantastical’. Picture: The Siberian Times

It was during the summer of 1975 that Molodin, then a young archaeologist, had been working on the banks of the River Om with a group of students from Omsk and Novosibirsk. Their aim was to study the settlements and cemeteries of the Bronze Age, with a focus on group burials.

At a separate site another group of students had been excavating near a large birch tree, but were under instruction from Molodin not to go near it, certain that no one was buried there. However, Alexander Lipatov, the head of the excavation team, disobeyed the brief and stumbled upon what they thought was a rusty scythe just five centimetres under the grass. As they dug further it became apparent it was a large sword.

Mr Molodin told The Siberian Times: ‘The sword wasn’t hidden deliberately, or ‘buried’. It was lying at a depth of 3-5 cm, right under the soil near the birth tree which was close to an old road. I remember the moment we found it as if it was yesterday.

‘We were not supposed to work in the area where we found the sword. It was one of my younger colleagues Alexander Lipatov who decided to ‘prolong’ the excavation site towards a big birch tree. I remember getting annoyed when I saw it – the area along the birch tree roots was visibly very hard to dig, while my estimates were that the burial mound was not stretching as far as the tree, so there was no point to clear up that space anyway.

‘I expressed my reservations about it to Alexander, and he accepted them, but said that he was nervous about making a mistake in defining the site’s borders and decided to go a bit further ‘just in case’.

‘If it wasn’t for his ‘mistake’ we would have never found the sword.

The medieval sword was discovered buried under a tree in Novosibirsk region, and scientists are keen to unlock its secrets.


The medieval sword was discovered buried under a tree in Novosibirsk region, and scientists are keen to unlock its secrets.


The medieval sword was discovered buried under a tree in Novosibirsk region, and scientists are keen to unlock its secrets.

‘It was incredibly well-preserved, yet I was scared to raise it from the ground’. Pictures: The Siberian Times

‘It was close to lunch time when I was suddenly asked to come to that plot of land near the birch tree to ‘check up some piece of iron’, as they said. ‘Most likely it would be a scythe’, I thought to myself as I walked towards the site where they found it.

‘Looking back, I see how it was a pure stroke of luck. Every man in our expedition longed to take it and hold it his hands, it was an incredible piece of armament’.

Mr Molodin told Science First Hand magazine: ‘Carefully and slowly we cleaned the soil off, uncovering a strip of iron, which was wider at one end, and narrower at the other. It took us an hour to clear the soil completely to see a massive sword, about a metre long with a typical iron hilt of medieval knight’s swords with a clearly expressed crossbar guard and tripartite pommel.

‘It was incredibly well-preserved, yet I was scared to raise it from the ground. I was scared it would fall into pieces in my hands.

‘Finally I put my thin bladed knife underneath the sword and raised it… You know, I’ve seen swords like this in museums and in scientific books, but it was my first time ever to hold it in my hands. It was as if it just descended from some knights’ fairytale.

‘I slowly twisted it, noting sparkles of silver on the guard and blade. It was so well preserved that you could in fact use it in the battle almost straight away. Others took to look at the find, too.

‘Finally like a water through rushing through a dam, the shock of realising what we’ve just found broke through and we began talking all at the same time. I can’t describe the feeling of surprise and excitement.

‘How did it get here, in the heart of the Western Siberia, this clearly so European looking medieval sword? How did it preserve so well? Where did it come from? ‘

The medieval sword was discovered buried under a tree in Novosibirsk region, and scientists are keen to unlock its secrets.

‘Every man in our expedition longed to take it and hold it his hands, it was an incredible piece of armament’. Pictures: The Siberian Times

Swords such as these were not typical in Russia or across Asia, and it was more similar to those widely used by European knights. After extensive research on ancient weapons, Vyacheslav Molodin prepared a report on his findings and concluded it was from Europe and dated to the late 12th or early 13th century.

Questions as to how the sword reached Russia from Sweden have been asked since 1976, with the first theory that it was carried during trade missions.

According to Arab historians, in the middle of the 12th century there was an ancient northern path through Russia to the River Ob, called the ‘Zyryanskaya road’ or ‘Russky tes’. Over the centuries archaeologists have found a treasure trove of coins, silver vessels and medieval jewellery in the Urals and lower reaches of the Ob, having travelled from the west.

The downside to this theory is that the steppe, where the sword was found, is separated from the lower and middle Ob by hundreds of kilometres of rugged forests and swamps. Others have argued the weapon could easily have travelled east as a result of bartering, or as a spoil of war from skirmishes between the Turkic people of the steppe and the nomadic Urgic population of the Siberian taiga.

BACK TO THE…

Finally! Now, where’s my jetpack and flying car?

 

NEOLITHIC TOOLKIT

Very, very interesting…

Recreating The Neolithic Toolkit

Every spring since 2011, a group of archaeologists and craftsmen have gathered in a forest in southern Germany to bring back to life the tools and techniques of Stone Age carpenters. This video shows the team using the tools they made to fell trees and build a copy of a 7,000-year-old well.

From Archaeology TV (American Institute of America) https://www.youtube.com/user/ArchaeologyTV

THE MASTER’S ART

This artwork is absolutely fantastic! I’m really looking forward to getting my copy of this book.

 

THE MASTER’S ART

 

In today’s preview, we continue our look at one of the best parts of being the Dungeon Master—the distribution of treasure!

It’s good to be the dungeon master! Not only do you get to tell fantastic stories about heroes, villains, monsters, and magic, but you also get to create the world in which these stories live. Whether you’re running a D&D game already or you think it’s something you want to try, the Dungeon Master’s Guide is the book for you.

In our last excerpt, we looked at one of the sample treasure hoard tables. Today, we look at art from the treasure section itself. Here are the potion descriptions we provided the artist (Cyril Van Der Haegen) — who then added quite a few more! Can you find them all in the illustration? Click to enlarge (and look for further notes on dndwizards.tumblr.com).

•Oil of Etherealness: The exterior of any container of this cloudy gray oil is always damp with droplets of the oil that evaporate away before pooling.
•Potion of Climbing: This potion is separated into brown, silver, and gray layers resembling bands of stone.
•Potion of Diminution: This potion cycles between clear and dark red. One moment the whole liquid seems red, and then the redness is drawn to the center, replaced by clear liquid. When the last drop of red vanishes, all the liquid becomes red and the process begins again. Shaking the bottle doesn’t mix the liquids.
•Potion of Flying: This clear liquid has cloudy white impurities drifting in it and floats at the top of the bottle in defiance of gravity.
•Potion of Healing: This liquid is a bright red that glimmers with light as it is swirled.
•Potion of Heroism: This bright blue potion bubbles and steams as if boiling even when stoppered.
•Potion of Invisibility: A bottle with this potion in it looks empty but still feels as though it carries liquid.
•Potion of Longevity: This bottle of amber liquid also contains a scorpion’s tail, an adder’s fang, a dead spider, and the heart of some tiny creature that against all reason is still beating.
•Potion of Mind Reading: This opaque purple liquid has an ovoid cloud of pink that floats about at random within it.
•Potion of Speed: This yellow fluid is streaked with black. The liquid races around the interior of any vessel with enough room for it to run.
•Potion of Water Breathing: This cloudy green fluid has a tiny glowing jellyfish swimming through it and smells of the sea.

The Dungeon Master’s Guide

The Dungeon Master’s Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy. Inside you’ll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more!

This art preview is from the upcoming Dungeon Master’s Guide. It’s one of our favorite pieces, not just because it looks so cool but because of it’s backstory. Art Director, Kate Irwin explains: “The art on page 215 has a funny story. It was supposed to be just a few potions on an alchemist’s shelf but the artist (Cyril Van Der Haegen) made this magical full page image with EVERYTHING included. The description was simple: “Alchemist’s shelf with line-up of iconic magical potions. We’d like each potion to look distinct. Here’s a list of how they are described in the DMG. Pick some that seem fun.” The description went on to list 12 potions he could choose from, each with a short description. Obviously Cyril added to those 12 potions with tons of items, giving us one of those images that you can pour over and still find something new each time you open to the page. This was originally a half page illustration, but once we saw the amount of work he had put into it and knew we would want to show it as a full page. Finally, there were no sketches or concept art for this piece. Cyril turned it in basically completed.” Below are the dozen potions we gave him. Can you find them all in the illustration? Oil of Etherealness: The exterior of any container of this cloudy gray oil is always damp with droplets of the oil that evaporate away before pooling. Potion of Climbing: This potion is separated into brown, silver, and gray layers resembling bands of stone. Potion of Diminution: This potion cycles between clear and dark red. One moment the whole liquid seems red, and then the redness is drawn to the center, replaced by clear liquid. When the last drop of red vanishes, all the liquid becomes red and the process begins again. Shaking the bottle doesn’t mix the liquids. Potion of Flying: This clear liquid has cloudy white impurities drifting in it and floats at the top of the bottle in defiance of gravity. Potion of Healing: This liquid is a bright red that glimmers with light as it is swirled. Potion of Heroism: This bright blue potion bubbles and steams as if boiling even when stoppered. Potion of Invisibility: A bottle with this potion in it looks empty but still feels as though it carries liquid. Potion of Longevity: This bottle of amber liquid also contains a scorpion’s tail, an adder’s fang, a dead spider, and the heart of some tiny creature that against all reason is still beating. Potion of Mind Reading: This opaque purple liquid has an ovoid cloud of pink that floats about at random within it. Potion of Poison: This potion appears to be another sort of potion, and it tastes and smells just like that potion. Potion of Speed: This yellow fluid is streaked with black. The liquid races around the interior of any vessel with enough room for it to run. Potion of Water Breathing: This cloudy green fluid has a tiny glowing jellyfish swimming through it and smells of the sea.”

This art preview is from the upcoming Dungeon Master’s Guide. It’s one of our favorite pieces, not just because it looks so cool but because of it’s backstory.

Art Director, Kate Irwin explains:
“The art on page 215 has a funny story. It was supposed to be just a few potions on an alchemist’s shelf but the artist (Cyril Van Der Haegen) made this magical full page image with EVERYTHING included. The description was simple:

“Alchemist’s shelf with line-up of iconic magical potions. We’d like each potion to look distinct. Here’s a list of how they are described in the DMG. Pick some that seem fun.”

The description went on to list 12 potions he could choose from, each with a short description. Obviously Cyril added to those 12 potions with tons of items, giving us one of those images that you can pour over and still find something new each time you open to the page.

This was originally a half page illustration, but once we saw the amount of work he had put into it and knew we would want to show it as a full page.

Finally, there were no sketches or concept art for this piece. Cyril turned it in basically completed.”
Below are the dozen potions we gave him. Can you find them all in the illustration?
•Oil of Etherealness: The exterior of any container of this cloudy gray oil is always damp with droplets of the oil that evaporate away before pooling.
•Potion of Climbing: This potion is separated into brown, silver, and gray layers resembling bands of stone.
•Potion of Diminution: This potion cycles between clear and dark red. One moment the whole liquid seems red, and then the redness is drawn to the center, replaced by clear liquid. When the last drop of red vanishes, all the liquid becomes red and the process begins again. Shaking the bottle doesn’t mix the liquids.
•Potion of Flying: This clear liquid has cloudy white impurities drifting in it and floats at the top of the bottle in defiance of gravity.
•Potion of Healing: This liquid is a bright red that glimmers with light as it is swirled.
•Potion of Heroism: This bright blue potion bubbles and steams as if boiling even when stoppered.
•Potion of Invisibility: A bottle with this potion in it looks empty but still feels as though it carries liquid.
•Potion of Longevity: This bottle of amber liquid also contains a scorpion’s tail, an adder’s fang, a dead spider, and the heart of some tiny creature that against all reason is still beating.
•Potion of Mind Reading: This opaque purple liquid has an ovoid cloud of pink that floats about at random within it.
•Potion of Poison: This potion appears to be another sort of potion, and it tastes and smells just like that potion.
•Potion of Speed: This yellow fluid is streaked with black. The liquid races around the interior of any vessel with enough room for it to run.
•Potion of Water Breathing: This cloudy green fluid has a tiny glowing jellyfish swimming through it and smells of the sea.”