Category Archives: Monsters

THE MAGICAL/MIRACULOUS/METAMORPHIC COSTUME

This post on Public Domain gave me a Gaming Idea, but also one for Real Life.

But in Gaming the idea of full-sets of Magical Costumes” (antique and unique artifacts, benign, and cursed – perhaps even relical) to Act as Armor, Camouflage, Costume, Cover, and Disguise.

Come to think of it, it gave me a few Literary Ideas as well, especially for scifi and fantasy and pulp.

https://publicdomainreview.org/collection/recueil-de-la-diversite-des-habits/

THE HELAECA


The Helaeca is based upon a creature I created as a teenager playing Advanced Dungeons and Dragons. It existed in my homebrew World/Campaign Adamae and originated from the ruined High Eleven Kingdom of Pesh. At that time I did not name it, or think of it as a “type” of monster, it was an entirely unique creature. A single and lone thing, an oddity. Up until it decided to leave and become “normal” again it had lived in the middle of a desert in Pesh’s partially buried library. One day it had read all of the volumes that had survived the destruction of Pesh or had not yet crumbled to dust. After reading all the extant volumes it decided to leave and that it no longer wished to be a lich. It had already existed as a lich for nearly two millennia.

It thereafter crossed the “uncrossable desert” made its way into one of the bordering desert kingdoms and took in 3 unique “enforcers” that it helped to partially create, one of whom was his “familiar” and another was an Anti-Paladin, or “Ruined Paladin.” These it used to seek a Cure for lichdom, yet still remain immortal, and this is how it was brought into conflict with my player characters, through the Anti-Paladin (who assassinated the party’s Paladin at night). The lich later tried to recruit the party for his own ends but because they discovered the Anti-Paladin worked for him they went to war against the lich and his party, and lost, and had to flee for their lives.

Otherwise this lich is as described below. The other day I was thinking back on this and decided to turn this unique lich into a type of Lich, still exceedingly rare but now not unique, which I call the Helaeca. The name can mean either, “one skilled at the workings of hell (necromancer),” or “grave-ghost.”

THE HELAECA OR HALAECA

Helaeca (sometimes Halaeca or Laekhel or Sinlaecae – from Anglo-Saxon terms for those “skillful in working Hell” or “Hell’s curse” or “grave-ghost”)

The Helaeca a Lich/former lich with very peculiar and specific properties or traits. Sometimes a lich either regrets their decision to become a lich or grows tired of living as a lich. These liches, a small number of their kind, then seek out magical and physical disguises by which to camouflage themselves or to deceive others, leave their lairs, hide their souls in ordinary objects they keep upon themselves at all times, gain henchmen and hirelings, and move back out into the world seeking a Cure for their lichdom. Most however never seek a cure for their relative immortality. However, most shift over time from an evil alignment to one of True Neutral. This almost never, however, makes them any less dangerous.

Most Helaeca are natural allies of ghosts, spectres vampires, wraiths, and wights, yet ironically enough are opposed to undead such as mummies and zombies. Halaeca are also natural foes of Ilithid and Beholders and will attack both on sight if they feel it safe to do so.

As Halaeca disguise themselves and move back out into the world (in disguise) they come into frequent contact with others and this has the peculiar side effect of triggering latent psionic powers in them which may then, within a few years, become nearly as potent as those of an Ilithid.

Halaeca retain all of their other previous powers of a lich except their souls tend to now be stored in more mobile and vulnerable objects or creatures for easy transport. Although in some cases it would be safer to leave their souls in their original receptacles, those receptacles being unlikely to be discovered or known for what they are, the natural paranoia of the Helaeca and the fact that they desire to reunite with their soul in their own bodies once a cure is found causes them to transport their soul’s with them.

Halaeca tend to be hostile to most other living creatures but not in an obvious way preferring to maintain their disguises. Because of this hostility even if they become Neutral in alignment they still tend to attract evil companions and followers such as Anti-Paladins and Blackguard.

Helaeca, because of their unique nature will also be in possession of 3 entirely unique spells or 1 entirely unique magical item (of the DM/GMs creation) and usually these magics assist the Helaeca in their search to be free of lichdom.

An Helaeca can also have a familiar, either living or undead, which it usually also employs as a spy and to help it seek out a cure for lichdom.

Another power the Halaeca develops over time is the ability to project its soul out of its receptacle in the form of a Spectre or Ghost (his choice) with the same powers of a Spectre or Ghost. This projection can occur anywhere the Halaeca has preciously travelled and can even appear up to a decade in the past.

In these forms the projection can appear either visibly or invisibly but if the projection is killed then so is the Halaeca so often this projection is made invisibly for spying purposes. If the projection appears in the past it always appears invisibly but may be detected either magically or psionically by some.

Finally the Helaeca can create a “mulashar” which is a semi-real or proto-lifeform composed of the Helaeca’s own thoughts and magic which is then transferred into a homunculus or small simulacrum and is also used for spying and to seek a cure for lichdom. A mulashar can be sent on extended missions on its own and unsupervised and is extremely clever but can be relatively easily killed. However the creation of a mulashar and transferring it into another body is extremely taxing for the Helaeca, and so this ritual can only be conducted once every century, and even then the ritual may fail…

#gaming #roleplay #monster

IN EVERY “FIRST ENCOUNTER” UNCERTAINTY IS ALWAYS THE ESSENTIAL ELEMENT OF TRUE DANGER

What I like best about what is implied in this book (hinted at but not much developed in the article) is the idea that you may have competing descriptions of various monsters. Which might very well mean that you have various (interpretive) versions of the same monster, which of course, in and of itself, implies that a monster might be this or might be that, or might even be neither or both in any given milieu or setting.

Which would be a very Game of Thrones, Martinesque version of a monster, sure enough, though if you’ve ever read the Silmarillion (or even just the Hobbit) you know that Tolkien really invented the technique of presenting competing and unclear/unreliable versions of history and myth, at least as far as modern fantasy is concerned. The larger idea, of course, stretches all the way back to the Greeks ( and beyond into prehistory and oral cultures) who had several very different and even competing versions of various prodigies and monsters depending upon the author, the source, the time period, the regional geography/telling, and the nature of the myth itself.

As a matter of fact this is something I have often done in my own game designs and in my own fictional writings going back to when I was a kid, but it is extremely gratifying to hear that the idea is possibly being explored in core material books of D&D and possibly for other RPGs as well.

Because what this means, if taken to its logical conclusion, is that even if players have access to the Monster Manual then that does not mean that they are in possession of concrete and reliable information regarding what any given monster’s true nature, behavior, or even physiology and capabilities might be.

Since I have designed and redesigned famous/standardized D&D monsters in this way since I first became a Dungeon Master back in my teens I know precisely how effective this technique can be (as well as how valuable it makes rumor and field investigation and intel-gathering as a capability of classes like Rangers, Rogues, Bards, and Wizards) in designing and developing a truly exciting game and a truly disturbing method of “encountering monsters.” (Potentially, in some ways at least, every single encounter of a monster can b a “first encounter,” even if you have already encountered the same species dozens of times before.)

When every encounter (or at least a large number of them) are built upon rumor, possibility, and analytical interpretation of conflicting reports rather than upon reliable information and hard, verifiable data then Monsters become far, far more dangerous than they ever were before.

So I am very glad to see Core-Designers possibly adopting the same position.

As a matter of fact I’ve written several essays on that very subject.

Such as these as just two examples:

Crawling Into Oblivion

The Blood of Uncanny Monsters

 

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Dungeons & Dragons is changing how it makes books

“We live in a post Game of Thrones world.”

The venerable Dungeons & Dragons franchise, the granddaddy of the modern role-playing game, is now in its 5th edition. And, to hear publisher Wizards of the Coast tell it, the sourcebooks are selling like hot cakes. More people than ever before are discovering the magic of rolling dice and telling stories with their friends, and lapsed fans are returning in droves.

For lead designer Mike Mearls, that’s created a bit of a problem. How do you keep the source material fresh for a 42-year old franchise? And, when you’re in the business of selling books, how do you make the next one more interesting than the last?

Consider a pillar of the franchise, the sourcebook known as the Monster Manual. The first, titled simply Monster Manual, was published in 1977. Since then there have been 18 iterations, some for different editions of the game with different rulesets, others with slightly different snippets of lore. But, through the decades, it’s always been roughly the same thing: An alphabetical list of monsters.

“I have this kind of personal philosophy for managing the product line,” Mearls said last month in Renton, Washington. “I don’t want to duplicate any product that’s come before. I think that if people have seen it, then it’s not really new and it’s not really exciting.”

The first Monster Manual, circa 1977.

This time around, he and his team have decided to do something a little bit different. Their next take on the Monster Manual will be called Volo’s Guide to Monsters and, for the first time, it will have a lot more character to it.

“It’s risky,” Mearls said. “In the end, it’s still a giant book full of monsters. No one would argue with that. But I just think that if that’s all the Monster Manual is, then we’re selling ourselves short. So the idea was, the kind of genesis of it, was that want to do something that’s more story oriented.”

Volo’s Guide will have a narrator — two actually. One will be Volothamp Geddarm, an over-the-top, braggadocious explorer. The other will be Elminster, the wise Sage of Shadowdale. And the two will often be at odds with one another. Their differing accounts will be scattered throughout the book, and take the shape of comments scribbled in the margin.

WIZARDS OF THE COAST WANTS THEIR SOURCEBOOKS TO BE FUN TO READ.

Put simply, the goal is to create a book that high-level players and dungeon masters will enjoy reading. The goal, in the end, is to inspire new stories at the table, not simply reinforce the lore of the Forgotten Realms and ram storylines down player’s throats.

“I have this pet phrase I use,” Mearls said. “I like to say that we’re living in a post Game of Thrones world. Fantasy has changed.

“If you look at science fiction follows, I think an arc that fantasy is following now. In the 50’s, science fiction was very iconic, and at least in movies, very much templated. You had the flying saucer, or the rocket ship, you had either the aliens who were clearly monsters — like the guy in the deep sea diving helmet wearing the gorilla coming to eat people or whatever. Or they were people in funny outfits who were very inscrutable and so much more advanced that we were, and that was your pantheon.”

Later, as science fiction entered the ‘60s and the ‘70s, it began to be entrusted with more serious themes and dealt with issues of change in modern culture as a whole.

“So you have this new wave of science fiction coming through and science fiction grows up,” Mearls said. “It became Alien — a horror movie in outer space. It becomes Soylent Green, which is kind of like this social commentary on science fiction. It’s Rollerball, right? This entire thing about what’s it really mean to have free will, and can there really be freedom in a technological society? But it’s still science fiction.”

THE FANTASY GENRE IS GROWING UP.

Mearls sees Game of Thrones as evidence of the same kind of evolution in the fantasy genre, and it’s his hope that Volo’s Guide can become a new kind of sourcebook to help bring about new kinds of stories.

So what’s inside? I’ve had an advanced digital copy for a few weeks now and I’m pretty impressed at what I’ve found.

The first third of the book is a series of deep dives on specific species of monsters. How specific? Mearls and his team lavish nearly 14 full two-column pages on beholders alone, exploring every aspect of their nature both in and out of combat.

Most of the information is great fodder for dungeon masters. How do you roleplay a beholder? How do you speak like a giant? What does their four-tier caste system contribute to goblin society? What does a gnoll chant to keep his spirits up while on the hunt? What is the lifecycle of a mind flayer?

Well, actually, I’ll let Volo himself handle that last one.

Ever wondered what a hag is most likely to drive off the used car lot, or fancied a careful examination of the kobold pantheon? It’s all in there, and something is going to light a fire in your mind and bring a richer, more memorable experience to the table.

The second third of the book might be my favorite. I’m not able to share much, but suffice it to say that with Volo’s Guide both dungeon masters and players will be able to bring new races to the table, both as player and non-player characters. That includes rules for goblins, orcs and even something called a “firbolg.”

The final third contains rules for 96 monsters that are new to fifth edition, including the Gauth and the Mindwitness.

All told, Wizards of the Coast sent over six pages to share with our readers. We’ll include the final three below.

The very last section of the book features a great add-on. It’s a nice little appendix that includes a handful of fully detailed stock NPCs. It makes the entire package a fantastic resource for dungeon masters, turning a pretty standard sourcebook into a self-contained toolkit capable of spawning dozens of different dungeons — or sparking entire campaigns — without very much prep work at all.

To create it, Mearls says his team has had to take a long hard look at Dungeons & Dragons’ oldest and most iconic creatures. Their goal was to explain them to a degree that’s never been canonically attempted before in one place.

“If you take a look at something like a mind flayer,” Mearls said, “it has that sort of ‘50s science fiction feel. It’s the creepy monster that lives under the bed and eats your brain by the end of story. But I think with a 21st century approach, you can say, ‘Well, who is the mind flayer.’ And it sounds funny, but then you start getting into it. What’s with this guy eating brains?

“Dungeons & Dragons was very much developed with this almost scientific mindset,” Mearls said. “What’s the biology of the mind flayer? But no one asked about its feelings. But when you think about, it the game tells me that mind flayer has an 18 intelligence. The highest intelligence a human can achieve, that’s their average. Literally, they walk in the room and they are the smartest being there. They are smarter than every human they’ve ever ate. So talking to us is like meeting dogs, for them. What’s that got to be like?”

Mearls says that, if the book is successful, he intends for his team to handle more of their upcoming sourcebooks in a similar way.

Volo’s Guide to Monsters will be available at your friendly local game store on Nov. 15. You can also find it on Amazon. It’s also the first Dungeons & Dragons product to have a collectible, alternate cover which you can see here Babykayak.

 

WYRDROAD

I have established a new Facebook Gaming Group.

I haven’t had much time to build up the membership yet because I’ve been busy but I have tried to build up some interesting content. The primary interest of the group is gaming, but like this blog it will cover history, archeology, warfare, science, technology, fantasy and science fiction, literature, pop culture, comics, etc.

You’re welcome to visit and to join. Just hit the links provided.

WYRDROAD

 

NornsOld4

CAERKARA – DESIGN OF THINGS TO COME

In keeping with what I said over the weekend about beginning to once again post my own Works (as per this Post) here is my entry for Design of Things to Come, though it is one day early due to later work week scheduling conflicts.

Also I have now corrected all my former entries in The Other World so that they now properly show in that category, as they should. Later I will begin reposting my Essays on Gaming and Game Design.

So here you go, the Introduction to The Caerkara, or The Expeditionary Force

 

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Introduction to The Caerkara

When the Eldeven folk began to realize that monsters were being accidentally created through the use of Elturgy (Arcane Magic) they began to track down and capture many of these monsters and isolate them in various places where they could be studied and hopefully cured. However the alterations caused by exposure to (especially) high level Elturgy seemed irreversible.

Eventually the Eldevens also realized that Elturgy itself seemed to be “mutating” some of their own kind, as well as other creatures, into monsters, or the Caladeem. Many at the Court of Samarkand came to understand that some of these monsters were completely rogue and out of control and could not be held or captured, that once transformed certain monsters would have to be killed due to their new and vicious nature. The Eldevens in Samarkand formed secret teams of “monster hunters” that traveled throughout the Known World (and sometimes to places in their world beyond their explored knowledge) to capture or kill monsters. At the same time the Samareül began a project that lasted for many decades that attempted to “repair” elturgy so that it no longer created monsters. But the deterioration only seemed to increase and worsen and no means was discovered to return Elturgy to a reliably benign state of operation.

Some monster hunter teams soon discovered that monsters were disappearing right before capture. The reason was a mystery until it was discovered that these monsters were fleeing to another world, through means unknown. The Samareül put his best Sages and Elturgists upon the problem and eventually the Drüidect was discovered, which allowed travel between their world and Terra, though the means by which “the Weirding Road” operates is still a mystery.

The Samareül formed a secret and elite team of Monster Hunters to go to Terra and either recover or kill the monsters that had escaped to that world. While there agents of this team met human beings and discovered human ideas about religion as well as information about Miracles (Thaumaturgy). When this team returned home and reported on their findings the Samareül decided that these events were not coincidental at all but fated, and that Thaumaturgy, God, and religion might just be the long sought answer to either repairing or replacing the troubled nature of Elturgy.

Since then the Samareül has been carefully studying humans, their society, religion, thaumaturgy, God, and other related matters. He has sent his elite Expeditionary Team into Terra on numerous occasions. Ostensibly it is the job of this team to hunt down and capture or kill the escaped monsters from their world, but secretly this team also studies humans, religion, thaumaturgy, etc. and gather intelligence to return to the Samareül for further study and research. This secret team or Expeditionary Force is called the Caerkara. Over the course of their expeditions to Terra they have spent much time in the Byzantine Empire (where many of the odd events affecting both worlds, as well as the escaped monsters, seem to tend to congregate) and humans have become aware of their existence, though not their true nature and point of origin. They have also become uneasy allies on occasion with the Basilegate, and as a result of this interaction a relationship has developed between the Court at Constantinople and the Court at Samarkand.

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 

THE TOMBS OF THE WHISPERING WORMS – LOST LIBRARY

THE TOMBS OF THE WHISPERING WORMS

Not my work but I fund the idea to be very interesting… see title link for .pdf download

 

THE WORM OUROBOROS

I have been re-reading the Worm Ouroboros by ER Eddison lately and have found it to be immensely entertaining, stimulating to my imagination, and very useful for my own writings.

NEW ALIEN LANDSCAPE

It’s a go…

New ‘Alien’ Movie Confirmed with Director Neill Blomkamp

Alien: New Movie Confirmed with Director
February 18, 2015 | 04:32PM PT
Justin Kroll
Film Reporter @krolljvar

20th Century Fox has closed a deal with director Neill Blomkamp to develop a new “Alien” movie, sources confirm.

The untitled sci-fi project is separate from “Prometheus 2,” which Fox is still making with Ridley Scott.

Blomkamp, who directed “District 9″ and the upcoming Sony feature “Chappie,” had been teasing the project in recent months but said the extra-terrestrial reboot was likely abandoned. It was supposed to star “Alien” veteran Sigourney Weaver.

But on Wednesday Blomkamp confirmed the tentpole was back on track at Fox.

“So I think this is officially my next film,” he confirmed on Instagram.

It’s unclear whether Weaver is still attached to the movie.

According to insiders, the new “Alien” takes place years after the “Prometheus” sequel. Scott is producing both films through his production company Scott Free.

“Prometheus,” also distributed by Fox, was “loosely based” on the “Alien” franchise and earned over $400 million worldwide. But the 3D movie opened to mixed reviews, and Fox hopes Blomkamp, who last directed “Elysium,” can take the franchise to the next level.

Born in South Africa, the 35 year-old Blomkamp is repped by WME.
Filed Under:

Alien

 

BLOMKAMP’S ALIEN

Neill Blomkamp Says There’s A ‘High Possibility’ He Makes An ‘Alien’ Movie After All

By 02.10.15

Screen Shot 2015-02-10 at 3.23.23 PM

Instagram

Back in early January, out of nowhere, District 9 director Neill Blomkamp posted previously unseen concept art for a new Alien movie that he’d been tossing around in his head. Needless to say, the art was received quite positively on the Internet, with images ranging from Ripley wearing a space jockey helmet to another one of Ripley and Hicks. (Needless to say, Sigourney Weaver, who Blomkamp just worked with on Chappie, is a big part of his vision.)

So, what exactly are these?

On Tuesday, I met with Blomkamp, who is promoting Chappie (the full interview will run closer to release), at his New York City hotel room and asked him about this art. As it turns out, there’s a very real possibility that Blomkamp may actually be making a new Alien movie, and it sounds like the ball is very much in his court.

Where did this Alien concept art you posted come from?

Basically, what happened was, when Chappie got heavily into post-production, I could take my foot off the gas a bit. I was thinking about what I wanted to do next and I’ve been wanting to make an Alien film for like years and years.

But you’ve never really said that before.

No.

People have heard you say that you don’t want to make an existing franchise type movie after what happened with Halo, before District 9.

That’s still true, by the way.

So that’s why it’s surprising that you want to do Alien.

Speaking to Sigourney Weaver, when we were doing Chappie, she set off a bunch of thoughts in my head — I had come up with an idea that didn’t have Sigourney, it was a different idea. But I spent all of the shooting time with her, it was like, holy shit, that could actually be really interesting. When I came back to Vancouver, I had an entire year to work on Chappie. And when I wasn’t needed in the edit, I could think about Alien. So, I basically developed an entire movie and I did all of this artwork as well.

Is this an abnormal way to go about this?

It’s totally abnormal. But it’s for the reason that you bring up, if it’s going to happen, it has to be on my terms. So, I came up with it and I’m bringing this to you. It’s not like, “Would you like to do Spider-Man 36?” I still love it, I love the idea of the movie and I produced way more art than I put out.

The art was very specific, it looked like a complete story. Ripley is wearing a space jockey helmet.

It was a whole story. Then I just wasn’t sure if I was going to do another film, like, at all.

Why?

Sometimes Hollywood just sort of gets to me. I love movies, but Hollywood itself is a difficult animal to negotiate. So, then I was like, if I don’t do any, I should put some of this artwork out and that’s exactly what happened.

Is that you giving up on possibly doing an Alien movie?

It’s not really giving up on the idea.

People on the Internet responded really well to that artwork.

There’s a high possibility, a high degree of chance that it happens that I go back and try to get Alien made.

In case it never happens, why is Ripley wearing a space jockey helmet?

I can’t tell you! It might happen! It’s cool though; it’s really cool … I’ll decide soon.

Someone at Fox should listen to you about this.

That’s not the problem, actually.

What’s the problem?

Me. I’m the problem. Fox, they would make it. Like, tomorrow. They would make it.

So if you called right now and said, “OK, done.”

Yes. Then it would happen.

Would it be your vision, or do they have their own ideas?

No, I think it would work out.

Then just do it.

I know, I just have to mentally agree with that.

Then what’s the problem here? I assumed there were obstacles, like maybe Ridley Scott wasn’t on board.

No, no, it’s not politics.

Then let’s do it.

[Laughs] OK.

SOME OF THE BEST

36 of the Best Roleplaying Games

“I love video games, but you can’t beat the magic in the personal interaction around a table.” — Filamena Young


Just as there really is no such thing as a best book or movie, there is no best roleplaying game, or even best in a particular category. But if you’re looking for something new to try, this selection of games will help. The games were selected to cover a wide spectrum of game mechanics, settings, and play styles. Some are well known, others relatively obscure. Some are licensed from video games, movies, TV shows, or books. Some are free for download, and several provide free quickstart PDFs.

Select an image to read a full page writeup about that game, including overview information, three of the things that make the game stand out out, purchasing information, and links to reviews and community sites.


13th Age
All Flesh Must Be Eaten
Apocalypse World
Atlantis: The Second Age

Basic Roleplaying
Burning Wheel
Doctor Who
Dragon Age

Dread
Dungeon Crawl Classics
Dungeon World
Dungeons and Dragons

Eclipse Phase
Fate Core
Fiasco
Firefly

Godlike
GURPS
Lady Blackbird
Microscope

Mindjammer
Mini Six
Misspent Youth
Mutants and Masterminds

Night's Black Agents
Numenera
Pathfinder
Pendragon

RuneQuest
Savage Worlds
Shadowrun
A Song of Ice and Fire

Star Wars
Swords & Wizardry
Traveller
Valiant Universe

THE BE(A)STIARY

TRACE BACK

THE MAIN PARTIES

IV. The Main Parties: (Player and NPC Groups)

Being a brief description of the various parties that adventure in the setting of my world

The Basilegate Legate of the Emperor: Imperial and Orthodox Special Legate Team of the Eastern Roman Empire.

The Caerkara The Expeditionary Force: An Expeditionary Team of mainly Eldeven peoples sent to Terra to study humans and human religion.

HoshiThe Footbridge: A group of Orientals formed by a Shugenja Monk and sent into the West along the Silk Road to discover why the Korreupt have invaded the world.

The OroMoonshadow: A group of former African Sharpers who have formed a team to go into the Byzantine Empire, Europe and Asia Minor to explore and investigate

ConsociatioThe Society: An association of Dragoons and their allies who seek the return of their Antipope to the Papal Chair/NPC

The KorreuptThe Twisted, The Terrible: Those Caleedam (monsters) who have escaped Ghanae and made their way into our world/NPC

KhomainahasThe Serpent‘s Teeth: An international syndicate of arms and contraband smugglers, slave and human traffickers, and individual criminals/NPC. Operating primarily in Southern Eastern Europe and Asia Minor.

Heires Glyphers: A secretive organization of individuals whose purpose is unknown but who use a strange hieroglyphic language with unknown properties/NPC

THE DOCTOR IS IN

Looks like Cumberbatch will play Doc Strange. Very interesting, because I’m hoping Marvel will do for the Strange film what they did for Thor and Iron Man.

I actually want it to be creepy, horrific, and supernaturally threatening. Not a bunch of pyrotechnics and a mere stage show.

Strange could be an awesome character facing lethal and terrifying opponents if they don’t muck it up.

Benedict Cumberbatch Is ‘Doctor Strange’

Marvel just made it official, folks — Benedict Cumberbatch will play the title role in Marvel Studio’s upcoming superhero fantasy film Doctor Strange. The sorcerer supreme hits theaters November 4, 2016, as part of Marvel’s Phase 3 in their shared movie universe. The film will be directed by Scott Derrickson (and let me use this opportunity to plug the fantastic occult horror film Sinister — if you’ve not seen it yet and want an idea of how perfect Derrickson is for the Doctor Strange film, check out Sinister, just make sure you aren’t alone in the house when you do).

Marvel’s announcement quotes producer and president of Marvel Studios Kevin Feige as saying, “Stephen Strange’s story requires an actor capable of great depth and sincerity. In 2016, Benedict will show audiences what makes Doctor Strange such a unique and compelling character.”

The official confirmation also included word that the film will indeed focus on how neurosurgeon Stephen Strange survives a car crash and discovers the occult world of magic that leads him to become master of the mystic arts Doctor Strange. This origin was originally revealed way back in the comic book series Strange Tales in issue #115, in 1963.

Cumberbatch is getting much Oscar buzz for his performance in The Intimidation Game, and is considered a top contender for the award. Should he walk away with the little golden fellow next February, it will certainly be an added bonus for Marvel in securing the actor as part of their superhero cinema. But even without a win, Cumberbatch is pretty much a sure thing for a nod at the Academy Awards, and that alone is great for him and for Marvel’s boasting rights. And going a step further, even without an Oscar nomination, Cumberbatch is one of the most popular and acclaimed actors in film today, with a large fanbase on TV and film. So he brings instant credibility and power to Doctor Strange regardless of award season speculation.

After the huge success of Guardians of the Galaxy, it’s impossible to say that anything is too far-out or weird or different in the Marvel movies to be a big hit. So, Doctor Strange clearly takes the fantasy elements in a new direction and is going to be the first truly pure-magic story in Marvel’s stable of franchises (Thor‘s films treats Asgard’s magic as a form of advanced science and harnessing of cosmic forces), and will surely be unlike anything we’ve seen from Marvel Studios so far; however, the Marvel brand plus the general global popularity of fantasy films and occult-horror, Cumberbatch’s built-in personal brand and popularity, plus Derrickson’s deft hand at handling films of the occult and horror variety, adds up to lots of reason to expect this to be another feather in the studio’s cap.

ON MONSTERS

THE MONSTERS AND THE MAN

To me the monster is that Man
Whose spirit we cannot
Unwrap from evil in the womb
That ferments as it rots

To me the monster is that Beast
Whose tearing maw will bleed
With uncanny ichors hot
To digest what it breeds

To me the monster angelic
Who fell to Daemon’s pit
Broods on murderous revenge
With septic, cold intent

To me the monster prodigal
Like a Titan strides
To grind upon the red shorelines
Where terror does abide

Yet in me Monster curls and sleeps
Hibernating long
Dreaming when he will awake
To sing his monstrous song

So knowing this, and monsters well
I keep him drugged and bled
So he will never wake in me
To do what I most dread…

__________________________

To me there are four types of monsters in this world: The Evil, Unrepentant Man, the Naturally Savage Beast, the Supernatural Daemon, and the Unrelenting Prodigy/Prodigal.

And then there is me…

THE MONSTER IN ME

A superbly functioning creature whose real life capabilities could easily be adapted to a game creature or “monster.” If you ask me the very best “monsters” are those who possess capabilities adapted straight from real life creatures.

I can see many useful applications (Real World and fictional) for such a capability.

Mysterious ‘Glow Worm’ Discovered in the Peruvian Rainforest

by Tia Ghose, Staff Writer | November 18, 2014 12:30pm ET

A mysterious glowing worm has been discovered lighting up the soil in the Peruvian rainforest.

The strange glow worms, which are thought to be the larval stage of an as-yet-unidentified species of beetle, may use their phosphorescence to lure unsuspecting flies and ants into their waiting, open jaws.

Ants or termites will “fly right into their jaws, and then they’ll just clamp shut and that’s their meal,” said Aaron Pomerantz, an entomologist who works with a rainforest expedition company at the Refugio Amazonas near the Tambopata Research Center in Peru, where the glowing larvae were discovered. [See Images of the Glowing Worm]

In tests, the glow worms readily devoured stick insects and termites, Pomerantz said. Their style of attack seems similar to that of the enormous, man-eating worms in the 1990 campy movie “Tremors,” albeit at a much smaller scale, he said.

“They’re underground, and they burst from the earth,” Pomerantz told Live Science.

Glowing earth

Nature photographer Jeff Cremer found the tiny pinpricks of light glowing in a wall of earth when he was working at a lodge in the Peruvian jungle. On closer inspection, Cremer discovered several dozen of these tiny insects, which measured about 0.5 inches (1.2 centimeters), shining green in the night.

Cremer brought them to the attention of entomologists who work at the rainforest nature lodge, who had never seen anything similar in the region.

The team determined that the worms were the larvae of an unknown species of click beetle. These beetles, which belong to the family Elateridae, use a fast popping or “clicking” motion to escape predators, Pomerantz said. Adults may feed on flowers and nectar, but the larvae are probably predatory.

There are more than 10,000 species of click beetles, including about 200 that are bioluminescent, meaning that they give off light. These strange little creatures may potentially be cousins of Brazilian fire beetles and could belong to the group of bugs called Pyrophorini, Pomerantz said.

Brazilian fire beetles burrow into termite mounds, creating ethereal, glowing towers at night, Pomerantz said. Though it’s not exactly clear how the newly discovered insects produce light, similar creatures use a class of molecules known as luciferins to give off their ghostly yellow glow. Pyrophorini typically maintain a constant glow through the night, and may even shine brighter when a predator touches them.

Why they glow

Bioluminescent animals usually glow to either lure in prey or to warn predators that they contain noxious chemicals. But the glowing also occasionally serves other purposes. For instance, fireflies’ blinking is essentially a come-hither signal for potential mates, Pomerantz said.

In the case of the click-beetle larvae, it seems the creatures glow to lure in prey, Pomerantz said. The Brazilian click beetles aggregate in termite mounds and glow to attract more prey.

Right now, the team isn’t sure if it’s discovered a completely new species or a new subspecies of an already known species of beetle larva, but the researchers are contacting experts in Brazil to find out, Pomerantz said.

ALONE IN THE DARK – AGAIN

The original Alone in the Dark I liked almost as well as the original Silent Hill. One of my very favorite survival horror-games of all time.

I don’t know what this will be like but it looks interesting. Although the archaeological and preternatural puzzles and the clues of the original were just as fascinating to me as the horror. So I very much hope they leave in the exploration parts of the game and do not turn it into a mere shooter.

The new Alone in the Dark mixes Left 4 Dead with Lovecraftian horror

Atari is returning to its Alone in the Dark series of survival horror games this holiday season with Alone in the Dark: Illumination, a different take on the franchise that’s more similar to Left 4 Dead than the original ’90s Alone in the Dark games or the 2008 reboot. Developed by a new studio called Pure FPS, Illumination brings co-op and online play to the series for the first time, and the studio is hoping it can honor the franchise’s heritage while delivering something fresh.

Los Angeles-based Pure FPS is led by CEO Jason Brice, who was previously the head of the indie studio Plastic Piranha. That company released the first-person shooter Rekoil in January to a poor reception, but Brice told Polygon in an interview earlier this week that he learned a lot on that project, and that the two studios are very different.

“We took the foundation of what was working” at Plastic Piranha, said Brice, and “shed most of the Rekoil” team for Pure FPS. The new studio also brought on some former 38 Studios employees, and has been working on Illumination with a team of about 20 individuals, plus some outsourcing. The project came into being after a chance meeting between Brice and some Atari representatives during a Christmas golf tournament last year, and the company offered Alone in the Dark to Pure FPS…

 

CONSTANTINE

DC is producing some really excellent shows. Arrow, Flash, and now Constantine.

And I don’t know who that guy playing Constantine is but he got it nearly pitch perfect. The whole episode was superb.

My only regret, not seeing Doc Fate in action. I also hope that in the future we’ll get to see Zauriel.

I’ll definitely be adding Constantine to my roster of TV shows to watch on the weekend.

THE REAL MONSTER OF ALL POSSIBILTIES

I cultivate garden spiders (usually of the genus/species Argiope Aurantia and more recently of the genus/species Araneus Saevus). I very much enjoy watching their web-building and trapping techniques, studying their individual behaviors, and even watching how each new generation is a variation upon the preceding generation.

However I would love to encounter a spider like this and to study its behavior, hunting techniques, and defense mechanisms. That is the naturalist and scientist in me.

The fictional writer and the gamer in me sees enormous opportunities in creatures like this.

From modifying the size, the appearance, the drives, the “intelligence,” the defense mechanisms, the hunting techniques, and the prey. I can even imagine such things, natural or artificial, as spies (remote or organic), agents, or even a sort or familiar. The possibilities are limited only by one’s own imagination.

The Real World is always the very best source of fiction. The Real World is the Real Monster of All Possibilities.

Goliath Encounter: Puppy-Sized Spider Surprises Scientist in Rainforest

 

by Tanya Lewis, Staff Writer | October 17, 2014 07:42pm ET

goliath birdeater spider

The South American Goliath birdeater (Theraphosa blondi) is the world’s largest spider, according to Guinness World Records. Its legs can reach up to one foot (30 centimeters) and it can weight up to 6 oz. (170 grams).
Credit: Piotr Naskrecki
View full size image

Piotr Naskrecki was taking a nighttime walk in a rainforest in Guyana, when he heard rustling as if something were creeping underfoot. When he turned on his flashlight, he expected to see a small mammal, such as a possum or a rat.

“When I turned on the light, I couldn’t quite understand what I was seeing,” said Naskrecki, an entomologist and photographer at Harvard University’s Museum of Comparative Zoology.

A moment later, he realized he was looking not at a brown, furry mammal, but an enormous, puppy-size spider.

Known as the South American Goliath birdeater (Therapho

THE OTHER WORLD/WORLD’S APART – PART 2

Continuing with the description of The Other World…

 

II. Briefing on the General Setting of Terra Ghanae (Earth/ Iÿarlðma) – Terra Ghanae is actually two worlds. The first is our world (Terra), where most of the gaming activity takes place. The game and campaigns themselves are set primarily in Terra (the Latin term for Earth), the time frame being around 800 AD and the geographical and national setting is the Byzantine Empire. The common base of operations is Constantinople.

Our world, Terra, is as it was in the era of 800 AD, historically, socially, militarily, and so forth. However recently several strange things have occurred which have severely concerned the Emperor and the leadership of the Eastern Orthodox Church. These strange events have prompted the Emperor and the Orthodox Church to band together to form a secret team that is charged with discovering the cause(s) of these weird and uncanny events, and to put a stop to these strange events, if possible. Most of the players play characters in this team, or in one of the related teams. This main team is called the Basilegate, or translated, the Emperor’s Legate.

At about the same time a group of Buddhist Monks (and others) in the Orient has been having visions about these same disturbances and has formed a team of their own to travel to the West and investigate the same phenomenon. That team is called the Hoshi, or The Footbridge.

What is actually occurring on our world at this moment is that our world is being invaded by beings and creatures from the other world, that world being named Ghanae (though various languages render the term differently), and the people who inhabit it. No one in our world knows how these creatures are coming here or exactly from where they originate, and this information is also hidden from the players, who must discover these events for themselves. At about the same time (slightly later in time frame actually) another group of beings from this other world are also trying to find a way into our world and eventually succeed at their efforts, and are then able to come to earth. These beings are what would normally be referred to in the game as elves, dwarves, giants and others of their kind. None of these people or creatures is indigenous to our world and no humans are indigenous to their world.

These peoples are collectively called the Eldeven peoples and consist of the Jukarn (Dwarves), Sidelh, also called the Caer (Elves), Lorahn (Eladarin), Gheriks (Halflings), Avafal (the “New Ones” or “Fallen Ones,” literally the offspring between Men and Eldevens), and so forth. These creatures are more akin to various human races in that they can all intermarry and interbreed (though the rate of intermarriage is no higher than on our world at that time period), than they are to separate species. There are also other beings who are allied with the Eldeven, such as the Adharma, who are a race of Demi-giants, and their half-brothers, the Gabar (Renown Ones, offspring of the Sidelh and the Nephili). Though the Adharma and the Gabar are not considered Eldevens.

There are two reasons that the Eldeven peoples desire to come to our world, the first is that they are seeking to hunt down and recapture or destroy most of the monsters that have escaped to our world from their world. The second I will explain later.

The Eldevens come to our world in disguise hoping to accomplish their various missions without being discovered. They encounter humans (us) however, as they must in our world, and eventually some men begin to understand that the Eldeven party is not human. There are various reactions to this discovery, some believe the Eldevens to be demons or devils come to invade our world and that they are somehow allied with the monsters who are also invading our world. Some believe them to be angelic messengers sent from God to assist mankind against the invasions of monsters, and to help stop the plagues and the disasters wracking the world at that time. Some believe them harbingers of the Apocalypse. There is a schism between both those who are in government (the Court of the Emperor), and those in the Church, with either group being divided into two camps, those who oppose the Eldevens and consider them enemies, perhaps even demons, and those who want closer relations with the Eldevens and consider them helpful, perhaps even Agents of God.

The Eldevens themselves send a scouting, expeditionary, research, and monster hunting party called the Caerkara, or the Expeditionary Force into our world. Once it is discovered that this party is composed of non-human creatures the decision is made in Constantinople to send out the Basilegate to hunt for and try to make contact with the Caerkara, and to discover the true nature and motives of this Eldeven party.

While these monster invasions are in the process of occurring and shortly before the arrival of the Eldeven team, various plagues, earthquakes, famines and other natural disasters begin to afflict our world. Some people connect these calamities directly to the monster invasions, and some directly to the arrival of the Eldeven party. Still others see the Eldeven group as possible allies with whom they can work to help combat both the monster invasions and the various natural disasters. Eventually the Court at Constantinople comes to believe that the Eldevens may be the people of the legendary Prester John. The Patriarch of Constantinople and the Church remain more skeptical.

 

Samarkand (The City of Samarl): The city of Samarkand sits in exactly the same geographic point as the city of Samarkand on our world, but resides in Ghanae (properly called Iÿarlðma by the Eldevens). Both cities also share the same name. However all similarities end there. Samarkand was designed by the Sidelh but was built by the Adharma. Both races share a similar view of architecture in that they encapsulate information in material objects. Books or written materials are rare among the Sidelh and completely absent among the Adharma. The giants instead are excellent masters of mnemonics, and therefore pass history thousands of years old down orally with very little variation or embellishment between transmissions. They also weave information into every building, statue, column, piece of furniture and art, and physical device they create. The entire city then is one huge library of historical, arcane, and mythological information if one knows how to read the text.

Samarkand is the capital city of Kitharia, the most populous and powerful nation known among the Eldeven peoples. Since the Sidelh are slow to reproduce they have invited many other races of Eldevens to dwell in their city and the Sidelh are actually often outnumbered by the non-Sidelh living there. Nevertheless the non-Sidelh are often granted citizenship after a time, as are their families, and so often easily integrate into Kitharian society, to become stout defenders and loyal citizens of their adopted homeland.

The ruler of the Samarkand, and by extension Kitharia, is the individual known as the Samareül. He is elected by a secret group of individuals and once elected he takes no public name other than his title of Samareül, which means Priest-King. The Samareül is elected for life, and is rarely deposed. The Samareül is the supreme judge, most influential political leader and chief priest of Kitharia, being considered the living representative of Samarl, or God. Strangely enough however the Kitharians and most Eldevens for that matter have no formal religion or religious beliefs, and most seek no relationship with God at all. Instead the relationship between Samarl and the Eldevens is considered the de-facto representative relationship and chief obligation of the Samareül. (The current Samareül is looking to change this state of affairs wishing to make a religious and spiritual relationship among the Kitharians and eventually all Eldevens to be a matter of personal relation between the individual and Samarl. This has led to strained cultural, societal, political, and in some cases racial [such as between the Sidelh and the Lorahn] relationships among some parties, and to the establishment of a strange interlinked alliance between the courts of Samarkand and Constantinople on religious and spiritual matters. I’ll discuss this in more detail in a later posting.)

The city is dominated by an acropolis into which is carved (in the fashion of the Adharma who carve their homes into mountainsides) the Palace and administrative houses of the Samareül. The acropolis is also said to contain numerous secret passages into which the Samareül and his officials keep stored many ancient and secret artifacts and devices, including weird machines which are said to be able to peer into other worlds and through time. This acropolis is called the Jlæthÿlîrel. There is also a rumor that the passages themselves have created a sort of scrying channel and that the channels may be decorated with glyphs of unknown design. This acropolis is sometimes called the onŵl-Samarkando, or, Helm of Samarkand

The city also has numerous districts in which various Eldeven races mix rather freely, but it also has segregated districts. These are most evident between the Sidelh (the elves) and the small enclave of Adharma (who rarely take citizenship) who prefer to live there for periods of time as trusted resident aliens. Politically the situation is stable at most times, except during periods of war. There is a large public gathering area called the Msýthariørl where public elections, entertainments, athletic events, public rites, demonstrations of arcane force and skill, and debated counsels are held. It can hold nearly one-half of the entire population of the city at any given time.

There are also a number of industrial and manufacturing districts to produce and market goods, the Eldarik Houses, the Armories and Internal Towers, the Plarshoel (or, Walking Houses – the giants built the city so that certain buildings can move around the city on tracks, allowing the city to be reconfigured for both ease of trade and transport, and for periods of war and self-defense – unknown to most the city walls can likewise move allowing them to be “interlocked” in various defensive configurations as needed), the sa-Elturaere (the Temple for the study and practice of Elturgy and Elturael – Arcane magic), various markets and domestic areas, the Jmyatŗ Skella (the Crafting District), the Tĕna (Quarters of the Peace Officers), the Nhil (the Warband Quarterings), and the newly created Praşklyřt (the Hall of Investigation – to study and counteract the creation of monsters, discussed later).

As mentioned above the entire city is also a sort of architectural library. However many believe that actual Elturgy was used by the Sidelh to recast the work of the giants so that a secret code now also lies hidden within the structure of the city foundations. To what purpose no-one is really sure.

The River Qira runs through the city (including partially underground) and the river Qala now runs completely around the city in a near perfect circular moat, and then runs away through artificial channels so that the river approaches the city from the East and leaves by routes facing due West, South, and North.

The city is composed of seven plateaus, or levels, the highest being the Jlæthÿlîrel, and the lowest section being an underground area of hot springs and baths called the Myņil.