Blog Archives

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.

INCOMPLETE

 

For the rest of this week I will not be posting any original content to this blog or any of my blogs. Recently, due to my work schedule and other obligations, I have had very little time to work on the overall construction and the technical aspects of my blog(s). I had planned to complete those aspects of my blogs long ago but other things kept interfering.

So this week I have decided to spend the entire week finishing my originally conceived construction-plans of my blogs to make it easier for agents, fellow game designers, publishers, writers, and others to find me and to communicate and work with me.

To that end I will spend the rest of the week finishing my original plans and retooling this site.

As I said, as it stands now I plan to add no more original content this week so as to finally finish my original designs without interruption or any more delays.

However you can still find a great deal of useful content in the various Categories already present on this blog, and on the Categories of all of my other blogs. Just pick the categories that interest you and browse at will. Uncategorized will allow you to find everything.

I will also be sharing useful articles, content, and posts I find on other sites as I run across them and time allows. But most of my time this week will be spent on blog development.

Thank you for being a Reader and Follower of my blogs, I appreciate your patronage and hope you find my blogs enjoyable, entertaining, and most especially, useful.

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.”

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.

TWELVE TREASURES

The Development of Artefact, Relic, and Treasure Design in RPGs is, in my opinion, central and fundamental to the creation of a Great Game:

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