Sunday, May 26, 2013
Based within Dungeons & Dragons Mystara's Campaign Setting, the Hollow World is a place where ancient civilization have been preserved. The Immortal Ka created the whole world as a refuge from creatures that began to disappear from the surface of the world. As more and more things changed on the surface, Ka and others decided that cultures needed to be preserved as well besides disappearing animal species. Soon various cultures appeared in the Hollow World. Most are unaware of the transition and exists in a perpetual state of cultural stagnation, they are at the peak of the civilization but are unable to advance or adapt concepts that never known to them. Sadly a few culture like that of Blackmoor were unable to be saved. Much is this is do to the Spell of Preservation cast on the interior of the world. Although new civilization have been added, any interaction within another cultures is usually met with hostility. Those that have traded have been compelled to trade item that they would use in their culture. New things can be introduced from another society, but will always be considered a novelty at best and never integrated into the culture. However these civilization are threatened by invaders from the surface world from time to time. Shadow Elves and others that have found their way in have wreak havoc on some of the preserved nations..
The various civilization known to dwell with the Hollow World are:
-Flamaeker Gnomes of Serrainne
The Hollow Worlld of Mystara can be entered from various caverns found throughout Mystara. However there are two large openings at the northern and southern poles. Both poles are covered by an area of thick heavy fog. The oceans and seas of Mystara and the Hollow World are connected, thus many underwater creatures and civilization will be familiar. The Spell of Preservation though keeps these underwater civilization from changing too. The Hollow Earth is lit by the core of Mystara, a large ball of reddish plasma which illuminates the world in a perpetual state of none. A series of land masses orbit the core, and provide brief period of darkness for section of the inner surface. Fortunately the weather system is very similar to the surface world, as clouds form and provide some relief from the constant daylight. Some of land masses that orbit around the core are also inhabited by a few civilization as well.
The greatest secret of the Hollow World is a massive library known as the Lighthouse. The area of the Lighthouse is an exception to the effects of the Spell of Preservation in the sense that, it is place were knowledge is accumulated and can be exchanged freely. It contains a collection of nearly all mortal knowledge from various points of history and cultures. Individual scholars journey here to contribute the vast library and study from it..
Saturday, May 25, 2013
Dangerous Journey's Mythus Campaign setting was created by Gary Gygax. The campaign for the "Epic of Aerth" focuses most on the surface world. However Aerth, unlike it's counterparts, is a hollow planet.
The surface of Aerth is only 1,000 miles deep,and two major openings can be found at the northern and southern poles.Aerth's outer and inner oceans though do not connect, for Inner Aerth all the land masses we know on the surface are oceans, and all the known surface oceans are landmasses. The Artic Sea on the surface hits the polar ice sheet Of Inner Aerth. In the middle of the continent of Antartica, the polar ice sheet of Inner Aerth meet.
Access to Inner Aerth can be found throughout the world through deep cave systems, but it from deep underwater or through Aerth. The Interior is light by a small sun or the planet's core which seems to be free floating. This means that Inner Aerth knows no night, perhaps except at the poles which at best may have some twilight. Fortunately Inner Aerth is frequented by much precipitation, cloud systems generate at the pole and produce storms and weather patterns. What shade comes from these systems, bringing some change to the constant noon time illumination.
From those explorers who have returned from Inner Aerth, we know that much of the world is populated by animals of a bygone era. The northern and southern polar areas, familiar mammals can be found. In addition, several extinct surface species can be found here as well. Ranging from the great saber-tooth cats to the Wholly Mammoths. The equatorial regions contain even stranger creatures, which have been identified at best by some Heka practitioners.These creatures are giant reptiles, called Dinosaurs, from four ancient time period of the past. In addition to these reptiles there are also a number of giant insects as well one should be aware of. The seas likewise contain manner such dangers from these time periods as well.
It also has been reported that there are a few intelligent races here. Three of these races resemble hairy humans, and have erie similarities to the northern barbarian peoples Azir and Aerope. These two are known as Cro-Magon and Neanderthals. The third race is called Pithicanthopiod, which resemble the orange hairy men of the tree of the islands of South East Azir The last race is nonhuman and dubbed Theriopodid. These individuals have been observed to live in the mountainous regions of the equatorial Inner Aerth. They resemble humanoid reptiles, very similar to the dinosaurs in coloration.
Saturday, April 13, 2013
If you fan of Youtube and EN World, lately you may have come across the Dungeon Bastard aka Bill Cavalier. He is a D&D/Fantasy RPG enthusiast who since 2011 created a site and video series in which he dispenses his wisdom of all things RPG "D&D" to the world. He claims the title "Adventure Coach" and his resume on his sites explain why he is so awesome. Here is a sample of the Wisdom he so often gives....
he is kinda of an in your face curmudgeon and no nonsense approach...so be for warned.
Ironically the advice that is dispensed by the "Adventure Coach" is often munchkin-ense. It is not about the adventure or journey of a character(s), but more of what experience and awesome loot did I get for that kill?
He is highly entertaining in most of his "advice" or "learned observations/experience", it is thought provoking and worth of conversation and a few chuckles. Although I stand on many different points of opposition to his "wisdom", he is entertaining and puts himself out there which is respectable in its own merit.
Let's take his video on the Flumph. It appears the "Dungeon Bastard only has access to a few sources of information, as he wips out "ye olde" Fiend Folio circa 1979. I will assume for the sake of argument that he is using the source material because it is as "canon" as one can get. However as a counterpoint, the information on the Flumph was expanded upon in Monstrous Compendium Annual Two (1995), Dragon Magazine #246 (1998), and Misfit Monsters (2010). The Flumph like many original creatures is technically not a "Monster", but an NPC race.
In the 1998 and 2010 references of the Flumph, it has been observed to be a race of non-humans that are extra-terrestrial in origin. The beings encountered in said dungeons were most likely low level adventurers exploring and defending itself peacefully from an attacking player character party. Matter of fact he does touch on the inspiration of the race to the Lovecraft Mythos. If you know about the Flying Polyps and Mi-go, well Flumphs fit right in. Also to note that the Sesame Street "Martians" closely resemble a Flumph.
H.G. Wells "War of the Worlds" also resemble a Flumph. Also let us not forget SNK "Mars People" from Metal Slug series are Flumph like too.
Yet again, the "Dungeon Bastard" is meant as entertainment......so what doe my opinion mean after all.
Wednesday, March 20, 2013
|Representation from the "The Seventh Seal"|
World: Krynn aka "Dragonlance Campaign Setting"
Pantheon: Pantheon of the Gods of Evil
Magical Items: Nuitari's Shroud, Staff of Nuitari. Tome of Nuitari.
Nuitari is the god of magic, specifically regarding the use for personal power. In the aftermath of the All-Saints War, it was decided as part of the peace accord that that each would have an influence over magic.The gods good and neutrality ushered in their children, while Sargonnas and Takhisis spawned Nuitari whom they fought over. According to the myth, Takhisis forced Sargonnas to bear the birth of Nuitari gestation in a great golden egg. When the time came for it birth, Takhisis came and fought Sargonnas for control. In the end, the young deity was almost destroyed. In his true form he is pale, his voice horse from the struggle of his parents, and body almost worse from neglect. Never the lease, Takhisis still saw his use. Also during this time, the Greygem was created with the essence of Ionthus. Who in eons would unleash magic into the world.
He was appointed to oversee magic, and its use for the application for evil. He was partnered with the other gods of magic, whom he quickly grew close to. His cousins, Solinari is the champion for the gods of god and Lunitari is the champion for the gods of neutrality. They soon decided that magic should be above the petty squabbles of the gods as they sought to abuse and control it. They formed a pact with each other to all remain true magic itself. However, several things on Krynn threatened this balance. The Greygem was released from it's location and soon spread uncontrolled magic throughout the world. The second were the Dragon Wars which threatened the world itself. Seeing that the gods and their followers abused magic, in addition to threat of sorcery, they instructed their followers to enact a ritual that would create the moons of Krynn sometime at the end of the First Dragon War. The moons themselves allowed the gods greater control over the influence of magic and they began to spread the ways of wizardry among the people.
He does his best to make sure the gods of evil do not abuse magic, but Sargonnas and Takhisis at times have forced Nuitari to agree to their terms and have even held the gods hostage at time.
Nuitari took the dark moon, the smallest and closest to Krynn. The moon itself is ebon in color and revolves around Krynn every 8 days. It can only be seen by those with evil hearts or those who draw upon magic. On the moon, Nuitari has a private tower which he watches Krynn from. The moon both exists in the prime material plane and the ethereal plane. Few expeditions have been attempted, but it is a a harsh place that is seeming devoid of animal life. The rock here is dark, and the few plants here are dark green mosses and sparse dark green trees. The few inhabitants on the physical moon are usually stranded there, and what life forms thought to have been observed are ooze like creatures. Nuitari's domain on the ethereal landscape is dominated by the tower which is rarely seen.
Tuesday, March 19, 2013
-Ranvorfast Dal'marian, Warrior-Skald and Master Scholar of Lindor
Ranvorfast Dal'marian is Warrior-Skald and Scholar hailing from the Land of Singers, the Kingdom of Lindon. He was born during the year of the Battle of Fornost in 1975 to Cephcelune and Kramdior of Forlindon. He early years were filled with the history and songs of his people, and he was gifted at high music. He was tutored by Walmast, a minstrel of renown who traveled the Gulf of Lhun. As the ages went on he served to bring word and news to the other elven refuges throughout Middle Earth as they made they journey to the West. He has served as escort and courier to many.
As fewer and fewer elves journeyed west, his pursuits turned to gathering the history and artifacts of the ages to take west and preserve them. He has met with countless people from all clans of dwarves, shirefolk, and humans. He has made studies of the rarer races as well from a distance. For the last hundred years he has been actively among the lesser races, living among them and occasionally bringing back and storing his finding back within Lindon. He has had many companions over the years, and has even chosen a few to study from birth to death. He has done his best to enrich his fellows as a mentor, a light hand who never influences but serves as support and guardian.
In the year 3016 while traveling home, he encountered the love of his life. Along the northern Ered Luin among the dwarves of Gondamon he met Lornoth Twohands, the adopted son of Helmackas Feldspar. Lornoth and his sister lived among the dwarves, as Helmackas raised them in part of a life debt. The two both knew the instant they met that they were fated. Lornoth has simple brushed up against him as they were making there way through the crowded market and the locked eyes. With Helmackas' permission, they Lornoth journeyed with Ranvorfast to Forlindon.
It wasn't until a few years later, that the dark stirrings in the east bought them fully back. Larnath, Lornoth's sister had sent word that they needed aid as they were traveling to Brockenborings within the Shire. Their "Uncle", Angzuko Fizzysalts, had received word that things were getting worse and the town needed aid. They journeyed to deal with an infestation of goblins who plagues the woods around Greenfields
Friday, March 1, 2013
-Mark A. T.
The ancient past of the Beasts Courts of Asia are concealed by the Mists of Time. Out story begins with a Shadow Lord, Long Meiming San "Twilight Spiirt Wolf", who lived during the War of the Three Kingdoms in the kingdom of Wei. Six generations an ancestor was sullied by a western barbarian, establishing a line of "kin-folk". No one in his family had ever turned, but he did. It was a shock at first and his family had surely thought he was possessed by a demon and locked him away. For three years he lived locked in his room. Fortunately for him a Taoist priest had heard of this possession and promised to cure him. He told the family that indeed his child was possessed, and he would take Meiming to his orders monastery would they could let him live out his life in harmony. His family was thankful and quickly gave there son to the monk. Soon their mark of shame would be rectified.
The Monk was Shin Huo Lung, who happened to be a Zhong Long Mirror of the Beast Courts. While meditating he had heard the cry of Meiming's anguish. To his amazement it was one who was neither a descendant of a Stargazer or Hakken, but of the Sunset People. The Shen was alone and scared. It was his duty to help the young one, and bought him to attention of his sentai and the Beast Court. Sadly the chaos of the land spread, and affected the Beast Courts as human Kingdoms fought with kingdoms. Meiming was trained as a Lantern, but was killed while serving under the forces of Wei by a Silver Arrow.
Our story begins anew some hundred of years later in Los Angeles California, United States around 1982 when Mark Anochecer Trueno was born. He like many Americans were cultural mixed over the years... he had Native American and European blood in him.... but over the generations no one really cared. He came from a broken home, were his father beat him and left him and his mother to there own devices. Likewise she had her issue and soon abandoned her child. He was taken in by his maternal aunt at age 5. For the most part he was well-behaved, quiet, witty, and an odd kid. He got along better with dogs, and often talked to them and treated them as people much to the embarrassment of his aunt and neighbors. He claimed though of night terrors sometimes as well, which made him more withdrawn. At age 12 he was kidnapped, apparently on his father's side of the family kept tabs on him. Te only thing he remembers is they tried to force him to have relations and something about "not many left, and hope this one is a keeper". However before anything could happen that night he had one of his night terrors. He was no longer where they held him, but in a shadow place. A wolf lead him out and told him where to go. Eventually he woke up back in his bed....and though it was just a bad dream.
As he entered high school, his withdrawn nature helped him exceed academically. He studied mythology, history, and culture. He also was interested in the mystic arts. In the afternoons he would volunteer at the local animal shelter, again talking to the dogs. They all thought he just had a natural talent. Eventually he managed to meet a small group of friends that got him into role-playing. He always excelled at playing characters in such as spellcasters from Labyrinths & Lamiae from LSD and Warlock: the Pretension and World of Shadow from Black Dog Studios. One day when he was at a L.A.R.P tournament he entered that shadowy realm again while performing and incantation using a Jade Ring. There were creatures wandering around this time which freaked him out, but figured the tournament was using some really cool costumes and effects. However when he began canting again and an actual magic missile flew from his fingers....he knew something was terribly wrong. That is when the Wolf appeared to him again, it told him its name was Meiming and took him away from the shadowy realm. Mark once again woke up in his room, but this time Meiming the Wolf was quietly laying on the floor.
Meiming explained that Mark was a relative of his, removed by generations. That in his blood he carried the legacy of the Shen. Meiming was Mark's his past life, and he was a manifestation of it. He told Mark that he was Kin-Folk, but the Sixth Age had other plans. Mark had other gifts which allowed him to call upon the natural talents in his blood as well as the graces of the Emerald Mother. He would pass on his knowledge and experience to Mark, so he could be at rest. After months coming to terms with what he was and under Meiming's tutelage, he began exploring with new eyes.
Los Angeles was even weirder to him now. There were Shen and the Sunset people running in the Shadows the city. He discovered the Bone Gnawers along skid and a packs found along Griffith Park and Mt. Washington. He also noted that Kin-jin and Kuei-jin throughout downtown Los Angeles and the San Gabriel Valley. Meiming also helped hi identify Namebreakers as well. Even talking with his friends he noted that there were some odd things hanging about! He and his L.A.R.P group bought down a Kin-jin, Mark wiping the memory of the events as they discovered his powers of spellcasting.
Mark/Meiming is a tragic character is that on all levels he is an outcast. His family and social life is ruined by circumstances, his ties to the Kin-Folk and Garou put him in very mortal danger (especially since of his sexuality), he longs to join the cultural community of his past life as Meiming San Long, but as a Hispanic/Native American he is hedged out as an outsider. Despite these major set back he continues his own studies in magic and helps those he can in need. Due to most peoples interest in ghosts and the supernatural, he has found small niche in which he can be of real service. His hobbies also give him a great cover as well. Hopefully able to find an ally by chance who will not kill him out right..
Thursday, February 28, 2013
Magical Items: Unknown.
In Greek mythology Hecate was one of the Titans who was worshipped as a goddess of Magic, Herbal Lore, and Illumination. According to some legends, she was the daughter of the Titans Perses and Asteria. She was one of the Titans who allied with Zeus during the war with Cronus. She stayed as an ally of the Olympians, and she was left to her own devices.
She is often depicted as a woman with three aspects, a torchbearer, a mistress of keys, and another who holds snakes. This is usually just a representation of her interests regarding magic. She is also closely associated with the moon. When the monotheistic religions arose, she has been one of the few goddesses to survive in various cults. She is often regarded by these religions as a dark or infernal influence, which is far from the truth of matters.
Within the D&D multiverse, her realm can be accessed from on of two planes;. Minauros on Baator and the Pluton on the Grey Wastes, petitioners can make their way to Aeaea. The realm itself is an island, and she shares this with her cousin Circe. The realm is described in the epic poem "The Illiad", when the legendary hero-king Odysseus of Ithaca was trapped on the island and confronted Circe.