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Wednesday, August 28, 2013

Famous Spellcasters: Waldo the Wizard

Name: Waldo
World: Cereal Mascots
Faction: General Mills Mascots
Magical Items: Red Balloons, Red Balloons with Yellow Star, Purple Bell, Orange Bridge, Green Clovers, Blue Diamonds, Clover Hat, Pink Hearts, Purple Horseshoes, Hourglass, Key, Magic Mirror, Blue Moons, Yellow Moons, Full Blue Moon with Yellow Smile,  Pot of Gold, Gold Pyramid, Rainbow, Orange Stars, Yellow Stars, White Shooting Star, White Torch, and Blue Tower glyphs.

Waldo the wizard for a brief time in 1976 was the mascot for the Lucky Charms cereal. He replaced the Leprechaun, but was soon recalled when people demanded Lucky back.

Like Lucky, Waldo knew the secret of the shapes and new how to create magic with them. The Clovers had power over luck, the Balloons had power over levitation, Heart had power over life, the Horseshoes controlled speed, the Hourglass controlled time, the Moon had power of invisibility, the Rainbows controlled teleportation, and the Stars controlled flight.

Waldo and Lucky gained the power to control the seas when they subdue an angry whale. It is known that both have incorporated other magical glyphs for winter or competitive events. The Bell, Bridge, Pyramid, Torch, and Towers are some examples. The glyphs they hold can be combined to create various effects, not just the ones listed above. The extent of their power is unknown.

It is believed that Waldo may have left to deal with Count Chocula, Franken Berry, Yummy Mummy, Boo Berry, Fruit Brute. Rumor has it he managed to seal Yummy Mummy within the Gold Pyramid and used the power of the Blue and Yellow Moons against Fruit Brute. However, he was most likely captured by Count Chocula..

Tuesday, July 2, 2013

Responding to "The Many Worlds of D&D" Part 2


5E Planar Set Up

   As explained earlier 5E D&D is coming up with a new model for the planes, which incorporates 4E & Classic Edition Ideas. Like Pathfinder's own interpretation, these models are very similar to that of the Celestial Spheres that early philosopher's came up with to explain the nature of the universe. As almost with all models the Prime Material Plane, our physical universe, seems to always be at the center. However, it only takes into account the planes as described in the now closed D&D universe.

   Ironically, the proposed 5E planar model is very similar to a concept I have been working on which incorporates the sum of the d20 systems cosmologies and other gaming/storytelling systems. It incorporates the traditional Great Wheel of the Outer Planes, the Expanded Spherical Model of the Inner Planes, adds the revised Feywild and Shadowfell Transitive Planes, while incorporating the 4E Elemental Chaos in a twist to pay homage to original D&D. This is known as the "Con Clave" model. (Yes it has a triple meaning...1) Literal Translation means "With Key", 2) Refers to my internet handle, 3) Refers to the "Rule of Three" if you know my internet handle.)
 
 Keep in mind that this is just a 3D visual representation of a portion of a temporal thread. Each module is a small point on a timeline, each section connecting with one another via the Elemental Chaos and the Outlands Spire. At that junction is a thin membrane known as the Vortex Dimension, where Mystara's Immortal "Old Ones" dwell. Keep in mind the model rotates, as the energies of the Positive and Negative planes churn everything around. Here is the guide for the Modular Temporal Prime Piece: 

1) Prime Material Plane: The Known Universe containing all campaign worlds.

2) Astral: Transitive plane, act as a buffer between the Prime Material Plane and the Outer Planes.
-Gate of Souls: Apex of the Outlands Spire that pierces the Astral. It is through this pinpoint in reality that souls pass onto the Outer Planes.

3) Ethereal: Transitive plane, acts as a buffer between the Prime Material Plane and the Inner Planes.
 -Border Ethereal: Acts as permeable membrane in which matter and energy is bought forth from the Inner Planes. The Plane of Dreams here helps shape the Prime Material Plane, a portion known as the Phlogiston can be accessed to make interstellar travel faster.

4) Feywild: Transitive plane and buffer between the Positive Elemental Plane. This is the First World created by the gods and stretches into the Ethereal from which it was formed. The Feywild eventually becomes part of the Shadowfell, where the Unseelie dwell.. It anchors in the Outer Planes as Arborea/Olympus.

5) Shadowfell: Transitive plane and buffer between the Negative Elemental Plane. This is the what is left of the First World as the forces of Entropy consumes it, as it breakdown it often echoes the Prime Material Plane. Eventually though through cyclic movement it is renewed eventually in the Feywild once more. It anchors in the Outer Planes as Gehenna. It is believed through the influence of the Yugoloths, Ravenloft was created in the Shadowfell.

6) Positive: Portion of the Inner Planes, that is a fundamental state of the universe of growth. It's energies nourishes the Feywild, and connects directly to Limbo in the Outer Planes. (Why Limbo? Limbo is the ultimate expression of creativity, where reality is constantly in a state of flux)

7) Negative: Portion of the Inner Planes, that is a fundamental state of the universe of entropy. It's energies keeps the continual growth of the Feywild in check, and connects directly to Mechanus in the Outer Planes.
(Why Mechanus? Mechanus is the ultimate expression of Oblivion in the sense that it solidifies reality through the qualitative and quantitative nature of the plane.) 


8) Inner Planes: The Inner Planes is where all matter and energy from reality are formed, it is buffered by the Ethereal Plane and threatened by the Elemental Chaos. At the very heart of the Inner Planes is the Well of Souls, were all life comes from. Traditionally the Inner Planes are composed of Six Elemental Planes: Air, Earth, Fire, and Water; Four Para-Elemental Planes: Ice, Lava, Ooze, and Smoke; Eight Quasi-Elemental Plane: Lighting, Mineral, Radiance, Steam, Ash, Dust, Salt, and Vacuum. Just as a side note Wood and Metal Plane are often overlooked. The Elemental Plane of Metal is the border between Earth and Mineral.
While wood is part of the Living Inner Planes.
-Living Inner Planes: The area in the center of the Inner Planes are the Living Inner Planes. The band twist and turns upon itself like a mobius strip. They are collectively known as the Planes of Flesh, Ichor, Spirit.
The Plane Ichor is found at the center, while Flesh is the mobius strip, and the void surrounding them is Spirit. These planes where first hinted at in Ravenloft and expanded from Warlands of the Accords RPG. Note that the Plane of Wood is part of the Plane of Flesh.   
-Well of Souls: At the center of the Living Inner Planes is the "Wells of Souls" Here all spirits our created.

9) Outer Planes: The classic "Great Wheel" concept is kept, however the Outlands Spire is utilized more.
The Outlands Spire is the apex of the Outer Planes where all souls are funneled through. However, in reality the spire is a bulge in reality from Elemental Chaos. There is a thin membrane beneath the Outlands Spire, known as the Vortex Dimension. This area is part of the Temporal Prime and Far Realm, and is a gateway where reality can shift. On Mystara it is known that Immortal known as Old Ones can be found here, it is believed that these Old Ones are the energy remnants of dead gods, akin to what the Astral Planes does. These beings protect reality from the Far Realm Old Ones. 

10) Elemental Chaos
That energy is from the Inner Planes is what give the momentum to move through time. Whatever force that birthed the Inner Planes, also created a force that seeks to extinguish the energies. The Elemental Chaos causes a bulge in the Outland in the form of the Spire. Oddly enough it can be access through certain layers of the Abyss. At the very bottom of it leads to the Vortex Dimension.

11) Far Realm: Is an expression of the 4th Dimension. As the multitudes of possibilities strain reality, it is expressed as the Far Realm. It is the end result of the interactions of the Positive and Negative energies constantly moving as well. 

12) Temporal Prime: If you can clear the chaos of the Far Realm, one can identify the 3rd Dimensional Temporal Threads. Here time itself can be traversed, visits to alternate timelines, as well as alternate Primes.
When viewing the Temporal Thread in 4D you can see multiple phantom images of the same thread. The thread frays out and splits, tangles, and merges as the forces of probability and conformity struggle.

Monday, July 1, 2013

Responding to "The Many Worlds of D&D" Part 1


   The other dimension or planes in the D&D Universe is something that every character seems to have a fond memory of. For most the other planes are the legendary places of the afterlife where gods, demons and devils dwell. For wizards and adventurers they are places where one can readily explore, as they are just adjacent dimension on which our reality is built upon. As 5E is attempting to raise D&D from unlife, a new article "The Many Worlds of D&D" attempts to preview what may happen.

   When D&D was first created, the idea of these realms where rather simple. Plane of Energy, Plane of Entropy, Plane of Matter, Plane of Time, and Plane of Thought. These various planes contained other areas in which certain gods or worlds existed. In addition it explained our universe as we know it, a large place full of possibilities.

   As AD&D came into being, the 5 Modular explanation of the planes was redefined into what we call "The Great Wheel". It said there were three major areas: Inner Planes, Prime Material Plane, and the Outer Planes. As a buffer around the Prime Material Plane, there are the ethereal and Astral Planes, which allowed the prime not to be heavily influenced by primal elemental energies or divine forces. The concept of the great wheel was carried over from 1st Edition to 2nd Edition with minor changes, mostly going into detail upon the planes themselves. This culminated when an entire campaign setting was developed known as Planescape, which set the benchmark for the planes.

   When the Golden Age of 3rd Edition and the d20 Universe came along, the "Great Wheel" model was still uphold. However, due to the fact that the d20 system was inclusive to other genres and world, it did allow some measure of reinterpretation. New areas were discussed like the Far Realm and the First World of the faerie, even the new campaign setting Eberron bought hints of new mechanics involving the planes. The "Great Wheel" is consider a balanced approach, while other interpretations were accepted as well. The models of the Great Tree patterned after the Yggdrasil of the Norse Pantheon, The Great Mountain from the Roman-Greco Pantheon, The Great Pyramid from the Mayan Pantheon, Grecian Celestial Sphere model, The Twin Rivers of Darkness and Day from the Pharonic Pantheon, and even the original Immortals 5 Planar Realms were accepted. People forget that d20 allowed the greatest freedom of interpretation. As the main theme of this era was that you the player's were truly in control of your world, not the game mechanics.

   Sadly the great divide came when d20 was forced to shut down, and the 4E spewed forth. Much of it was saved an honored by its successor, Pathfinder. However, the ruinous 4E era bought forth an alternate prime material plane of Oerth, and destroyed the Great Wheel. The Astral Sea replaced much of the Outer Planes, while the Inner Planes were redone as the Elemental Chaos which collapsed into the Abyss. Some of the transitive planes like the Plane of Shadow  was renamed the Shadowfell, and the faerie plane became the Feywild. It shook some things up and is attempting to reconcile with 5E.....

Reason for this article is in the defense of Spelljammer, the for mentioned article seems to treat this campaign setting as a problem. Spelljammer takes the terrestrial fantasy D&D campaign into wildspace. The author claims one of the biggest failing was the fact that you could travel to any D&D world. That in my opinion was one the best reasons you could get it, bypassing planar travel! It also started you thinking on the influence of gods...in how a cleric power was affected by wildsapce travel. The "Phlogiston" was also an interesting explanation of deep space. One could simple see that area as "Hyperspace", when a spelljammer shifts to an area of the border ethereal allowing them to cover the distance between systems in a shorter length of time.
Spelljammer is a great setting which is worth a try, especially if you like sci-fi dramas, but with Asteroid Dungeons and Stellar Dragons!   



  

Sunday, May 26, 2013

Mystara: Hollow World


   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:
 -Brute-Men
-Nethar
-Oltec
-Azcan
-Blacklore Elves
-Beastman
-Kogolor Dwarves
-Antalian
-Jennites
-Tanagoro
-Traldar
-Makia
-Nithia
-Krugel Orcs
-Milnians
-Kubbits
-Flamaeker Gnomes of Serrainne
-Sind
-Soderfjord Gnomes
-Hin
-Ierendi Pirates

   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 Journeys' Mythus: Inner Aerth



   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

Dungeon Bastard: One DM's opinion is another man's comedy


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

Famous Spellcasters: Nuitari

Representation from the "The Seventh Seal"
Name: Nuitari
World: Krynn aka "Dragonlance Campaign Setting"
Pantheon: Pantheon of the Gods of Evil
Spells: Unknown.
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

Character Profiles: Ranvorfast Dal'marian

"'Elen sila lumenn omentilmo. Vanya sulie', A star will shine at the hour of our meeting. Fair Winds"
-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

Character Profiles: Mark Anochecer Trueno

"Guess who got the new L&L Spellcaster's Compendium"
-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

Famous Spellcasters: Hecate

Name: Hecate
World: Earth
Pantheon: Greek
Spells: Unknown.
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.  

Wednesday, February 27, 2013

Famous Spellcasters: Boccob

Name: Boccob aka Al-Zarad
World: Oerth
Pantheon: Oerdian
Spells: None.
Magical Items: Staff of the Magi, Boccob's Blessed Book, and the Tome of Ancient Lore.

   Boccob's origins are shrouded in mystery. Some say he was a gifted servant of Istus who excelled at magic, but that is only speculation. It is known that Boccob first came to Oerth and walked the world at the dawn of its creation. His sole goal was to spread magical lore and influence the intelligent beings of the with the ways of magic Not only is he the master of mortal magics, but also the magic of deities as well. His interest are focus at the refinement, exploration, study, and mastery of all arcane magics. His intense focus on magics has earned him the title "The Uncaring", but this is far from the truth since he is also called the "Archmage of the Gods". He has casual relations with most deities of magic, and has yet to meet one who rivals his power.
On Oerth though, he has sponsored a champion who has proven his worth in becoming a deity. Zagig Yragerne was once the mayor and Archmage of Greyhawk, and managed to create a great many things during his time as a mortal. Zagig was once of the few mortals that cleverly found a way to ascended to godhood, and for that Boccob has taken the eccentric wizard under his wing.

Boccob is also one of the few gods who realizes the nature of the multiverse. It is said he has traveled to every plane in existence, visited parallel universe, and has traveled all across space and time. He is also known on every variation of Oerth to some extent as well. This is reflected in his realm in the Outlands, the Library of Lore. Those who have been allowed accessed to the place have said that his realm contains all the magical knowledge of the universe. His library appear as a great citadel, where few are allowed save for his mortal worshipers.Theses petitioners ensure that the library is maintained and assist is very areas of research or craft.   

Tuesday, February 26, 2013

Titan: Advanced Fighting Fantasy


   According to the creation myths of the world, the universe was created by the gods. The leader of the gods, Titan, created the world. The other gods out of curiosity and play were invited to help customize and developed the world. For the most part the gods were generous and kind, inspired to create things and concepts that worked in harmony. The sentient race of man was created by Logaan. This new creature mimicked the gods in the sense it could create and alter the world as well. Fascinated, the gods Titan created giants, Throff created the dwarves, and Galana created the elves. The gods created a perfect world and were content.

However several of their godly numbers were not satisfied. Death, Disease, Decay, Slaang, and Tanit bought forth abominations and evil to the world. Chaos was let loose and suffering came to pass for those on Titans. When the gods discovered what Death had done they were poised to make him pay, but stayed their hands as he had one of their own hostage. Logaan was captured and forced to find something/someone the gods had not known. They managed to find "Time", a being who bought with it the natural flow of entropy. Death threatened that if the attacked he would end their immortality. Since then the gods have fought.

Originally the world itself boasted only one continent, Irritaria. For centuries the dwarves built their home in the mountains, and elves retreated to the forests. Humans had traveled the lands in small tribes, eventually becoming kingdoms. One  such nation, Atlantis, was graced by the gods with magic. The civilization was the most advanced of its time, but sadly was corrupted by a demonic presence. The gods quickly destroyed them, and in that act the world was split.

   The world itself is now has three continents since the destruction of Atlantis. Allansia, the Old World, and Khul are all that is left of Irritari. Allansia is continent of untamed people with great swaths of wilderness. It is mostly dominated by great plains, deserts, and moorlands. The north is dominated by ice and snow. Mortals have carved out various city-states throughout the land, and constantly have to deal with the forces and hordes of evils that gather in the wilderness to topple them. The Old World is surprising different, as the mortals there managed to tame he land. Nations flourish here and civilization is found almost everywhere. The only real threat on here is fro he various nations themselves. The continent of Khul though, is a ruined mess. It unfortunately bears the brunt of the battles of the gods and mortals. It is dominated by the Wastes of Chaos, a huge area of land rendered lifeless. What mortal there are are spread around the coastal land in various city-states. Despite the very threat of Evil and Chaos which has crushed the land, there is one place where mortal have done well. The isolated kingdom of Hachiman has flourished. They lived in a highly organized feudal society (Japanese) which is prosperous and pleasant. The remainder of the world is dominated by small islands within the Western Ocean, the largest body of saltwater on the planet. The Ocean of Tempest and the Ocean of Serpents dominated the area between the continents, while the Black Ocean is found east of Khul. 

The Outer planes seem to be divided into three parts. The Celestial Palace is homes to the benign gods. The Elemental planes are the middle ground. The Demonic Plane, which is divided into the layers of Steel, Rust, Platinum, Blood, Ichor, Bile, and Obsidian, all seemed to be influence by the elemental chaos.

Titan: Advanced Fighting Fantasy originally started off as a series of adventure books created by Steve Jackson and Ian Livingstone. Eventually it became its own Role-playing system, branched off into video games, and even published a few D20 friendly adventures. There is a system friendly sourcebook that can be used for any rule system needed.



Monday, February 25, 2013

Spellcasting 101: Rituals & Incantations

As discussed in a previous article about Cantrips, there are many ways in which spell can be cast.
Cantrips are just at the threshold of were true magic takes over. Professional spellcasters such as Wizards and Clerics move onto the next level in which they practice the art of magic as it is known commonly. Through their study, practice, and/or devotion they are able to perform a variety of mystical feats.

However, that is not the only way. Rituals and Incarnations are a form of older magic that forms the base of modern magic. This path of magic allows the trained and untrained to perform mystical feats without expending their own personal energy, though other means of cost may be applied. Unlike regular spells, these version take longer to cast and their is a percentage of spell failure. It is even cautioned, that these spell also may backfire upon the casters. However these versions of spells come in handy when standard spells are low, or you are without the aid of a spellcaster.

Incantations were first mentioned in 3E D&D in Unearthed Arcana, pg 174. The rules regarding Incantations are presented here. As mentioned Incantations can be cast by anyone and require a roll(s) to determine the chance of success. Incantations can vary from creator to creator; as difficulty checks, backlash, failure penalties differ. So one Incantation can have multiple versions. Incantations are best used when desperate measures are needed and there are no spellcasters around. Incantations are more common on world were there is little to know magic. However, a standard spellcaster with Knowledge (Arcana) should be aware of Incantations.

The second type options are rituals. This is a variation on incantations, but instead of freestyle casting, these are closely aligned with preexisting spells. Rituals are an option which appeared in 4E D&D Player's Handbook, which standardize Incantations. For the most part Spellcaster automatically gain access to rituals. They can learn and perform rituals alongside their normal spellcasting. Furthermore, anyone who takes time to learn (Feat) this method can perform rituals. Rituals take longer to cast than spell, may incur backlash, and likewise have a chance of failure. Rituals for the most part are non-combative spells, which greatly free up a spellcaster decision on what spell are necessary to memorize. In addition the spell components have been simplified as well. Alchemical items, mystic salves, rare herbs, sanctified incense, and residuum can be used.
Residuum is the residue from Disenchant Item Ritual which creates a golden magical dust that can be used as a universal ritual component. Unlike Incantations, rituals can be inscribed unto scrolls which allows anyone to use them!

So if your looking for more ways to utilize magic, incantations and rituals might be something you may want to add to your campaign. 

Sunday, February 24, 2013

Arda: Lord of the Rings


The world of Arda is the setting of J.R.R. Tolkien's series of Middle-Earth, most notably the "Hobbit" and "Lord of the Rings".

Eru Illuvater is the creator of Ea, the universe. In this universe he created the Ainur, who were is children. The most powerful 15 were known as the Valar, and all the others were known as Maiar. He bid them to sing of his glory and all was in harmony save one, Melkor bought discord. The creator fashioned a world in which eEves and Dwarves could live in. The creator sent the Ainur to Arda to shape the world. Over the course of centuries they would maintain Arda, as their brother Melkor caused everlasting strife.

Arda itself was considered to be a flat disk, with three great continents. Valinor, Hitherlands and the Dark Lands. They were surrounded by an ocean called Ekkaia. After the second age with Downfall of Numenor, the world became spherical. Aman was made hidden, and Middle-Earth came to be. Aman became the haven for the elves, and was called the Undying lands. The rest of the races lived on Middle-Earth

The mortal races are divided between the champions of the Valar and those of Melkor.
The Dwarves, Elves, hobbits, Human, Ents and Eagles would champion the Valar in the world.
While Dragons, Wargs, Werewolves, Trolls, Goblin, Orcs, and Spiders served Melkor.

Unlike most fantasy games, this world is its current age is very low magic. The elves are leaving, the Dwarves are all but forgotten, the Ents have lost themselves, and its is the age of man. Magic is a thing of the elder ages, and only a few know of its secrets. Also clerics are unheard of as only a select few know of the Valar, let alone Ere Illuvater. Man is faced with fighting against the champions of Melkor, unaided and alone with a few champions of light left.

This campaign setting has been supported by several role playing systems and an MMORPG.
Tolkein himself left so much great detail to this world! He even developed several languages and alphabets in the process. As with any campaign setting, you can use the Themes and history that Tolkein has set up, and as the MMORPG did breathe new life into it with keeping it as Tolkeinish as possible.


Saturday, February 23, 2013

Famous Spellcasters: Perf

Perf and the Sword of Fighting
Name: Perf
World: Gamers/JourneyQuest Universe
Spells: Conjure Milk and Vague.
Magical Items: Sword of Fighting.

Perf is a highly skilled wizard with a great deal of knowledge. He is has shown his skill with magical knowledge, ancient history, and arcane lore. Sadly he suffers from arcane dyslexia and often miscasts spell. The only spells he has been able to cast successfully are the cantrips; knot, summon milk, and vague. It was recently discovered that he is one of the rarest number of wizards who can invert spells, a Retromancer who performs retro-spellcasting.

Perf is a wizard who joined an adventuring party in a quest to find the legendary "Sword of Fighting". An artifact that countless adventurers have sought. For over a year Perf has adventured with his companions; Nara the elf, Carrow the priest of Vieris, and Glorion "Orcslayer" the knight. Perf has a not-so-secret crush on Nara, and Glorion has a nasty habit of bullying him. They have been assigned a bard, Wren, who has been chronicling the adventure so far incognito.

After the slaughter of a countless number of orcs, they discover that they are close to the Temple of ALL Dooms where the legendary "Sword of Fighting" is said to be. The part had split up. The knight heading off to fight a river so he could uncover the entrance to the Temple, while the elf and cleric headed off to retrieve Perf as he ran away yet again.Perf and Carrow were ambushed by orcs, with only here and Nara narrowly escaping. As they ran both accidentally fell into and discovered the Chamber of the "Sword of Fighting" in the Temple of ALL Dooms. When Perf touched it, he was informed that he was the "Chosen One" destined to wield the sword. The Sword of Fighting was an intelligent, both maniacal and rather egotistical to boot. The Sword was not to happy with Perf being the Chosen One, often calling him limp-wristed and such.

As they left they chamber, the group of orcs captured them. They managed to escape once again after Perf challenge their shaman to a magic duel and Carrow returned. Carrow was killed in the initial ambush, and when Per tried to heal him the spell miscast. The spell had managed to raise the priest as some sort of intelligent undead a few minutes afterward. As they head out in search of Glorion, they were captured by an agent of "THE SHADOW". She informed them that other were hired as well to ensure that the Chosen and the Sword be destroyed.

Eventually they managed to escape and have decided to make their way to an Oracle in hopes of finding answers to what the Chosen One needs to do and perhaps find a way to cure Carrow. Meanwhile Glorion managed to conquer the Temple of All Dooms solo, but was angered when the Chamber of the Sword of Fighting was empty. He soon discovered evidence that Perf had been there and most like took off with the Sword!

Friday, February 22, 2013

Character Portraits




   One of the best thing about our digital age is that there are many creative people out there. Not only in the sense of geniuses, programers, designer, and artists, but also those of us that scour the web for utilities and programs that can be used in innovative ways. One of these involves how we illustrate or present our player characters. Now not everyone has a natural talent for artistic rendering or may have the time to develop such a skill. That is why I am every so thankful to our digital age and creative free spirits.... cause thanks to these great people you can find a program anywhere that can help you with what you want to accomplish!

Easy Method
Doll Makers, Dress Up, Character Portraits, Character Creation, Avatar Makers..... there are tons of free programs on the web that can help you create you character portrait. It may be frustrating at first (mostly oriented for girls), but are tons of programs out there and you need to be patient. You will eventually find an art style and genre that will fight your needs, and hopefully have enough options for you. Either 2D or 3D models are available!

DollDivine.com
This site has many genres and artistic styles. Although the site is targeted to girls, there are some options for guys there too! The Avatar: Last Airbender, Hogwatrts, and Game of Thrones programs have option for both male and female characters. Also there are some that even allow you to create animal and anthropomorphic characters too!

Dress Up Games
Another website with many options. Here you can create your own Pokemon Trainers!
 Meez.com
This website has 3D Models and a ton of character options. It is originally intended to be an Online Interactive Social Space, but the avatar creation is an invaluable tool. It is a paid site if you wish to join the community, but it does allow you to try out the character creation... in which creative individuals can find away to preview and customize there own Avatar! I only wish they made this program available to download and purchase, as this is one of the best model character creation kits out there!

Advanced Methods
This will cover the topic of more advance methods. As with Meez.com, there are tons of games that have a whole character creation suite. That means that you have the ability to make some awesome portraits by just playing the On-line games you have. There are many older Video and PC games to which have some amazing "editors" included as well that you can utilize to create backdrops and other character to portraits too! 

Character Creation Screen
The easiest method for this, but somewhat limited is to find a MMORPG, that will give you the basics of what you need to create a basic character. If you actually play one of these games, you will have access most of the time for alternate character slots, which means you can play the game and create secondary characters just for dress up purposes. Zu online, DC Online, Heroes Online, World of Warcraft, Guild Wars, Everquest, etc are some options. Just pick the character style you like.

Model Viewers
Now if you want total customization, there are many model viewers that allow you to access the game files stored on you PC. With the rise of Machinma, many individuals have created model viewers for various games which allow you to not only create a custom and detailed character portrait, but even full flown videos! Now you are not hacking or messing with the program itself, you are just accessing the file usually through a third party model viewer program. One program that I can recommend is Machinima Studio. This program is not only free (paid version gives you tons of extras!), but has managed to allow you to pull model creation from such games as Aion, Allods Online, fallout 3, Runes of Magic, Starcraft II, Warhammer Online, World of Warcraft. Remember you actually have to have the game installed first in order to access.
Again creative people will figure out how to utilize these programs fully and freely (download the game and keep it updated...many offer free trials)

Game Editors
This method is for those games that came before the age of the internet. There are many PC games that come with Level Editors or Character Editors added in. This will allow you to create custom portraits and avatars.

Sims by Electronic Arts
The "Sims" have a multitude of options. The online community has created thousand of customs items for your scenes and character. The game also encourages you to create your own items as well. You can create Adults, Teens, Children, Pets in Sims 3, but in Sims 2 & 3 there are options to create scenes and location from almost every culture and time. It has a great level editor, and there are codes you can access if you rathr create scenes that play the game.
The Game itself has has gone through three editions, and I would highly recommend Sims 2 or 3. Sims 2 has an extensive catalog of items and really cheap. Remember not only can you create multitudes of characters and animals, but whole scenes too!

 Vampire: Redemption by Activision
At the time this game was greatly overlooked, and sadly support from both Activision and White Wolf were lacking. Thanks in part to online community, there has been ton of add-ons to the game that cover the rest of White Wolf's World of Darkness line. You can purchase this game for $5 considering it has one of the most powerful editors I have seen! You can create 3D portraits of characters suitable for either the European Dark Ages of the Modern Age. You can also create a number of custom settings as we well too, and this was a godsend because you could make your own scenes just as we do with machinma today.

Miniatures
Since most of have access to 2D printers...(3D Printers may be commercially affordable soon!), don;t forget you can create tokens, minis, and standees as well. Ever PC has MS Paint, also if you have access to other photo editors (Adobe Photoshop) or art programs, which will allow you not only to make some customization of your own, but you can make paper models and tokens. With any of the above methods, you can print out a small portraits sized for most grid maps. Check out this simple how to guide.

As a child of the 70's there were tons of paper standees you could make, and I am glad that this art is not lost. There are tons of template you can get to make towns and settings for you games. As mentioned above, creative and cunning individuals will realize you can make many of these on your own for free, but you can also purchase said paper models from a variety of companies at RPGNOW.com.

Thursday, February 21, 2013

Famous Spellcasters: Tessa

Name: Tessa
World: Red Earth aka "Capcom Universe"
Spells: Mystical Force, Shield Wall, Magic Shield, Sigil Shield, Glace Cannon, Electron Canon, Fiamma Cannon, Hyper Cannon, Astron Cannon, Jamming Ghost, Death Phenomenon, Meteo Fall, Dark Hadou, Dragon Apocalypse, and Untouchable Force.
Magical Items: Dragon Cape, Magic Hat, Feline Staff, Wand, Reverie Sword, Tricicle Flask, and Djinn Lamp.

Tessa is a Sorcerologist, a Magelord from Icelarn. She is a highly knowledgeable individual in both arcane and scientific studies. She has the natural ability to see into creature souls, seeing how they balance the forces of good and evil. She lives in her tower along with four cats. Al and Ivan are her closest familiars and often journey with her. She also has a bird named Hato and a frog named Kaeru. She is also fond of penguins.

  She also owns an arsenal of magical items, her most powerful is the Dragon Cape. This purple dragon scale cape still hold the spirit of the dragon, Manot, which will protect the wearer by manifesting. She even developed a spell known as "Dragon Apocalypse" to assume the form of said dragon. Not only does she rely on her mystical know how, but she also has managed to construct a Golem as well. When she needs to travel she often flies around on her Feline Staff.

  Hundreds of years ago she joined together with a group of adventurer to save the World. She met a ninja named Kenji from Zipang, Mai-Lung a martial artist from Gora, and the warrior King of Savalia named Leo. Together they battle various minions of the evil wizard Scion. Together they managed to defeat him in his home of Darminor and bring peace to the world. She also confiscated all of Scion's knowledge, but has yet to utilize any of his magics; Diminution Curse, Earth Serpents, Magic Beam, Meteor Storm, Stun Specter, Swords of Sorcery, and Warp. She is currently seeking a magical stick of transformation that once belonged to the Shou Family, it hints that Hsien-Ko, a Jiang Shi "Chinese Vampire" may know its whereabouts.

Wednesday, February 20, 2013

Pokemon


   Pokemon is a popular video which has spawned a manga, anime, collectible card games, and other video games series which is based around the idea of individual who use "Pocket Monsters" to dual. The series revolves around a young boy named Ash Ketchum and his quest to become a Pokemon Master. Along his journey he meets many friends, and seems to be an individual who was destined to play a significant role regarding pokemon. Not only has Ash made a name for himself as a Pokemon Master, he has saved the world a number of times.

The regions of the Pokemon World that have been introduced have heavy influences of Japanese culture, but different regions hint at other cultural inclusions from all over the real world of the 20th Century. Hoenn, Kanto, Johto, Sinnoh, the Orange Islands, and Unova are example of regions that Ash has traveled to. The technology level is equivalent to our modern day, excepts with a little bit more tweaks in technology and social advances. Many regions balance ancient traditions and the modern life, and many live in peaceful cooperation with each other. However, that does not mean there are no shortage of antagonista. Several Mega-Corporations, Gangs, Ninja Clans, Mercenaries, Cults, etc can be found as villains in the series.

Pokemon have been found in several different worlds as well. One planet has a region named Orre which is a bit more advanced that the usual world. The other is a planet were no humans exist, only pokemon. It is also a known fact that several pokemon come from outer space such as Deoxys, Clefairy, Staryu, Lunatone, Solrock, Jirachi, and Elgyem. Clefairy and Elgyem are known to have space ships.

Snipets of the world ancient past reveal a lot of mystical elements to Pokemon. It is known that there is whole pantheon of Pokemon who act as spiritual guardian for the world. There are several major guardians whose power rivals gods. Likewise there are many minor ones that are city patrons or known to be patron of certain spheres. Many of these guardians are outsiders, and others seem to be related to the fey/spirits of the first world. 

Major Guardians
-Arceus is the creator of the Universe, and serving as is herald o time is Dialga, as his herald of entropy is Giratina, his herald of matter is Palkia.
-Rayquaza controls the skies, his heralds are Landorus, Thundurus, and Tornadus.
-Groudon controls the Land, and his herald is Ho-Oh who controls the weather on land, and his heralds are Entei, Raikou, and Suicune.
-Kygore controls the seas, and his herald is Lugia controls the weather of the seas, and his heralds are Articuno, Moltres, Zapdos.
-Regigigas is an ancient guardian, his underlings are Regice, Regirock, and Registeel who shaped the earth.

Minor Guardians
-Latias and Latios are patron guardians of Alto Mare 
-Azelf, Mesprit, and Uxie are the Lake Guardians of all consciousness.
-Darkrai is the lord of Nightmares.
-Cresselia is the lord of Dreams.
-Manaphy is the guardian of the seas.
-Kyurem, Zekrom, Reshiram are legendary guardians of Unova.
-An unnamed Alakazam, Gengar, and Jigglypuff were guardians of Pokemopolis. 

The ancient past also explored the mystical and elemental connections pokemon had. Psychic types seem to be sensitive to an enrgy called Aura. Certain individuals such as Sir Aaron of Rota was known to be a Guardian who worked in tandem with pokemon to channel these powers. Other learned they could harness the elemental powers of pokemon as well, and were known an Pokemon Magicians. Both Guardians and Magicians created many object some as old as 20,000 years that had the ability to control and capture pokemon. Items such as staves, orbs, runes, and chains were used. Eventually stone orbs and hollowed out apricorns were used, which are the ancient form of Pokeballs.  

Pokemon can be considered as constructs, fey, magical or psionic creatures, and outsiders. They are related to other mundane animals, but possess an awakened intelligence. People have classified pokemon under 17 differnt types (Normal, Fire, Water, Fighting, Flying, Grass, Electric, Poison, Ground, Psychic, Rock, Ice, Bug, Ghost, Dark, and Steel). These help people to better understand and use pokemon. Some pokemon also have a unique ability to alter their forms in a sort of evolution changing from a child, young adult, and adult stages. The process can work in either direction too! A far number of human are Pokemon Trainers, Breeders, Doctors, Professors, Connoisseurs, and tech designers.


There have been several attempts to convert the series into the D20 system, with various rules governing battling and a Bestiary of Pokemon. As of to date there are over 600+ pokemon with the number growing with expansion.


Tuesday, February 19, 2013

Famous Spellcasters: The Ice King

Name: Ice King aka "Simon Petrikov"/Ricardio
World: Ooo formerly Earth "Adventure Time with Finn and Jake"
Spells: Unknown.
Magical Items: Ice Crown, Demonic Wishing Ring, Ghost Pouch, and the tome "Ninjas of the Ice: The Art of Fridjitzu.

   The Ice King was once a mortal long ago before the Mushroom War. His name was Simon Petrikov, an antiquarian and professor of archeology living in San Francisco, California. One of his claims to fame was the discovery of an ancient book known as the Enchiridion during his time in Greece. A few years before the Mushroom war he came into possession of the Ice Crown in Scandinavia, which ironically is relative to the Enchiridion. Sadly though the power of the crown can cause mental instability and other physical changes. In an attempt to make his girlfriend, Betty, laugh at the time by putting the crown on. Over a period time and repeated uses of the crown it changed him radically, his skin turned blue and cold, nose grew pointed, and began growing a beard. He accidentally froze portions of his home town solid. It was during this time that the Mushroom War occurred, and through the powers of the crown it allowed him to survive for centuries.

Over the next thousand years he built his Ice Kingdom, explored what was left of Earth which was now called Ooo by the new inhabitants, and recovered some artifacts as his own while mastering "Wizard Stuff". One of his early companion for the first few centuries was the vampire Marceline. During this time he had a rather odd fixation with Princess, as ever few years or so he craved love and romance. Sadly almost all of the princesses rejected him. Seem the only true friend he could make were the Penguins.

It was believed it was during one of these spouts of romance that he created Ricardio, is the Ice King's heart. Ricardio when bought to life left the Ice King, as he considers him a loser and a wimp. Eventually the Ice King does subdue him, as he needs his heart to live, but Ricardio escapes every once in awhile. Unlike the Ice King who is more of a nuisance than a villain, Ricardio seems to be the essence of ruthlessness and unbridled passions.

Beside being a Wizard with access to arcane knowledge, he is still guided by the Ice Crown which is the source of his powers. He is also a pretty cool drum player and is found of video games. Besides bring Ricardio to life, he also accidentally brought a pranking robot that Finn created. NEPTR considers the Ice King one his "papi" and his the ability to throw hot delicious pies (he is built from a toaster oven, soup can, lose wiring, and other spare parts). He latest creation was his fanfiction "Fionna and cake" which he hoped to bring to life. However he did not quite understand the powers of the Ancient Sleep Magi of Life Giving, which only bought inanimate objects to life.

In his Fanfiction he stylized himself as the Ice Queen.
Ricardio builds a body

Monday, February 18, 2013

Asian Locations: World of Warcraft


   The island of Pandaria was once part of the super continent that broke off during the Sundering. The islands terrain is rather rocky, sporting numerous mountains and plateaus. The southern and eastern regions are home to dense jungles and thick forests. The Northern and central portions are dominated by two mountain ranges, between them are plains and valleys were the land is blessed for farming. The western regions though were heavily scarred by the Sundering leaving jagged isle that are hundred of feet above sea level. To the north of main island, a titan refuge was sparred destruction and became known as the Isle of Giants. This island lay partially within the mist, and is one of the only areas that were exposed to the outside world.

History
   The history of Pandaria echoes back to the time of the Titans and their wars with the Old Gods. The Watcher, Ra-den, put here created the Mogu. These servants of living stone, like other titan creations helped shaped the southern portions of Azeroth. Like so many others after the defeat of the Old Gods and the departure of Titans, the Curse of Flesh struck the Mogu. They soon became flesh and blood. Like the Earthen who became the dwarves, and other titan  creation who became giants, vrykul, and Tol'vir soon had to adjust to a mortal life. The Mogu took it upon themselves to use the knowledge and power of their creators to ensure their dominance. They soon began carving out empire for themselves in southern Azeroth.

   The founding of their land was built upon the backs of some of the younger races: Hozen, Pandaren, and Jinyu. These races were enslaved by the Mogu and forced to build their great cities across the land. Their biggest threat came from the northwest as the Aqir threatened their new kingdom. A group known as the Mantid sat just along their borders, and because of this one of the greatest structures post-Titan era was built: the Dragon's Spine. This wall served as a great blockade from the looming threat. Fortunately for the Mogu, the Aquir were pre-occupied with the Trolls. The Mogu ruled for years, and as their mastery grew they created new races to serve them. The Saurok were created by them to be their taskmasters, frightening lizard men. The Grummle came to be from a group of Troggs that tunneled to far into the Mogu Empire.

   After centuries of Mogu rule the Empire came to end with the Great Rebellion in 12,000 BDP. The peoples that the Mogu had enslaved rose up. The Mogu even called upon the Zandalari as their allies to fight, but they were overwhelmed. Soon they began rebuilding and for the next 2,000 years built up the Pandaren Empire. Leadership of the land changed hands between the three races, each contributing to ell being of the civilization. They even made contact with the Highborne in the north, enriching their respective cultures.
Sadly though the corruption of the Highborne and disrespect for the land soon drove a wedge between the nations. With a few years as one leader fell into decadence, the last Emperor of Pandaria ascended. Knowing a great calamity was to befall the nation, a powerful Hozen known as the Monkey King and the August Celestials encouraged the last Emperor Shaohao to purify himself. In doing so he sealed away the lingering powers of the Old Gods and protected the lands from the Great Sundering. As the world was thrown into chaos and turmoil, the ritual he used to spare his people and country also encompassed a portion of an Aqir stronghold holding the Mantid and tribes of Tauren known as the Yuangol.

   For the next 10,000 years Pandaria would be cut of from the rest of the world surrounded by a mystical barrier of mists. The Monkey King who had promised Shaohao that he would protect the land enacted a ritual which turned the remaining Mogu into Jade, which also trapped him. The only threat were the Saurok, who vowed vengeance all. It was within a few decades that one Pandaren would do the unthinkable. He would leave the island. This young Pandern named Lui Lang set of on a journey to see what befell the world after the Sundering. Soon every five years he came back, and this was becuase of his turtle Shen-zin Su. As the story goes, turtles can instinctively return to their place of birth which made perfect sense in bypassing the protective barrier. His stories encouraged other to come along with him. As they traveled Shin-zin Su grew and grew, and soon was big as a small island. With Lui's last visit to Panderia, he gathered supplies that would ensure the growth of a small community that would be built on the back of a Great Turtle. For centuries this was the only way people could travel to and from Panderia and wander the seas of the world, and as the turtle grew in age the visits became less and less frequent to its place of birth.

   Recently the biggest impact came in the form of the Cataclysm. Deathwing's rampage around Azeroth interfered with the effectiveness of the mists around Pandaria (Although it actually it may have been the death of Malygos since many ley lines were re-routed). The barrier no longer steered beings away in confusion, but allowed them to pass through. Most notably the first to pass were the Zandalari who fled the destruction of their homeland, and they began waking the Mogu. Worse the Alliance and Horde discovered the island by accident and brought their war with them. Somehow by fate Shin-zin Su, by extension would be discovered by the Alliance/Horde as an Alliance ship crashed into its shell.

Religion   Like others parts of the world, the races of Pandaria venerate the ancients. In particular they worship a group known as the August Celestials. These four are Chi Ji the Red Crane, Niuzao the Black Ox, Xuen the White Tiger, and Yu'lon the Jade Serpent. Although not an Ancient by right, those on the Wandering Isle give reverence to Shin-zin Su as well. Geomancer and Monks gather under these Ancients and learn their teachings.

The Jinyu however practice a unique form of faith. They claim that everyone is connected by water, and they can tap into the "Song". To them water hold deep secrets, gives life, and also can give death.

The last major faith is that of the Old Gods. The Mantid still hold reverence for Y'Shaarj, an Old God destroyed by the Titans. His essence was in fact scattered and became the Sha. A corruptive influence that can be magnified by emotion of Anger, Despair, Doubt, Fear, Hatred, and Violence.


Sunday, February 17, 2013

Character Profiles: Loren Dal'mar Soth

"I really only spar. However if you would like to have some tea we can have an exchange of wits and great conversation."
                         -Loren Dal'Mar Soth

   Loren Dal'Mar Soth was born in Rustboro City in Western Hoenn. As a child he was quiet an attentive. His first ever pokemon was a Poochyena, who he named "Darkly".
They were both inseparable and trained together at the Pokemon Trainer's school. During one of his field trips he managed to catch his second pokemon, a Zigzagoon, he later named "Thomas". During his last year at the school Darkly evolved into a Mightyena.
At age 10 sadly misfortune struck his family, and he was sent away on a Pokemon journey. He was given pokemon egg and sent north to visit his grandparents at Goldenrod City. Along his journey in the Johto region his egg hatched into a Bagon.

Weeks before he finally arrived to his grandparents house, he had a rather odd incident with Clefaries. It was here that he was taken aboard one of their ships. He managed to escape and will not speak of it. Apparently he also freed an Unown during this ordeal which is named "Quest". Once safely there, he and his pokemon managed to capture a Furret and Growlithe as well. As he settled in with his grandparents in the outskirts of Goldenrod City, he pretty much kept to himself and his studies for a time. His pokemon journey seemed over, but was just on a minor hiatus. It wasn't until he met Gwanyin, another pokemon trainer who had happened to stop close by the area. His Machamp had located the first house he could find, but along the way Gwanyin broke his leg. His grandparents offered to take him in until he could better, and thought having a friend could help Loren get out of his shell. Soon Loren and Gwanyin were inseperable pals. Gwanyin's pokemon were a Blastoise, Venusaur, Machamp, and Vulpix. In his quest he had trained hard and became one of the toughest pokeman battlers to wander the Kanto and Johto regions. He did his best to bring his pokemon to their maximum potential. However is Vulpix was stubborn. Seeing how his Vulpix liked Loren's Growlithe, he decided to give him over. That was were Vulpix gave Growlithe the Firestone. Gwanyin had been trying to get his Vulpix to evolve, but it refused. Since now belonging to Loren, it gave the Firestone away. Gwanyain helped Loren learn to focus on battling, and they sparred rather well together. Eventually helping Loren to train his Bagon until it fully evolved.

   Within about a year both headed off together on their pokemon journey. This allowed Loren to gather information, as he decided it would be great to get first hand knowledge and accounts. Not everything was yet made available to everyone on the computers, so he imagined himself as a Pokemon Loremaster. Together they made their way around the Johto gyms and together managed to collect a number of badges that would grant them entry to the Indigo Plateau Conference.  Loren made it to the top 64, while Gwanyin made it to the top 32. After that they made there way to the Kanto region. There Loren picked up both the Boulder and Cascade badges. Since Gwanyin had already obtained the Indigo League badges, they headed into the Hoenn region. Here Loren obtained the Mind and Rain badges, but also obtained another Poochyena. As soon as Gwanyin had obtained all the badges they journeyed far north to Sinnoh. There Loren managed to obtain the Forest, Relic, and Icicle Badges. This is where he also captured Torterra, Bidoof, Pachirisu, Buizel, Patrat, Herdier, and Emolga. They decided to part ways, Gwanyin traveled on while Loren returned to Goldrod City.

Fun Facts
-Greatly admires the Gym Leader of Pewter City, Brock.
-Greatly afraid of Cleffa ,Clefariy, and Clefable.
-Battles under the name of "Argent Wolf"
-Loves Slushes!
-Awards: Cool Cup, Silver Cup, Johto League Challenge Badge,  Pokemon League Admissions Badge, and Premier Ball.

Loren's Pokemon and Awards











Generation I
Foxfire, Vulpix "Fire Type"
-Dig, Extrasensory, FireBlast, Overheat (Flashfire, Drought).
Ignightis, Arcanine, "Fire Type"
-Firefang, Giga Impact, Heatwave, Protect, (Intimidate, Justified)

Generation II
Swiper, Furret, "Normal Type"
-Follow Me, Me First, Slam, Thief (Keen Eye, Frisk)
Quest, Unown, "Psychic Type"
-Hidden Power (Levitate)

Generation III
Lilpup, Poochyena "Dark Type"
-Dark Punch, Hyper Voice, Rock Smash, Super Fang (Runaway, Rattle)
Darkly, Mightyena "Dark Type"
-Irontail, Shadowball, Snarl, Strength (Quick Feet, Moxie)
Thomas, Zigzagoon "Normal Type"
-Cut, Gunk Shot, Ice Beam, Seed Shot (Pick Up, Quick Feet)
Argentos, Salamence, "Dragon/Flying Type"
-Dragon Pulse, Draco Meteor, Fly, Outrage (Intimidate, Moxie)

Generation IV
Bonzai, Torterra, "Grass/Ground Type"
-Earthquake, Leaf Storm, Leech Seed, Sandstorm (Overgrow, Shell Armor)
Chief, Bidoof, "Normal Type"
-Aqua Tail, Hyper Fang, Rain dance, Yawn (Unaware, Moody)
Jay, Pachirisu "Electric Type"
-Magnet Rise, Sweet Kiss, Swift, Thunderwave (Pick Up, Volt Absorb)
Oscar, Buizel, "Water Type"
-Dive, Water Gun, Waterfall, Whirlpool (Swift Swim, Water Veil)

Generation V
Scout, Patrat, "Normal Type"
-Detect, Crunch, Grass Knot, Covet  (Keen Eye, Analytic)
Cillie, Herdier,"Normal Type"
-Frustation, Lick, Surf, Toxic  (Sand rush, Scrappy)
Suawoo, Emolga Electric/Flying Type"
-Aerial ace, Discharge, Electroball, Volt Switch (Static, Motor Drive)

I have been playing Pokemon since it came out years ago and is still a huge. As a player I have always done my best to get the National Deck and my certificate of completion in every game. My game character presented here is the story elements I decided to add in my Pokemon Journey.