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Written by Lizard
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Thursday, 04 February 2010 20:13 |
The Carven Spires
Seen through a scrying mirror, or from some other secure vantage point, this layer of the Abyss possesses some measure of eerie beauty. It is a realm of tall, graceful, spires of stone, in a dozen shades of tan and orange and brown, straining towards a sky of the palest blue, rarely seen through the flowing streams of yellow clouds. The spires are marked by endless twists, circling them, cut into them in a variety of never repeating patterns, some deep, some shallow, some symmetrical, some chaotic. Shadows in the rocks hint at caves cut even deeper into the stone. There is a ceaseless low whistling noise, not enough to be bothersome at first. The air thickens with distance, so the true size of the layer is unguessable, but from your presumably safe viewing portal, the column-laden landscape goes on forever.
Then the whistling picks up, and you see something, or someone, scrambling along one of the narrow ledges which form around each spire, the consequence of whatever force carved it. The figure moves rapidly, too rapidly to be safe, its feet slipping and nearly sliding from the precarious foothold as it struggles to move, clinging against the rock. It's not at all evident what is causing its panic, as the ledge is reasonably safe so long as caution is maintained, but it grows ever more frantic as the whistling increases in volume. Yellow mist begins to stream in, moving quickly now, and then the storm comes, a gale of golden-hued fog that whips around the spires, blocking all vision for a moment.
Then it retreats, and nothing remains of the struggling subject of your scrying except a rapidly collapsing pile of bones, and the narrow path on which he walked is carved a little deeper.
The acidic winds move on.
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Last Updated ( Thursday, 04 February 2010 21:22 )
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Written by Lizard
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Thursday, 28 January 2010 12:38 |
The Demonblooded
Tieflings. Somehow, they've gone from being the result of hot demon-on-human sex to being a race of emo posers. Hell, they even dropped the whole idea of Yeenoghu or Orcus or the occasional Marilith getting their freak on with some cultists, and instead there's some vague "bargain" struck in the equally vague (but still intrusive and annoying) "assumed world", which exists -- and this is official, mind you -- so that artists at WOTC will know what holy symbols to paint. Seriously. This was one of the excuses given for the presence of the "default" world. Well, that, and certain people on the design team are rumored to hate worldbuilding with the burning passion of a thousand suns, and seem to think that getting back to the days of "You're in the Town of Vyllaj, and just outside the town is the Dungeon of Danger. Click '1' to visit the Shopkeeper. Click '2' to visit the Tavern. Click '3' to enter the Dungeon." is a really good idea.
I say thee NAY!
In my world -- yes, WOTC, I said "my" world. Mine. Not yours. Can not have. -- Tieflings are very much the result of doing the nasty with things that are nasty. Though this happened ages past (like all good sexual revolutions, it was either before your time or after you were too old to take part), the consequences (namely, Tieflings) are still with us. They are not a race, they are the occasional reminders of that ancient time. It was called variously the Age of Demons, the Demonwar, the Elfwar, or the "time when the Aeld screwed over the whole world". Huge amount of backstory short (You think players telling you about their PCs are bad? Never get a DM started on his world!), a bunch of hoity-toity folks with pointy ears thought summoning and binding mere Type II Demons wasn't enough -- they were going to get Demogorgon, Jubilex, et al to play Steppin Fetchit for them. It didn't work. They rebelled. They evolved. They had a plan. (Said plan was "Tear the world to pieces and dance in the bloody ruins while frothing in a mad rage", but, hey, it was still a plan!) Eventually, the bad doobies were sent back to the Abyss, but the consequences of their rampage across the mortal world remain, from the introduction of demon-bred races like gnolls and minotaurs, to a dark, festering, seed of chaos and evil lurking in the bloodline of man. (That woud be the Tieflings, in case you forgot where I was going with this while I digressed madly.)
Anyway, since there's lots of Demon Princes, it only makes sense that Tieflings would sometimes show traits relating to their special ancestry.
Read on for more!
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Last Updated ( Thursday, 28 January 2010 13:25 )
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Written by Lizard
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Tuesday, 29 December 2009 11:03 |
Ye Gods!
One of my favorite memories of AD&D, First Edition, was the section in the original Deities&Demigods regarding non-human deities -- by which I mean the gods of the hobgoblins, trolls, kobolds, and so on. The long series of articles in "Dragon" expanding those individual deities to full racial pantheons was even better. While most real-world deities were a poor fit for the clockwork, number-driven, if-it-has-stats-we-can-kill-it world of Dungeons & Dragons, those gods made up explicitly for the game fit perfectly. Further, racial pantheons made the world feel more real -- it makes sense to me that elves would have one god of fire and orcs another.
Third edition tried to straddle a line between "Gods are really, really, high-powered monsters" and "Gods are abstract entities". The 3e Deities & Demigods book created insanely powerful gods, a 20 level ranking system for deities, and all sorts of other Asberger-friendly content, then made those rules 100% different from the Epic rules, making it nigh-impossible to go on a god-killing expedition because everything was done and scaled differently. Fourth Edition just said "To hell with it" and de-statted gods, which has its pros and cons, but it also did something I really dislike -- it created a one-size-fits-all universal pantheon, turning racial gods like Moradin and Corellon into Generic Deities worshipped by all. This was due, in part, to the anti-worldbuilding, the DM should just create "encounters" and chain them into "delves", attitude which infests the 4e rules. It's easier to have a shared, but vague and inchoate, "assumed world" when you don't have to worry that some uppity DM, who might still have delusions that a game is better when it takes place in a world, not a sound stage, will create his own gods. Racial pantheons are a clarion call to creativity; once you see that there's orc gods and dragon gods, it's hard to not start thinking of treant gods and merfolk gods and flumph gods. And, hey, maybe there's multiple pantheons of human gods, and that might mean nations, and cultures, and languages, and pretty soon we've left the track entirely and we're drawing maps and writing histories and, sin of all sins, giving stats to things the players aren't supposed to kill. Cats and dogs, living together! But I digress.
Anyway, the focus of this next series of articles is going to be racial and cultural gods, done up in the 4e style, with Channel Divinity powers, etc. Because I'm trying to leverage my time (proactively and synergistically!), I'm going to focus on rounding out a few corners of my world. Making these gods into generic, "Sure, orcs and dwarves both worship the same guy!" gods should not be very difficult at all, if that's what floats your boat.
Anyway, since my current game world is a classic Sword & Sorcery realm, owing a lot to Robert Howard, Clark Ashton Smith, and Fritz Lieber, it has a nation of serpent worshippers, a supposedly human kingdom whose ruling family are all tainted with Yuan-Ti blood. The pantheon they worship is followed by the humans, the Yuan-Ti, and the surrounding lizardmen.
Read on!
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Last Updated ( Tuesday, 29 December 2009 12:12 )
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Written by Lizard
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Monday, 04 January 2010 13:31 |
The Oozing Sea
It heaves, lurches, and moves, almost like a living thing -- which, perhaps, it is. Hundreds of miles across, ringed by craggy cliffs of black glass and dotted, here and there, by daggerlike islands, the Ooozing Sea is part of the realm of the Slime Lord, or, perhaps, a part of his own body. None know for sure, and His Insane and Unknowable Majesty isn't talking, or even burbling. Though it is a sea of corrosive and insidious ooze, it is nonetheless a sea, and that means there are those who travel upon it, live beside it, and otherwise exploit it, even as it seeks to devour them.
Read on!
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Last Updated ( Tuesday, 05 January 2010 02:27 )
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Written by Lizard
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Monday, 16 November 2009 13:13 |
Five Layers, Five Days
There's no denying I've been a bit slack over the past few weeks, often taking 2-3 weeks to do what should be one week of articles. I blame the rise of paying work. Nonetheless, I am somewhat determined to try to get back on track, and so I am going to return once more to the Abyss, with the intent of producing five layers in five days. As I write this, I do not have in mind any particular theme or focus, or even an idea what the first layer will be, never mind all five, but, here goes. This page, filed oddly under Breakfast Crunch, will be update with a link to each layer as it is written; the layers themselves will be under Abyss Project, as they ought to be.
Monday's Layer: 018 Nugraal's Arena
Tuesday's Layer: 019 The Flaying Tempest
Wendesday's Layer: 020 The Clockwork Hive
Thursday's (Late) Layer: 021 The Midnight Depths
Friday's (Ridiculously Late) Layer: 022 The Plains Of Iron
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Last Updated ( Wednesday, 25 November 2009 16:16 )
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